After some conference, Zeta! Being an android was my one 'thing.' Sorry Canadienne...I'd worked it out with Tailspinner before you came along. We'd discussed it being a secret, but I decided it would be too hard to hide to make it worth trying to keep.
As it is, I may yet replace the Firebug trait with one that gives me Disguise (if I can find one) or invest in a Hat of Disguise...since Zeta is an 'enemy of the state' as it were. Then again, does anyone really notice androids enough to tell one from the other?
But even with Disguise as a class skill, she wouldn't have the Charisma chops necessary to pull off a good human disguise without magic or a lot of help.
Name: Zeta
Race: Android
Class/Level: Siege Gunner Gunslinger 1
Gender: Female
Exp: 0
Desc: Badass Android Revolutionary
Background - Zeta is an escapee from the Technic League, which essentially enslaves any androids it comes into possession of. Since escaping, Zeta has lived in disguise and on the run, all the while analyzing the League's power structures and institutions for weak points where they can be disrupted. The League regards Zeta as a terrorist and a criminal; other androids who don't accept the League's version of things may regard Zeta as an inspiration or hero. But of course, most of the free peoples are blissfully unaware of the conflict brewing under their feet.
Zeta's current plan is to break the Technic League's monopoly on advanced technology, believing that if such power is available to the people, popular outrage against the League will result in uprising with little additional encouragement needed. That mastering such technology will give her the capacity to better understand her own nature and origins is an additional, personal goal.
[sblock=Stats]Strength (STR) 10
Dexterity (DEX) 18 (10)
Constitution (CON) 14 (5)
Intelligence (INT) 18 (10)
Wisdom (WIS) 14 (5)
Charisma (CHA) 10 (2)
Alignment: Neutral Good
AC: 16 (10 + 4 Dex + 2 armor)
Hit Points: 12
Movement: 30'/60'/120'
Init: +4
Base Attack Bonus: +1
Melee Attack: +1
Ranged Attack: +5
Fort: +4
Reflex: +6
Will: +2
Race Abilities
Humanoid and Construct type
+2 Int, +2 Dex, -2 Cha
+2 Perception, -4 Sense Motive
+4 to save vs mind-affecting effects, paralysis, poison, and stun effects
Immune to fatigue, exhaustion, disease and sleep effects
Nanite surge: 1/day as immediate action add 3+lvl to any d20 roll
Favored Class: Gunslinger
- +1 skill point
Class Abilities:
Proficiencies: All simple, martial and firearm weapons. Light armor.
Gunsmith: Begin with a starter firearm and the Gunsmith feat.
Grit: Intmod grit points per day. Can be regained during day with critical hits and reducing foes to 0HP.
Deeds
Skills: 10 (4 class + 4 int + 1 favored class)
Acrobatics (Dex) +8
Craft: Alchemy (Int) +8
Craft: Mechanical (Int) +8
Craft: Traps (Int) +8
Disable Device (Dex) +5
Knowledge (engineering) (Int) +8
Knowledge (local) (Int) +8
Perception (Wis) +8
Linguistics (Int) +8
Traits
Against the Technic League (+2 dmg against targets associated with the League)
Firebug (+1 atk with thrown splash weapons and bombs)
Feats
b Gunsmith
1 Technologist
Languages - Common, Hallit, Androffan, Orc, Dwarf, Gnome, Draconic
Grit (4/day)
Deeds
- 1g - Targeted Blast: Single target within AE takes +1 dmg/lvl, one more target per 5 lvls.
- 1g - Gunslinger's Dodge: move 5' or drop prone as reaction to rng atk; gain +2 AC vs triggering atk or +4 if prone
- 1 min grit - Std action to remove broken condition due to misfire from firearm. Spend 1 grit to do it as move act
Money - 14gp
Weapons -
Battered Pistol, +5 to hit, 1d8 dmg, 20' rng (misfire on 1; std reload), 4lbs
Throwing Axe, +1 to hit (+5 thrown), 1d6 dmg, 10' rng, 8gp, 2lbs
Armour -
Leather Armor, +2 AC, maxDex +6, ACP 0, 10gp, 15lbs
Traveller's clothes
Gear -
Gunsmith Kit, 15gp, 2lbs
Black Powder (20), 200gp
Powder Horn, 3gp, 1lb
Bullets (20), 20gp
Alchemist's Fire (1), 20gp, 1lb
Acid (1), 10gp, 1lb[/sblock]