Android

Ryder-XIII's page

72 posts. Alias of Talomyr.


Full Name

Ryder-XIII

Race

| HP: 10/10 | AC: 16 (13 Tch, 13 FF) | CMB: +1, CMD: 14 | Fort +1, Reflex +5, Will +3 | Initiative: +3 | Perception: +7, Sense Motive: -3

Classes/Levels

| Speed 30ft | Active conditions: None | Inspiration 2/3 | 1st Level Spells 2/2

Gender

Male LN Android Investigator (Empiricist)

Size

Medium

Age

Active 28 Years

Alignment

Lawful Neutral

Deity

Brigh

About Ryder-XIII

Ryder-XIII
Investigator (Empiricist) 1 (VMC Gunslinger)
LN Medium Male Android
Init +3; Perception +7; Darkvision 60 ft; Low-Light Vision

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Defense
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AC 16, touch 13, flat-footed 13
HP 10 (1d8 + 1 Con Mod + 1 Favored Class)
Fort +1, Ref +5, Will +3

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Offense
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Speed 30 ft.
Melee +1 Morningstar (1d8 + 1; Bludgeoning/Piercing; x2)
Melee +1 Dagger (1d4 + 1; Piercing/Slashing; 19-20/x2)

Ranged +3 Light Crossbow (1d8; Piercing; 19-20/x2; Range 80 ft)
Ranged +3 Dagger (1d4 + 1; Piercing/Slashing; 19-20/x2; Range 10 ft)

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Statistics
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Str 13, Dex 16, Con 13, Int 16, Wis 12, Cha 6
Base Atk +0; CMB +1; CMD 14
Languages: Taldane, Androffan, Hallit, Draconic, Orc

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Feats
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Technologist: You are familiar with the basic mechanics of technology.

Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.

Normal: You treat all skill checks made against technology as if they were untrained skill checks. This may mean that you cannot attempt certain skill checks, even if you possess ranks in the skill in question.

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Traits
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Numerian Archaeologist (Campaign): Numeria is a land ripe for archaeological exploration, since so many of the strange technological dungeons have been either avoided by the superstitious barbarian tribes or have been locked down by the Technic League, leaving many of them untouched and ripe for exploration. You’ve studied the strange language associated with these eerie technological ruins, and are eager to start exploring them—you suspect that Torch’s namesake is in fact part of a larger buried ruin, and you hope to enter these ruins and learn their original purpose by exploring the caves below town.

Benefit: You gain Androffan as an additional language. In addition, you possess a knack for technological items; when you use a timeworn technological item, roll twice when determining any glitches the item might cause and choose which result to use as your actual result. Talk to your GM for more information about resolving glitches.

Nanite Revival (Racial): You can instinctively activate your nanites to save your life.

Benefit: Once per day as an immediate action, you can command your nanites to stabilize you while you are dying, even while unconscious or helpless. This does not count as a use of your nanite surge ability.

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Skills
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Acrobatics +6 (1 Rank, +3 Int, +3 Class Skill, -1 ACP)
Appraise +3 (+3 Int)
Bluff -2 (-2 Cha)
Climb +0 (+1 Str, -1 ACP)
Craft(Mechanical) +7 (1 Rank, +3 Int, +3 Class Skill)
Craft(Untrained) +3 (+3 Int)
Diplomacy -2 (-2 Cha)
Disguise -2 (-2 Cha)
Escape Artist +6 (1 Rank, +3 Int, +3 Class Skill, -1 ACP)
Fly +2 (+3 Dex, -1 ACP)
Heal +1 (+1 Wis)
Intimidate -2 (-2 Cha)
Perception +7 (1 Rank, +1 Wis, +3 Class Skill, +2 Racial)
Perform(Untrained) -2 (-2 Cha)
Ride +2 (+3 Dex, -1 ACP)
Sense Motive -3 (+1 Wis, -4 Racial)
Stealth +6 (1 Rank, +3 Dex, +3 Class Skill, -1 ACP)
Survival +1 (+1 Wis)
Swim +0 (+1 Str, -1 ACP)
Disable Device +6 (1 Rank, +3 Dex, +3 Class Skill, -1 ACP)
Knowledge (Arcane) N/A
Knowledge (Dungeoneering) N/A
Knowledge (Engineering) +7 + Inspiration (1 Rank, +3 Int, +3 Class Skill - Background)
Knowledge (Geography) N/A
Knowledge (History) +7 + Inspiration (1 Rank, +3 Int, +3 Class Skill - Background)
Knowledge (Local) +7 + Inspiration (1 Rank, +3 Int, +3 Class Skill)
Knowledge (Nobility) N/A
Knowledge (Planes) N/A
Knowledge (Religion) N/A
Linguistics N/A
Profession () N/A
Sleight of Hand N/A (-1 ACP)
Spellcraft +7 + Inspiration (1 Rank, +3 Int, +3 Class Skill)
Use Magic Device +2 (1 Rank, -2 Cha, +3 Class Skill)

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Gear
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Morningstar
Light Crossbow
20 Bolts
Dagger

Studded Leather Armor
Explorer's Outfit

Investigator Kit
- Backpack
- [Contents]
- Alchemy Crafting Kit
- Flint and Steel
- Ink
- Inkpen
- Iron Pot
- Mess Kit
- Soap
- Rations (5 days)
- Formula Book
Belt Pouch
Bedroll
Waterskin
Waterproof Bags (5)

Money: 10 gp 9 sp 10 cp

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Racial Abilities
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Ability Score Racial Traits: Androids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, androids gain a +2 bonus to Dexterity and Intelligence, but suffer a –2 penalty to Charisma.

Size: Androids are Medium creatures, and they have no bonuses or penalties due to their size.

Base Speed: Androids have a base speed of 30 feet.

Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Alert:Androids gain a +2 racial bonus on Perception checks.

Emotionless: Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks

Exceptional Senses: Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.

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

Repairing Nanites: Some androids cannot prompt their nanites to aid them in any endeavor, but instead find that their nanites stitch their wounds together. The first time each day that such an android has taken 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. This racial trait replaces nanite surge.

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Class Abilities
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Weapon and Armor Proficiency: Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Alchemy (Su): Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts.

When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check.

Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator's level as the caster level.

An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day.

When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator's possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work.

Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement.

An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract's level. The saving throw DC for an investigator's extract is equal to 10 + the extract's level + the investigator's Intelligence modifier.

An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard's spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator's or an alchemist's formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (Ex): An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations.

An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill.

Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator's pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.

Trapfinding: An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

Ceaseless Observation (Ex): An empiricist's ability to notice the minutiae of almost everything that happens around him allows him to make shrewd and insightful calculations about people and even inanimate objects. At 2nd level, an empiricist uses his Intelligence modifier instead of the skill's typical ability for all Disable Device, Perception, Sense Motive, and Use Magic Device checks. He can also use his Intelligence modifier instead of Charisma on any Diplomacy checks made to gather information. This ability replaces poison lore and poison resistance.

Investigator Talent (Ex) or (Su): At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once.

Investigator talents marked with an asterisk (*) add effects to an investigator's studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.

Keen Recollection: At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex): At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

Studied Combat (Ex): With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit.

An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator's studied combat, he cannot become the target of the same investigator's studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex): At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike.

If the investigator's attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage.

The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

Unfailing Logic (Ex): An empiricist's grasp of facts and data teaches him to anchor himself in reality, granting resistance to even the most potent illusions. At 4th level, an empiricist gains a +2 insight bonus on all Will saving throws against illusion spells or spell-like abilities that allow a save to disbelieve their effects. In addition he can spend one point from his inspiration pool as an immediate action to use his Intelligence bonus instead of her Wisdom bonus on all such saves for one round. At 8th level, the empiricist's insight bonus increases to +4. At 16th level, he gains immunity to all illusion spells and spell-like abilities that allow a save to disbelieve the effects. This ability replaces swift alchemy.

Master Intellect (Ex): At 20th level, an empiricist's powers of reason and deduction become almost superhuman, and he is able to use them in nearly all aspects of life. At 20th level, an empiricist can use inspiration on all skills (even ones he is not trained in) and all ability checks (including initiative checks) without spending inspiration. This ability replaces true inspiration.

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Formulae Known
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1st Level (DC 14): Cure Light Wounds, Shield, Shock Shield, Heightened Awareness, Body Capacitance

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Extracts Prepared
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1st Level: (2) Shield, Cure Light Wounds

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Backstory
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Description:

Ryder is dressed in simple but functional clothing appropriate for searching the technology laden reaches of Numeria. A gray hooded cloak, faded black leather breeches and sturdy boots. If in a populated area or if approached by those he does not know, he is likely to have his hood up to hide his circuitry as that has been known to draw unwanted attention.

Hair: Bluish Black
Eyes: Glowing Blue
Height: 6’ 0”
Weight: 200 lbs.

Personality:

Ryder-XIII is direct and to the point and perhaps logical to a fault. He often can offend others, but not out of any spite or desire to do so just that his near total lack of empathy creates situations that an emotional being would not. Over the last 28 years that he has been operational, he has tried to curtail this behavior but is rarely successful. That being said in recent years he has begun to at least show a bit of remorse when such behavior has been pointed out to him.

Background:

It must have been something horrible just over 28 years ago, or at least that's what Ryder tells himself. When he awoke in the Numerian wastes all that was around his newly rejuvenated form were bits and pieces of what he assumed were "Ryder-XII's" companions. Logic would once again come to his rescue. Imperative 1 - Survival. Fortunately for Ryder-XIII, a pillar of smoke from a nearby campfire caught his attention. Ryder would approach the encampment and eventually be taken in by two tech-scavengers, Beld and Korwyn, that were at the camp.

Ryder would spend the next decade or so traveling with Beld and Korwyn, helping them gather what trinkets they could to sell at various outposts in the region. This was a formative time for Ryder, obviously he was not the same as Beld and Korwyn, so he would strive to learn all he could about the gathered bits of history of the ruins and how they came to Golarion, primarily in search of "life's" ultimate answer of where did he come from. If he was able to help his friends along the way all the better.

During Ryder's travels with Beld and Korwyn, the group happened upon a young, half-dead, Kellid youth while traveling the Numerian wastes. Having already taken in one unfortunate in the person of Ryder, Beld and Korwyn took on themselves to nurse the Kellid back to health and take him under their wings. Beld and Korwyn may be gruff, but under it all they really do have hearts of gold. Holg would become the fourth member of their little band of scavengers. During the travels Ryder had been fascinated with the concept of a youth becoming an adult and had taken a liking (or at least as much as an android is capable of) to the kellid youth and teach what he could of the language scrawled across many of the technological artifacts the group would find.

About five years ago, Beld and Korwyn settled in Torch, going into essentially a semi-retirement. Sure they would go out every now and then, but the frequency was not nearly enough to satisfy the curiosity of the younger pair so Ryder and Holg began to go out on their own, eventually returning to Torch to sell and trade what they had found to those most interested. In recent times that had mostly been to Khonnir Baine.

Potential Advancement Plans:

2nd Level: +9 skill points; +7 hp; favored class point TBD
3rd Level: +9 skill points; +7 hp; favored class point TBD; EWP: Firearm
4th Level: +9 skill points; +7 hp; favored class point TBD; +1 INT
5th Level: +9 skill points; +7 hp; favored class point TBD; Craft Technological Item