NAME: K0-1L ("Koil")
RACE: Android
CLASS: Investigator
ARCHETYPE: Empiricist
DEITY: Brigh
ALIGNMENT: Neutral
HOMELAND: Numeria
HT/WT: 6'/200 lbs.
HAIR/EYES: Black/Brown
AGE/SEX: 5/Male
SIZE: Medium
STR: 10 (+0)
DEX: 18 (+4)
CON: 13 (+1)
INT: 17 (+3)
WIS: 12 (+1)
CHA: 06 (-2)
BAB: +0
CMB: +0
CMD: 14
FORT: +0(2)
RFLX: +2(6)
WILL: +2(3)
Hit Points: 10
Initiative: +4
Base Speed: 30ft
Armor Class: 17
Touch Armor: 14
Flat-Footed: 13
RACIAL FEATURES
+2 Dexterity, +2 Intelligence, –2 Charisma: Androids have swift reflexes and are very intelligent, but have difficulty relating to others.
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.
Constructed: For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Nanite Surge: An android’s body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android’s character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round.
Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic).
CLASS FEATURES
Proficiency: Simple weapons, Hand Crossbow, Rapier, Sap, Shortbow, Short Sword, Sword Cane, Light Armors.
Alchemy
Inspiration
Trapfinding
SKILLS
Acrobatics (Dex): 0(4) -1 ACP
Appraise (Int): --
Bluff (Int): 1(7)
Climb (Str): 0 -1 ACP
Craft (alchemy) (Int): 1(7)
Diplomacy (Cha): 0(-2)
Disable Device (Dex): 1(8) -1 ACP
Disguise (Int): 1(7)
Escape Artist (Dex): 0(4) -1 ACP
Heal (Wis): --
Intimidate (Cha): 0(-2)
Knowledge (arcana) (Int): 1(7)
Knowledge (dungeoneering) (Int): --
Knowledge (engineering) (Int): 1(7)
Knowledge (geography) (Int): --
Knowledge (history) (Int): --
Knowledge (local) (Int): 1(7)
Knowledge (nature) (Int): --
Knowledge (nobility) (Int): --
Knowledge (planes) (Int): --
Knowledge (religion) (Int): --
Linguistics (Int): --
Perception (Wis): 1(7)
Perform (Cha): --
Profession (Wis): --
Sense Motive (Wis): 0(-6)
Sleight of Hand (Dex): -- -1 ACP
Spellcraft (Int): --
Stealth (Dex): 1(8) -1 ACP
Use Magic Device (Cha): --
LANGUAGES
Androffan, Celestial, Common, Hallit, Orc
FEATS
Level 1: Weapon Finesse
TRAITS
Campaign: Numerian Archaeologist
Trait #1: Clever Wordplay (Disguise)
Trait #2: Cunning Liar
Drawback: Naive
EQUIPMENT (9 GP 5 SP 5 CP)
Explorer's Outfit
Rapier (20 gp/Dmg 1d6/Crit 18-20,x2/Type P/Wt 2 lbs.)
Sling (Dmg 1d4/Crit x2/Range 50 ft./Type B)
-Sling Bullets (10) (1sp/Wt 5 lbs.)
Hide Shirt (20 gp/AC +3/Max Dex +4/ACP -1/Wt 18 lbs.)
Donkey (8 gp)
-Bit and bridle (2 gp/Wt 1 lb.)
-Pack Saddle (5 gp/Wt 15 lbs.)
-Feed (5 days) (2.5 cp/Wt 50 lbs.)
-Investigator's Kit (40 gp/Wt 37 lbs.)
-Sling Bullets (10) (1sp/Wt 5 lbs.)