Cedona

PU-34LE "Puzzle"'s page

352 posts. Alias of Supersuperlative.


Full Name

PU-34LE "Puzzle"

Race

| SP 30/30 HP 34/34 | RP 6/6 | EAC 14; KAC 15 | Fort +1; Ref +7; Will +4 | Init: +3 | Perc: +8, SM: +6; darkvision (60ft), low-light vision

Classes/Levels

| Insp. Boost: K N V W | Treat Deadly: K N P V W | Speed 30ft | Active conditions: - | Fire resistance 4

Gender

Non-binary NG companion android scholar envoy 5

Strength 13
Dexterity 16
Constitution 10
Intelligence 16
Wisdom 10
Charisma 18

About PU-34LE "Puzzle"

Name PU-34LE "Puzzle"
Envoy 5
N Medium humanoid (android)
Init +3; Senses Perc +8, SM +6; darkvision (60ft), low-light vision

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Defense
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EAC 15, KAC 16
SP 30 HP 34 RP 6
Fort +1, Ref +7, Will +4; +2 vs. disease, mind-affecting, poison, and sleep effects (unless the effect targets constructs)

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Offense
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Speed 30 ft.
Melee Survival knife +6 (1d4+3, S) or Unarmed strike +4 (1d3+6, B non-lethal)
Ranged Pulse staccato rifle +7 (1d10+5, So; critical deafen; automatic) or Acid dart rifle +7 (1d8+5, P&A; corrode 1d4) or Pulsecaster rifle +7 (1d6+5, E; nonlethal)
Space 5 ft.; Reach 5 ft.
Special Attacks
Spell-Like Abilities

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Statistics
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Str 13, Dex 16, Con 10, Int 16, Wis 10, Cha 18

Skills
Acrobatics +11-1, Athletics +9-1, Bluff +12, Computers +9, Culture +12, Diplomacy +12, Engineering +9, Intimidate +10, Medicine +11, Perception +8, Physical Science +9, Sense Motive +6, Stealth +9; (reduce the DC of skill checks to recall knowledge about Physical Science by 5)

Feats Longarm Proficiency, Weapon Specialization (Longarms), Weapon Focus (Longarms)

Languages Akitonian, Abyssal, Aquan, Auran, Castrovelian, Celestial, Common, Drow, Eoxian, Goblin, Ignan, Kasatha, Shirren, Terran, Triaxian, Vercite, Vesk, Ysoki

Other Abilities Convincing Liar, Expertise (Sense Motive, +1d6+1), Skill Expertise (Bluff, Medicine)

Combat Gear Serum of Healing mk I (5)
Other Gear Backpack, industrial, Clothing, everyday, personal comm unit, field rations (1 week), Hacking kit, spare battery (20/20 charges), Acid dart rifle (10/10 darts, with 19 darts), pulsecaster rifle (15/20) charges), pulse staccato rifle (40/40), second skin armor (upgrade: jump jets 18/20), survival knife, fire extinguisher (20/20), credstick (27 cr)
Augmentations
Personal: Synaptic Accelerator Mk I (Dex)
Skin: Resistant Hide Mk 2 (Fire)

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Special Abilities
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Ability and Feat Descriptions:

Companion (Alternate Ability Adjustment) These androids have better personality matrices and might have fewer signs of artificial construction. A companion android has an ability adjustment of +2 Charisma.
Constructed For effects targeting creatures by type, androids count as both a construct and a humanoid (whichever is worse).
Darkvision Androids can see up to 60 feet in total darkness.
Expertise (Ex) If you have at least 1 Resolve Point remaining when you attempt a Bluff or Sense Motive check, you can roll 1d6 and add it to the result as an insight bonus.
Flat Affect The DC of a Sense Motive check attempted against androids increases by 2.
Low-Light Vision Androids can see in dim light as if it were normal light.
Multilingual New languages are easy for some androids to learn. An android with this racial trait knows four additional languages at 1st level. In addition, whenever such an android invests a skill rank into Culture, they learn two new languages instead of one.

IMPROVISATIONS

Improvisation Descriptions:

Clever Feint (Ex) As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks (see page 276) until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.
Feint DC The DC of this check is equal to either 10 + your opponent’s Sense Motive total skill bonus or 15 + 1-1/2 × the opponent’s CR, whichever is greater.
Get ’Em (Ex) As a move action, you select one foe within 60 feet that you can see or hear, and that can see or hear you. You and your allies gain a +1 morale bonus to attack rolls against that foe until the end of your next turn.
Inspiring Boost As a standard action, you can signal an ally within 30 feet who has taken damage from any attack made by a significant enemy (see page 242) at any point after your last turn ended. That ally regains a number of Stamina Points (up to his maximum) equal to twice your envoy level + your Charisma modifier; at 15th level, this increases to three times your envoy level + your Charisma modifier. Once an ally has benefited from your inspiring boost, that ally can’t gain the benefits of your inspiring boost again until he takes a 10-minute rest to recover Stamina Points.
At 6th level, you can spend 1 Resolve Point to add your envoy level to the number of Stamina Points regained.

Inspiring Boost: (2x5+4=14SP)
  • Kit
  • Nomyra
  • Vedrir
  • Wyrd

    TALENTS

    Talent descriptions:

    Convincing Liar (Ex; Bluff) When you attempt a Bluff check, you can choose not to roll your expertise die until later. After you determine what the check’s result would be, you can choose to either roll your expertise die and add the result to the total or forgo the expertise die and reroll the check (see page 243). At 9th level, you can spend 1 Resolve Point to reroll the check and add the result of your expertise die.

    Bot Me!:

    Here is where you include pertinent details needed to bot your character. Include dice expressions for your main attacks as well as tactics and any overriding philosophies that might guide your actions. Please include your main ship skills for Starship Combat here.

    Puzzle is....

    [dice=Azimuth laser rifle + Get ‘em]1d20+7+1[/dice]
    [dice=Flame Damage]1d8+5[/dice]

    [dice=Azimuth laser rifle]1d20+7[/dice]
    [dice=Flame Damage]1d8+5[/dice]

    [dice=Acid dart rifle + Get 'em]1d20+7+1[/dice]
    [dice=Piercing & Acid Damage]1d8+5[/dice]

    [dice=Acid dart rifle]1d20+7[/dice]
    [dice=Piercing Damage]1d8+5[/dice]

    [dice=Pulsecaster rifle + Get 'em]1d20+7+1[/dice]
    [dice=Electricity (NL)]1d6+5[/dice]

    [dice=Pulsecaster rifle]1d20+7[/dice]
    [dice=Electricity (NL)]1d6+5[/dice]

    [dice=Unarmed strike + Get ‘em]1d20+4+1[/dice]
    [dice=Bludgeoning Damage (NL)]1d3-5[/dice]

    [dice=Unarmed strike]1d20+4[/dice]
    [dice=Bludgeoning Damage (NL)]1d3-5[/dice]

    [Dice=Clever Feint (Bluff)]1d20+12[/dice]
    ,
    [Dice=Convincing Liar reroll]1d20+12[/dice]

    [Dice=Expertise (Bluff)]1d6[/dice]

    Spoiler=Clever Feint DC & Description]
    Feint DC The DC of this check is equal to either 10 + your opponent’s Sense Motive total skill bonus or 15 + 1-1/2 × the opponent’s CR, whichever is greater.
    Clever Feint (Ex) As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks (see page 276) until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.[/spoiler

    In ship combat, they....

    Etc...