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Zumara CN
Character Name Alignment
Unchained Numerian Scavenger 3
Character Level
Android M
Race Size
Female 5
Gender Age
6' 2" 152 lbs.
Height Weight
Red Dull Blue
Hair Eyes
Corey Brown
Player
Casandalee Mendev
Deity Homeland
- Milestone
Domain/Oath/Patron/School XP

ATTRIBUTES
Ability Score Mod T.Adj T.Mod
Str
Strength
12 +1 12 +1
Dex
Dexterity
18 +4 18 +4
Con
Constitution
12 +1 12 +1
Int
Intelligence
16 +3 16 +3
Wis
Wisdom
10 +0 10 +0
Cha
Charisma
5 -3 ( +5 ) +5
 Change in tracker!
HIT POINTS & RESISTANCES
HP Total
Dam Red
Spell Res
21
-
-
Initiative
Dex
Modifier
+4
+4
+0
BAB
+2
ARMOUR CLASS
Total AC
Armour
Shield
Dex
18
+4
+0
+4
Size
Natural
Deflection
Misc
+0
+0
+0
+0
Touch
14
Flat Footed
14
Flat Footed + Touch
10
SAVING THROWS
Save Total Base Ability Magic Misc Temp
Fortitude +2 +1 CON +1 +0 +0 +0
Reflex +8 +4 DEX +4 +0 +0 +0
Will +1 +1 WIS +0 +0 +0 +0
Saving Throw Notes

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.;

Androids can never gain morale bonuses and are immune to fear effects and emotion effects.

+1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps

Combat Maneuver Bonus CMB
CMB BaB STR Size Misc
+3 +2 +1 +0 +0
Combat Maneuver Defense CMD
CMD Base BaB STR DEX Size Misc
17 10 +2 +1 +4 +0 +0
Speed
Base
w/Armor
Fly
Swim
Climb
Burrow
30 ft
30 ft
0
0
0
0
Languages

Abyssal
Androffan
Common
Draconic
Elven
Hallit
Undercommon

Spell List

Core Rulebook pg. 313

Message

Whisper conversation at distance.


transmutation \ \ language-dependent
0-level
Save: none
SR: no

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 10 min./level
Targets: one creature/level
Componenent: V, S, F (a piece of copper wire)

Description

You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Adventuring Skills
CS Skill Total AB Mod Ranks Misc
Acrobatics +10 (DEX)  +4 +3 +3
Bluff +7 (CHA)  +2 +2 +3
Climb +5 (STR)  +1 +2 +2
Diplomacy +2 (CHA)  +2 +0 +0
Disable Device* +9 (DEX)  +4 +3 +2
Disguise +6 (CHA)  +2 +1 +3
Escape Artist +9 (DEX)  +4 +3 +2
  Fly +3 (DEX)  +4 +0 -1
  Heal +5 (WIS)  +0 +3 +2
Intimidate +2 (CHA)  +2 +0 +0
  Knowledge: Arcana +3 (INT)  +3 +0 +0
Knowledge: Dungeoneering +8 (INT)  +3 +2 +3
Knowledge: Local +8 (INT)  +3 +2 +3
  Knowledge: Nature +3 (INT)  +3 +0 +0
  Knowledge: Planes +3 (INT)  +3 +0 +0
  Knowledge: Religion +3 (INT)  +3 +0 +0
Perception +8 (WIS)  +0 +3 +5
  Ride +3 (DEX)  +4 +0 -1
Sense Motive -4 (WIS)  +0 +0 -4
Stealth +9 (DEX)  +4 +3 +2
  Survival +0 (WIS)  +0 +0 +0
Swim +0 (STR)  +1 +0 -1
Background Skills
CS Skill Total AB Mod Ranks Misc
Appraise +3 (INT)  +3 +0 +0
Knowledge: Engineering +12 (INT)  +3 +3 +6
  Knowledge: Geography +3 (INT)  +3 +0 +0
  Knowledge: History +3 (INT)  +3 +0 +0
  Knowledge: Nobility +3 (INT)  +3 +0 +0
Linguistics* +9 (INT)  +3 +3 +3
Sleight of Hand* +10 (DEX)  +4 +3 +3
Custom Skills
CS Skill Total AB Mod Ranks Misc

* only usable when trained (rank 1 and higher)
Skill Notes
Just covering up nanite trails has a +5 to Disguise;

+1 bonus on Perception checks to avoid being surprised by a foe;

Daggers get a +2 bonus on Sleight of Hand skill checks made to conceal on your body;

Outfitted with concealed pockets, the pickpocket's outfit gives you a +2 bonus when hiding small objects on your person.;

A Numerian scavenger adds 1/2 her rogue level to Perception skill checks to locate mechanical or high-tech traps and to Disable Device skill checks against these traps (minimum +1).;

You take only a –2 penalty instead of the normal –5 penalty when using the Climb skill to attempt an accelerated climb.;

You can apply first aid as a move action and don’t take a penalty when treating deadly wounds without a healing kit.

Knowledge (Engineering): (buildings, aqueducts, bridges, fortifications This is the most important skill with regard to technological subjects. Knowledge (engineering) can be used to identify a robot’s abilities and weaknesses. Knowledge (engineering) is also used to identify and understand unknown technological objects in a similar manner to how Spellcraft is used to identify the properties of a magic item. The DC to correctly identify and understand an unknown technological object is equal to the object’s Craft DC. An object with a Craft DC of 15 or less can be automatically identified and understood by someone trained in Knowledge (engineering) who also has the Technologist feat.
WEAPONS
Name AB Critical Type Range Ammo Dmg
Dagger +4 {19-20}x2 Piercing or Slashing 10 ft None 1d4+4
Offhand Dagger +2 {19-20}x2 Piercing or Slashing 10 ft None 1d4+2
Masterwork Hand Crossbow +5 {19-20}x2 Piercing 30 ft None 1d4
Hand Crossbow +4 {19-20}x2 Piercing 30 ft None 1d4
ARMOUR
Name ACB Type Check Penality Spell Failure Weight Properties
Masterwork Chain Shirt +4 Light Armor -1 20% 25 lbs. None

The statblocks of your Weapons, armor and other important/magical equipment

Core Rulebook pg. 151

Masterwork Chain Shirt

Bonus Max DEX Bonus Armor Check Penalty Arcane Spell Failure % Speed (M) Speed (S)
4 4 -1 20% 30 ft 20 ft

Cost: 250 gp
Weight: 25 lbs.

 
Core Rulebook pg. 142

5 Daggers

Damage (S) Damage (M) Type Critical Range
1d3 1d4 Piercing or Slashing x2 10 ft

Special: You get a +2 bonus on Sleight of Hand skill checks made to conceal a dagger on your body.
Cost: 10 gp
Weight: 5 lbs.

A dagger is a fighting knife. Its blade is usually less than 1 foot long, and can be curved or straight, with one edge or two. Dagger designs vary widely, and can have many different names (such as a thrusting dagger being called a “dirk”).


 
Core Rulebook pg. 143

Masterwork Hand Crossbow

Damage (S) Damage (M) Type Critical Range
1d3 1d4 Piercing x2 19-20

Cost: 400 gp
Weight: 2 lbs.

You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity. A hand crossbow fires standard crossbow bolts, like those used by light and heavy crossbows.   You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.


 
Core Rulebook pg. 143

Hand Crossbow

Damage (S) Damage (M) Type Critical Range
1d3 1d4 Piercing x2 19-20

Cost: 100 gp
Weight: 2 lbs.

You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity. A hand crossbow fires standard crossbow bolts, like those used by light and heavy crossbows.   You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.


 
Core Rulebook pg. 151

Leather Armor

Bonus Max DEX Bonus Armor Check Penalty Arcane Spell Failure % Speed (M) Speed (S)
2 4 0 5% 30 ft 20 ft

Cost: 10 gp
Weight: 15 lbs.

 

The statblocks of your class features

Danger Sense +1


Benefits

At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Evasion (Ex)


Benefits

At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Finesse Training (Ex)


Benefits

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

Finesse Weapon: Dagger


Benefits

Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier.

Minor Magic: Message (Sp)


Benefits

A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast at will as a spell-like ability. The rogue’s caster level for this ability is equal to her rogue level. The save DC for this spell is 10 + the rogue’s Intelligence modifier. A rogue must have an Intelligence score of at least 10 to select this talent.

Rogue Talents


Benefits

As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.

Sneak Attack +2d6


Benefits

If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.   The rogue’s attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.   With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.   The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Technic Training +1 (Ex)


Benefits

A Numerian scavenger adds 1/2 her rogue level to Perception skill checks to locate mechanical or high-tech traps and to Disable Device skill checks against these traps (minimum +1). She gains Technologist as a bonus feat. She cannot use Disable Device to disarm magical traps. This ability replaces trapfinding.

Weapon and Armor Proficiencies


Benefits

Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Core Rulebook pg. 313

Message

Whisper conversation at distance.


transmutation \ \ language-dependent
0-level
Save: none
SR: no

Casting time: 1 standard action
Range: medium (100 ft. + 10 ft./level)
Duration: 10 min./level
Targets: one creature/level
Componenent: V, S, F (a piece of copper wire)

Description

You can whisper messages and receive whispered replies. Those nearby can hear these messages with a DC 25 Perception check. You point your finger at each creature you want to receive the message. When you whisper, the whispered message is audible to all targeted creatures within range. Magical silence, 1 foot of stone, 1 inch of common metal (or a thin sheet of lead), or 3 feet of wood or dirt blocks the spell. The message does not have to travel in a straight line. It can circumvent a barrier if there is an open path between you and the subject, and the path's entire length lies within the spell's range. The creatures that receive the message can whisper a reply that you hear. The spell transmits sound, not meaning; it doesn't transcend language barriers. To speak a message, you must mouth the words and whisper.

Statblocks for your Trinkets, businesses, building, castles, empires.

Carrying Capacity 39.5/43

Aura:Caster Level:Body Slot:Price:Weight:  


 

0 Platinum, 43 Gold, 12 Silver, 0 Copper

Aura:Caster Level:Body Slot:Price:Weight:  


 
Core Rulebook pg. 158

Backpack

Aura:Caster Level:Body Slot:Price: 2 gp;  Weight: 2 lbs.  

This leather knapsack has one large pocket that closes with a buckled strap and holds about 2 cubic feet of material. Some may have one or more smaller pockets on the sides.


 
Ultimate Equipment pg. 56

Belt Pouch

Aura:Caster Level:Body Slot:Price: 1 gp;  Weight: 0.5 lbs.  

A typical leather or cloth belt pouch has a leather cord to cinch it shut and another to tie it to your belt. It is large enough to hold 100–200 coins or two apples.


 
Technology Guide pg. 43

Black E-Pick (10 charges)

Aura:Caster Level:Body Slot:Price: 100 gp;  Weight: 1 lb.  

An e-pick (short for “electronic lock pick”) is a small device that can be used to unlock and disable electronic locks and devices, much in the same way that a set of thieves’ tools can be used to dismantle mechanical locks and devices. Brown e-picks allow a user to make Disable Device checks against electronic devices with a +1 competence bonus.


 
Core Rulebook pg. 158

10 Chalk

Aura:Caster Level:Body Slot:Price: 1 sp;  Weight:  

This fat piece of white chalk easily marks wood, metal, or stone. You can write with it for about 24 hours before it is expended. Chalk also comes in other colors, but these are rarer and can be more expensive.


 
Ultimate Equipment pg. 56

Chalkboard

Aura:Caster Level:Body Slot:Price: 1 gp;  Weight: 2 lbs.  

A wooden frame approximately the same size as a large book surrounds this thinly sliced piece of polished black stone. Rubbing a damp cloth over the slate erases anything scribed with chalk on its surface.


 
Core Rulebook pg. 158

Flint and Steel

Aura:Caster Level:Body Slot:Price: 1 gp;  Weight:  

Lighting a torch with a flint and steel is a full-round action. Lighting any other fire with them takes at least that long.


 
Core Rulebook pg. 158

Grappling Hook

Aura:Caster Level:Body Slot:Price: 1 gp;  Weight: 4 lbs.  

Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook have an AC of 5.


 
Core Rulebook pg. 158

Mirror

Aura:Caster Level:Body Slot:Price: 10 gp;  Weight: 0.5 lbs.  

This hand-held mirror is about a foot across. Unlike many higher-quality glass mirrors, this one is made out of polished steel and sturdy enough that you can drop it without risk of breakage.


 
Ultimate Equipment pg. 89

Pickpocket's Outfit

Aura:Caster Level:Body Slot:Price: 5 gp;  Weight: 3 lbs.  

Outfitted with concealed pockets, this clothing gives you a +2 bonus when hiding small objects on your person.


 
Core Rulebook pg. 158

10 Pitons

Aura:Caster Level:Body Slot:Price: 1 gp;  Weight: 5 lbs. 

A piton is an iron spike with a loop or ring on the end so you can tie a rope to it.


 
Core Rulebook pg. 158

Rope (50 ft)

Aura:Caster Level:Body Slot:Price: 1 gp;  Weight: 10 lbs.  

This 50-foot length of hemp rope has 2 hit points and can be burst with a DC 23 Strength check.


 
Core Rulebook pg. 158

Soap

Aura:Caster Level:Body Slot:Price: 1 cp;  Weight: 0.5 lbs.  

Most soap is made from animal fat and lye derived from ashes. You can use this thick block of soap to scrub clothes, pots, linens, adventurers, or anything else that might be dirty. A bar of soap has approximately 50 uses.


 
Core Rulebook pg. 158

Thieves' Tools

Aura:Caster Level:Body Slot:Price: 30 gp;  Weight: 1 lb.  

This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a –2 circumstance penalty on Disable Device checks.


 
Core Rulebook pg. 158

5 Trail Rations

Aura:Caster Level:Body Slot:Price: 2.5 gp;  Weight: 5 lbs.  

The listed price is for a day’s worth of food. This bland food is usually some kind of hard tack, jerky, and dried fruit, though the contents vary from region to region and the race of those creating it. As long as it stays dry, it can go for months without spoiling.


 
Core Rulebook pg. 158

Waterskin

Aura:Caster Level:Body Slot:Price: 1 gp;  Weight: 4 lbs.  

This bag is made of an animal bladder or treated leather. It is watertight and holds about 1/2 gallon of liquid. The listed weight is for a waterskin full of water; empty, it weighs about 2 pounds.


 

Created by

Arcavato.

System

Pathfinder 1e

Statblock Type

Character Sheet

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