Android

C-3PO's page

298 posts. Organized Play character for Luke_Parry.


Full Name

C-3PO

Race

| SP 24/24 HP 28/28 | RP 6/6 | EAC 19; KAC 19 | Fort +1; Ref +8; Will +4 | Init: +6 | Perc: +9, SM: +0; darkvision, low-light vision

Classes/Levels

| Speed 40 ft, fly 30 ft (Avg)| Evasion | Active conditions: None

Gender

"Iseph" | non-binary NG Android ace pilot operative 4

Strength 12
Dexterity 18
Constitution 10
Intelligence 12
Wisdom 10
Charisma 11

About C-3PO

Iseph
Android ace pilot operative 4
NG Medium humanoid (android)
Init +6; Senses darkvision 60 ft., low-light vision; Perception +9

DEFENSE
SP 24 HP 28 RP 6
EAC 19; KAC 19
Fort +1; Ref +8; Will +4; +2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs)
Defensive Abilities evasion

OFFENSE
Speed 40 ft., fly 30 ft. (jump jets, average)
Melee survival knife +7 (1d4+3 S; analog, operative)
Ranged tactical semi-auto pistol +7 (1d6+2 P; analog)
or static arc pistol +7 (1d6+2 E, critical arc 2, stun)
or incendiary grenade I +0 (explode [5 ft., 1d6 F plus 1d4 burn, DC 11])
Offensive Abilities debilitating trick, trick attack

STATISTICS
Str 12 (+1); Dex 18 (+4); Con 10 (+0); Int 12 (+1); Wis 10 (+0); Cha 11 (+0)
Skills Acrobatics +14, Athletics +10, Bluff +9, Computers +10 (4 ranks), Disguise +9, Engineering +10 (4 ranks), Intimidate +9, Perception +9, Piloting +14 (4 ranks), Sense Motive +0, Sleight of Hand +13, Stealth +14; (reduce the DCs of Culture checks by 5 when recalling knowledge about starship and vehicle models and parts as well as famous hotshot pilots); (ghost specialization: +4 to Stealth checks to make a trick attack)
Feats Dive for Cover, Kip Up, Multi-Weapon Fighting, Skill Focus (Acrobatics, Stealth)
Languages Common, Shirren
Other Abilities ghost specialization
Combat Gear mk 1 serums of healing (2), mk 2 serum of healing, incendiary grenade I, medpatch;
Other Gear defrex hide (upgrade: jump jets), static arc pistol with 1 battery (20 charges), tactical semi-auto pistol with 30 small arm rounds, survival knife, everyday clothing, field rations (1 week), hygiene kit, personal comm unit, titanium alloy cable (40 ft.), toolkit (hacking), credstick (39 credits)

SPECIAL ABILITIES
Constructed For effects targeting creatures by type, Iseph counts as both a construct and a humanoid (whichever is worse for Iseph).
Darkvision Iseph can see up to 60 feet in total darkness.
Debilitating Trick (Ex) When Iseph hits an enemy with a trick attack, Iseph can choose to make that enemy either flat-footed or off-target until the beginning of Iseph’s next turn.
Dive for Cover When Iseph attempts a Reflex save against an area attack or area effect, they can choose to fall prone in an adjacent space in order to roll the saving throw twice, taking the better of the two results.
Evasion (Ex) If Iseph succeeds at a Reflex save against an effect that has a partial effect on a successful save, they instead suffer no effect.
Flat Affect The DC of a Sense Motive check attempted against Iseph increases by 2.
Kip Up Iseph can stand from prone as a swift action, rather than a move action.
Low-Light Vision Iseph can see in dim light as if it were normal light.
Multi-Weapon Fighting When Iseph makes a full attack with two or more operative melee weapons or small arms, reduce the penalty to each attack from –4 to –3.
Trick Attack As a full action, Iseph can move up to 40 feet and make a single attack with a small arm (or a melee weapon with the operative special property) as a trick attack. Just before making the attack, Iseph attempts a Bluff, Intimidate, or Stealth check (whichever is better for Iseph) with a DC equal to 20 + the target’s CR. If the skill check is successful, the attack deals an additional 1d8 damage and the target is flat-footed against this attack.
Uncanny Pilot (Ex) When Iseph attacks while driving a vehicle, they take only half the vehicle’s normal penalty to their attack roll. When in a chase, Iseph gains a +2 bonus to skill checks when attempting the evade or trick pilot actions.
Upgrade Slot Iseph has an internal quick-release sheath normally installed in armor as an upgrade. This can store a single one-handed weapon, which Iseph can draw as a swift action.

GEAR DESCRIPTIONS
Deflex Hide While wearing this armor, Iseph can close its environmental seals and survive in a vacuum (and other harsh environments) for up to 4 days. The armor has jump jets as an upgrade, allowing Iseph to fly up to 30 feet as part of a move action. At the end of this flight Iseph must land or they fall. Iseph can do this 10 times before the jump jets’ battery must be recharged or replaced.
Medpatch Iseph can use this to attempt an untrained Medicine check with a +10 bonus to perform the first aid, long-term stability, treat disease, or treat drugs or poison task.
Mk 1 Serum of Healing Drinking a vial of this serum restores 1d8 HP.
Mk 2 Serum of Healing Drinking a vial of this serum restores 3d8 HP.
Static Arc Pistol This weapon fires a bolt of electricity. On a critical hit, it arcs and deals 2 electricity damage to a new target of your choice that is adjacent to your original target. As a move action, it can be set to deal nonlethal damage. It can be fired 10 times before its battery must be recharged or replaced.
Tactical Semi-Auto Pistol This weapon fires physical bullets and can be fired nine times before it must be reloaded.
Titanium Alloy Cable This 40-foot-long cable is designed for climbing or securing loose cargo.

History:
Iseph awoke in a black-market renewal crèche on Aballon. Around them, the dingy warehouse was completely empty, save for a pen and a note in the center of the concrete floor. Clearly hastily scrawled, the note read only: Run. Hide. Retaliate. Beware the mark. Next to the words was a drawing of a symbol—the same inexplicable design branded on Iseph’s chest. Yet the biggest shock was when Iseph picked up the pen, as the note’s writer had clearly intended—for the handwriting on the note matched Iseph’s own.

Confused and disoriented, Iseph did as the note instructed, doing their best to disappear into Aballon’s bustling android population. Yet the questions raised by the note continued to plague them. Who had worn their body before them? Who were they running from, and why? Eventually, Iseph began making inquiries. All of these searches failed, yet in curious ways, as if the information was being actively redacted. Worse, Iseph began to get the sense of being watched. After a month of forays into they city’s underworld, Iseph at last tracked down someone who claimed to recognize the mark, but who insisted on meeting in person at a nearby virus bar.

Iseph was almost to the tavern when it exploded in a massive fireball, the blast consuming an entire city block.

Thoroughly spooked, Iseph fled Aballon, taking passage on a ship to the Diaspora. Yet as they worked there, piloting rock-hopper shuttles and mining tugs, Iseph’s fear turned to anger. They met android escapees from illegal colonies in the Vast, bearing blatant symbols of corporate ownership and scars from cruel disciplinary implants, and began to suspect what their own mark might say about their origins. Incensed, Iseph made contact with the Android Abolitionist Front, and under their guidance became a black ops expert. Eventually a disagreement with their handler over a messy job led Iseph to go independent. Today, Iseph hires on with freelancer crews as an elite pilot specializing in dangerous transport or exploratory missions—and if those jobs sometimes require a little infiltration or a bullet from the shadows, well, that costs extra.

Though paranoia often makes Iseph a loner, the android craves companionship, and is fiercely loyal to those who prove themselves trustworthy. Iseph questions or rejects many aspects of mainstream Pact Worlds culture, and enjoys exploring the countercultures on different worlds. Iseph believes the ends often justify the means, yet strives to only take on jobs that fit their sense of morality, and an initial focus on android rights has broadened into a tendency to identify with oppressed people everywhere. While Iseph finds the most joy in flying vehicles—usually fast and recklessly—their infiltration abilities remain sharp, and the former assassin has no objections to pulling out their sniper rifle when a cause is just.