Android

M.A.R.V.I.N.'s page

282 posts. Alias of rashly5.


Full Name

Mobile Autonomous Robot Vagabond with Intelligent Navigation

Race

Android

Classes/Levels

Gunslinger (Musket Master)/4 | AC 18, T 15, FF 13 | HP: 42/46 | F+5, R+8, W+3 | Init+6, P+11 | CMD 19

Size

Medium (6'2" Height, 200 lbs Weight)

Alignment

Neutral

Languages

Celestial, Common

Strength 10
Dexterity 19
Constitution 13
Intelligence 12
Wisdom 14
Charisma 8

About M.A.R.V.I.N.

Tracking:

Grit 2/2

Called 1/1
Nanite Surge 1/1
Tireless Logic 0/1

Items
Alchemical Paper Cartridge 6
Black powder (dose) 5
Firearm Bullets 3
Silver Bullets 2

Experience Points: 3400

Stat Block:

M.A.R.V.I.N.
Android gunslinger (musket master) 4
N Medium humanoid (android)
Init +6; Senses Darkvision 60 ft., Low-light vision; Perception +11
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Defense
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AC 18, touch 15, flat-footed 13 (+4 Dex, +3 armor, +1 dodge)
hp 46 (4d10+4+4)
Fort +5, Ref +8, Will +3; +4 vs mind-affecting effects, paralysis, poison, and stun effects
Defensive Abilities constructed
Immune disease, emotion-based effects, exhaustion, fatigue, fear, sleep
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Offense
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Speed 30 ft.
Melee +4; Dagger +4 (1d4, 19-20/x2, 10ft., P/S)
Ranged +8; Battered Musket +8 (1d12, x4, 40ft., 1-2(5 ft.), 1, B&P);
Sling (Ordinary Stone) +6 (1d3, x2, 50 ft., B)
Special Attacks nanite surge
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Statistics
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Str 10 (0), Dex 19 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 8 (-1)
Base Atk +4; CMB +4; CMD 19
Traits Called, Paranoid, Never Stop Shooting, Tireless Logic
Feats Deadly Aim, Gunsmithing, Point-Blank Shot, Rapid Reload (muskets), Rapid Shot
Skills Acrobatics +11, Climb +4, Craft (Alchemy) +5, Disable Device +8, Knowledge (engineering) +5, Knowledge (local) +5, Perception +11, Sense Motive -2, Sleight of Hand +8, Stealth +5, Survival +6, Swim +4; Racial Modifiers Perception +2, Sense Motive -4
Languages Celestial, Common
SQ emotionless

Special Abilities:

Constructed (Ex): 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 (Ex): Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.

Nanite Surge (Ex): 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.


Combat Reference:

Point-Blank Shot: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Early Firearms: When firing an early firearm, the attack resolves against the target’s touch AC when the target is within the first range increment of the weapon, but this type of attack is not considered a touch attack for the purposes of feats and abilities such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full range increment. Unlike other projectile weapons, early firearms have a maximum range of five range increments.

If the natural result of your attack roll falls within a firearm’s misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition (any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.), it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm (see Gunslinger). In that case, the misfire value increases by 2 instead of 4.

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Steady Aim (Ex): At 1st level, as long as a musket master has at least 1 grit point, she can take a move-equivalent action to increase the accuracy of a two-handed firearm. When she does, she increases the range increment of the firearm she is firing by 10 feet. This stacks with other abilities that increase her range increment.

Quick Clear (Ex): At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Nimble (Ex): Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Fast Musket (Ex): At 3rd level, as long as the musket master has 1 grit point, she can reload any two-handed firearm as if it were a one-handed firearm.

Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.

Stats:

Ability Scores
Strength 10 (0)
Dexterity 19 (+4)
Constitution 13 (+1)
Intelligence 12 (+1)
Wisdom 14 (+2)
Charisma 8 (-1)

Saving Throws
Fortitude: +5 = 4 [base] + 1 [con]
Reflex: +8 = 4 [base] + 4 [dex]
Will: +3 = 1 [base] + 2 [wis]

AC: 18 = 10 + 4 [dex] + 3 [armor] + 1 [nimble (dodge)]
Touch: 15, Flat-footed: 13
HP: 46 = 38 [2d10 max] + 4 [con] + 4 [favored class]

BAB: +4 = 4 [base]
CMB: +4 = 4 [BAB]
CMD: 19 = 10 + 4 [BAB] + 4 [dex] + 1 [nimble (dodge)]
Melee Attack Base: +4 = 4 [BAB];
Ranged Attack Base: +8 = 4 [BAB] + 4 [dex];

Base Speed: 30 ft. = 30 [base]
Initiative: +6 = 4 [dex] + 2 [gunslinger initiative]

Chosen Stat Increase: +1 Dex (4th)
Favored Class Bonus: +4 HP

Feats, Traits, Abilities:

Traits
Called
Tireless Logic
Paranoid
Never Stop Shooting

Feats
Deadly Aim
Gunsmithing
Point-Blank Shot
Rapid Reload (muskets)
Rapid Shot

Gunslinger (Musket Master)
Gunsmith (battered musket), Gunsmithing as bonus feat
Rapid Reload (muskets) as bonus feat
Deeds: Deadeye, Steady Aim, Quick Clear, Fast Musket, Gunslinger Initiative, Pisol-Whip
Nimble


Skills:

Skill Name: Total Bonus = Ranks + Ability + Misc

Acrobatics`: 11 = 4 + 4 + 3 [class]
Appraise: 1 = 0 + 1 + 0
Bluff: -1 = 0 + -1 + 0
Climb`: 4 = 1 + 0 + 3 [class]
Craft (Alchemy): 5 = 1 + 1 + 3 [class]
Craft (X): 1 = 0 + 1 + 0
Diplomacy: 0 = 0 + -1 + 0
Disable Device*: 8 = 4 + 4 + 0
Disguise: -1 = 0 + -1 + 0
Escape Artist`: 4 = 0 + 4 + 0
Fly`: 4 = 0 + 4 + 0
Heal: 2 = 0 + 2 + 0
Intimidate: -1 = 0 + -1 + 0
Knowledge (engineering)*: 5 = 1 + 1 + 3 [class]
Knowledge (local)*: 5 = 1 + 1 + 3 [class]
Knowledge (X)*: 1 = 0 + 1 + 0
Linguistics*: 1 = 0 + 1 + 0
Perception: 11 = 4 + 2 + 3 [class] + 2 [racial bonus]
Perform (X): -1 = 0 + -1 + 0
Profession (X)*: 0 = 0 + 2 + 0
Ride`: 4 = 0 + 4 + 0
Sense Motive: -2 = 0 + 2 + -4 [emotionless]
Sleight of Hand*: 8 = 1 + 4 + 3 [class]
Spellcraft*: 1 = 0 + 1 + 0
Stealth`: 5 = 1 + 4 + 0
Survival: 6 = 1 + 2 + 3 [class]
Swim`: 4 = 1 + 0 + 3 [class]
Use Magic Device*: 0 = 0 + 0 + 0

*trained only
`affected by ACP

Items:

Money: 8 gp

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Unique
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Type I Bag of Holding

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Weapons
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Battered Musket
Dagger
Sling

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Armor
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Studded Leather Armor

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General
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Backpack, common
Bag, waterproof
Bandolier x2
Canteen
Clothing, Explorer
Flint and Steel
Gunsmith's Kit [2 lb]
Powder Horn
Sewing Needle

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Consumables
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Rations, Trail x2

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Resources
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Alchemical Paper Cartridge x9
Black powder (dose) x9
Firearm Bullets x7
Silver Bullets x2

Player Notes:

3rd: Rapid Shot
4th: Deadly Aim
5th: Precise Shot

7th: Weapon Focus (Musket)
8th: Snap Shot
9th: Combat Reflexes/Improved Snap Shot

11th: Signature Deed
12th: Improved Critical/Improved Precise Shot
13th: Clustered Shots/Hammer the Gap