Hazic Kel-Kalaar

Tuke Aran's page

50 posts. Organized Play character for DoubleGold.


Full Name

Tuke Aran

Race

Android

Classes/Levels

Planar Rifter Gunslinger 1: Speed:30, Init:4, AC:15, T:12, FF:13, HP:13/13, Fort:4, Ref:4, Will:0, Perc:2, Darkvision, 1/1 Grit

Gender

Male

Size

M

Age

30

Alignment

N

Deity

Pharasma

Location

Mountains

Languages

Common, Dwarven, Elven, Goblin

Strength 16
Dexterity 14
Constitution 15
Intelligence 16
Wisdom 10
Charisma 5

About Tuke Aran

XP: 1

Racials
+2 Dexterity, +2 Intelligence, –2 Charisma: Androids have swift reflexes and are very intelligent, but often have difficulty relating to others.
Exceptional Senses (Ex): Androids have darkvision to a range of 60 feet and lowlight vision. They also gain a +2 racial bonus on Perception checks.
Constructed (Ex): For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count both as humanoids and as constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. They are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.
Emotionless: Androids can never gain morale bonuses and are immune to fear effects and emotion effects. They have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
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.
Languages: Androids begin play speaking Common. Androids with high Intelligence can choose any language as a bonus language (except secret languages, such as Druidic).

Class
Favored class bonus of 1 HP
Bab+1, Fort+2, Ref+2, Will+0
light armor, all weapons except exotic, and guns
Deeds: Infused Bullet, Dodge, quickclear
Infused Grit: Infused Grit (Su): Each day when a planar rifter recovers grit, he can attune his grit pool to one of the following subtypes: air, chaotic, earth, evil, fire, good, lawful, or water. Whenever he is on a plane that has an alignment or elemental trait, he can switch his attunement to match one of that plane’s traits as a standard action. After reducing an outsider to 0 hit points or below, he can switch his attunement to match one of that outsider’s subtypes as a free action. He regains grit as normal from critical hits, but killing blows replenish his grit pool only if the target is an outsider.
Grit
Gunsmith

Skills
The Gunslinger's class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 4 + Int modifier.

1. Acrobatics: 1 point, 2 dex, 3 trained: 6 total
2. Climb: 1 point, 3 str, 3 trained: 7 total
3. Craft Alchemy: 1 point, 3 int, 3 trained: 7 total
4. Sleight of Hand: 1 point, 2 dex, 3 trained: 6 total
5. Survival: 1 point, 0 wis, 3 trained: 4 total
6. Stealth: 1 point, 2 dex, 3 trained, 1 trait: 7 total
7. SpellCraft: 1 point, 3 int, 3 trained, 1 trait: 8 total

Traits and Feats
Bonus Feat: Gunsmithing
Level 1 Feat: Additional Traits

Magic Trait: Classically schooled: Your apprenticeship or early education was particularly focused on the direct application of magic. You gain a +1 trait bonus on Spellcraft checks, and Spellcraft is always a class skill for you.
Social Racial Trait: Adopted-Ekujae Reflexes Racial Trait: One of your parents was a member of the Ekujae tribe of the Mwangi Expanse, and you’ve inherited a portion of your elven parent’s quick reflexes. You gain a +2 trait bonus on Initiative checks.
Region Trait: Highlander: +1 stealth, and a class skill, +2 in mountains or hills.
Faith Trait: Some divine agent watches over you and heeds your call. Once per day as a swift action, you gain a +1 trait bonus on all saving throws for 1 round.

Equipment
1. Pistol Free
2. Greatsword: 50 GP
3. Gunsmith's Kit: 15 GP
4. Powder Horn: 3 GP
5. 10 Bullets and 10 Black Powders: 11 GP (Used 3)
6. Wooden Armor: 20 GP (3 AC, 3 dex, -1 acp)
7. Entertainer's Outfit: free
8. Backpack: 2 GP
9. 2 Canteens: 4 GP
10. Whetstone: 0.02 GP
11. 2 Trail Rations: 1 GP
12. 543.98 GP

Attacks
1. Greatsword: attack of 4. 2d6+4 slashing damage. Crit 19-20 X2.
2. Pistol: attack of 3 vs touch. Range 20. CritX4. (Standard Action to Reload)