Scro

Kharamell's page

372 posts. Alias of Dax Thura.


Full Name

Kharamell

Classes/Levels

Wiz (Spellslinger) 7| HP 34/46 | AC 16 T 13 FF 13 | F +5 R +6 W +7 | Init +3 | Perception +3

About Kharamell

Kharamell
Android wizard (spellslinger) 7 (Pathfinder RPG Bestiary 5 19, Pathfinder RPG Ultimate Combat 74)
NG Medium humanoid (android)
Init +3; Senses darkvision 60 ft., low-light vision; Perception +3
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 46 (7d6+14)
Fort +5, Ref +6, Will +7; +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
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Offense
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Speed 30 ft.
Melee club +3 (1d6)
Ranged emp pistol +6 (2d6) or
. . laser rifle +6 (2d6 fire) or
. . pistol +6 (1d8/×4)
Wizard (Spellslinger) Spells Prepared (CL 7th; concentration +11)
. . 4th—acid pit[APG] (DC 18), ball lightning[APG] (DC 20)
. . 3rd—discharge (DC 17), fireball (DC 19), fly
. . 2nd—acid arrow, create pit[APG] (DC 16), scorching ray, scorching ray
. . 1st—burning hands (DC 17), burning hands (DC 17), grease, protection from evil, shield
. . Opposition Schools Divination, Enchantment, Illusion, Necromancy
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Statistics
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Str 10, Dex 16, Con 14, Int 18, Wis 12, Cha 8
Base Atk +3; CMB +3; CMD 16
Feats Craft Wondrous Item, Greater Spell Focus (evocation), Gunsmithing[UC], Skill Focus (Knowledge [engineering]), Spell Focus (evocation), Technologist
Traits against the technic league (spells), nimble fingers, keen mind
Skills Appraise +8, Craft (mechanical) +7, Disable Device +16 (+18 vs. electronic devices), Disguise +14, Fly +7, Heal +4, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (engineering) +16, Knowledge (geography) +9, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nature) +9, Knowledge (nobility) +9, Knowledge (planes) +9, Knowledge (religion) +9, Linguistics +8, Perception +3, Sense Motive -3, Spellcraft +12, Survival +3; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Androffan, Common, Dwarven, Hallit, Orc, Varisian
SQ arcane gun, emotionless, exceptional senses, mage bullets, nanite surge
Combat Gear potion of cure light wounds (2), potion of cure moderate wounds, scroll of detect radiation, scroll of technomancy, scroll of unseen servant; Other Gear alchemical cartridge (paper)[UC] (38), alchemical cartridge (paper)[UC] (12), club, emp pistol, laser rifle, pistol[UC], +3 bracers of armor, cloak of resistance +1, handy haversack, hat of disguise, battery (6), battery (2), black e-pick, brown access card, disguise kit (2), flint and steel, gray access card, masterwork thieves' tools, scroll box[UE], spell component pouch, white access card, white e-pick, holy symbol, ivory (brigh) (worth 25 gp), 1,137 gp, 2 sp
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Tracked Resources
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Alchemical cartridge (paper) - 0/38
Alchemical cartridge (paper) - 0/12
Battery - 0/6
Battery - 0/2
Black e-pick (10 charges) - 2/10
Club - 0/1
Disguise kit (20 uses) - 1/20
Disguise Self (At will) - 0/0
E-pick, white (10 charges) - 0/10
Emp pistol - 0/10
Nanite Surge +10 (1/day) (Ex) - 0/1
Potion of cure light wounds - 0/2
Potion of cure moderate wounds - 0/1
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Special Abilities
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Arcane Gun (One Arcane Gun) (Su) Imbue firearm with magic; spells cast thru firearm have x3 crit multiplier.
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).
Divination You must spend 2 slots to cast spells from the Divination school.
Emotionless (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
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.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Illusion You must spend 2 slots to cast spells from the Illusion school.
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.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Mage Bullets (Su) Sacrifice a spell to grant an enhancement bonus or special ability to arcane gun.
Nanite Surge +10 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Technologist You are familiar with the basic mechanics of technology.

Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological su
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Kharamell does not remember how his contentious relationship with the Technic League began. He only knows that it has always been there. His first clear memory is of him standing over the corpses of two Technic League members, his rifle still smoking. He took on with some prospectors that came looking for artifacts and proved his worth by helping to fend off marauders. In time, the group crossed paths with the Technic League. Their arrogance and bullying did not sit well with Kharamell and he fought them rather than be taken for study.
After that, Kharamell wandered Numeria trying to keep from drawing the attention of the Technic League and often failing. His most recent base of operations is Torch. He is a capable archeologist and technologist and is known as a resource for those who don’t want to involve the Technic League. He has also taken work as a guard and has helped defend the town from barbarian incursions.

Spellbook
4- Acid Pit, Ball Lightning
3- Discharge, Dispel Magic, Fireball, Fly, Heroism
2- Acid Arrow, Cat's Grace, Create Pit, Invisibility, Levitate, Ricochet Shot, Scorching Ray, Shadow Anchor
1- Abundant Ammunition, Burning Hands, Detect Magic, Expeditious Retreat, Longshot, Mage Armor, Magic Missile, Mount, Protection from Evil, Read Magic, Shield, Technomancy, True Strike, Unseen Servant

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DICE
[dice=Perception]1d20+3[/dice]

[dice=Disable Device]1d20+16[/dice]+2 v electronic

[dice=Craft: Mechanical]1d20+7[/dice]
[dice=Heal]1d20+4[/dice]
[dice=Knowledge: Engineering]1d20+16[/dice]

Arcane Gun (Pistol):
[dice=To Hit]1d20+6[/dice] [dice=To Hurt]1d8[/dice]

EMP Pistol: range touch
[dice=To Hit]1d20+6[/dice] [dice=To Hurt]2d6[/dice]

Scorching Ray: range touch
[dice=To Hit]1d20+6[/dice] [dice=To Hurt]4d6[/dice]

[dice=Fireball]7d6[/dice] DC 18

Ranged Touch: range touch
[dice=To Hit]1d20+6[/dice] [dice=To Hurt]2d4[/dice]