Android

Serinda's page

43 posts. Alias of Terrinam.


About Serinda

Serinda
Alchemist/1; AC: 15; HP: 9/9; F: +3, R: +5, W: +0; Init: +3; Perc: +6
CG Android
Deity: None
Init +3; Senses darkvision 60ft, low-light vision; Perception +0
XP:
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DEFENSE
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AC 15, touch 13, flat-footed 12
hp 9 Current: 9/9
Fort +3, Ref +5, Will +0
Defensive Abilities
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OFFENSE
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Speed 30 ft.
Melee Short sword +0 (1d6+2, 19-20/x2)
Ranged Bomb +3 (1d6+4), 20ft.
Special Attacks
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STATISTICS
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Str 10 (+0), Dex 16 (+3), Con 13 (+1), Int 18 (+4), Wis 10 (+0), Cha 10 (+0)
Base Attack +0; CMB +13; CMD +0
Feats Brew Potion, Throw Anything, Technologist
Traits Numerian Archaeologist, Meticulous Concoction, Tireless Logic, Meticulous
Skills Disable Device +7, Knowledge (arcana) +8, Knowledge (nature) +8, Perception +6, Spellcraft +8, Survival +4, Use Magic Device +4
Background Skills Appraise +8, Craft (alchemy) +8, Linguistics +5, Sleight of Hand +7
Languages Taldane (Common), Androffan, Hallit, Draconic, Varisian, Elven, Dwarven
Combat Gear Leather armor, short sword, flask of bottled lightning
Other Gear Alchemy crafting kit, backpack, bedroll, belt pouch, flint and steel, formula book, ink, inkpen, iron pot, mess kit, soap, torches (10), trail rations (5), waterskin, 2 waterproof bags

Coin:
PP:
GP: 34
SP:
CP:
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SPECIAL ABILITIES
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Exceptional Senses: Darkvision 60 feet and low-light vision. +2 racial bonus on Perception checks.

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: –4 penalty on Sense Motive checks.

Nanite Surge: Once per day as an immediate action, an android can cause her nanites to surge, granting 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 in illumination for 1 round.

Alchemy: Class level added to craft (alchemy) checks. Also, bombs, mutagens, infusions.

Mutagen: +2 natural armor, +4 physical ability score, -2 mental ability score, 10 minute duration, nauseates others who drink.

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Formulae
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Infusions Per Day
1: 2

Formulae Known
1: Bomber’s eye, cure light wounds, heightened awareness, polypurpose panacea, shield, targeted bomb admixture.

Background:

Serinda is one of several androids “born” in Numeria, and has lived in Torch for all of her life as far as she can remember. All she knows is she woke up in a basement there.

Not long after her birth, Serinda managed to find a wounded and half-drowned alchemist on the shore of the Seven Tears River. Having not one single clue about human biology, her first attempt at splinting his leg left the man with a permanent limp. Then she noticed the potion bandolier on his chest and decided to try those instead, hoping one was a healing potion.

She still bears light scarring on her right arm from the alchemist’s fire the first flask turned out to be.

After being accidentally tortured and nearly killed, the man decided it would be prudent to teach the young android the basics of alchemy, just in case someone else came under her care. She proved adept at the art, following the formulae quite easily as she grasped the basics. By the time he had fully recovered from his injuries and left Torch, Serinda had both her name and a growing skill in alchemy. Of course, the very first potion he taught her how to make was for healing, just so none other would suffer her medical skills.

It was not long before Serinda’s attention turned to the origins of her own people, and where she came from. Soon, it turned outright to study, trading her produced goods for what she could get her hands on to gain some idea of where she came from, and why androids are so different. She began to pick up languages to make trades easier, as well as learning how to recognize the value of what she was trading for. She may have even practiced theft from time to time, though she will never confirm it if she did.

But in the end, she came to a conclusion she didn’t want: No matter how much she studies, how many pieces of technology or books she looks at, she won’t go any farther until she enters one of the ruins. She knows the time is approaching when learning her own history will mean crossing the Technic League, and is quietly searching for a group of adventurers to team with when that day comes.

Personality:
Serinda is emotionless, and very focused on her logic and getting things right. Unfortunately, this focus also presents a weakness, as she tends to be uncertain about things she is not familiar with.