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About Rusty MetalsSave Modifiers
Scenario Notes: NA
Rusty is an interesting being. They don’t quite get most humanoids. This is for a variety of reasons, but mostly because they tend to get their bloods and juices all over everything. Can’t they just keep them on the inside for once? Standing about 5’10” with rust colored hair, they tend to enjoy frequenting bars, specifically the temples to Cayden. They are starting to believe the alcohol they drink is required to keep their joints lubricated with whatever ‘blood’ this body uses. It does smell boozy when they get injured. Besides themselves, their main care in this world is Cece. Cece helped Rusty escape the wilderness and has been a constant companion ever since. A young pup full of energy, she seems to really care for her minimally emotional master. Rusty, on their part, cares back enough to have learned quite a bit about taking care of animals, including humanoids if necessary. Special Abilities, Botting Instructions, Boons and other things of interest are spoiler-ed at the bottom.
Orisons, DC 12
1st level, DC 13 3 known, 3 casts per day
Magic Items
Wild Empathy: [dice=Wild Empathy]d20+1[/dice]
Kukri +5 (1d4, 18-20x2, S)
Alternate Weapon Options
Ranged
Acid Flasks +5 Hit vs. Touch, 1d6 Acid Damage +1 Splash, x2 Crit, 10 ft Range
Skills:
+1 knowledge checks in Grand Lodge, +1 Charisma checks in Andoran
[dice=Acrobatics]1d20+10[/dice] (2 ranks) [dice=Appraise]1d20+1[/dice] [dice=Bluff]1d20-1[/dice] [dice=Climb]1d20+4[/dice] [dice=Craft: Anything]1d20+1[/dice] [dice=Diplomacy]1d20-1[/dice] (Disable Device 1/day with Faction Pin?) [dice=Disguise]1d20-1[/dice] [dice=Escape Artist]1d20+4[/dice] (Faction Pin?) [dice=Fly]1d20+4[/dice] [dice=Handle Animal]1d20+4[/dice] (2 ranks) [dice=Handle Animal (Cece)]1d20+8[/dice] [dice=Heal]1d20+6[/dice] [dice=Intimidate]1d20[/dice] [dice=Knowledge: Geography t]NA[/dice] [dice=Knowledge: Nature t]d20+4[/dice] [dice=Knowledge: Religion t]Na[/dice] [dice=Linguistics t]NA[/dice] [dice=Perception]1d20+9[/dice] [dice=Perform: Any]1d20-1[/dice] (Faction Pin? FJC with Oratory?) [dice=Profession: Veterinarian t]d20+6[/dice] [dice=Ride]1d20+4[/dice] [dice=Sense Motive]1d20-1[/dice] [dice=Sleight of Hand]1d20+4[/dice] [dice=Spellcraft t]d20+5[/dice] [dice=Stealth]1d20+8[/dice] [dice=Survival]1d20+7[/dice] (+1 Tracking) [dice=Swim]1d20[/dice] Languages: Common, Hallit (Mongolian) __________________________________________________ EQUIPMENT AND GOLD __________________________________________________ On person: Mithral Chain Shirt Leather (1100g, 12.5lb), MW Buckler (155g, 5lb), Ink, Inkpen, 10x Parchment, Wand of Cure Light Wounds (2PP), MW Cold Iron Rapier (340g, 2lb), Kukri (8g, 2lb), Tonfa (1g, 1lb), Sap (1g, 2lb), 2 Acid Flanks (20g, 2lb), Hip Flask w/ Applejack (1g, 1lb), 5 Rations (2.5g, 5lb) Left at Lodge: None Starting GP: 90g Weight Carried: 32.5 lbs + 0 lbs extra Carrying Capacity: Light (33), Medium (66), Heavy (100), LoH (100), Lift (200), Drag/Push (500) __________________________________________________ APPEARANCE __________________________________________________ Height 5’10” Weight 175 Eye Color Yellow Hair Color Red Skin Tone Fair Region of Origin Numeria Deity Cayden Cailean Favorite meal Ale, Liquor, Beer, Wine... anything alcoholic Special Abilities:
Wild Empathy: 1 minute or so to befriend an animal out of combat. Charisma + Level on modifier. Animal Focus: 1 minute per level pick an Animal Focus (AS A SWIFT). Focuses are linked at top of profile. 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 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 for 1 round.
Botting Preferences:
Hello, if you are reading this my character has not responded within 24 hours and/or I have advised I am unavailable for a certain amount of time. In this case, please use the following instructions as guidance for botting this character.
Non-Combat
Combat
Daily Preparation:
Take a little over an hour to do the following Polish Rapier while drinking breakfast. Clean themselves if necessary. Get their hair into a proper organization. [spoiler=PFS Boons]
Hero of the Fey: You have saved the fey of Darkmoon Wood from certain death. As a result, you may automatically succeed on one Charisma-based check when dealing with fey in the future. Fey are chaotic and their memories tend to run short—as a result, you may use this boon only once, after which it is discarded. Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. Explore, Report, Cooperate: As a free or immediate action, you may consider whether a particular action you name - such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item - would help you realise the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition), negative (opposes the secondary success condition), or negligible (doesn’t matter). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet. Friend of Janira Gacix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
Scenario List:
The Confirmation (GM Credit): 1 XP, 2 PP, no Dayjob, 1/5 GM FJC Chronicle Info:
Player: Pete H. Character Name: Rusty Metals PFS #: 123584-18 Day Job: FJC Normal Progression |