Chaance's page

485 posts. Alias of Governayle.

Full Name






Strength 14
Dexterity 18
Constitution 11
Intelligence 14
Wisdom 14
Charisma 10

About Chaance

Level 8, HeroLab:

Female android ranger (galvanic saboteur) 8 (Pathfinder Campaign Setting: People of the River 25, Pathfinder RPG Bestiary 5 19)
NG Medium humanoid (android)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +15 (+13 to avoid being surprised)
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 52 (8d10)
Fort +6, Ref +11 (-2 to avoid traps or hazards), Will +4; +2 vs. fire-based effects, +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
Speed 30 ft.
Melee kukri +10/+5 (1d4+2/18-20) or
rapier +10/+5 (1d6+2/18-20) or
XillMacil +11/+6 (1d8+2/19-20)
Ranged +2 adaptive construct-bane holy reliquary composite longbow +15/+10 (1d8+4/×3 plus 2d6 vs. construct) or
Tuilindo(Swallow) +14/+9 (1d8+1/×3)
Special Attacks combat style (archery), favored enemies (aberrations +2, constructs +4), technological trapsmith
Ranger (Galvanic Saboteur) Spells Prepared (CL 7th; concentration +9)
2nd—barkskin, cat's grace
1st—gravity bow[APG], liberating command[UC]
Str 14, Dex 18, Con 11, Int 14, Wis 14, Cha 10
Base Atk +8; CMB +10; CMD 24
Feats Deadly Aim, Endurance, Improved Precise Shot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Traits deft dodger, magical knack, stargazer
Skills Climb +6, Disable Device +17, Heal +6, Intimidate +5, Knowledge (arcana) +13 (+15 to identify alien monsters' abilities and weaknesses), Knowledge (dungeoneering) +10 (+12 to identify alien monsters' abilities and weaknesses), Knowledge (engineering) +5 (+7 to identify alien monsters' abilities and weaknesses), Knowledge (geography) +13 (+15 to identify alien monsters' abilities and weaknesses), Knowledge (local) +3 (+5 to identify alien monsters' abilities and weaknesses), Knowledge (nature) +13 (+15 to identify alien monsters' abilities and weaknesses), Linguistics +10, Perception +15 (+13 to avoid being surprised), Profession (gambler) +6, Ride +10, Sense Motive -1, Spellcraft +9, Stealth +15, Survival +13; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Aklo, Common, Elven, Gnome, Hallit, Kasatha, Lashunta, Orc, Sylvan, Triaxian, Undercommon
SQ emotionless, exceptional senses, hunter's bond (companions), lucky dodge, nanite surge, reprogram +8, sentimental, static strike, track +4
Combat Gear white nanite hypogun; Other Gear mithral shirt, +2 adaptive construct-bane holy reliquary composite longbow, tuilindo(swallow), arrows (20), blunt arrows[APG] (20), kukri, rapier, XillMacil, hearth mantle, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork thieves' tools, mess kit[UE], pot, torch (10), trail rations (5), waterskin
Special Abilities
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Emotionless (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Favored Enemy (Aberrations +2) (Ex) +2 to rolls vs. aberrations foes.
Favored Enemy (Constructs +4) (Ex) +4 to rolls vs. constructs foes.
Hunter's Bond (Companions) (2 rounds) (Ex) As a move action, grant half favored enemy bonus to allies in 30 ft.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Lucky Dodge (Ex) Luck bonus to touch AC vs. favored enemies equal to half their bonus.
Nanite Surge +11 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Reprogram +8 (Ex) Improve attitude of mindless constructs as wild empathy, intelligent constructs at -4 penalty.
Sentimental -2 perception to avoid being surprised. -2 Reflex to avoid traps or hazards
Static Strike (1/day) (Ex) Melee atk at full atk. bonus deals extra 1d6 elec. dmg. and 2nd attack as Cleave (2d6 elec).
Technological Trapsmith (Ex) Rig traps from destroyed construct/clockwork creatures, Disable Dev. (DC 10+ construct's HD).
Track +4 Add the listed bonus to Survival checks made to track.

Coin (11/24/2023):

Platinum: 20
Gold: 17436 + 1097 +350
Silver: 0
Copper: 0

Consumables (10/27/2023):

20 Arrows
20 Blunt Arrows
Adamantine Arrows
10 Torches
5 Trail Rations
1 Flare Gun
2 Cold Iron Blanches
2 Silver Blanches
4 Holy Water Vials
5 Canisters
Dart Gun
Timeworn Black Nanite Hypogun(7 charges)

Current Spell List (7/3/2022):

Caster Level 3
Comprehend Languages 1x/day
Detect Magic 1x/day
Detect Poison 1x/day
Read Magic 1x/day


Hero Points: 1 (9/8/2023)