Steerpike the Robot Fighter

Rogue 4/Fighter 5

Description:

The white-skinned, blue-haired android has the likeness of a preteen girl, though her expression is strangely empty and emotionless. Most find her presence disturbing.

N Android Rogue (Scavenger) 4/Fighter (Lore Warden) 5
Init + 5 Senses Darkvision 60’, Lowlight; Perception + 16
XP: 85571/105000

Hero Point: 1

DEFENSE
AC 31, touch 19, flat-footed 23 (+ 4 mithral chain shirt + 6(7) Dex + 4 Magic + 3 shield + 1 Insight + 1 Deflection + 2 NA) CE: 33 (-3 to hit)
hp 98 (16 L1 & 2; Levels + 40 + 24 Con + 5 FC + 8 Toughness)
Fort + 9(5), Ref + 13(5), Will 8(3)
+ 4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects
-immune to fatigue, exhaustion, disease, sleep, fear and all emotion-based effects
Fire Resistance 10

OFFENSE
Speed 30 ft
Melee
Piercing: “Razor” + 2 keen rapier + 19/+ 14 – 1d6 + 12 (15-20/x2)
[+ 8 BAB + 7 Dex + 1 WF + 2 Magic + 1 WT]
[+ 7 Dex + 1 WS + 2 Magic + 2 WT]
Piranha Strike + 16/+ 11 – 1d6 + 18 (18-20/x2)
[+ 8 BAB + 7 Dex + 1 WF + 2 Magic + 1 WT -3 PS]
[+ 7 Dex + 2 WS + 2 Magic + 1 WT + 6 PS]
Gravity Clip 1d8 + 8 [charges: 4 left]
Combat Expertise: + 15/+ 10 – + 3 AC
Bludgeoning: timeworn neural inhibitor + 15/1d6
Slashing: dagger + 15/ 1d4 + 4
Unarmed: + 1 spiked gauntlet + 15/1d4
Ranged
laser pistol + 15/+ 10 touch (1d8) [2 charges each, 3 pistols] 50’ range
laser rifle + 15/+ 10 (2d6) [3 charges] 150’ range

NOTE: + 1 bonus on attack/damage rolls against creatures with the robot subtype; + 1 dodge bonus to AC, +1 bonus on saving throws against attacks and effects from robots.

STATISTICS
Str 10 Dex 24 Con 14 (16) Int 16 Wis 10 Cha 8
Base Atk + 8; CMB + 10; CMD 28
Feats Technologist, Toughness, PIranha Strike, Precise Shot, Robot’s Bane, Combat Expertise, Deadly Aim, Craft Tech Arms & Armor, Weapon Specialization: Rapier, Iron Will
Traits Local Ties (KS-Engineering + 3/class skill), Orphaned (Survival + 1/ class skill)
Skills Acrobatics + 21, Bluff + 8, Climb + 8, Craft: Mechanical + 12 , Disable Device + 19, Escape Artist + 14, KS: Arcane + 9, KS: Dungeoneering + 10, KS-Geography + 9, KS-Engineering + 17, KS-History + 8, KS-Local + 11, KS: Nature + 7, KS: Planes + 8, Linguistics + 8, Perception + 16, Sleight of hand + 14, Stealth + 19, Survival + 6
Racial Modifier + 2 Perception

Racial Trait
Constructed:
-For the purposes of effects targeting creatures by type (such as a ranger’s favored enemy and bane weapons), androids count as both humanoids and constructs.
-+ 4 racial bonus – saves vs. mind-affecting effects, paralysis, poison, and stun effects
-not subject to fatigue or exhaustion
-immune to disease and sleep effects.
-never gain morale bonuses
-immune to fear effects and all emotion-based effects

Nanite Surge: 1/day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + CL (+ 11) on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round (3 RP.)
Emotionless: –4 penalty on Sense Motive checks
Languages Common, Hallit, Orc, Undercommon, Androffan, Ratfolk
Favored Class Bonus Hit points

Rogue Abilities
Sneak Attack + 2d6
Technic Training (Scavenger) A 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 (+ 2). She gains Technologist as a bonus feat. She cannot use Disable Device to disarm magical traps. (x-trapfinding)
Rogue Talent: Weapon Training-Rapier
Evasion
Finesse Training-Rapier
Rogue Talent: Combat Trick-PB Shot
Debilitating Injury
Lucky Glitch

Fighter/Lore Warden Abilities
Scholastic
Expertise
Maneuver Master: + 2 CMD/CMB
Weapon Training: Light Blades (+ 1 to hit/dmg)

You gain a +1 bonus on attack and damage rolls against creatures with the robot subtype. Additionally, you gain a +1 dodge bonus to your AC and a +1 bonus on saving throws against attacks and effects from robots. If you have at least 11 ranks in Knowledge (engineering), these bonuses increase to +2. If you have at least 17 ranks in Knowledge (engineering), these bonuses increase to +3.

Equipment
Back: + 2 keen rapier
Right Hip: laser pistol
Left Hip: zero pistol
Armor Slot: + 4 mithral chain shirt
Shield: + 2 buckler
Eyes: Goggles (+ 2 Perception)
Head: Cap of Human Guise
Neck: Amulet of Natural Armor + 2
Body: MW Acrobatics Tool (weighted vest-body slot), ,
Feet: MW Tool-Stealth [boots]; dagger
Hands: MW Sleight of Hand [gloves]; + 1 spiked gauntlet
Worn: Climber’s Kit
Shoulders: Cloak of Resistance + 2
bandolier-alchemist fire x2, CMWx3, Fly, PoE
bandolier-8 batteries
Belt pouch: MW Thieves Tools, black e-pick
Ring #1: Ring of Protection + 1
Ring #2: Ring of Minor Fire Resistance
Other: dusty rose ioun stone, pink rhomboid ioun stone
Wire-jacked tendons Mark II
Backpack
-Rogue’s Kit (50): backpack, a bedroll, a belt pouch, caltrops, chalk (10), a flint and steel, a grappling hook, an iron pot, a mess kit, a mirror, pitons (10), silk rope, soap, torches (10), trail rations (5 days), and a waterskin
-Potion of PoE
-Potion of CMW
-smoke stick x2
-Stun Gun
- mindburner (9 charges)
-9 batteries
-timeworn neural inhibitor

Skizzer: mech pack animal (stats as mule)

Gold: x285
Silver: xx

Bio:

Steerpike the Robot Fighter

Iron Gods: Valley of the Brain Collectors Eak doddwaco