=-----Statistics-----
Init +17;
Senseslow-light vision, Dark vision 120' Blindsight 30', Perception +12
Speed: 60ft Clime 25', Swim 25' Fly 25' [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: [160/160] [2x(5[6+10])]
Fort: +25, {+4Base,+10Con+2Template+5Item+2feat+2Luck}
Reflex: +26, {+4Base,+10Dex+2Template+5Item+2feat+2Luck+1Trait}
Will: +25,{+4Base,+10Wis2Template+5Item+2feat+2Luck}
Other
DR5/-
Fast Healing 10 [Self Reaper]
Resistance:
15, Cold/Fire/Acid
+4 racial bonus on all saving throws against, paralysis, poison, and stun effects.
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.
Dose not need to breath, sleep, drink or eat.
OTHER
CMD +38 {10+3Base +10Str +10Dex +0size +2misc +1Dodge +2Luck}
OFFENSE
CMB: +15 {+3Base +10Str +0size +2misc}
Base Atk: +3;
Melee:+13{+3Base,+10Str}
Ranged:+13{+3Base,+10Dex}
Combat mode
ATATCKS
Studied Combat (Ex) [+2 TH]
Studded Strike (Ex) +1d6 [DMG]
--Melee:
Unarmed attack* TH+13 DMG[1d3+10] x2 (L)
Force Blades [+5] TH+18 DMG [1d8+10+5] 18x29 [As Adamantine].
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
[102Point Buy] [101]
Str__30 [+10][20][26pp][+4template][+6item]
Dex__30 [+10][14][05pp][+8template][+2Race][+6item]
Con__30 [+10][20][26pp][+4Templates][+6item]
Int__30 [+10][18][05pp][+8template][+2Race][+6item]
Wis__30 [+10][18][17pp][+6template][+6item]
Cha__30 [+10][20][21pp][+4template][+1Level][-2Race][+6item][+2wish]
Feats [45 feats]
feats
Hero feat
01:Blood Of Heroes [Paid For]
03:heros fortune [Paid For]
04:Luck of Heroes[Paid For]
Save Feats
01:Iron Will [+2Will Save] [Paid For]
02:reflexes [+2Ref Save] [Paid For]
03:Grate Fortitude [+2Con Save] [Paid For]
Teach Fests
00:Technologist[class/Race]
01:Craft Technological Item[class]
02:Craft Caonstruct [robot][Paid For]
03:Gunsmithing [class]
04:scavengers luck
05;Technology Adept Combat
Combat feats [Paid For]
11:Toughness
03:weapon finess
04: Improved Unarmed Strike
05:Dodge +1AC
06:Spring Attack
07:Mobility
08:Improved Init
09:Two Weapon Fighting
[Combat Guns] [Paid For]
12:Exotic Weapon Pref [Advanced Fire Arms]
13:Weapon Smith [Advanced Fire Arms]
14:Improved Critical [Advanced Fire Arms]
15:Quick Draw
16:Point Blank Shot
17:Rapid Shot
18:Precise Shot
19:Weapon Focus [Advanced Fire Arms]
20:Far Shot
21:Focused Shot
22:Expert Sniper
Familiar [Paid For]
23:Improved Familiar [Elemental]
24, 25, 26:Evolved Familiar x3
Class + Feats[Paid For]
27-36: 10x Extra Investigator Talent
37:Extra Traits
38:-
39:-
[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:Arcane Dabbler (Regional) [Based on Nanites, Range Touch]
Benefit: Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st).
If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.
-:Prestidigitation
-:Mending
3:Deft Dodger[Combat]
Growing up in a rough neighborhood or a dangerous environment has honed your senses.
Benefit: You gain a +1 trait bonus on Reflex saves.
4:
----------------=Drawbacks=-----------------
1:Light Blindness (Ex)
The mutant has the light blindness special ability.
2:Vulnerable to Critical Hits:
Whenever a robot takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If it makes a successful saving throw, it is staggered for 1 round. The robot remains immune to other sources of the stunned condition.
3:Vulnerable to Electricity:
Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses.
Difficult to Create: Robots are crafted via complex methods hidden and well guarded in ruins or other technological bastions.
4: Androids Morale Bonuses
Androids can never gain morale bonuses
5: High Tech
Can only be raised or resurrected by High tech means.
6:Soulless
A construct cannot be raised or resurrected.
7:[bMisshapen (Ex)[/b]
Humanoid mutants only. The mutant can’t wear armor (including magic armor) fashioned for humanoid creatures. Armor made to fit the mutant costs twice as much.
Special Abilities
Constent [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
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.)
AI CR1
Alignment and Type: An AI can be any alignment. Its type is “artificial intelligence,” and it counts as a construct for all effects that target creature type.
Initiative: The installed AI modifies its initiative check with its Intelligence modifier, not its Dexterity modifier.
Senses: Android body
Defenses: An AI doesn’t have an AC, hit points, or other statistics related to a physical form; it relies on its host Android body for those scores. An AI uses its own saving throws only against attacks that target its mind—in most cases, this means it primarily uses its Will save. An AI uses its CR as its effective Hit Dice for determining its base saves—it has good Will saves and poor Fortitude and Reflex saves.
Ability Scores: An AI’s base ability scores are 14, 12, and 10. Arrange them in any order desired. For every 2 points of CR it possesses, it gains a +2 bonus to an ability score (assigned by the GM).
Skills: An AI has skill points equal to 6 + its Intelligence modifier per point of CR. An AI has a number of class skills equal to its Charisma modifier. These may be any skill, though the most common class skills for AIs are: Bluff, Diplomacy, Intimidate, Knowledge (all), Linguistics, Perception, and Sense Motive.
Feats: An AI has a number of feats equal to half its CR (minimum 1). An AI must meet all prerequisites of its feats. AIs also gain Technologist as a bonus feat.
Languages: AIs speak Binary. An AI knows a number of additional languages equal to its Intelligence modifier.
Special Abilities: Use this section to cover any unusual abilities the AI possesses.
Advanced CR1
Creatures with the advanced template are fiercer and more powerful than their ordinary cousins.
Rebuild Rules: AC increase natural armor by +2; Ability Scores +4 to all ability scores.
Augmented Template CR1
Type:
The creature’s type changes to aberration (augmented). Do not recalculate its Hit Dice, base attack bonus, or saves.
Attacks:
A mutant retains all the natural weapons, manufactured weapon attacks, and weapon and armor proficiencies of the base creature.
Special Abilities:
A mutant retains any extraordinary and supernatural abilities of the base creature.
Abilities:
A mutant gains a +4 bonus to two ability scores of its choice and takes a –2 penalty to two ability scores of its choice.
Skills:
A mutant gains Climb, Intimidate, Knowledge (any one), Perception, Sense Motive, Survival, and Swim as class skills.
Deformities:
Each mutant has one of the following deformities. It can take a second deformity to gain a mutation as detailed in Mutations. A deformity can’t be taken if it wouldn’t disadvantage the mutant.
1:Light Blindness (Ex)
The mutant has the light blindness special ability. This deformity can’t be taken in conjunction with the blind deformity.
Mutations:
A mutant gains one of the beneficial mutations below when it acquires this template, plus an additional mutation for every 4 Hit Dice it possesses. By taking an extra deformity (see above), a mutant can add an additional mutation. Only the first extra deformity provides this benefit. A mutant that gains additional Hit Dice after acquiring this template does not gain additional mutations.
1st:Fast Healing (Ex)
The mutation to nanightes healing factor. gains fast healing 5,
1st:Rugged (Ex)
The mutation to body Nightie resilience to DMG, DR 5/—.
3edMental Armor (Su)
The mutant generates a protective field (as mage armor) while conscious. If its mental armor is removed, the mutant can restore it as a swift action.
Skills
-=Skills=- [80 points] 5x[6Class +10Int] [+20BS]
FC-Investigator: Add a +1/2 bonus when using inspiration on any Knowledge or Linguistics check.
+20 Acrobatics*(+10dex,+5rank +3class+2luck)<
+17 Appraise(+11int, 1rank +3class+2luck)<
+17 Bluff(+10cha,+5rank +3class-1race)<[+1d6]<
+14 Climb*(+10str, 1rank +3class)<
+24 Craft (Alchemy)(+11Int, 5rank +8class)<
+18 Craft (Firearms)(+11Int, 4rank +3class)<
+06 Diplomacy(+10Cha, +4rank +3class)[+1d6]<
+19 Disable Device (+11Int, +5rank +3class)[+1d6]<
+13 Disguise(+10Cha, 1rank +3class-1race)<
+20 Fly (+12Dex 5Rank +3Class+0 Maneuverability)
+16 Escape Artist(+12Dex, +1rank +3class)<
+08 Heal (+11Wis +3rank +3class)[+1d6]<
+16 Intimidate(+10Cha, +3rank +3class)[+1d6]<
+21 Perception(+11Wis, +5rank +3class +2Race)[+1d6]<
+16 Ride (+12Dex 1ranks +3class)<
+18 Perform (Singing) (+10Cha +5Rank+3Class)<
+15 Profession [Giurd](+11Int, +1rank +3class)[+1d6]<
+15 Sense Motive(+11Wis, +5rank +3class-4race)(+1d6)<*
+20 Sleight of Hand(+12Dex, +5rank +3class)[+1d6]<
+17 Spellcraft (+11Int, +3rank +3class)[+1d6]<
+20 Stealth (+10Dex, +5rank +3class+2Luck)<
+17 Survival (+10Wis 2rank +3class+2luck)<
+14 Swim (+10Str 1rank+3Class)<
+16 Use Magic Device (+10Cha, +3rank +3class)[+1d6]<
^Knowledge (Arcana)(Int)____+20{+10Int +3Rank +3class+2Luck}[+1d6][2CF]<
^Knowledge (Dungeoneering)(Int)____+20{+10Int +3Rank +3class+2Luck}[+1d6][2CF]<
^Knowledge (Engineering)(Int)____+20{+10Int +3Rank +3class+2Luck}[+1d6][2CF]<
^Knowledge (Geography)(Int)____+20{+10Int +3Rank +3class+2Luck}[+1d6][2CF]<
^Knowledge (History)(Int)____+20{+10Int +3Rank +3class+2Luck}[+1d6][2CF]<
^Knowledge (Local)(Int)____+20{+10Int +3Rank +3class+2Luck}[+1d6][2CF]<
^Knowledge (Nature)(Int)____+20{+10Int +3Rank +3class+2Luck}[+1d6][2CF]<
^Knowledge (Nobility)(Int)____+20{+10Int +3Rank +3class+2Luck}[+1d6][2CF]<
^Knowledge (Planes) (Int)____+20{+10Int +3Rank +3class+2Luck}[+1d6][2CF]<
^Knowledge (Religion) (Int)____+20{+10Int +3Rank +3class+2Luck}[+1d6][2CF]<
^Linguistics (Int)___+20{+10Int +3Rank +3class+2Luck}[+1d6][2CF]<
+16 Concentration (+11int+5CL)
*Armor Check Penalty [-1]
-=Non-Standard Skill Bonuses=-
Race Skills
-=Languages=-
Languages: Androffan, Common, Infernal, celstal, Dracona, Abyssal.
Class Class :Bonded Investigator
HD1d8/Saves 1/4/4
Class Skills
Skill Ranks per Level: 6 + Int modifier.
The investigator’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Class Features
The following are the class features of the investigator.
Weapon and Armor Proficiency
simple weapons, plus the rapier, the sap, and one type of firearm selected at 1st level. They are proficient in light armor, but not shields.
Alchemy (Su)
Investigators are highly trained in the creation of mundane alchemical substances and magical potion-like extracts. When using Craft (alchemy) to create an alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his spells by mixing ingredients and a tiny fraction of his own magical power into a number of extracts, and then effectively casts the spell by drinking the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level. An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.
Inspiration (Ex) [9/day] [1d6]
An investigator is beyond knowledgeable and skilled—he also possesses keen powers of observation and deduction that far surpass the abilities of others. An investigator typically uses these powers to aid in their investigations, but can also use these flashes of inspiration in other situations. An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator’s inspiration pool refreshes each day, typically after he gets a restful night’s sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he’s trained in the skill. Inspiration can also be used on attack rolls and saving throws, at the cost of expending two uses of inspiration each time from the investigator’s pool. In the case of saving throws, using inspiration is an immediate action rather than a free action.
Trapfinding [+2]
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.
Familiar (Ex)
At 2nd level, a bonded investigator gains a familiar to aid him. This familiar functions as the wizard arcane bond class feature, using the bonded investigator’s class level to determine the familiar’s special abilities. The bonded investigator’s extracts are considered spells for the purposes of familiar abilities like share spell and deliver touch spells.
This ability replaces poison lore, poison resistance, and poison immunity.
Investigator Talent(Ex) or (Su)
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. 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.. + The steel hound can select the Extra Grit or Rapid Reload feats in place of an investigator talent.
1: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.
From Feat: rogue-talent = Firearm Training
Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.
Trap Sense (Ex) [+2 Vs traps]
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).
Studied Combat (Ex) [+2]
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level 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 his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.
Inspired Familiar (Ex)
At 4th level, a bonded investigator’s familiar becomes a cunning assistant to the investigator. The familiar can access the investigator’s inspiration pool to augment its own actions; the use of inspiration is deducted from the investigator’s number of daily uses as normal. The familiar can use the inspiration ability (and gains the increased benefits of investigator talents that affect the bonus dice used in this ability) but cannot expend uses of inspiration for other purposes.
This ability replaces the studied strike damage gained at 4th level.
-=1st DC13 (0/day)=-
1st Level 3+/Day DC17
1: CLW
2: CLW
3: CLW
4: Endure Elements (used very Day)
5: Shield [5mins]
2ed Level 1+2int/Day DC18
1: Undetectable Alignment [Used Daily]
2: Detect Thoughts [5mins]
3: Invisibility [5mins]
1/day each [From Trait] [Divine]
1: Mending
2:Prestidigitation
TECHSLINGER[/url]
[b]Class :Techslinger GunSlinger [L5]
BAB +5
Saves 4/4/1
Class Skills
Skill Ranks per Level: 4 + Int modifier.
The gunslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).
Weapon and Armor Proficiency
Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.
Gunsmith
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.
Techslinger
Techslingers spurn unreliable gunpowder weapons in favor of high-tech armaments. They learn to master the quirks of timeworn technology and methods of keeping weapons charged in a primitive world. Techslingers still start play with the black powder blunderbuss, pistol, or rifle granted by the gunsmith class ability, but they gain specialized powers for use after they gain weapons of advanced technology. A techslinger has the following class features.
Deeds
Techslingers have access to all gunslinger deeds, except as noted below for new deeds that replace standard gunslinger deeds.
Covet Charge (Ex)
At 1st level, a techslinger can spend 1 grit point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least once. This deed replaces deadeye.
Reliable (Ex)
At 1st level, a techslinger can spend 1 grit point as a free action to prevent a timeworn firearm from glitching. This deed replaces quick clear.
Bonus Feats:
A techslinger can select Technologist as a bonus feat, even though it’s neither a combat nor a grit feat.
Technic Training (Ex) [RailGun]
Starting at 5th level, a techslinger can select one specific type of advanced technology firearm (such as a laser pistol, mindrender, stun gun, or zero rifle). Thereafter, she gains a bonus equal to her Dexterity modifier on damage rolls when using that firearm. Furthermore, she treats all detrimental glitches of timeworn versions of her selected firearm as a result of no glitch. (She can retain the effects of beneficial glitches if she wishes.) Every 4 levels thereafter (9th, 13th, and 17th), the techslinger selects another type of advanced technology firearm, gaining these bonuses for those types as well.
This ability replaces gun training
Grit (Ex)
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.
Critical Hit with a Firearm:
Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.
Killing Blow with a Firearm:
When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.
Grit, Luck, and Panache
Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the resources together into a combined pool. (Those who use panache and luck gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa.
A luck user does not count as a grit or panache user to satisfy feat prerequisites.
Daring Act & Dares
The following method for regaining grit points requires a measure of GM judgment, so it is an optional rule.
Daring Act
Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point.
Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.
Dares
Dares are similar to deeds in that they grant a gunslinger or a swashbuckler extra abilities based on either grit or panache, but unlike deeds, dares become active when a member of these classes runs out of her respective pool, and become inactive until the character regains points of their respective pool. They grant the character a benefit and a new ability to regain or increase the ability to regain either grit or panache. A dare can be taken in place of one of the bonus feats a gunslinger or a swashbuckler gains at 4th level and every 4 levels thereafter. A gunslinger or a swashbuckler can choose to have multiple dares, but can only pick one to be active each time she reaches 0 grit or panache points. Once chosen, the active dare cannot be changed until the gunslinger or swashbuckler reaches 0 grit or panache points again.
-=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: Tech Gun Belt* [10Cr]
Body: Impervious [4,000gp]
Chest: Internal sound recorder [100Cr]
Eyes: Sun Glasses, rap around[10Cr]
Feet: tech Boots
Hands: -
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