Android

Entropy 002's page

48 posts. Organized Play character for Bigguyinblack.


Race

| SP 6/6 HP 9/10 | RP 3/5 | EAC 13; KAC 14 | Fort +0 (+1); Ref +2; Will +6 | Init: +2 | Perc: +8, SM: +2; low-light, darkvision 60ft

Classes/Levels

| Speed 30ft | Healing Touch 1/1 | Spells: 1st 0/3 | Active conditions: None.

Gender

"Entropy 002" N android Pharasma priest mystic (healer) 1

About Entropy 002

Entropy 002
Android priest mystic (healer) 1
NG Medium humanoid (android)
Init +2; Senses low-light, darkvision 60ft; Perception +8

DEFENSE
SP 8 HP 10 RP 5
EAC 13; KAC 14
Fort +0; Ref +2; Will +6

OFFENSE
Speed 30 ft.
Melee battle staff +0 (1d4 B; critical knockdown; analog, block)
Ranged pulsecaster pistol +2 (1d4 E nonlethal)
Mystic Spells Known (CL 1st, ranged +2)
1st (3/day)—mind thrust, mystic cure, Share Language
0 (at will)—detect affliction, detect magic, stabilize, Daze

STATISTICS
Str 11 (+0); Dex 14 (+2); Con 10 (+0); Int 12 (+1); Wis 18 (+4); Cha 8 (-1)
Skills Culture +5, Diplomacy +3, Medicine +5, Mysticism +8, Perception +8, Profession (counselor) +13, Survival +8;
(reduce the DCs of Culture and Mysticism checks by 5 when recalling knowledge about religious traditions, religious symbols, and famous religious leaders)
Feats Harm Undead
Languages Celestial, Common, Vesk, Shirren, Ysoki
Other Abilities healing channel, healing touch
Combat Gear mk 1 serums of healing (2),
Other Gear second skin, battle staff, pulsecaster pistol with 2 batteries (20 charges each), basic medkit, medpatch, everyday clothing, professional clothing, formal clothing, field rations (1 week), hygiene kit, personal comm unit, credstick (28+ credits), trapsmith toolkit, flashlight, binders, fire extinguisher, tool kit profession (counselor),

SPECIAL ABILITIES
Constructed For effects targeting creatures by type, Entropy 002 counts as both a construct and a humanoid (whichever is worse for Entropy 002).
Darkvision Entropy 002 can see up to 60 feet in total darkness.
Flat Affect The DC of a Sense Motive check attempted against Entropy 002 increases by 2.
Low-Light Vision Entropy 002 can see in dim light as if it were normal light.
Harm Undead When Entropy 002 uses healing channel as a full action, he can expend 1 Resolve Point to also deal damage to all undead within 30 feet. The damage is equal to the amount the healing channel heals, though undead can attempt a Will save (DC 14) for half damage.
Healing Channel (Su) Entropy 002 can spend 1 RP to restore 2d8 HP to himself (as a move action), an ally touched (as a standard action), or all allies within 30 feet (as a full action).
Healing Touch (Su) Once per day, Entropy 002 can spend 10 minutes to restore 5 Hit Points to an ally.
Upgrade Slot Entropy 002 has an internal quick-release sheath normally installed in armor as an upgrade. This can store a single one-handed weapon, which Entropy 002 can draw as a swift action.

Spells Entropy 002 can cast the following spells, each as a standard action:
Detect Affliction: Entropy 002 can determine whether a creature or object is cursed, diseased, or poisoned, and can determine the exact affliction with a successful Life Science, Medicine, or Wisdom check.
Detect Magic: This reveals whether creatures or objects seen within a 60-foot cone are magical and, with concentration, can determine whether one magical source is a spell, magic item, or other effect, and its caster level.
Mind Thrust: This spell deals 2d10 damage (Will DC 15 half) to one creature with an Intelligence score.
Mystic Cure: With a touch, Entropy 002 can restore 1d8+4 Hit Points to one living creature. Casting this spell doesn’t provoke attacks of opportunity.
Share Language: Entropy 002 can grant a creature touched the ability to read, understand, and speak (if able) up to three languages Entropy 002 knows.
Stabilize: This spell causes a dying creature that has 0 Hit Points to stabilize.
Telekinetic Projectile: Entropy 002 can telekinetically hurl an object weighing up to 5 pounds at a target within 30 feet, making an attack roll (+2 bonus) against its KAC. If he hits, both the target and the object take 1d6 bludgeoning damage.

GEAR DESCRIPTIONS
Basic Medkit Entropy can use this kit to attempt a DC 25 Medicine check to treat deadly wounds.
Battle Staff If Entropy successfully hits a foe with this two-handed weapon, he gains a +1 bonus to his AC against melee attacks from that foe for 1 round.
Mk 1 Serum of Healing Drinking this restores 1d8 HP.
Pulsecaster Pistol This weapon deals nonlethal electricity damage. It can be fired 20 times before its battery must be recharged or replaced.
Second Skin This armor’s environmental seals allow the wearer to survive in harsh environments for 1 day.