Full Name |
Varrad |
Race |
Android Inquisitor 1 | HP 7/10 | AC 17 Touch 14 FF 14 CMD 15 | F+3 R+3 W+4 | Init +3 | Per +8, Low-Light/Darkvision |
Classes/Levels |
Inquisitor |
Gender |
Male |
Size |
Medium |
Alignment |
Neutral Good |
Deity |
Iomedae |
Strength |
14 |
Dexterity |
16 |
Constitution |
13 |
Intelligence |
12 |
Wisdom |
14 |
Charisma |
10 |
About Varrad
Male Android Inquisitor of Iomedae (Keeper of Constructs) 1
NG Medium humanoid (construct)
Init +3; Senses: Perception +8
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Defense
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AC 17, Touch 14, Flat-footed 14
hp 10 (1d8+2)
Fort +3, Ref +3, Will +4
Defensive Abilities:
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee Attack Block:
Longsword (Two-Handed) +2 (1d8+3/19-20x2)
Special Attacks:
+2 Attack and Damage vs Constructs
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Racial Abilities
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Constructed: +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects. Immune to fatigue, exhaustion, disease, sleep. fear and all emotion based effects. Can never gain morale bonuses.
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.
Emotionless: –4 penalty on Sense Motive checks
Alert: +2 Perception
Exceptional Senses: Lowlight vision, Darkvision 60 ft
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Statistics
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Str 14, Dex 16, Con 13, Int 12, Wis 14, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats:
Dedicated Adversary (Constructs) (1st)
Traits:
Against the Technic League: +2 Trait bonus on all damage vs members of the Technic League
Fate's Favored: +1 to all Luck bonuses
Skills:
Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Heal: 6, Intimidate: 4, Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), *Knowledge (engineering): 2, Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion): 5, *Linguistics: 2, Perception: 8, Profession (Wis), Ride (Dex), Sense Motive: 2, Spellcraft (Int), Stealth: 7, Survival: 6, and Swim (Str).
*Non-Class Skill
Languages: Common, Hallit, Dwarven
Gear:
Longsword (One Handed Sword) 1d8 19-20x2, 6 lbs (15 gp)
Dagger x2 (Light One Hand) 1d4 19-20x2, 1 lbs each, 10 ft range (4 gold total)
Light Crossbow 1d8 19-20x2, 4 lbs, 80 ft Range (35 gp)
Bolts x30 3 lbs (3 gp total)
Armored Coat +4 AC, +3 Max Dex, -2 ACP, 20 lbs (50 gp)
Full Essentials Kit
Backpack 2 gp 2 lbs, Bedroll 1 sp 5 lbs, 1-pint flask 3 cp 1.5 lbs, 7 days’ trail rations 3.5 gp 7 lbs
Total Cost: 5.63 gp
Weight: 15.5 lbs
Remaining Gold: 27.37
Outfit (10g free)
Explorer's Outfit
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Spells Per Day
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LvL 0: ∞
LvL 1: 2
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Spells Known
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LvL 0: Create Water, Brand, Detect Magic, Disrupt Undead
LvL 1: Cure Light Wounds, Divine Favor
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Special Abilities
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Penetrating Blows: The keeper of constructs treats his weapons as adamantine for the purpose of overcoming damage reduction when attacking constructs. At 8th level, he ignores the first 5 points of DR or hardness when attacking constructs. At 16th level, he ignores the first 10 points of DR or hardness when attacking constructs.
Judgment: 1/day
Construct Influence: A keeper of constructs’ knowledge of constructs’ inner workings allows him to gain an upper hand over constructs. He can use the Intimidate skill to demoralize constructs, and when he attempts to do so, he gains a bonus on the check equal to half his inquisitor level (minimum 1).
Construct Influence: A keeper of constructs adds twice his Wisdom modifier plus his Intelligence modifier as a bonus when attempting Knowledge checks to identify the abilities and weaknesses of constructs.
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Favored Class Bonus
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+1 Hit Point