Android

N-1's page

196 posts. Alias of Malinor..


Full Name

N-1

Race

Human

Classes/Levels

Technomancer 3; Init +5; Stamina-25/25; HP 14/14 [Fast Healing 3]; Resolve 4/4; EAC 19, KAC 19, CM 28; Fort +4, Ref +6, Will +4; Perception +6

Gender

Skills:
Acro 9, Computers 10, Culture 4, Engineering 10, Life Science 4, Medicine 4, Mysticism 7, Perception 6, Physical Sciences 8, Pilot 12, Sense Motive -1, Slight of Hand 10, Stealth 6, Survival 1
Male

About N-1

N1 Ace Pilot Character Sheet:

Name: N1
Class/Level: Technomancer 3
Race: Android
Alignment: NG
Theme: Ace Pilot
Size: Medium
Speed: 30 ft
Gender: Male
Home World: Liavara
Deity: None
[spoiler=Traits]
Acrobat: +1 on Acrobatic checks and only -2 to attempts to do accelerated climb.

Quick Learner: After the first attack with a weapon you are not proficient in you only suffer a -2 penalty to attacks as long as you have the weapon in hand. You must relearn the weapon each time you pick it up.

Resilient: +1 Trait bonus on Fortitude Saves.

Drawbacks:

Pride: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you

Too Many Secrets:  You take a –2 penalty on Bluff checks and saving throws against illusions.


EXP:

Statistics:

Strength: 10 +0
Dexterity: 20 +5 [17+1 Ace Pilot, +2 Android ]
Constitution: 15 +2
Intelligence: 18 +4 [15+2 Android+1 Boon]
Wisdom: 13 +1
Charisma: 11 +0 [13-2 Android]

Initiative: 5 [+5 Dex, + 0 Misc]

Health and Resolve:

Stamina HP Resolve
Total: 25 14 4
Current:

Armor Class:

EAC= 19 [10+4 Armor+ 5 Dex + Misc] KAC: 19 [10+ 4 Armor+ 5 Dex + Misc]
CM:= 27 [8+KAC] DR: Resistances:

Saving Throws:
+2 vs Disease, Mind Affecting, Poison and Sleep
Fortitude = 4 [1 Base + 2 Ability+ 1 Misc]
Reflex = 6 [1 Base + 5 Ability+Misc]
Willpower = 4 [3 Base + 1 Ability+Misc]

Attack Bonuses:

Melee Attack= 4 [2 BAB+ 2 Ability+Misc]
Ranged Attack= 7 [2 BAB+ 5 Ability+Misc]
Thrown Attack= 4 [2 BAB+ 2 Ability+Misc]

Weapons:

Azimuth Laser Pistol: +7 [ 1d4F] [Range- 80 ft./ Critical- Burn d4/ 20 Charges/ Usage 1/L]
Survival Knife: +7 [1d4S] [L/ Analog, Operative [Use Dex instead of Strength on attack rolls]

Skills:

Acrobatics (Dex)= 9 [3 Ranks+Class Bonus+ 5 Ability+ 1 Misc]
Athletics (Str)= 0 [Ranks+Class Bonus+ 0 Ability+Misc]
Bluff (Cha)= 0 [Ranks+Class Bonus+ 0 Ability+Misc]
Computers (Int)= 10 [6 Ranks+Class Bonus+ 3 Ability+ 1 Misc]
Culture (Int)= 4 [Ranks+Class Bonus+ 4 Ability+Misc]
Diplomacy (Cha)= 0 [Ranks+Class Bonus+ 0 Ability+Misc]
Disguise (Cha)= 0 [Ranks+Class Bonus+ 0 Ability+Misc]
Engineering (Int)= 10 [6 Ranks+Class Bonus+ 4 Ability+Misc]
Intimidate (Cha)= 0 [Ranks+Class Bonus+ 0 Ability+Misc]
Life Science (Int)= 4 [Ranks+Class Bonus+ 4 Ability+Misc]
Medicine (Int)= 4 [Ranks+Class Bonus+ 4 Ability+Misc]
Mysticism (Wis)= 7 [5 Ranks+Class Bonus+ 1 Ability+1 Misc]
Perception (Wis)= 6 [5 Ranks+Class Bonus+ 1 Ability+Misc]
Physical Sciences (Int)= 8 [4 Ranks+Class Bonus+ 4 Ability+Misc]
Piloting (Dex)= 12 [6 Ranks + Class Bonus + 5 Ability + 1 Misc]
Profession (Cha/Int/Wis)= [Ranks+Class Bonus+Ability+Misc]
Sense Motive (Wis)= -1 [Ranks+Class Bonus+ 1 Ability - 2 Android +Misc]
Slight of Hand (Dex)= 10 [5 Ranks+Class Bonus+ 5 Ability+Misc]
Stealth (Dex)= 6 [Ranks+Class Bonus+ 5 Ability+ 1Misc]
Survival (Wis)= 1 [Ranks+Class Bonus+ 1 Ability+Misc]

Abilities:

Theme Knowledge: Reduce the Culture check by 5 to recall knowledge about star ships, vehicle models and parts as well as hot shot pilots by 5. Piloting is a class skill for you. If it is a class skill for you at 1st level you get a +1 Bonus to piloting checks.

Constructed: Androids count as both Humanoids and Constructs for effects, taking the worse of the two options. Androids gain +2 vs Disease, Mind Affecting, Poison and Sleep. Additionally, Androids do not breathe or suffer the normal effects of Vacuum.

Exceptional Vision: Androids have Low Light Vision and Darkvision out to 60 ft.

Flat Affect: -2 to Sense Motive checks I make or that are made against me.

Upgrade Slot: Androids have a single armor upgrade slot in their bodies. Regardless of whether they are wearing armor they can add one upgrade to their bodies that can be added to Light Armor.

Spells: Intelligence Based- Spells Known[0:5 / 1:3] You can cast any spell you know at any time. You can switch out one spell each time you level. You can read magical script, or as full action you can identify any spell in a spell gem without normally activating it. A cursed or trapped spell gem will still trigger if identified.

Spell Cache (SU): Once per day you can use a device that you store power in to cast anyone spell that you know, even if you have ran out of spell slots for that spell. The cache is restored to full HPS if damaged when you prepare spells. If lost or destroyed you can do a ritual after 1 week that takes 8 hours to replace the device.

Magical Hack
* Quick Scan: As a standard action, you can get a general sense of what information is stored on drives or other digital storage media. You must pass your hand in the air near the data source, but don’t have to touch it or connect to it. The information you get is very general, such as “financial records,” “military records,” or “spells.” Getting detailed Information requires interfacing with the data more directly. If you attempt a quick scan on a creature that stores its memories in a digital medium—to get a sense of the memories stored in a robot, for example—the target can attempt a Will save to negate the scan and prevent you from trying against it again for 24 hours.

Techlore +1
You rewire your mind to give you greater insight into the nature of magic and technology. You gain a +1 insight bonus to Computers and Mysticism checks. This bonus increases by 1 at 6th level and every 3 levels thereafter.
[/spoiler]

Weapon Specialization
You gain the Weapon Specialization feat as a bonus feat for each weapon type this class grants you proficiency with. You gain specialization in that weapon type, which means you add your character level to damage with the selected weapon type, or half your character level for small arms or operative melee weapons. You can never have specialization in grenades.
[/spoiler]

Feats and Proficiences:

Armor Proficiency: Light

Weapon Proficiency: Basic Melee Weapons, Small Arms

Toughness: +1 Stamina per level. +4 to Con checks to continue running or avoid damage from forced marches, to hold your breath, and to avoid damage from starvation or thirst. +4 to Fortitude saves to avoid damage from hot or cold environments, to withstand harmful effects of thick and thin atmospheres, to avoid choking when breathing in heavy smoke, and to avoid fatigue caused by sleep deprivation.

Spell Focus +1
The DC of Spells you cast increases by 1. At 11th level, the DC of your Spells instead increases by 2, and at 17th level, the DC of Spells you cast instead increases by 3. This bonus does not apply to Spell-Like abilities.
[/spoiler]

Deadly Aim
When you take the attack or full attack action with weapons (including a Solarian’s Solar Manifestation, but not Spells or other special abilities of any kind), you can take a –2 penalty to your attack rolls. If you do, those attacks deal additional damage equal to half your base attack bonus (minimum 1).
[/spoiler]

Languages:

Common, Brethedan, Vesk, Draconic, Arkanean

Equipment:

Basic Lasunta Weave [1 Slot, +5 Max Dex, L]
Comm Unit [Personal] [1 Hand, L, Capacity (80), 1/Hour]
Azimuth Laser Pistol [ 1d4F/ Range- 80 ft./ Critical- Burn d4/ 20 Charges/ Usage 1/L]
Survival Knife [1d4S/ L/ Analog, Operative [Use Dex instead of Strength on attack rolls]
Credits= 598
Total Bulk= 0/15
Other Wealth= None

Spells known:

[spoiler=0 Level] Spells Known (Know 6/ Cast -)
Daze, Detect Affliction, Detect Magic, Mending,
Token Spell
,Transfer Charge[/spoiler]
1st Level:
Spells Known (Know 4/Cast 4)
Flight, Jolting Surge, Overheat,
Jolting Surge, Unseen Servant,

2nd Level:
Spells Known (Know / Cast )

3rd Level:
Spells Known (Know / Cast )

4th Level:
Spells Known (Know / Cast )

5th Level:
Spells Known (Know / Cast )

6th Level:
Spells Known (Know / Cast )

[/spoiler]
[/spoiler]

Requested Information:

[spoiler=Description]
N1 looks generally human in appearance. He is 5'10” tall and appears like a lean and nimble human. The most obvious sign that he is an android is his blue colored eyes. He has tanned skin and dark colored hair.

Personality:

N1 is a generally happy personality. He is young as androids go and can come of as naive to some of how other races look at time and life. Due to his young nature he is quite curious and wishes to learn more about space and the various Pact Worlds he travels to. He has little ties to races beyond his fellow androids and so he is unsure about other races.

Quirks and Flaws:

N1 is naive to how the organic races operate. Because of that he takes great pride in being an android and becomes offended if people dismiss androids. He also has trouble keeping secrets from others as he has yet to figure

Background Story:

N1 is a new soul that was brought into being on the gas giant Liavara to assist with transportation of materials since he would be able to operate easily in the gas giant. He has recently been given more jobs as he has shown he is a skilled pilot and mechanic that have allowed him to travel to different worlds to learn more about the Pact Worlds and the creatures that inhabit it.

Element or Type of Abilities Gained:

As an Android and Technomancer, N1 is focused primarily on electrical elements.

Plot Hook:

N1 heard two Vesk discussing a business deal while eating at a small dive bar on the moon Osoro while he was waiting to transport a new delivery. On his way out of the bar a female Ysoki stopped him and asked him if he had heard what the Vesk were discussing. N1 thought nothing of the question and told her about the business and then went on his way.

Important PC/NPC:

Cecil- Cecil is an older android technomancer that trained N1 when he was first brought into shipping materials on the gas giant Liavara. N1 views Cecil as a mentor and father-like figure.

Attack Sequence:

[dice=Azimuth Laser Pistol Attack]1d20+7[/dice]
[dice=Azimuth Laser Pistol Damage]1d4[/dice]
------------------------
[dice= Survival Knife Attack]1d20+7[/dice]
[dice= Survival Knife Damage]1d4+2[/dice]
------------------------
=N-1 casts Daze. Will Negates DC 13. CR 3 or less creatures are Dazed for 1 round on failure and then are immune to Daze for 1 minute.
------------------------
[dice]=N-1 casts Jolting Surge. Attack vs EAC.]1d20+3 [/dice] +2 to touch an electronic device the target is holding or a robot.
[dice=Jolting Surge Damage]4d6[/dice]
------------------------
=N-1 casts Overheat. 15 ft Cone-Shaped Burst. Reflex Half DC 14. SR: Yes.
[dice=Overheat Fire Damage]2d8[/dice]

Weapons:

Azimuth Laser Pistol: +7 [ 1d4F] [Range- 80 ft./ Critical- Burn d4/ 20 Charges/ Usage 1/L]
Survival Knife: +7 [1d4S] [L/ Analog, Operative [Use Dex instead of Strength on attack rolls]