About SchwartzStats:
Schwartz
Male android fighter (lore warden) 2/rogue 2/swashbuckler (whirling dervish) 5/Scholar (Pathfinder Campaign Setting: Inner Sea Bestiary 3, Pathfinder Campaign Setting: Pathfinder Society Field Guide, Pathfinder RPG Advanced Class Guide 56) CN Medium humanoid (android) Init +9; Senses darkvision 60 ft., low-light vision; Perception +16 -------------------- Defense -------------------- AC 30, touch 24, flat-footed 19 ( hp 104 (10 HD; 3d8+7d10+10) Fort +6, Ref +10, Will +5 Defensive Abilities charmed life 3/day, constructed, evasion, nimble +1; Immune disease, emotion, exhaustion, fatigue, fear, sleep -------------------- Offense -------------------- Speed 30 ft. Melee +2 scimitar +21/+16 (1d6+8/15-20+5 Precision) or morningstar +15/+10 (1d8+6/19-20+5 Precision) Ranged mwk longbow +15/+10 (1d8/×3) Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), nanite surge, panache (1), sneak attack +1d6, swashbuckler weapon training +1 -------------------- Statistics -------------------- Str 13, Dex 21, Con 13, Int 18, Wis 10, Cha 12 Base Atk +9; CMB +10; CMD 28 Feats and Traits:
- Acrobatic Dodge: Make acrobatics check to dodge a blow - Signature Weapon: Gain bonus to hit with weapon - Web of Steel: 1/2 character level + 2 armor bonus - Acrobatic - Combat Expertise +/-3 Bonus to AC in exchange for an equal penalty to attack. - Combat Reflexes (6 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed. - Dodge - Power Attack -3/+6: You can subtract from your attack roll to add to your damage. - Skill Focus (Knowledge [planes]) - Weapon Focus (scimitar) Pseudo-Feats (Class abilities)
Traits
Skills:
Acrobatics +27 Appraise +8 Bluff +5 Climb +5 Diplomacy +5 Disable Device +21 Disguise +5 Escape Artist +9 Fly +5 Handle Animal +5 Heal +1 Intimidate +5 Knowledge (arcana) +8, Knowledge (dungeoneering) +8 Knowledge (engineering) +11 Knowledge (geography) +8 Knowledge (history) +10 Knowledge (local) +8 Knowledge (nature) +8 Knowledge (nobility) +8 Knowledge (planes) +13 Knowledge (religion) +10 Linguistics +15 Perception +16 Ride +9 Sense Motive +3 Sleight of Hand +13 Spellcraft +8 Stealth +15 Survival +4 Swim +5 Use Magic Device +10 Racial Modifiers +2 Perception, -4 Sense Motive Languages Abyssal, Common, Klingon, read lips, Draconic, Dwarven, Elven, Giant, Goblin, Infernal, Necril, Orc, Sylvan SQ dare (), dawnflower's mercy, dervish dance, dervish finesse, emotionless, meticulous, rogue talent (powerful sneak), swashbuckler finesse, trapfinding +1 Gear:
General - +1 mithral chain shirt - +2 scimitar - morningstar - mwk longbow - Cold iron durable arrows (10) - Silver durable arrows (10) - bleeding arrow - durable arrow (10) - blunt arrows (10) - smoke arrows (2) - whistling arrow (2) - Potion of cure light wounds (2)
Misc
7,092 gp, 7 sp, 4 cp
Future Gear
Special Abilities:
- Charmed Life +1 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made. - Constructed (Ex) Counts as both humanoids and constructs for effects that target type. - Darkvision (60 feet) You can see in the dark (black and white vision only). - Dawnflower's Mercy (Ex) Doesn't gain panache for reducing foe to 0 hp if not an evil outsider or undead. Gain penache for causing an evildoer (HD at least 1/2 level) to surrender. - Dervish Dance Use Dex modifier instead of Str for damage with swashbucker finesse. - Dervish Finesse (Ex) Treat scimitars as one-handed piercing melee weapons for swashbucker's finesse and all abilities that refer to such as weapon. - Earplugs +2 save vs. hearing effects, -5 hearing-based Perception. - Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. - Immunity to Disease You are immune to diseases. - Immunity to Emotion (Ex) You are immune to all emotion effects. - Immunity to Exhausted You are immune to the exhausted condition. - Immunity to Fatigue You are immune to the fatigued condition. - Immunity to Fear (Ex) You are immune to all fear effects. - Immunity to Sleep You are immune to sleep effects. - Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. - Nanite Surge +13 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used. - Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow. - Powerful Sneak (Ex) During a full attack take -2 to hit for 1 rd. Sneak attack damage rolls of 1 increase to 2. - Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed. - Swashbuckler Finesse At 1st level, 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 - Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Scholar
Future
Appearance + Misc:
Height: 6' Weight: 175 lbs (? He's probably made out of a decently light-ish metal) Hair: None Eyes: Green Skin: Pale silver with intricate designs and grooves all over it Sex: Male Age: About 1-2 years old Deity: Sarenrae (He's probably partly solar-powered, so it's probably best to stay on her good side) Background:
It was a Friday night, and a group of the most negatively stereotypical nerds had gathered together to play D&D. It was a high level campaign, so they were all pretty powerful. Soon, they began talk about how they wished they had these powers back in high school to deal with their numerous bullies. The more they talked, the more worked up they got. And the more worked up they got, the more their brains started to turn the problem over. Eventually Will, a robotics researcher, was inspired by the movie marathon he had hosted the previous week. And thus the idea of Schwartz was born.
They pulled from their expertise in their respective fields to create a fighting robot to go into the past and beat the crap out of their high school foes. Not wanting him to be anything like the football jocks of their nightmares, the determined to make him fast and smart, able to win fights by his skill rather than through blunt force. Although because he was an android, he was still going to be stronger than your average person because why not? They made him above average in all but one respect: his wisdom. They tried to fix this, but alas, their own stats could not do it, for if they had been wiser they would have realized that they could have made themselves rich off of their invention. And their attempts at making him charismatic were not quite as successful as they would have liked, for if they had been more charismatic, Will wouldn't have been turned down by the girl he had asked out that Friday night, meaning he never would have had the idea to create the android in the first place. They gave him every advantage they could think of though, creating For the longest time, they debated what kind of weapon to send Schwartz back with. A gun? No, that wouldn't show off the skill of their creation. A bat'leth? While totally awesome, they didn't want to risk damaging their collector's item, much to the disappointment of Jon, the biggest Star Trek fan of the group. But to cheer him up, they let him teach the android Klingon. Because how cool would it be to have a killer android beating people senseless while speaking in Klingon? Which then of course meant Sam, the Lord of the Rings enthusiast, simply had to teach Schwartz Elven. Plus a few other languages just because Sam wanted to show off. And of course, since revenge wouldn't be complete without total video evidence of the beatings, they gave Schwartz an AR Drone to be controlled by the disconnect-able iPhone in his arm. That way they could have beautiful, HD aerial video to enjoy. And because by this time they were getting impatient and didn't want to create a spy helicopter from scratch. Fully equipped, they readied Schwartz for his departure. But of course, something went horribly wrong. Maybe they didn't quite manage to accelerate Schwartz up to light speed. Maybe they accelerated him too much. Maybe they simply forgot to ask the past to lower their tachyon shields. Whatever the reason, Schwartz quickly figured out that the world he was in was not the one he was supposed to be in. But this didn't really bother him. He never particularly wanted to beat up some random kid anyway. So he made the best of the situation by deciding to go off and learn to harness his time travel abilities. Possibly to get back to his time and world. Possibly to become Skynet. Or possibly to go to the future and find himself a girlfriend. The calculations on that are still running (it may be an NP-Complete problem, so it might take a while). Alternative Backstory (builds on previous one, but changes slightly to match playtest set up):
When the group of nerds attempted to send Schwartz back to exact their revenge, there was a bright flash of light and a brief distortion, but it otherwise appeared to be a failure. However, they soon discovered that their botched attempt had given their creation the ability to manipulate time, and they soon set him the task of robbing various places for them.
Schwartz obediantly followed their instructions at first. However, after a close call where he almost got caught due to subpar equipment, he began to rethink his position. Why should he do all the work and take all the risk when they got the spoils and only meagerly doled out funds for the tools he needed? With that, he set the group up, purposefully leaving clues for the police to follow. After that, he free lanced for a while. But one day while casing a bank, he overheard the bank manager talking to a security consultant. He was surprised to hear how much the man was being paid to simply talk and give his opinion. It was clear to Schwartz that while it may not be quite as profitable as robbery, this decrease was worth removing the hassle of running from the police and trying to fence stolen goods. And so with that, he switched sides and started offering his services up for consultation.
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