Azmur Kell

Locke Tresslar's page

76 posts. Alias of pinvendor.


Full Name

Locke Tresslar

Race

Android

Classes/Levels

Investigator 1 | AC: 13, T: 10, FF: 13 | HP: 10/10 | Fort: +2, Reflex: +2, Will: +3 | CMB: +1, CMD: 11 | Init: +1 | Sense Motive: -3 | Perception: +7

Vision:
darkvision to 60 ft, low-light vision

Gender

Male

Size

Medium

Age

??

Alignment

Lawful Neutral

Strength 12
Dexterity 11
Constitution 14
Intelligence 17
Wisdom 12
Charisma 8

About Locke Tresslar

Locke Tresslar bio:
Locke Tresslar awoke one day in the wasted lands of Numeria. No recollection of the time before, he soon found that he was different from the other beings in the region despite looking very similar to them. Nonetheless, he continues to interact with them as one thing seems to drive him: The need to solve the case. Wherever a mystery arises, a riddle remains unsolved or a problem that requires thought rather than brawn surfaces, Locke is the man(?) for the job.

Frequently, Locke has found himself drawn in time and again to the ruins scattered across the Numerian landscape and has become familiar with the inexplicable technology found in such places.

Locke Tresslar crunch:
Locke Tresslar
Male Android Investigator (Empiricist) 1 (Pathfinder Campaign Setting: Inner Sea Bestiary 3)
LN Medium humanoid (android)
Init +0; Senses darkvision 60 ft., low-light vision; Perception +7
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Defense
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AC 13, touch 10, flat-footed 13 (+3 armor)
hp 10 (1d8+2)
Fort +2, Ref +2, Will +3
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
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Offense
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Speed 20 ft.
Melee shortsword +1 (1d6+1/19-20) and
. . unarmed strike +1 (1d3+1 nonlethal)
Special Attacks nanite surge
Investigator (Empiricist) Spells Prepared (CL 1st; concentration +4):
. . 1st—comprehend languages, disguise self
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Statistics
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Str 12, Dex 11, Con 14, Int 17, Wis 12, Cha 8
Base Atk +0; CMB +1; CMD 11
Feats Technologist
Traits alien origins (silver mount), augmented disguise
Skills Bluff +3 (+5 on opposed Bluff checks), Craft (alchemy) +7 (+8 to create alchemical items), Craft (mechanical) +7, Disguise +3, Knowledge (arcana) +7, Knowledge (engineering) +7, Knowledge (geography) +7, Perception +7, Sense Motive -3, Spellcraft +7, Use Magic Device +3; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Abyssal, Common, Hallit, Skald, Androffan
SQ alchemy, emotionless, inspiration, trapfinding +1
Other Gear studded leather, shortsword, alchemy crafting kit, artisan's tools, backpack, bedroll, belt pouch, flint and steel, ink, black, inkpen, mess kit, soap, torch (10), trail rations (5), waterskin, 25 gp
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Special Abilities
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Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Alien Origins (Silver Mount) +2 on opposed Bluff checks due to your inscrutable mannerisms.
Numerian Archaeologist You gain Androffan as an additional
language. When you use a timeworn technological item, roll
twice when determining any glitches the item might cause
and choose which result to use as your actual result.
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 vision only).
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.
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Nanite Surge +4 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
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
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.