Android

Srchr's page

1 post. Alias of eriktd.


About Srchr

Description:
Srchr is a... well, he doesn't really know what he is, so he is trying to find out. I guess that makes him an investigator. He is curious, meticulous, and practical. His voice is calm and patient, almost soothing, like a narrator or a guide. He dresses like a (Western) monk, with heavy robes and hood to help hide his alien features.

Build Notes
As an Empiricist investigator, Srchr basically applies Intelligence to every skill. He's a face, a knowledges-keeper, and he can do a great rogue impression with Disable Device and trapfinding. When necessary, he will become a surprisingly good melee combatant, something that will probably shock him the first time it happens and he instinctively begins stabbing enemies with blades in both hands.

Race: Android

Alignment: Lawful Neutral

Class: Investigator (Empiricist)/Sorcerer Variant Multiclass

Abilities: Str 10 (+0), Dex 14+2 (+3), Con 14 (+2), Int 16+2 (+4), Wis 8 (-1), Cha 12-2 (+0)

HP: 11 (1d8+3)

AC: 17 (+3 Dex, +3 armor)

Initiative: +3* (+3 Dex, +1d6 inspiration)

Move: 30' (light armor)

Saves: Fort +2* / Reflex +5* / Will +1*
(+1d6 inspiration x2; +4 vs mind-affecting, paralysis, poison, stun; immune to fatigue, exhaustion, disease, sleep, fear, emotion)

Weapons
short swords +3* or +1/+1* (1d6, 19-20 x2)
coin shot +3* vs touch ac (1dX, x2)
(+1d6 inspiration x2)

Race Traits: Constructed (construct saves and immunities, no morale bonuses), Emotionless (-4 Sense Motive), Exceptional Senses (darkvision 60', low-light vision, +2 Perception), Repairing Nanites (1/day heal HDx2 when taking at least HDx2 damage)

Background Traits: Against the Technic League (weapons, +2 damage vs Technic League agents), Student of Philosophy (use Int for social Bluff and Diplomacy checks)

Investigator (Empiricist) abilities: extracts, alchemy, inspiration (5), trapfinding (+1); favored class bonus: +1 hp

Extracts
1st (2): coin shot, cure light wounds, disguise self, monkey fish, reduce person, shield

Sorcerer (Variant Multiclass) abilities: bloodline (nanite)

Feats: Agile Maneuvers*, Combat Expertise*, Deadly Aim*, Power Attack*, Two-Weapon Fighting, Weapon Finesse*

Skills: Acrobatics 1+6, Bluff (not feint) 0+4, Craft Alchemy 1+7* (+1 alchemical item), Diplomacy (not gather info) 0+4, Disable Device 1+7, Escape Artist 1+6, Heal 1+2, Knowledge (Arcana) 1+7+1d6, Knowledge (Dungeoneering) 1+7+1d6, Knowledge (Engineering) 1+7+1d6, Knowledge (Religion) 1+7+1d6, Perception 1+5* (+1 vs traps), Sense Motive 1-2, Stealth 1+6

Languages: Androffan, Aklo, Common, Hallit, Undercommon

Equipment: investigator kit (45 gp, thieves' tools instead of alchemy kit), studded leather armor (25 gp), short sword x2 (20 gp), monk's outfit (free) (90 gp total)