Automaton Master Mold

DICEBOT's page

163 posts. Organized Play character for Kludde.


Race

| SP 21/21 HP 25/25 | RP 6/6 | EAC 17; KAC 19 | Fort +3; Ref +3; Will +3 (all +2 vs spells/spell-like; +2 against mind-stuff, poison, disease) | Init: +2 | Perc: +0, SM: -2

Classes/Levels

| Speed 20ft | Active conditions: None.

Gender

Male Android Cook 3

Strength 20
Dexterity 14
Constitution 11
Intelligence 12
Wisdom 10
Charisma 8

About DICEBOT

DICEBOT
Male android mercenary soldier 3
None Medium humanoid (android)
Init +2; Senses darkvision (60'), low-light vision; Perception +0

_________________________________________________
DEFENSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
EAC 17; KAC 19
SP 21 HP 25 RP 6
Fort +3, Ref +3, Will +3
, +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs, +2 insight bonus to saving throws against spells and spell-like abilities., +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs, +2 insight bonus to saving throws against spells and spell-like abilities.
_________________________________________________
OFFENSE
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Speed Walk 20'
Melee dueling sword, tactical +8 (1d6+10 , critical -; Analog)
Ranged flamethrower, ifrit-class +5 (1d6+3, critical Burn 1d6; Analog, blast, unwieldy)

_________________________________________________
STATISTICS
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
Str 20, Dex 14, Con 11, Int 12, Wis 10, Cha 8,
Base Atk +3; Grp+8
Feats Cleave, Spellbane, Step Up
Skills Acrobatics +6, Athletics +10, Engineering +5, Medicine +7, Piloting +6, Profession (Cook) +6, Survival +4,
Languages Common, Kasatha
Combat Gear serum of healing mk 1 (2),
Other Gear flamethrower, ifrit-class, golemforged plating ii, personal upgrade mk 1, dueling sword, tactical, 2467.0 gp

_________________________________________________
SPECIAL ABILITIES
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
RACIALTRAITS
Size And Type Androids are medium humanoids with the android subtype
Constructed For effects targeting creatures by type, androids count as both humanoids and constructs (whichever effect is worse). They receive a +2 racial bonus to saving throws against disease, mind-affecting effects, poison, and sleep, unless those effects specifically target constructs. In addition, androids do not breathe or suffer the normal environmental effects of being in a vacuum
Exceptional Vision Androids have low-light vision and darkvision. As a result, they can see in dim light as if it were normal light, and they can see with no light source at all to a range of 60 feet in black and white only. See low-light vision and darkvision on pages 264 and 263
Flat Affect Androids find emotions confusing and keep them bottled up. They take a -2 penalty to sense motive checks, but the dcs of sense motive checks attempted against them increase by 2
Upgrade Slot Androids have a single armor upgrade slot in their bodies. Regardless of whether androids are wearing physical armor, they can use this slot to install any one armor upgrade that could be installed into light armor
Force Field, Brown Itemlevel=3

THEME BENEFITS
Mercenary Whether you take jobs that match your ethical beliefs or you fight for anyone who can afford your services, you are a hired gun. You might take pride in your past accomplishments, proudly displaying trophies of your kills, or you might be laden with guilt over being the sole survivor of a mission gone terribly wrong. You most likely work with other mercenaries and are familiar with the methodologies of military actions all across the galaxy
Theme Knowledge You are knowledgeable about the military, from rival mercenary groups to standard military procedures to planetary armed forces, and you can draw upon this fount of information to aid your adventurous pursuits. Reduce the dc of culture checks and profession (mercenary) checks to recall knowledge about hierarchies, practices, personnel, and so on in the military by 5. Athletics is a class skill for you, though if it is a class skill from the class you take at 1st level, you instead gain a +1 bonus to athletics checks. In addition, you gain an ability adjustment of +1 to strength at character creation

CLASS FEATURES:
Primary Fighting Style You have a preferred fighting style that represents the type of soldier you are. Each fighting style is composed of various style techniques that you learn as you gain experience. You must pick one fighting style upon taking your first soldier level, and once made, this choice cannot be changed. Descriptions of the fighting styles you can choose from appear on pages 112-115
Armor Storm The armor storm fighting style focuses on using armor as a weapon by maximizing the damage of armor-based weapons while withstanding enemy fire. You learn to increase the effectiveness of attacks made with your armor and to add equipment normally beyond your armor's capacity
Primary Style Technique At 1st level and every 4 levels thereafter, you gain a style technique unique to your primary fighting style
Hammer Fist [not implemented]you treat any unarmed attack you make while wearing heavy or powered armor as being made with a battleglove (see page 187) with an item level equal to or lower than your soldier level, and you calculate damage for these attacks as if you had the melee striker gear boost (see page 112). If you have the melee striker gear boost, you gain a +2 bonus to damage rolls with your unarmed attacks when using this ability. These unarmed attacks don't benefit from other abilities that apply specifically to unarmed attacks (such as the improved unarmed strike feat)
Combat Feat At 2nd level and every 2 levels thereafter, you gain a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. Whenever you gain a new bonus feat, you can also choose to replace one of the bonus feats you have already learned with a different bonus feat. The feat you replace can't be one that was used as a prerequisite for another feat or other ability. You can change only one feat at any given level, and you must choose whether or not to swap the feat at the time you gain the new bonus feat
Gear Boost At 3rd level and every 4 levels thereafter, you learn a trick called a gear boost that make you better with a particular type of weapon or armor. Choose from the gear boosts listed below. Some gear boosts require you to reach a certain soldier level to select them; this level is indicated in parentheses after the boost's name
Melee Striker Add an additional bonus equal to half your strength bonus to damage rolls with melee weapons
Weapon Specialization You gain weapon specialization as a bonus feat for each weapon type this class grants you proficiency with

FEATS:
Cleave You can strike two adjacent foes with a single swing As a standard action, you can make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional melee attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can make only one additional attack per round with this feat. When you use this feat, you take a -2 penalty to your armor class until your next turn
Spellbane Your mind and body are fortified against magic You gain a +2 insight bonus to saving throws against spells and spell-like abilities. If you ever gain the ability to cast spells or use spell-like abilities, you lose the benefits of this feat and can replace it with great fortitude, lightning reflexes, or iron will, or the improved version of one of those feats if you meet its prerequisites
Step Up You can close the distance when a foe tries to move away Whenever an adjacent foe attempts to take a guarded step away from you, you can also take a guarded step as a reaction as long as you end up adjacent to the foe that triggered this ability