Pathfinder Society 2 -hahmot
Dor-Lys
Edicts advance the development of artificial intelligence, encourage understanding between artificial and organic life
Anathema treat artificial life as lesser than organic life, foment distrust between artificial and organic life
Areas of Concern artificial life, free thinking, intellectual apotheosis
Inventor 5 of Casandalee
Player mosillan (37103-2011)
Ancestry Laborer Android, Background Time Traveler
Speed 25, Perception T +9; Low-light vision, -1 to Sense motive, +2 to initiative
Alignment Mostly Good Mostly Lawful
Languages Common, Androffan, Draconic, Undercommon, Utopian, Abyssal
Str 10 , Dex 18 , Con 16
Int 19 , Wis 14 , Cha 8
AC 22; (+1 armor, +4 Dex, +2+5 trained)
HP 63 (8 android + 5x [8 inventor + 3 con])
FortE +12, RefT +11, WillE +9
Special Defenses
- Constructed: Your synthetic body resists ailments better than those of purely biological organisms. You gain a +1 circumstance bonus to saving throws against diseases, poisons, and radiation.
Melee
Melee
Ranged Double-barreled Musket +10 1d6 Range:60ft, Concussive, Double Barrel, Fatal d10, Uncommon
Ranged
Special Attacks
- Time Traveler: Bend Time ♢ Frequency once per day; Trigger Your turn begins; Effect You are quickened this turn. You can use your extra action to Stride.
- Overdrive
- Explode
Skills
- Acrobatics T +11
- Arcana T +11
- Athletics T +7
- Crafting E +13
- Deception -1
- Diplomacy -2
- Intimidation -1
- Space Lore T +11
- Construct Lore T +11
- Engineering Lore T +11
- Medicine E +9
- Nature +1
- Occultism T +11
- Performance -2
- Religion +1
- Society E +13
- Stealth T +11
- Survival T +9
- Thievery T +13
Ancestry Abilities Low-light vision, Constructed, Emotionally Unaware,
Class Feats
General Feats
Skill Feats
Class Features Overdrive, Innovation(Construct Companion), Explore, Expert Overdrive, Reconfigure
Bulk Limit: 5 || Worn + Weapons = || All =
Worn
Weapons
Stowed
Wealth
At the Lodge
K-9
Perception +8
Speed 25 feet
Size Medium
AC 21 (+0 barding, +4 Dex, +2+5 Trained)
HP 49 (Construct +10, 5x (companion +6, con +3))
Fort +8, Ref +9, Will +7
Immunities:
- Construct: immune to bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, and unconscious. Because the construct isn't a living creature, effects that heal living creatures can't help it recover Hit Points. Restoring Hit Points to it requires using the Repair action or other means that can restore Hit Points to objects and nonliving creatures.
Melee Tackle +7 1d10+3 bludgeoning
Melee Tail +7 1d8+3 slashing/piercing agile, finesse
Str +4, Dex +4, Con +3, Int –4, Wis +2, Cha +0
Skills
- Acrobatics +8
- Athletics +8
- Intimidate +2
- Stealth +5
- Survival +4