Trahir: The Next Generation
Medium NG Android Scholar
Hit Points: 5
Fort Save: 0
Reflex Save: +2
Will Save +4
Melee Attack: +1
Ranged Attack: +2
Thrown Attack: +1
Unencumbered Capacity: 6
Encumbered Capacity: 12
STR: 12 +1
DEX: 14 +2
CON: 11 0
INT: 18 +4
WIS: 10 0
CHA: 8 -1
Computers (Int): 1 rank, +8
Engineering (Int) 1 rank, +8
Life Science (Int) 1 rank, +8
Mysticism (Wis) 1 rank, +4
Physical Science (Int) 1 rank, +8
Piloting (Dex) 1 rank, +6
Profession (Cha, Int, or Wis) 1 rank, +8
Sleight of Hand (Dex) 1 rank, +6
Acrobatics (Dex): 1 rank, +3
Athletics (Str): +1
Bluff (Cha): -1
Culture (Int): +4
Diplomacy (Cha): -1
Disguise (Cha): -1
Intimidate (Cha): -1
Perception (Wis): 0
Sense Motive (Wis): -2
Stealth (Dex): +4
Survival (Wis): 0
Mending: Restore 1d4 Hit Points to an object or construct.
Telepathic Message: Send a short telepathic message and hear simple telepathic replies.
Ghost Sound: Create minor illusory sounds.
Transfer Charge: Move charges from one power source to another source of the same type.
Overheat: Deal 2d8 fire damage to creatures in cone.
Jolting Surge: Touch deals 4d6 electricity damage.
Abilities and Feats
+2 racial bonus to saving throws against disease, mind-affecting effects, poison,
and sleep, unless those effects specifically target constructs
Do not breathe or suffer the normal environmental effects of being in a vacuum
For effects targeting creatures by type, androids count as both humanoids and
constructs (whichever effect is worse)
DCs of Sense Motive checks attempted against them increase by 2
Have a single armor upgrade slot in their bodies. Regardless of whether androids
are wearing physical armor, they can use this slot to install any one armor upgrade
that could be installed into light armor
Proficiencies: Armor-light; Weapons-basic melee weapons, small arms
Kip Up: Can stand from prone as swift action, rather than move action.