Android

Roomba's page

85 posts. Organized Play character for Purple Dragon Knight.


Full Name

Roomba

Race

| HP 31/31 | AC 21, T 16, FF 15 | CMD 19 | F +3 R +6 W +2; +4 on saves vs. mind-affecting effects, paralysis, poison, and stun effects; Immune: disease, sleep | Init +5 | Darkvision, Low-light vision, Perc +8

Classes/Levels

| Speed 35ft | Panache: 1/1 | Active Conditions: None.

Gender

”Roomba” | Female LG android Swashbuckler 3 (Courser)

About Roomba

Roomba
Female Android swashbuckler 3 Archetypes Courser
LG Medium humanoid (android)
Init +5, Senses darkvision (60 ft.), low-light vision; Perception +8
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DEFENSE
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AC 21, touch 16, flat-footed 15 (+4 armor, +3 Dex, +3 dodge, +1 shield)
hp 31 ((3d10)+9)
Fort +3, Ref +6, Will +2, +4 on saves vs. mind-affecting effects, paralysis, poison, and stun effects.

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OFFENSE
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Speed 35 ft.
Melee +1 rapier +7 (1d6+1/18-20)
Melee +1 rapier [swashbuckler precise strike] +7 (1d6+4/18-20)
Melee dagger +6 (1d4/19-20)
Ranged - 10 ft. dagger (thrown) +9 (1d4/19-20)
Melee cold iron kukri +3 (1d4/18-20)
Melee alchemical silver hammer, light +3 (1d4)
Ranged - 20 ft. alchemical silver hammer, light (thrown) +6 (1d4)
Special Attacks Nanite Strike (poison DC 12, 4 rounds/day),

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TACTICS
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Botting Roomba:
[dice=+1 rapier]1d20+7[/dice]
[dice=piercing dmg, swashbuckler precise strike]1d6+4[/dice]

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STATISTICS
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Str 11, Dex 17, Con 14, Int 10, Wis 12, Cha 13,
Base Atk +3; CMB +3; CMD 18
Feats Dodge, Eldritch Heritage (Nanite Bloodline), Skill Focus (Knowledge (Engineering))
Skills Acrobatics +9, Diplomacy +5, Escape Artist +7, Intimidate +5, Knowledge (Engineering) +8, Knowledge (Local) +4, Perception +8, Sense Motive +1, Sleight of Hand +7,
Traits Mathematical Prodigy (Knowledge (Engineering)), Reactionary
Languages Androffan, Azlanti, Common
SQ +2 dexterity, +2 intelligence, -2 charisma, panache, swashbuckler finesse, nimble, charmed life, deeds, derring-do, dodging panache, kip-up, precise strike, swashbuckler initiative, wall run, constructed, darkvision, emotionless, exceptional senses, languages, low-light vision, medium, nanite bloodline, nanite surge, nimble toes, normal speed, repairing nanites, swift target, weapon and armor proficiency,
Combat Gear
Other Gear +1 rapier, +1 rapier, mithral shirt, masterwork buckler, backpack (mw), dagger, cold iron kukri, alchemical silver light hammer, Wand of Cure Light Wounds, belt pouch.
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SPECIAL ABILITIES
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+2 Dexterity, +2 Intelligence, -2 Charisma Androids have swift reflexes and are very intelligent, but often have difficulty relating to others.

Panache (Ex) More than just a lightly armored warrior, a swashbuckler is a daring combatant. She fights with panache: a fluctuating measure of a swashbuckler's ability to perform amazing actions in combat. At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier [1] (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier [1] (minimum 1), though feats and magic items can affect this maximum. A swashbuckler spends panache to accomplish deeds (see below), and regains panache in the following ways. [Max Points = 1]

Swashbuckler Finesse (Ex) A swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Nimble (Ex) A swashbuckler gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the swashbuckler to lose her Dexterity bonus to AC also causes the swashbuckler to lose this dodge bonus.

Charmed Life (Ex) The swashbuckler gains a knack for getting out of trouble. 3 times per day as an immediate action before attempting a saving throw, she can add 1 to the result of the save. She must choose to do this before the roll is made.

Deeds Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects. Some deeds remain in effect while the swashbuckler has at least 1 panache point, but do not require expending panache to be maintained. A swashbuckler can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the swashbuckler has or spends the required number of panache points to perform the deed.

Derring-Do (Ex) At 1st level, a swashbuckler can spend 1 panache point when she makes an Acrobatics, Climb, Escape Artist, Fly, Ride, or Swim check to roll 1d6 and add the result to the check. She can do this after she makes the check but before the result is revealed. If the result of the d6 roll is a natural 6, she rolls another 1d6 and adds it to the check. She can continue to do this as long as she rolls natural 6s, up to 3 times.

Dodging Panache (Ex) At 1st level, when an opponent attempts a melee attack against the swashbuckler, the swashbuckler can as an immediate action spend 1 panache point to move 5 feet; doing so grants the swashbuckler a dodge bonus to AC equal to her Charisma modifier (minimum 0) against the triggering attack. This movement doesn't negate the attack, which is still resolved as if the swashbuckler had not moved from the original square. This movement is not a 5-foot step; it provokes attacks of opportunity from creatures other than the one who triggered this deed. The swashbuckler can only perform this deed while wearing light or no armor, and while carrying no heavier than a light load. This deed's cost cannot be reduced by any ability or effect that reduces the number of panache points a deed costs.

Kip-Up (Ex) At 3rd level, while the swashbuckler has at least 1 panache point, she can kip-up from prone as a move action without provoking an attack of opportunity. She can kip-up as a swift action instead by spending 1 panache point.

Precise Strike (Ex) At 3rd level, while she has at least 1 panache point, a swashbuckler gains the ability to strike precisely with a light or one-handed piercing melee weapon (though not natural weapon attacks), adding +3 damage dealt. To use this deed, a swashbuckler cannot attack with a weapon in her other hand or use a shield other than a buckler. She can even use this ability with thrown light or one-handed piercing melee weapons, so long as the target is within 30 feet of her. Any creature that is immune to sneak attacks is immune to the additional damage granted by precise strike, and any item or ability that protects a creature from critical hits also protects a creature from the additional damage of a precise strike. This additional damage is precision damage, and isn't multiplied on a critical hit. As a swift action, a swashbuckler can spend 1 panache point to deal 6 additional damage instead. This benefit must be used before the end of her turn, or it is lost. This deed's cost cannot be reduced by any ability or effect that reduces the amount of panache points a deed costs (such as the Signature Deed feat).

Swashbuckler Initiative (Ex) At 3rd level, as long as the swashbuckler has at least 1 panache 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 she has any light or one-handed piercing weapon that is not hidden, she can draw that weapon as part of the initiative check.

Wall Run (Ex) The courser can run horizontally across vertical surfaces for 1 round by spending 1 panache point. She can perform this deed only while wearing light armor or no armor, and she must end her movement for the round on solid ground or else fall prone. The courser can use this deed to run straight up vertical surfaces as well, but every 5 feet up counts as 10 feet of movement.

Constructed (Ex) For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count both as humanoids and as constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.

Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.

Emotionless Androids can never gain morale bonuses and are immune to fear effects and emotion effects. They have problems processing emotions properly, and thus take a -4 penalty on Sense Motive checks.

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.

Languages Androids begin play speaking Common. Androids with high Intelligence can choose any language as a bonus language (except secret languages, such as Druidic).

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Mathematical Prodigy (Knowledge (Engineering)) Mathematics has always come easily for you, and you have always been able to "see the math" in the physical and magical world. You gain a +1 trait bonus on Knowledge (Arcana) and Knowledge (Engineering) checks, and Knowledge (Engineering) is always a class skill for you.

Medium Androids are Medium creatures and receive no bonuses or penalties due to their size.

Nanite Bloodline Your conception was marked by the alien influence of Numeria. Either you were born from one of the forgewombs scattered throughout the wastelands, or you were infected by nanites, which now course through your blood.

Nanite Strike (Ex) As a free action, you can cause nanites to flow from your body and coat the striking end of any manufactured melee weapon you wield. When you hit with a melee attack using this weapon, some of the nanites infect the blood of the victim (Poison--injury; save Fort DC 12; frequency 1/round for 6 rounds; effect 1 Str damage; cure 1 save). You can use this ability for 4 rounds per day; these rounds need not be consecutive.

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 her a +6 bonus 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 for 1 round.

Nimble Toes (Ex) The AC bonus gained from the nimble class feature increases by 1 as long as the courser moves at least 20 feet during her turn, though it is reduced by 1 if she does not move at least 10 feet on her turn. These modifiers last until the beginning of the courser's next turn.

Normal Speed Androids have a base speed of 30 feet.

Panache

Precise Strike (Light)

Precise Strike (One-Handed)

Reactionary You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Repairing Nanites (Ex) The first time each day the android takes an amount of damage greater than or equal to twice her Hit Dice, the nanites automatically activate, without an action. Her circuitry-tattoos glow with light equivalent to that of a torch for 1 round and she heals a number of hit points equal to twice her Hit Dice.

Swift Target (Ex) The courser gains Dodge as a bonus feat even if she does not meet the prerequisites. As long as she has at least 1 panache point and is wearing light armor or no armor, her base speed increases by 5 feet.

Weapon and Armor Proficiency Swashbucklers are proficient with simple and martial weapons, as well as light armor and bucklers.