Cedona

.AYA.'s page

23 posts. Alias of Johnny_Panic.


Full Name

Lady Aya Rosa

Race

Advanced Android Legendary

Classes/Levels

Investigator L16 Cohort

Gender

Lady Aya Rosa

Size

Height 6'2' Mass 243Lb

Alignment

LG

Strength 20
Dexterity 24
Constitution 18
Intelligence 28
Wisdom 22
Charisma 20

About .AYA.

NAME: Lady Aya Rosa

RACE: Advanced-Android
Class :Legendary Investigator L16

<<<Lady Lyra Anna Fitzroy

Description
Lady Aya Rosa is a Android clone of Lady Lyra Anna Fitzroy. An Identical twin used to help raise her children. She stands some 6' 3" But is unusually heavy 200lb. Her clothing is that of a fine noble. No armor or weapons that can be seen. In combat she seems to have hidden pockets that hold weapons. Her skin has a fine tattoo tracery work all over her exposed body. This seems to glow at times when she is doing things. In Combat she tends to use a sword in one hand and a pistol in the other, or a really big gun.[/ooc]

Personality
Lady Aya Fitzroy knows she is a clone even if she has memories of Lady Lyra Anna Fitzroy. She has gained her own personality and skill sets. She can be a bit snobbish at times, with a real noble air about her. She finds working with others rewarding and is happy to offer help those he gets along with. In combat his is exceptionally cool headed. She is obsessive about her looks, keeping herself clean and well dressed.

Crunchy Bits:

=-----Statistics-----
Init +17;
Senseslow-light vision, Dark vision 60' Perception +12
Speed: 80ft Clime 25', Swim 25'{*Device} Fly 25' {*Device} [Average] [*Force Effect]

DEFENSE

AC [34] TAC[16] FF[16] 10+4*Armor*+0Shield+10Dex+5Enchainment+2other+0Size+2NA+1Dodge]
*Mage armor at will - Force field.

HP: 16x{8+4} = [192/192]

Fort: +18, {+5Base,+4Con+2Template+5Item+2Luck}
Reflex: +27, {+10Base,+7Dex+2Template+5Item+1Trait+2Luck}
Will: +25,{+10Base,+6Wis2Template+5Item+2Luck}

Resistance:
+4 racial bonus on all saving throws against, paralysis, poison, and stun effects.
At 16th level, they automatically succeed on any Will saving throw against an illusion that grants a saving throw.

Immunity's
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), death effects, necromancy effects, Fear, Fatigue or exhaustion, sleep effects. Does not need to breath, sleep, drink or eat.

OFFENSE
CMD +38 {10+12Base+5Str+7Dex+0size +2misc +2Luck}
CMB: +15 {+12Base +05Str +0size +2misc +2luck}
Base Atk: {+12/+7/+2}
Melee: +17/+12/+7 = {+12/+7/+2Base,+5Str}
Ranged: +19/+14/+9 = {+12/+7/+2Base,+7Dex}

ATTACKS
Studied Combat (Ex) [+8 TH]
Studded Strike (Ex) {+8d6 DMG}

--Melee:
Unarmed attack* TH+13 DMG[1d3+10] x2 (L)
LH Unarmed [+22/+17/+12][+5] TH+18 DMG [2d8+5+5+8] 16/20x2 [As Adamantine/Magic/Silver/Cold Iran].
RH Unarmed [+22/+17/+12][+5] TH+18 DMG [2d8+5+5+8] 16/20x2 [As Adamantine/Magic/Silver/Cold Iran].

Advanced Revolvers+5
*Main Barrel RTA [TH+18] [DMG 2d8+10+1+5] [PB] [Cap 6] 18/20×4; R80 ft [Adimainite rounds].
Second Barrel[/oob] *Grande Luncher [Cap 1] [R50 ft] [6d6][B+b R10] Range 40'

--Lang Range:
[Background items][Internal Power]
Rail gun+5[+1]RTA TH+18 DMG[3d10+12+1+5][+2d6 Force] [R200] Crit [18-20/×4] [Cap10] 1 charge [B and P] [1 Shot a round] [Adimainite rounds]Reliable

Space 5 ft; Reach 5 ft;
STATISTICS[+3 Levels]

[25 Point Buy]
Str__20 [+05][18][2pp][+4Race][+4item]
Dex__24 [+07][20][5pp][+6Race][+4item]
Con__18 [+04][14][0pp][+4Race][+4item]
Int__28 [+09][21][7pp][+6Race][+4item][+3Level]
Wis__22 [+06][18][5pp][+4Race][+4item]
Cha__20 [+05][16][5pp][+2Race][+4item]

Feats
Level feats
01:Weapon Finesse
03:Improved Unarmed Strike
05:Two Weapon Fighting
07:Extra Investigator Talent
09:Greater Two Weapon Fighting
11:greater-two-weapon-fighting-combat
13:-
15:-

Teach Fests
00:Technologist[class/Race]
01:Craft Technological Item[class]
02:Craft Construct [robot][Paid For]
03:Gunsmithing [class]
04:scavengers luck
05;Technology Adept Combat

[ooc]Weapon and Armor Proficiency
Natural weapons, simple, Marshal, ALL Firearms, Advanced weapons, light armor.

Traits
1:Fate’s Favored [Faith]
The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.
2:
3:

----------------=Drawbacks=-----------------
1:Light Blindness (Ex)
The mutant has the light blindness special ability.
2: Androids Morale Bonuses
Androids can never gain morale bonuses
3: High Tech
Can only be raised or resurrected by High tech means.
4:Soulless
A construct cannot be raised or resurrected.

Special Abilities
Constant [Activated Daily]
Endure elements, as the spell, as well as protection against exposure to vacuum and underwater pressure.
undetectable alignment conceals the alignment of an object or a creature from all forms of divination.

Race Android-Racial Traits
Ability Score Modifiers: Androids have swift reflexes and are very intelligent, but have difficulty relating to others. As a result, androids gain a +2 bonus to Dexterity and Intelligence, but suffer a –2 penalty to Charisma.
Size:
Androids are Medium creatures, and they have no bonuses or penalties due to their size.
Base Speed:
Androids have a base speed of 30 feet.
Languages:
Androids begin play speaking Common. Androids with high Intelligence can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Alert:
Androids gain a +2 racial bonus on Perception checks.
Emotionless:
Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks
Exceptional Senses:
Androids have darkvision and so can see perfectly in the dark to a range of 60 feet and in addition, they possess low-light vision.
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.
Constructed
Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects.
No True feeling
Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
Nanite Surge: [+8 roll 1/day]
An android’s body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android’s character level 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.)

-=Skills=- {240 points} {+32BS}{2x16 Item}
Class Skills: The legendary investigator treats all skills as class skills.

^Acrobatics* +28 (+7dex+16rank+3class+2luck)<
^Appraise +20 (+9int+6rank+3class+2luck)[+1d8+4]<
^Bluff +20 (+5cha+11rank+3class-1race+2luck)[+1d8+4]<
^Climb* +20 (+4str+11rank+3class+2luck)<
^Craft +20 (Tech)(+09Int+12rank+3class+2luck)[+1d8+4]<
^Diplomacy +20 (+5Cha+10rank+3class+2luck)[+1d8+4]<
^Disable Device +20 (+9Int+11rank+3class+2luck)[+1d8+4]<
^Disguise +20 (+10Cha+6rank+3class-1race+2luck)[+1d8+4]<
^Fly +20 (+7Dex+8Rank+3Class+2luck) {Maneuverability Good}
^Escape Artist +20 (+7Dex+8rank+3class+2luck)<
^Heal +20 (+6Wis+9rank+3class+2luck)[+1d8+4]<
^Intimidate +20 (+5Cha+10rank+3class+2luck)[+1d8+4]<
^Perception +20 (+6Wis+7rank+3class+2Race+2luck)[+1d8+4]<
^Ride +20 (+7Dex8ranks+3class+2luck)<
^Perform +20 (Dancing) (+5Cha+10Rank+3Class+2luck)<
^Profession +20 [Tech](+9Int+6rank+3class+2luck)[+1d8+4]<
^Sense Motive+20 (+6Wis+13rank+3class-4race+2luck)[+1d8+4]< *
^Sleight of Hand+20 (+7Dex+8rank+3class+2luck)[+1d8+4]<
^Spellcraft +20 (+9Int+6rank+3class+2luck)[+1d8+4]<
^Stealth +20 (+7Dex+8rank+3class+2Luck)<
^Survival +20 (+6Wis+9rank+3class+2luck)<
^Swim +20 (+4Str+11rank+3Class+2luck)<
^Use Magic Device +20 (+5Cha+10rank+3class+2luck)<

^Knowledge (Arcana)(Int)_+25_{+09Int+11Rank+3class+2Luck}[+1d8+4]<
^Knowledge (Dungeoneering)(Int)_+25_{+09Int+11Rank+3class+2Luck}[+1d8+4]<
^Knowledge (Engineering)(Int)_+25_{+09Int+11Rank+3class+2Luck}[+1d8+4]<
^Knowledge (Geography)(Int)_+25_{+09Int+11Rank+3class+2Luck}[+1d8+4]<
^Knowledge (History)(Int)_+25_{+09Int+11Rank+3class+2Luck}[+1d8+4]<
^Knowledge (Local)(Int)_+25_{+09Int+11Rank+3class+2Luck}[+1d8+4]<
^Knowledge (Nature)(Int)_+25_{+09Int+11Rank+3class+2Luck}[+1d8+4]<
^Knowledge (Nobility)(Int)_+25_{+09Int+11Rank+3class+2Luck}[+1d8+4]<
^Knowledge (Planes) (Int)_+25_{+09Int+11Rank+3class+2Luck}[+1d8+4]<
^Knowledge (Religion) (Int)_+25_{+09Int+11Rank+3class+2Luck}[+1d8+4]<

^Linguistics (Int)_+30_{+09Int+8Rank+3class+2Luck}[+1d8+4]<
Languages: Androffan, Common, Infernal, celstal, Dracona, Abyssal.

+25 Concentration (+09int+16CL)

*Armor Check Penalty [-1]

-=Non-Standard Skill Bonuses=-

Legendary Investigator

Class Features
The following are class features of the legendary investigator.

Weapon and Armor Proficiencies: A legendary investigator is proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields. If they have the arcane source of power, they may cast legendary investigator spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a legendary investigator wearing medium or heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass legendary investigator still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Power Sources - Occult Power Source
A legendary investigator casts psychic spells drawn from the medium, mesmerist, occultist, psychic, and spiritualist class spell lists. Only spells of 4th level or lower are considered to be part of the legendary investigator’s spell list. If a spell appears on more than one spell list, the investigator uses the lower of the two spell levels listed for the spell. For instance, charm monster is a 3rd-level mesmerist spell and a 5th-level psychic spell, making it a 3rd-level investigator spell. They can cast any spell they know without preparing it ahead of time. To learn or cast a spell, a legendary investigator must have an Intelligence score equal to at least 10 + the spell’s level. The saving throw DC against a legendary investigator’s spell is 10 + the spell’s level + the legendary investigator’s Intelligence modifier. They know the same number of spells as a bard of their legendary investigator level and knows and uses 0-level knacks as a bard uses cantrips.
At 5th level and every 3 levels thereafter, a legendary investigator can choose to learn a new spell in place of one they already know, using the same rules as a bard.
In effect, the legendary investigator loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least 1 level lower than the highest-level spell the legendary investigator can cast. A legendary investigator need not prepare her spells in advance. They can cast any legendary investigator spell they know at any time, assuming they have not yet used up their allotment of spells per day for the spell’s level.

Level 16th
LEVEL 0 / At will
0-Level-Psychic Cantrips
LEVEL 1 / 6+2Day
1st-Level-Psychic-Spells
LEVEL 2 / 6+1Day
2ed-Level-Psychic-Spells
LEVEL 3 / 5+1Day
3ed-Level-Psychic-Spells
LEVEL 4 / 4+1Day
4th-Level-Psychic-Spells

Inspiration (Ex) {8+9int} = 17/17 Day
A legendary investigator is beyond knowledgeable and skilled—they also possess keen powers of observation and deduction that far surpass the abilities of others. A legendary investigator typically uses these powers to aid in sizing up a situation but can also use these flashes of inspiration in other situations. They have an inspiration pool equal to 1/2 their legendary investigator level + their Intelligence modifier (minimum 1). A legendary investigator’s inspiration pool refreshes each day, typically after they get a restful night’s sleep or spend time doing an activity that stimulates their brain. As a free action, they can expend one use of inspiration from their pool to add 1d6 to skill and ability checks, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. A legendary investigator can only use inspiration once per check or roll. They can use inspiration on any Intelligence-based skill checks without expending a use of inspiration, provided they’re trained in the skill. This includes skills in which the legendary investigator substitutes their Intelligence modifier for the skill’s typical ability modifier. Inspiration can also be used on attack rolls and saving throws, at the cost of spending two uses of inspiration each time from the legendary investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action. Temporary increases to Intelligence, like from the spell fox’s cunning do not increase the number of points of inspiration the investigator has or can have.

Studied Combat (Ex) {+8 To hit}
A life of a legendary investigator typically leads them into danger, so they must always be ready to bring their wits to bear in a fight. By taking the time to observe the movements and tactics of their opponent, a legendary investigator can take advantage of openings in the opponent’s guard and faults in their skill. At 1st level, a legendary investigator can use a move action to study a single enemy that they can see. Upon doing so, they add 1/2 their investigator level (minimum 1) as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to their Intelligence modifier (minimum 1) or until they deal damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage and is not multiplied on a critical hit. A legendary investigator can only have one target of studied combat at a time, and once a creature has become the target of their studied combat, it cannot become the target of the same legendary investigator’s studied combat again for 24 hours unless the legendary investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex) {8D6}
At 1st level, a legendary investigator can choose to make a studied strike against the target of their studied combat as a free action, upon successfully hitting their studied target with a melee attack, to deal additional damage, ending any instance of studied combat on the target. The damage is 1d6 at 1st level and increases by 1d6 for every odd level thereafter (to a maximum of 10d6 at 19th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the legendary investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), they may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If they chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The legendary investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. They cannot use a studied strike against a creature with concealment.

Quick Wits (Ex)
At 2nd level, a legendary investigator’s ability to focus on the minutiae in their environment gives them a deep insight into their surroundings. They may use their Intelligence modifier instead of their Wisdom modifier for Perception and Sense Motive. Additionally, they may use Intelligence instead of Charisma when using Diplomacy to gather information. This use of Intelligence to gather information entails the legendary investigator using their powers of observation rather than simply carousing, otherwise, the check is unchanged.

Investigator Talent (Ex)
At 3rd level and every odd level thereafter, a legendary investigator gains an investigator talent using their legendary investigator level as their investigator level. Except where otherwise noted, each investigator talent can only be selected once. Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.

3ed:-Tactical Assessment (Ex, Assessment) Prerequisite(s): Legendary investigator 3rd level; The investigator has knowledge of the general behaviors of the target creature, granting them and their allies a +1 competence bonus to AC, CMD, attack rolls, and combat maneuver checks against it. If the investigator succeeds on their Knowledge check by 10 or more, then this competence bonus increases to +2. If they succeed by 20 or more, the competence bonus is further increased to +3.

5Th:-Expanded Inspiration (Ex)
Benefit: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.

Feat:-Quick Study (Ex)
Benefit: An investigator can use his studied combat ability as swift action instead of a move action.

7Th:-Puissance Assessment (Ex, Assessment): Prerequisite(s): Legendary investigator 7th level; The investigator can use their combat knowledge to help them and their allies fight off the influence and powers of the target creature. The investigator and their allies gain a +2 competence bonus on saving throws against spells and abilities of the target creature. If the investigator succeeds on their Knowledge check by 10 or more, then this competence bonus increases to +4. If they succeed by 20 or more, the competence bonus is further increased to +6.

9Th:-Underworld Inspiration (Ex)
Benefit: An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.

11:-Vulnerability Assessment (Ex, Assessment): Prerequisite(s): Legendary investigator 11th level; The investigator has knowledge of the target creature’s weak spots and can direct their allies to strike them. The investigator and their allies add 1d6 damage against it. If the investigator succeeds on their Knowledge check by 10 or more, then this damage bonus increases to 2d6. If they succeed by 20 or more, the damage bonus is further increased to 3d6. This bonus damage is considered precision damage. Creatures immune to precision damage are immune to this ability and this damage is not multiplied on a critical hit. This bonus damage does not stack with similar precision damage like an investigator’s (or legendary investigator’s) studied strike, or sneak attack.

13th:-Amazing Inspiration (Ex)
Prerequisite(s): Investigator 7th level
Benefit: When using inspiration, the investigator rolls a d8 instead of a d6. At 20th level, the investigator rolls 2d8 and adds both dice to the result.

15th:-Bypass Assessment (Ex, Assessment): Prerequisite(s): Legendary investigator 15th level; The investigator can identify the resistances and immunities of the target creature and can find innovative ways to bypass them. The target creature has their damage resistance, spell resistance and energy resistance reduced by 5 (minimum 0). If the investigator succeeds on their Knowledge check by 10 or more, any energy immunities are reduced to a resistance of 20 and condition immunities are reduced to a saving throw bonus of +5. If they succeed by 20 or more, the resistance reduction is increased to 10, energy immunities are reduced to resistance 15 and condition immunities are reduced to a +2 saving throw bonus.

[b]Keen Recollection (Ex)
At 3rd level, a legendary investigator can attempt all Knowledge or Lore skill checks untrained.
This does not allow them to apply their inspiration die to the check if they normally would be unable.

Piercing the Veil (Ex)
A legendary investigator’s grasp of facts and data teaches them to see past the veils and legerdemain conjured up by others, granting them resistance to even the most potent illusions. At 4th level, they may use their Intelligence modifier instead of their Wisdom modifier on Will saving throws against illusions. Additionally, they may spend a point of inspiration to add their inspiration die to such a Will saving throw. At 8th level, they may make a Will save against any illusion requiring a specific action, like interacting with it, simply by being in its presence. At 12th level, they can make a Will save against any glamer or figment present within 10 feet regardless of it having a saving throw. For example, if an invisible creature passes within 10 feet, the legendary investigator can make a Will save to see through it. At 16th level, they automatically succeed on any Will saving throw against an illusion that grants a saving throw.

Stimulate the Mind (Ex) {3/Day}
At 6th level, once per day, the legendary investigator may spend 10 minutes reviewing notes, collecting their thoughts, narrating events or doing some other intellectually stimulating activity to roll their inspiration die to regain the resulting number in points of inspiration. They may do this an additional time per day for every 4 levels thereafter to a maximum of 4 times per day at 18th level.

Slippery Mind (Ex)
At 14th level, the legendary investigator’s mental control allows them to wrest control of their mind from the influence of others. If they fail their saving throw and are affected by an enchantment or other mind-affecting spell or effect, they may attempt the save again 1 round later at the same DC. They get only this one extra chance to succeed on their saving throw.

Gadgeteer
Technology can work wonders and the gadgeteer leverages cush wonders in their endeavors by creating fantastic gadgets that can aid them in the various tasks required for their investigations.
Custom Mechanism (Ex)
At 1st level, a gadgeteer can create a mechanism, a small device that assists with the execution of an activity. Creating a mechanism requires 1 minute of time and expends 1 use from the gadgeteer’s inspiration pool. A gadgeteer chooses a skill to associate with the mechanism when they create it. As an immediate action, a mechanism can be activated to grant the gadgeteer’s inspiration die on a check of the associated skill. A gadgeteer can create a mechanism that affects attack rolls or saving throws, but they expend 2 uses from her inspiration pool to do so. Any creature can use a mechanism, but a creature can have only 1 mechanism at a time, as multiple mechanisms interfere with each other while in close proximity. A mechanism remains active for a number of minutes equal to the gadgeteer’s Intelligence modifier (minimum 1). At 5th level, a gadgeteer’s mechanisms remain active for a number of minutes equal to the gadgeteer’s level. At 11th level, a gadgeteer’s mechanisms remain active for a number of hours equal to the gadgeteer’s level. When created, the gadgeteer must explain to the GM what the device is and how it might aid in the skill check, attack roll or saving throw. This ability replaces danger sense.

Engineering
A study in engineering is a focus on structures and machines, how they are put together, how they stay together, and how they are taken down.

Focus Skill: Disable Device

Power Source: Any
Hazard Anticipation (Ex)
At 1st level, you are so studied in your chosen field that you can sense the tell-tale signs of danger of hazards and traps. You may automatically roll a Perception check, with a bonus equal to your legendary investigator class level, to notice a natural hazard, such as loose rocks or a possible mudslide, or traps within 20 feet. Additionally, you may disable magical traps as a rogue can.

Rote Engineering Memory (Ex)
At 4th level, your skill and understanding of engineering concepts becomes second nature to you. You need not expend inspiration to reactivate studied combat against a structure, object, construct, or construct-like creature (like an inevitable).
Additionally, you may take 10 on Disable Device and Knowledge (engineering) checks.

Resonance (Ex) {16D6 Sonic DMG}
At 8th level, you have learned the resonant frequencies of various materials and have learned to use sound to cause physical changes in the objects. you can use a tuning fork or any other resonant item (crystal glasses, lute, etc.) to affect a target item, construct or predominantly construct-like creature, like an inevitable within 30 feet. To do so, you expend a point of inspiration as a standard action that does not provoke an opportunity. The target construct, structure or item (including magic items) takes 1d6 sonic damage per class level that ignores hardness (if applicable). Alternatively, the resonance created can remove any immunity or spell resistance to magic the target may have for 1 minute. The target creature or magic item may attempt a Fortitude save to half the damage or duration of the effect. This ability does not work within or on a target within an area of magical silence.

Applied Engineering (Ex)
At 12th level, you have learned to apply mundane methods to creating the magical and technical marvels usually relegated to masterful spellcasters. You gain Craft Construct as a bonus feat. You are considered to have any spell required in the creation of the construct and may substitute a Knowledge (engineering) check for any Craft check in the construction requirements.

Quick Building (Sp)
At 16th level, you have the magical ability to quickly build engineering marvels out of raw materials.
You may cast fabricate once per day as a spell-like ability.
You may cast it additional times per day by expending inspiration for every use after the first.
For the purposes of this fabricate spell, you automatically succeed on any Craft check, even ones you have no ranks in.

Favored Class Bonuses
The following favored class bonuses are available to all legendary investigators, regardless of race:

Any: +1/6 of a new investigator talent.
Any: +1/3 a point of inspiration.
Any: +1/4 to all knowledge checks.
Any: +1/4 on all inspiration rolls.
Any: +1/2 on Bluff checks to feint and Diplomacy checks to gather information.
Any: +1/4 to the bonuses provided by your studied combat ability.

-=GEAR/POSSESSIONS=-

Clothing
Nobles Suit. [50gp]

Armor
None

Weapon
2xRevolvers* MW
(Upgraded from Class item +4000Cr + counts as MW] [+5 100,000gp]
[guns everywhere, advanced weapons back ground items,]

Belt: -
Body: body-wrap-of-mighty-strikes [+5]
Chest: -
Eyes: -
Feet: -
Hands: Hand Wraps +5
Head: -
Headband: -
Neck: -
Shoulders: -
Wrists: -
Ring L: Ring of protection +5
Ring R: -

Bandolier Endless*[3lb] [1500Cr]
-:2xSmall Blades On back of Gun belt
-:Her two Revolvers
-:6x [Cylinder] [6 shells each] [2xLead][6gp] [2xSilvered][12Cr] [2x Cold Iron][12Cr] [Crafted]
-:1x Tacking rounds. [Cr50][Crafted]
-:2x Bean Bag Rounds [Crafted]
-:2x Smock Rounds [Crafted]
-:2x Adamantine slug Rounds [Crafted] [60Cr]
-:2x Flare Cartridge [NL] [Crafted]
-:24x Shot gun rounds Range 20' [DMG1d6] [Scatter] [Cone] [x2][24Cr][Crafted]
-:300 revolver shells [150Cr][Crafted]
-:1x healers kit 10/10 [50Cr]
-:1x Anti Toxin [25Cr]
-:Ninite-Alchemists Kit [50Cr]
-:Lock pick set [25Cr]
-:Gun making kit, Tech [100Cr]
-:2xSun Glasses [Rap around] [20Cr]
-:Small Note book and silver point pen 1/2lb [2Cr]
-: Formulae Books [15Cr]
-:2X Combat Knifes. [1 Cold Iron/1 silvered] [26Cr]
-:2X [/url]Short spear[1 Cold Iron/1 silvered] [34Cr]

Modifying Constructs
Presented here are new construct modifications that can be used to alter or enhance existing constructs so that they are suited to particular purposes.
Basic Modifications
These modifications are used to alter a construct’s basic properties: movement speed, resistances, senses and spell-like abilities.
Movement Modification:
Land Speed +30' [6000gp]
Clime 25' 4000gp
Swim 25' 4000gp
Fly 25' [Average] [12,000gp]
Sense Modification:
Darkvision and additional +60' 5000gp.
Blindsight 30' 11,500gp
Self-Repair
Increased fast healing value by +5 [4500gp]
Resistances: Cold/Fire/Acid 15 [42000gp]

-=Carrying Capacity=-
Light 0-66lb. Medium 67–133lb. Heavy 134–200lb.
-=Current Load Carried=- 10.5 lb.

-=Money=- 0 GP 0 SP 0 CP