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Tuke Maxim's page
No posts. Organized Play character for DoubleGold.
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Full Name |
Tuke Maxim |
Race |
Android |
Classes/Levels |
Pistolero Gunslinger: Init:5, AC:17, FF:14, T:13, HP:13/13, Fort:4, Ref:5, Will:0, Perc:6, Darkvision |
Gender |
Male |
Size |
M |
Age |
30 |
Alignment |
Neutral |
Deity |
Pharasma |
Languages |
Common, Dwarven, Elven, Goblin |
Strength |
15 |
Dexterity |
17 |
Constitution |
14 |
Intelligence |
16 |
Wisdom |
10 |
Charisma |
5 |
About Tuke Maxim
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
Deeds: Up close and Deadly deed replaces deadeye
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 rank, 3 dex, 3 trained, -2 acp: 5 total
2. Bluff: 1 rank, -3 cha, 3 trained: 1 total
3. Craft Alchemy: 1 rank, 3 int, 3 trained: 7 total
4. Knowledge local: 1 rank, 3 int, 3 trained: 7 total
5. Perception: 1 rank, 0 wis, 3 trained, 2 racial: 6 total
6. Survival: 1 rank, 0 wis, 3 trained: 4 total
7. Stealth: 1 rank, 3 dex: 4 total
Feats and Traits
Level 1 Feat: Rapid Reload Pistols
Combat Trait: Reactionary +2 init
Magic Trait: Winter Witch Survivor: 5 Cold resistance and +2 to fear effects against creatures of the cold subtype.
Equipment
1. Pistol Free
2. Entertainer's Outfit Free
3. Chain Shirt: 100 GP (4 ac, 4 dex, -2 acp)
4. Backpack: 2 GP
5. Powder Horn: 3 GP
6. 10 Black Powder, and 10 Bullets: 11 GP
7. GreatAxe: 20 GP (1d12+3 dmg. CritX3)
8. 535 Gold
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