Rolls n Stuff

Game Master Wilmannator

Dice rolls, mostly.



Male Australian

Checks to identify the items in the box (using the technomancy spell):

Engineering (strange clothing): 1d20 + 8 ⇒ (5) + 8 = 13
Engineering (orange and white cylinder): 1d20 + 8 ⇒ (16) + 8 = 24
Engineering (all-white cylinder): 1d20 + 8 ⇒ (2) + 8 = 10
Engineering (brown and white cylinder): 1d20 + 8 ⇒ (13) + 8 = 21
Engineering (pistol): 1d20 + 8 ⇒ (17) + 8 = 25


Male Australian

Simon rolling: 20d20 ⇒ (8, 19, 16, 16, 18, 20, 12, 1, 7, 8, 3, 6, 17, 18, 19, 9, 2, 8, 13, 9) = 229


The Drifter CR 7
XP 3,200
Android gunslinger (mysterious stranger) 8 (Pathfinder RPG Bestiary 5 19, Pathfinder RPG Ultimate Combat 9, 51)
N Medium humanoid (android)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +12
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Defense
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AC 19, touch 14, flat-footed 16 (+4 armor, +1 deflection, +3 Dex, +1 natural)
Vig 46 (8d10) Wnd 24 (Threshold 12)
Fort +7, Ref +11, Will +5; +4 vs. mind-affecting, paralysis, poison, and stun
Defensive Abilities constructed; Immune disease, emotion, exhaustion, fatigue, fear, sleep
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk glaive +6/+1 (1d10-1/×3)
Ranged +1 laser rifle +11/+6 (2d6+8 fire/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork glaive)
Special Attacks deeds (dead shot, deadeye, focused aim, gunslinger initiative, gunslinger's dodge, pistol-whip, startling shot, targeting, utility shot), grit (3)
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Statistics
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Str 8, Dex 20, Con 12, Int 12, Wis 12, Cha 17
Base Atk +8; CMB +11; CMD 21
Feats Agile Maneuvers, Deadly Aim, Gunsmithing[UC], Improved Critical (laser rifle), Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse, Weapon Focus (laser rifle)
Skills Acrobatics +7 (+3 to jump), Appraise -1, Bluff +1, Climb +5, Diplomacy +1, Disguise +1, Escape Artist +0, Fly +0, Heal -1, Intimidate +12, Perception +12, Ride +0, Sense Motive -5, Stealth +0, Survival +6, Swim +5; Racial Modifiers +2 Perception, -4 Sense Motive
Languages Aklo, Common
SQ emotionless, exceptional senses, gunsmith, nanite surge, stranger's fortune
Other Gear mwk studded leather, mwk laser rifle, mwk glaive
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Constructed (Ex) Counts as both humanoids and constructs for effects that target type.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds Use Grit to perform special abilities with your firearms.
Emotionless (Ex) Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.
Exceptional Senses Androids have darkvision to a range of 60 feet and low-light vision. They also gain a +2 racial bonus on Perception checks.
Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow.
Gunsmith Gain free starting firearm that only you can use properly.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Immunity to Disease You are immune to diseases.
Immunity to Emotion (Ex) You are immune to all emotion effects.
Immunity to Exhausted You are immune to the exhausted condition.
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Fear (Ex) You are immune to all fear effects.
Immunity to Sleep You are immune to sleep effects.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nanite Surge +11 (1/day) (Ex) Bonus to any one d20 roll. Glow like a torch for 1 round when used.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Stranger's Fortune (3/day) (Ex) Ignore a firearm misfire.

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