Kolyarut

Zando Yárgyðjan's page

2 posts. Organized Play character for Clebsch73.


Race

F +6 R +10 W +5 | Perc +7 (Low-light) | Stealth +8 |

Classes/Levels

25 ft. | Hero -/- | ◆ ◇ ↺ | Active Conditions:

Gender

Automaton Gunslinger (Way of the Drifter) 2 | HP 24/24 AC 18 |

About Zando Yárgyðjan

PFS Information:

PFS Number: # 105836-2009
Experience: 12
Total Gold Earned: 42
______________________________
Training: DNA
______________________________
Faction: Horizon Hunters
Major Faction Reputation
Envoy’s Alliance: 0
Grand Archive: 2
Horizon Hunters: 8
Vigilant Seal: 0
Minor Factions 0
Radiant Oath: 0
Verdant Wheel: 0
All Faction Reputation
Total (Sum of the Above) Reputation: 4
______________________________
Reputation Tiers
0-19: Ignored
20-59: Liked
60-119: Admired
120 (maximum): Revered

Character Name Zando Yárgyðjan
Nationality: Original Jistka Imperium (extinct); has lived in many places including Tian Xia. Most Recent: Numeria and Absalom.
Birthplace: Azir, Jisktka Imperium
Age: about 7500 (created -2800 AR)
Gender & Pronouns: nonbinary Ze/Zir/Zirs (but does not correct if other pronouns are used)
Stature: 6' 10"
Build: Very Strong
ancestry (heritage) Automaton (Warrior)
background Disciple of the Gear
Gunslinger (Way of the Drifter); Level: 2
Size Medium trait(s) Rare, Automaton, Construct
Faith: Casandalee
Languages: Common, Utopian, Tian
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ABILITY SCORES
STR +2, DEX +4, CON +0
INT +2, WIS +1, CHA +0
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SENSES
Perception +7
Special Senses: Low-light vision
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DEFENSES
HIT POINTS: 24/24
ARMOR CLASS
AC: 18 (10 + (1 DEX) + (4 proficiency) + (3 item))[See Reinforced Chassis, Automaton Ancestry Feat 1]
Shield: None
Unarmored: (T), Light: (T), Medium: (T), Heavy: (U)
SAVING THROWS
Fortitude +6 Reflex +10 Will +5

Dicebots:

[dice=Perception (E)]1d20+7[/dice]
[dice=Fortitude (E)]1d20+6[/dice]
[dice=Reflex (E)]1d20+10[/dice]
[dice=Will (T)]1d20+5[/dice]

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OFFENSE
Class DC: 18 (10 + (4 key stat) + (4 proficiency) + (0 item))
Speed: 25 ft

Melee Strikes
Axe Musket +8 (1d8 + 2 S)
[Uncommon, Combination, Critical Fusion, Forceful, Sweep]
Crescent Cross +8 (1d4 + 2 S)
[Uncommon, Combination, Critical Fusion, Parry]
Chakram +6 (1d8 + 2 S)
[Thrown]
Flyssa +8 (1d6 + 2 S or P)
[Agile, Finesse, Versatile P]
Nunchaku +8 (1d6 + 2 B)
[Uncommon, Backswing, Disarm, Finesse, Monk]
Starknife +8 (1d4 + 2 P or S)
[Agile, Deadly d6, Finesse, Thrown 20 ft., Versatile S]
Fist +6 (1d6 + 2 B)
[Can be lethal or nonlethal]

Ranged Strikes
Axe Musket +10 (1d6 P + 1d4 Precision) (range 50 ft)
[Uncommon, Combination, Concussive, Fatal d10]
Crescent Cross +10 (1d6 P + 2 precision) (range 30 ft)
[Uncommon, Combination, Capacity 3, Parry]
Chakram +8 (1d8 + 2 S) (range 20 ft)
[Thrown]
Starknife +8 (1d4 + 2 P or S) (Range 20 ft)
[Agile, Deadly d6, Finesse, Thrown 20 ft., Versatile S]

Dicebots:

[dice=Axe Musket (E)]1d20+8[/dice]
[dice=damage S]1d8+2[/dice]
[dice=Crescent Cross (E)]1d20+8[/dice]
[dice=damage S]1d4+2[/dice]
[dice=Chakram (T), melee]1d20+6[/dice]
[dice=damage S]1d8+2[/dice]
[dice=Flyssa (T)]1d20 + 8[/dice]
[dice=Damage, S or P]1d6 + 2[/dice]
[dice=Nunchaku (T)]1d20 + 8[/dice]
[dice=Damage, B]1d6 + 2[/dice]
[dice=Starknife (T)]1d20 + 8[/dice]
[dice=damage P or S]1d4 + 2[/dice]
[dice=Crit Damage, Deadly]1d6[/dice]
[dice=Fist (T)]1d20+6[/dice]
[dice=damage B]1d6+2[/dice]
[dice=Axe Musket (E)]1d20+10[/dice]
[dice=damage P + precision]1d6+1d4[/dice]
[dice=Crit damage P + precision]1d10 + 1d4[/dice]
[dice=Crit damage, Fatal]1d10[/dice]
[dice=Crescent Cross (E)]1d20+9[/dice]
[dice=damage P, + precision]1d6 + 2[/dice]
[dice=Chakram (T), ranged]1d20+8[/dice]
[dice=damage S]1d8+2[/dice]
[dice=Starknife (T)]1d20 + 8[/dice]
[dice=damage S]1d4+2[/dice]
[dice=Crit Damage, Deadly]1d6[/dice]

Weapon Proficiencies
Simple: (T), Martial: (T), Simple firearms and crossbows: (E), Martial firearms and crossbows: (E), Advanced firearms and crossbows: (T)

Gunslinger Abilities
Into the Fray
Trait Gunslinger
Trigger You roll initiative.
You know trouble can lurk around every corner, and your hands never stray far from your holsters. You can Interact to draw a one-handed ranged weapon and can then Interact to draw a one-handed melee weapon. As your first action on your first turn, you can Stride as a free action toward an enemy you can perceive. If you can't perceive any enemies or can't end your movement closer to one, you can't use this Stride.

Reloading Strike
Trait Gunslinger
Requirements You're wielding a firearm or crossbow in one hand, and your other hand either wields a one-handed melee weapon or is empty.
You make a melee attack and then reload your gun in one fluid movement. Strike an opponent within reach with your one-handed melee weapon (or, if your other hand is empty, with an unarmed attack), and then Interact to reload. You don't need a free hand to reload in this way and this reload doesn't trigger reactions.

Slinger's Precision: You have steady precision with guns and crossbows and can use weapons that incorporate them effectively. You deal an extra +2 precision damage with Strikes made using crossbows that don't have the repeating trait, and deal an extra 1d4 precision damage on Strikes with firearms that don't have the repeating trait.
If you are using a combination weapon whose ranged form is a firearm or crossbow, you use your proficiency with firearms and crossbows for attacks made with the melee portion of that weapon.

Class Feat - 1st Level
Sword and Pistol
Trait Gunslinger
You're comfortable wielding a firearm or crossbow in one hand and a melee weapon in the other, combining melee attacks with shots from the firearm. When you make a successful ranged Strike against an enemy within your reach with your one-handed firearm or one-handed crossbow, that enemy is flat-footed against your next melee attack with a one-handed melee weapon.

When you make a successful melee Strike against an enemy with your one-handed melee weapon, the next ranged Strike you make against that enemy with a one-handed firearm or one-handed crossbow doesn't trigger reactions that would trigger on a ranged attack but not a melee attack, such as Attack of Opportunity. Either of these benefits is lost if not used by the end of your next turn.

Chassis Deflection
Trigger A critical hit deals physical damage to you
Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit.

Basic Crafter's Book
All level 0 items in Core Rule

Alchemical Formula Book Antidote (Lesser), Antiplague (lesser), Elixir of Life (minor), Eagle Eye Elixir (lesser), Black Powder, Alchemist's Fire (Lesser), Goo Grenade (lesser), Bottled Lightning (lesser), Ghost Charge (lesser)
Alchemical Items Prepared (5) Elixir of Life (minor), Alchemist's Fire (Lesser), Goo Grenade (lesser), Bottled Lightning (lesser), Ghost Charge (lesser)
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Skills (Bold = Trained)
Acrobatics +8
Arcana +1
Athletics +6
Crafting +6
Deception +0
Diplomacy +0
Intimidation +0
Casandalee Lore +6
Medicine +1
Nature +5
Occultism +2
Performance +0
Religion +1
Society +2
Stealth +8
Survival +1
Thievery +8

Languages Common, Tien, Utopian

Skill Dicebots:

[dice=Acrobatics (T)]1d20+8[/dice]
[dice=Arcana (U)]1d20+1[/dice]
[dice=Athletics (T)]1d20+6[/dice]
[dice=Crafting (T)]1d20+6[/dice]
[dice=Deception (U)]1d20+0[/dice]
[dice=Diplomacy (U)]1d20+0[/dice]
[dice=Intimidation (U)]1d20+0[/dice]
[dice=Lore (Casandalee) (T)]1d20+6[/dice] (duplicate as needed)
[dice=Medicine (U)]1d20+1[/dice]
[dice=Nature (T)]1d20+5[/dice]
[dice=Occultism (U)]1d20+2[/dice]
[dice=Performance (U)]1d20+0[/dice]
[dice=Religion (U)]1d20+1[/dice]
[dice=Society (U)]1d20+2[/dice]
[dice=Stealth (T)]1d20+8[/dice]
[dice=Survival (U)]1d20+1[/dice]
[dice=Thievery (T)]1d20+8[/dice]

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FEATS:

Ancestry Feats and Abilities
Ancestry Ability: Low-light vision, Automaton Core, Constructed Body
Heritage Ability: Warrior Automaton (increased unarmed damage and can be lethal)
1st: (feat) Reinforced Chassis

Ancestry:

Automaton
Traits Rare, Automaton, Construct

Low-Light Vision
A creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light.

Automaton Core
Your body contains an automaton core infused with planar quintessence that grants you power to perform various tasks and houses your soul and life energy. This life energy flows through you much like the blood of humanoids. As a result, you are a living creature. You don’t have the typical construct immunities, can be affected by effects that target a living creature, and can recover Hit Points normally via vitality energy. Additionally, you are not destroyed when reduced to 0 Hit Points. Instead, your life energy attempts to keep you active even in dire straits; you are knocked out and begin dying when reduced to 0 Hit Points.

Constructed Body
Your physiological needs are different than those of living creatures. You don't need to eat or drink. You don't need to sleep, but you still need a daily period of rest. During this period of rest, you must enter a recuperating standby state for 2 hours, which is similar to sleeping except you are aware of your surroundings and don't take penalties for being unconscious. Much like with sleeping, if you go too long without entering your standby state, you become fatigued and can't recover until you enter standby for 2 hours.

Reinforced Chassis
Traits Automaton
Your body is designed to be particularly resilient. Your chassis is made from reinforced armor plating that grants a +3 item bonus to AC with a Dexterity cap of +1. If you are at least 5th level, the item bonus increases to +4 and at 10th level it increases to +5. You can never wear other armor or remove your chassis; however, you still don’t become fatigued from sleeping. Finally, you can etch armor runes onto your chassis. Your chassis is medium armor in the plate group for abilities and for etching runes.

Enhancement Your chassis becomes difficult to overcome. You gain the Chassis Deflection reaction.
Chassis Deflection
Trigger A critical hit deals physical damage to you
Attempt a DC 17 flat check. If you are successful, the attack becomes a normal hit.

Skill Feats
Background: (feat) Quick Repair
Bonus from Munitions Crafter feat: Alchemical Crafting
Level 2: Hefty Hauler

Skill Feats:

Quick Repair
Traits General Skill
Feat 1
Prerequisites trained in Crafting
For you, the Repair activity loses the exploration trait and takes 1 minute instead of 10 minutes. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.

Alchemical Crafting
Traits General, Skill
Prerequisites trained in Crafting
You can use the Craft activity to create alchemical items. When you select this feat, you immediately add the formulas for four common 1st-level alchemical items to your formula book.
Formulas added: Antidote (Lesser), Antiplague (lesser), Elixir of Life (minor), Eagle Eye Elixir (lesser)

Level 2 Skill Feat
Hefty Hauler
Feat 1
Traits General, Skill
Prerequisites trained in Athletics
You can carry more than your frame implies. Increase your maximum and encumbered Bulk limits by 2.

Class Feats and Abilities
Feature 1st: Reloading Strike, Into the Fray, Slinger's Precision,
Class Feats: Sword and Pistol (1st), Munitions Crafter (2nd)

Class abilities and feats details:

Munitions Crafter
Traits Gunslinger
Bullets and bombs can be scarce in some parts, so you’ve learned to make your own. You become trained in Crafting and gain the advanced alchemy benefits. You can use the advanced alchemy benefits to create a number of daily consumables equal to 4 + half your level (rounded up); these consumables must be bombs or alchemical ammunition.

You gain the Alchemical Crafting feat if you don’t already have it. In addition, you gain advanced alchemy, which allows you to create a certain number of infused alchemical consumables each day during your daily preparations without the normal cost or time expenditure, as described on the Alchemist page.

Advanced Alchemy During your daily preparations, you spend some time to create alchemical items that can be used over the course of the day. You don't need to attempt a Crafting check to do this, you can use an alchemist's toolkit instead of an alchemist's lab, and you ignore both the number of days typically required to create the items and any alchemical raw materials requirements. You can Craft a number of alchemical items up to 4 + your Intelligence modifier [Zando = 5]. Each item must be in your formula book, have an item level equal to or lower than your level, and have the consumable trait. These items have the infused trait and remain potent for 24 hours or until your next daily preparations, whichever comes first.

You gain a formula book that includes the formula for black powder and four 1st-level types of common or uncommon alchemical ammunition or bombs of your choice.
Formulas: Black Powder, Alchemist's Fire (Lesser), Goo Grenade (lesser), Bottled Lightning (lesser), Ghost Charge (lesser)

When crafting alchemical ammunition, including black powder in doses or rounds, using advanced alchemy, you create the ammunition in batches of 4 (meaning that if you were 4th level and used all of your advanced alchemy consumables to create alchemical ammunition, you could create a maximum of 24 rounds). You cannot use advanced alchemy to Craft horns or kegs of black powder.


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Gear
(price, bulk): Chakram (0.5, L), Axe Musket (10, 2), Crescent Cross (4, L), Flyssa (1, L), Starknife (2, L), Nunchaku (0.2, L), Firearm Ammo 30 (0.1,3L), bolts 30 (0.3, 3L), Firearm Cleaning Kit (0.1, L), Repair Toolkit (2, 1), Thieves' Toolkit (3, L), Adventurer's Backpack (1.5, 1), Basic Crafter's Book (L), Formula Book (L), Alchemist's Toolkit (1)
Cash: 1.9 gp
Bulk: 6.6
Max Bulk: 9 (Hefty Hauler feat)

Held Items: Axe Musket, Crescent Cross, Chakram, Flyssa, Firearm Ammo 30, bolts 30
Worn Items: Repair Kit, Thieves' Toolkit, Alchemist's Toolkit
Stowed Items: Firearm Cleaning Kit, replacement picks, Crafter's Book, Formula Book, Adventurer's backpack

Bulk: # (Encumbered at: 9 = 5 + (2 STR) + 2 (Hefty Hauler); Maximum at: 14 = 10 + (2 STR) + 2 Hefty Hauler)

Gear:
Axe Musket
Traits Uncommon Combination
Price 10 gp; Bulk 2 Item 1 Hands 2
Category Martial
This item, favored by firearms-using dwarves and barbarians, takes the form of a sturdy musket with an axeblade attached near the muzzle.
Melee
Traits Critical Fusion, Forceful, Sweep
Damage 1d8 S
Group Axe
Forceful: This weapon becomes more dangerous as you build momentum. When you attack with it more than once on your turn, the second attack gains a circumstance bonus to damage equal to the number of weapon damage dice, and each later attack gains a circumstance bonus to damage equal to double the number of damage dice.
Sweep: This weapon makes wide swinging attacks. When you attack with this weapon, you gain a +1 circumstance bonus to your attack roll if you already attempted to attack a different target this turn using this weapon.
Ranged
Traits Concussive, Fatal d10
Damage 1d6 P
Range 50 ft.; Reload 1
Group Firearm
Ammunition Firearm Ammunition (10 rounds)
Concussive: These weapons smash as much as puncture. When determining a creature's resistance or immunity to damage from this weapon, use the weaker of the target's resistance or immunity to piercing or to bludgeoning. For instance, if the creature were immune to piercing and had no resistance or immunity to bludgeoning damage, it would take full damage from a concussive weapon. Resistance or immunity to all physical damage, or all damage, applies as normal.
Fatal d10: The fatal trait includes a die size. On a critical hit, the weapon’s damage die increases to that die size instead of the normal die size, and the weapon adds one additional damage die of the listed size.

Crescent Cross
Traits Uncommon, Combination
Price 4 gp; Bulk L
Hands 1
Category Martial
A crescent cross combines a small scizore with an arm-mounted crossbow apparatus that can hold up to three bolts at a time.
Melee
Critical FusionParry
Damage 1d4 S
Group Knife
Ranged
Traits Capacity 3, Parry
Damage 1d6 P
Range 30 ft.; Reload 1
Group Bow
Ammunition Bolts

Flyssa
Traits Agile, Finesse, Versatile P
Price 1 gp; Damage 1d6 S; Bulk L, Hands 1
Type Melee; Category Martial; Group Knife
This single-edged blade has a guardless hilt. Often decorated with elaborate etchings, a flyssa is longer than most daggers but shorter than average for most swords, making it useful in close and pitched combat.

Nunchaku
Traits Uncommon, Backswing, Disarm, Finesse, Monk
Price 2 sp; Damage 1d6 B; Bulk L, Hands 1
Type Melee; Category Martial; Group Club
The nunchaku is constructed of two wooden or metal bars connected by a short length of rope or chain.

Starknife
Traits Agile, Deadly d6, Finesse, Thrown 20 ft., Versatile S
Price 2 gp; Damage 1d4 P; Bulk L, Hands 1
Type Melee; Category Martial; Group Knife
From a central metal ring, four tapering metal blades extend like points on a compass rose. When gripping a starknife from the center, the wielder can use it as a melee weapon. It can also be thrown short distances.

Adventurer's Pack
Price 1 gp, 5 sp, Item 0, Bulk 1
This item is the starter kit for an adventurer, containing the essential items for exploration and survival. The Bulk value is for the entire pack together, but see the descriptions of individual items as necessary.
The pack contains the following items: a backpack, a bedroll, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks' rations, soap, 5 torches, and a waterskin.

Repair Toolkit
Price 2 gp
Hands 2; Bulk 1, Item 0
A repair toolkit allows you to perform simple repairs while traveling. It contains a portable anvil, tongs, woodworking tools, a whetstone, and oils for conditioning leather and wood. You can use a repair toolkit to Repair items using the Crafting skill. You can draw and replace a worn repair toolkit as part of the action that uses it.

Thieves' Toolkit
Price 3 gp, Bulk L, Item 0
You need a thieves' toolkit to Pick Locks or Disable Devices (of some types) using the Thievery skill. If your thieves' toolkit is broken, you can repair it by replacing the lock picks with replacement picks appropriate to your toolkit; this doesn't require using the Repair action. If you wear your thieves' toolkit, you can draw and replace it as part of the action that uses it.
Replacement Picks
Price 3 sp, Item 0

Alchemist's Toolkit
Item 0 Price 3 gp Hands 1 or 2; Bulk 1
This mobile collection of vials and chemicals can be used for simple alchemical tasks. If you wear your alchemist's toolkit, you can draw and replace them as part of the action that uses them.

Basic Crafter's Book
Item 0
Source Player Core pg. 287
Price 1 sp
Hands 2; Bulk L
This book contains formulas for Crafting the 0-level common items in this chapter.

Chronicles:

1) Scenario #7-06: Brastlewark at War Part 1: The Gnome Defection
XP: +4 (Total: 4)
Rep: +4 Horizon Hunters
Income: +14 gp
Cash: 14.2 gp
Purchases: Flyssa (1), Nunchaku (0.2), Starknife (2), Adventurer's Pack (1.5), Repair Toolkit (2), Thieves' Toolkit (3), Replacement Picks (0.3), bolts 30 (0.3)
Cash: 3.9 gp

2) Scenario #7-08: The Haunted Corridor (used replay)
XP: +4 (Total: 8)
Rep: +4 HH (Total 8), +2 GA (Total 2)
Income: +14
Cash: 17.9

3) Scenario #7-16: A Star's Journey
XP: +4 (Total 12, 2nd level)
Income: +14
Cash: 31.9
Purchases: Basic Crafter's Book (0.1), Alchemist's Toolkit (1)
Cash: 30.8

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Automaton Ancestry Chronicle 0
Note: the name on the chronicle was a placeholder name until I decided on the current name.