Bastet

Ana Brunas's page

58 posts. Alias of Violant.


About Ana Brunas

RHC Technologist Ana Brunas
Female Catfolk Gunslinger (Gunfighter-Musket Master-Siege Gunner) 5 // Technician 5
Init: +6 (+4dex+2trait); Senses Perception +10 (+2)
--------------------
Defense
--------------------
AC 21, T 16, FF 16 (+5 Dex,+1defl, +5armor) [+1 DS]
HP 70 (50+10con+5fc+5)
Fort +7 (+4base/+2con/+1resist)
Ref +10 (+4base/+5dex/+1resist)
Will +5 (+4base/+0wis/+1resist) (+2 trait bonus vs. curse, fear, and emotion)
--------------------
Offense
--------------------
Speed 30ft
Ranged:
... +1 Allgun Rifle +13 (1d10+6 BP, 240ft) [+2 damage from MS]

Special Attacks: Deeds (Targeted Blast, Steady Aim, Quick Clear, Scatter Shot, Fast Musket)
--------------------
Statistics
--------------------
Str 8, Dex 20(+2@1st), Con 14, Int 19(+1@4th), Wis 10, Cha 10
BAB +5/+0; CMB +10; CMD 25
---------------------
Feats
---------------------
By Level: 1st) Extra Combat Talent 2nd) Extra Combat Talent 3rd) Weapon Focus (Rifle) 4th) Improved Called Shot 5th) Extra Insight [Electric Insight]
Bonus Feats: 1st) Rapid Reload (Musket) 1st) Gunsmithing 4th) Siege Engineer
Bonus Associated Feats: 1st) Rapid Reload (Yes), Precise Shot
--------------------------
Traits
--------------------------
Black powder fortune: You have little to fear when there’s a gun in your hand. As long as you are wielding a firearm, you gain a +2 trait bonus on all saving throws against curse, fear, and emotion effects.
Clever Wordplay (Intimidate): Int instead of Cha to intimidate
Reactionary: +2 trait bonus to Initiative
----------------------
Skills: 50 skill rnks + 5 Craft (traps) + 5 Craft (mechanical)
Acrobatics : +13 (+5rnks+5dex+3cs)
Craft (Mechanical): +12 (+5rnks+4int+3cs)
Craft (Trap): +12 (+5rnks+4int+3cs)
Disable Device: +13 (+5rnks+5dex+3cs+2class)
Intimidate: +12 (+5rnks+4int+3cs)
Knowledge (Arcana): +12 (+5rnks+4int+3cs)
Knowledge (Dungeoneering): +12 (+5rnks+4int+3cs)
Knowledge (Local): +12 (+5rnks+4int+3cs)
Knowledge (Planes): +12 (+5rnks+4int+3cs)
Knowledge (Religion): +12 (+5rnks+4int+3cs)
Perception: +10 (+5rnks+3cs+2racial) [+2 traps]
Stealth: +15 (+5rnks+5int+3cs+2racial)
Survival: +2 (+2racial)
----------------------

------------------------------------
Background skills: 10 skill rnks
------------------------------------
Knowledge (Engineering): +17 (+5rnks+4int+3cs+5class)
Linguistics: +12 (+5rnks+4int+3cs)
Languages Primordial, Catfolk, Common, Goblin, Draconic, Orc, Giant, Gnoll, Dwarven, Elven, Sylvan, Halfling
SQ Gunsmith, Gadgets (6/day), Grit (4/4), Machine Gun (4/4)
---------------------------------
Gear
+2 Spider-silk Bodysuit 4850gp
+1 Rifle 2300gp
[Crafted] 150 Metal Cartridges 75gp
Engineering kit (10 gp)
Gunsmith's kit (15 gp)
Masterwork Backpack (50gp)
20 Adamantine Metal Cartridges (122gp)
[Crafted] {Arc-Lamp} Flashlight (15gp)
[Crafted] {Voltaic Pile} Battery (50gp)
13gp remaining
----------------------------------

Gadgets:

Gadgets

Technicians are experts at building things, be they improvised tools or unique mechanical marvels. These items, called gadgets, are built out of components the technician has prepared in his spare time out of commonly-found items; so long as the technician has access to a trap bag, he is assumed to have access to all the parts he needs to build his gadgets, and to have already prepared components beforehand to quickly create whatever gadget he needs.

Creating and activating a gadget is a standard action, but may be reduced to a move action by expending martial focus.

A technician can create a total number of gadgets in a day equal to 1/2 his technician level + his Intelligence modifier (minimum: 1). If a gadget calls for a saving throw, that saving throw’s DC is equal to 10 + 1/2 his technician level + his Intelligence modifier. A gadget must be used the round it is created, or fall apart back into its component parts, which does not expend the gadget.

Improvised Tools
By expending one use of his gadgets, the technician can make any skill check that requires having tools and requires less than 1 hour to make as if he possessed the necessary tools. The technician does not suffer the usual penalties for using improvised tools. If the technician already possesses the necessary tools, the technician can expend a gadget to treat those tools as masterwork for one skill check. The technician can create improvised tools that function as masterwork tools for one skill check, but doing so expends 2 gadgets.

Constructed Weapons
The technician can expend a gadget to allow an improvised weapon to function as a simple melee weapon of his choice for 1 minute.
Detonator

The technician may create a gadget that explodes in 1 round, at the end of his turn. As part of the standard action used to create this detonator, he may throw the detonator (with a range increment of 10 ft.), place it, or hide it in a space within his natural reach. After one round (at the end of his turn), the detonator explodes, dealing 1d6 damage per technician level to everything within 5 ft. of the square in which the detonator sits, half fire damage and half bludgeoning/piercing/slashing damage. Targets within this area may make a Reflex save for half damage.

A detonator counts as a trap from the Trap sphere for the purpose of determining its hardness, armor class, hit points, Disable Device DC, and its Perception DC if hidden, as well as for things such as the Opportunist or Trapper’s Recovery talents. A detonator cannot be placed in the same space as a trap, or another detonator.

If a detonator is destroyed (including by another detonator), it does not explode. If two detonators explode at the exact same time, creatures in the overlapped area suffer diminished results from every detonator but 1, suffering instead 1d6, +1d6 per 5 technician levels for each overlapping detonator after the first.

Hook and Pulley
The technician may create a gadget that allows him to manipulate objects from a distance. This gadget counts as a thrown weapon with a range increment of 20 ft. Make a ranged touch attack against an unattended object that he could hold in one hand. If successful, he may move that object to his hand as a free action. Targets whose natural reach includes the path that object must take (i.e., are within the line of effect) can make a Reflex save as an immediate action to attempt to grab the object as it flies by.

Alternately, the technician may use this gadget to attempt a drag, trip, disarm, or steal combat maneuver at a distance. Performing a maneuver from a distance in this fashion does not provoke an attack of opportunity (except as normal when making a ranged attack), but requires the technician to succeed on a ranged touch attack against the target first before the maneuver may be attempted.

Launcher
The technician can create a gadget to allow him to throw an object. The object can travel 10 ft. + 5 ft. per technician level before the technician begins adding range penalties or calculating its maximum range.

This gadget can be used at the same time as another gadget to hurl that first gadget a greater distance. This expends a gadget for the launcher as well as for the hurled gadget. The technician cannot attach more than one launcher to a device or object.


-----------------------------------
Equipment Sphere (2 discipline talents):

Techmaniac

Proficiency with all tech weapons.

Archery Bash

Gun is improvised weapon, and can be used as an AoO.

Trap Sphere:

Trap Sphere

When you gain the Trap sphere, you gain 5 ranks in the Craft (traps) skill, plus 5 ranks per additional talent spent in the Trap sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Craft (traps) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining talents, such as through the armiger’s customized weapons class feature.

Possessing this sphere grants you access to the ability to rapidly deploy temporary traps. You may make a Craft (traps) check with a DC of 5 to place a trap on any solid surface within your reach as a full-round action. This trap persists for 1 round per point that your check exceed the placement DC. The trap is placed in a 5-ft. square of your choice. For every 5 ranks in Craft (traps) you possess, you may increase this area by one 5-ft. square. All squares a trap occupies must be contiguous and you can not place two separate traps in the same squares. Entering a trap's space triggers the trap. The Perception DC to locate a trap is 10 + your Craft (traps) modifier. Trap talents that require a saving throw use your ranks in Craft (trap) instead of your base attack bonus when determining your saving throw DCs.

Traps are cobbled together from scrap, detritus in the environment, and random bits of string, springs, and other miscellany that have been assembled into easily deployed components. Any creature in possession of a trap bag is considered to have the required materials to build these temporary traps, preparing components during downtime and restocking it for negligible cost at regular intervals, though some talents may allow the use of more expensive components that must be tracked. At the GM’s discretion, some traps may be constructed from materials in the environment even without a trap bag.

You never set off your own traps unless you choose to. Creatures who you warn or who see you set a trap are aware of its location and gain a +5 circumstance bonus on Perception checks to notice the trap and Reflex saves and AC to avoid the trap. A trap may be removed as a full-round action with a Disable Device check with a DC equal to your Craft (traps) bonus +10. You always succeed on removing your own traps. You may choose to recover any expensive components or Alchemy sphere formulae used in a successfully removed trap.

If a trap is perceived, it can be targeted and destroyed by attacks without setting it off. A trap has hardness equal to your ranks in Craft (traps), AC equal to 10 + your ranks in Craft (traps), and 5 hit points + 5 hit points per 2 ranks in Craft (traps) you possess.

As long as you have martial focus, reduce the time required to set a trap from a full-round action to a standard action.

There are two basic types of temporary traps, snares and darts. A trap may only be triggered once unless otherwise noted. Trap sphere talents that allow for the use of expensive components allow for the component (alchemist fire, dose of poison, etc.) to be drawn as part of the action required to place the trap unless noted.

Darts

A dart trap is constructed of spring, twine, and usually a needle or other blade. A dart targets a line originating from one corner of one of the squares it occupies determined when it is set. This line extends out to Close range (25 ft. + 5 ft. per 2 ranks of Craft (traps) you possess) and stops after one creature is hit. When triggered, make a ranged attack roll against each creature in the line until one is hit. You may substitute your ranks in Craft (traps) + your Intelligence modifier for your base attack bonus + Dexterity modifier on this roll. The dart deals 1d6 piercing damage, increasing by 1d6 when your Craft (traps) ranks reach 3 and every 2 ranks thereafter, and has a critical threat range of 20 with a x3 multiplier. Some talents allow you to modify your darts. Each trap may only benefit from one (dart) talent. Some trap talents allow you to forgo dealing damage for benefits as defined in that talent.

You may forgo dart damage to expend an alchemical item (such as a tanglefoot bag), a thrown splash weapon (such as alchemist’s fire or acid flasks), or a dust (a potion containing a spell that affects an area) when making a dart trap to add the effects of that splash weapon to the dart. Resolve the attack versus touch AC. Items with an area of effect count their origin from the nearest corner of the struck creature’s space to the line of the dart’s effect.

You may apply injury poison to a dart as if it were a weapon after it has been set. While setting the trap, you may choose to forgo dart damage, instead expending a dose of a contact or inhaled poison as part of setting the trap. The dart then resolves its attack vs. touch AC. An inhaled poison fills its area as normal, centered on the struck creature’s square (or the first square targeted by the line, if the creature occupies more than one space).

Snares
A snare trap is constructed from rope, wire, and similar materials. A snare targets the first creature to enter one of the squares it occupies. A creature may avoid triggering a snare with a successful Reflex save; doing so leaves the trap untriggered and makes the creature aware of the trap and able to pass through that trap’s space(s) without further risk of triggering it. Some talents grant additional types of snares. Each trap may only benefit from one (snare) talent.

An alchemical item may be rigged to a snare trap. If a creature triggers the trap, the alchemical item is activated, targeting a grid intersection adjacent to the trap chosen when it is set. If the alchemical item is a thrown splash weapon, the triggering creature is affected by the item as if it were struck directly by it. Other small items such as dyes, dusts, vials of perfume, and other items with GM permission may also be attached to a snare trap as well.

An inhaled poison may be rigged to a snare trap. If a creature triggers the trap, the first square entered (the creature’s choice if there is more than one entered simultaneously) becomes the centerpoint for the inhaled poison.

When you first gain the Trap sphere, you gain the following snare:

Tripwire (snare)
A creature that fails its save against a tripwire snare falls prone. Once knocked prone, a creature is no longer at risk of triggering the trap in that square. This trap is not destroyed when triggered; instead the duration is reduced by 5 rounds per creature that fails its save. Running and charging creatures take a -2 penalty on their Reflex saves against this trap.


---------------------------------
Tinker Sphere - 1 talent:

Tinker Sphere

You gain the following benefits when you gain the Tinker sphere:

Associated Skill: Craft (mechanical). You gain 5 ranks in that skill, plus 5 ranks per additional talent spent in the Tinker sphere (maximum ranks equal to your Hit Dice). See Section 1.1: Introduction & Sphere Basics, Associated Skill for more.

If you possess multiple spheres that grant ranks in the associated skill, you gain a competence bonus on skill checks using that associated skill equal to 1/2 your Hit Dice instead of gaining additional ranks in the associated skill.

If using a Tinker tradition, your associated skill may change (see Section 4.4: Gamemaster’s Toolkit, Tinker Traditions).

Technology Literacy: You are considered to be trained in any skill used against a technology-based subject (such as a technological creature, item, or effect). If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to use them against a technology-based subject. Associated Feat: Technologist.

When you gain the Tinker sphere, you learn how to craft the battery gizmo and select one Tinker package.

Glider (gizmo, minor): A glider gizmo can be attached to a creature or armor (as though attaching a modification) and can be activated or deactivated as an immediate action. The user gains a glide speed of 30 feet, +10 feet per 3 gizmo levels. A glide speed allows the user to take no damage when falling and, when falling, may glide, moving horizontally with their glide speed, but falling 1 foot for every 5 feet traveled. The user falls a minimum of 5 feet per round, regardless of the user’s movement, and cannot hover using this glide speed. This glide speed is treated as a fly speed with average maneuverability; the user may be subject to strong wind or other effects while a glider is active (even if not in the air).

Battery (gizmo)
A battery is a gizmo that is used to power other gizmos. The nature of the battery can vary: from a liquid storing an electrical charge, a prepared pre-wound coil for clockwork, or something even more exotic. Batteries are always considered activated and cannot be deactivated.

Batteries can be attached to another gizmo in your possession as a swift action. Attaching a battery to a gizmo is treated as reloading a ranged weapon (provoking attacks of opportunity as normal) and may have the action required to attach a battery reduced by the Rapid Reload feat (selecting the Tinker sphere as the chosen weapon), the Equipment sphere Expert Reloading talent, and similar abilities (reducing the action required to attach a battery from a swift action to a free action). Multiple batteries can be attached to a single gizmo. A battery that is already attached to a gizmo may be removed or re-attached to a different gizmo with the same action.

When a battery is depleted by a gizmo to activate its battery use ability (or other battery-depleting effect), the battery cannot be used to power another gizmo until restored (generally by maintaining your gizmos). If a battery is abandoned or removed from a gizmo it is powering, any battery-related effects immediately end.
Tinker Packages

When you first gain the Tinker sphere, you choose one of the following Tinker packages and learn how to craft gizmos of its kind:

Augmentation

Augmentation is the modification and betterment of creatures through mechanical means.

Augmentation
Augmentations are a type of worn gizmo that provide benefits to the user when activated. More information regarding prosthetics, including basic rules and interactions, are located in Section 4.1: Mastering Gizmos, Augmentation.

You learn how to craft the following augmentation:

Physical Augmentation (gizmo): A physical augmentation is assigned to one physical ability score (Strength, Dexterity, or Constitution). The physical augmentation grants the user a +2 competence bonus to ability checks and skill checks based on the assigned ability score (i.e. a Dexterity-based skill or ability check). This bonus increases by +1 every 4 gizmo levels.

Battery Use: Whenever the user attempts a skill check or ability check that receives a bonus from this gizmo, the user can deplete 1 battery as a free action that can be taken even when it is not the user’s turn. The user rolls that check twice and takes the highest result. The user must choose to use this battery use ability before the attempt is made.

Prosthetic

Prosthetics is the field of research and science for creating prosthetics, a term used to define artificially crafted substitutes to limbs, organs, and other extremities. More information regarding prosthetics, including basic rules and interactions, are located in Mastering Gizmos, Prosthetic.

You learn how to craft the following prosthetic and secondary function:

Limb Prosthetic (gizmo, prosthetic): This prosthetic grants the full utility of the equivalent limb. You can craft an arm or leg prosthetic. A leg or arm prosthetic may be crafted as a single prosthetic or matching pair.

Special - Primal Augmentations: If you possess the Primal Augmentations talent, you may create a tail prosthetic.

Storage Capacity (secondary function; any): Your prosthetics can store items such as weapons, tools, or other non-augmentation gizmos for quick retrieval. The maximum size of the stored item depends on the prosthetic used, assuming the creature is Medium-sized: arm/leg (Small), head/tail (Tiny), other (Diminutive, unless otherwise specified). A storage capacity secondary function can store 1 item, +1 item per 5 gizmo levels. This does not allow larger items to be stored, only additional items of an appropriate or smaller size.

A stored item can be stored or retrieved as a move or immediate action without provoking attacks of opportunity. This is treated as storing or retrieving an item into or from a container respectively; the user cannot retrieve a stored item without using the storage capacity’s ability to do so (even if they could normally retrieve an item faster). The user gains a 10 + 1/2 gizmo level circumstance bonus to Sleight of Hand checks to hide objects stored in the prosthetic.


-----------------------------------------------
Sniper Sphere - 4 talents:

Sniper Sphere
Snipers specialize in making single, deadly shots, often over great distances. Practitioners of the Sniper sphere can shoot or throw ranged weapons at a creature engaged in melee without taking the standard –4 penalty on their attack roll. Associated Feat: Precise Shot.

All practitioners of the Sniper sphere gain the following ability:
Deadly Shot

As a special attack action, you may make an attack with a ranged weapon. You may add any one (snipe) talent you know to this attack.

In addition, you may expend your martial focus to increase the damage dealt by the attack by 1d10, or 1d6 if the attack targets touch AC or is made with a scatter weapon. You must choose whether or not to use this ability before making your attack roll. These extra damage dice are not multiplied on a critical hit, but are added to the total. For every 4 points of base attack bonus you possess, you deal an additional 1d10 damage, or an additional 1d6 if the attack targets touch AC or is made with a scatter weapon.

Some talents are marked (snipe). These talents add additional effects when you perform a deadly shot. You may only apply the effects of one (snipe) talent to each deadly shot.

Bouncing Shot (snipe)

You gain the ability to bounce your attack off of the ceiling, floor, or wall to attack a protected target. You may target a 5-ft. square of a solid surface, then treat that spot as your new point of origin when attacking a target. This can allow you to attack around corners, or possibly ignore the cover on a target. For every 4 points of base attack bonus you possess, you may bounce your shot 1 additional time, but you suffer a -2 penalty to the attack roll per surface used to bounce in this fashion. A bounced surface does not take damage, and you use the total distance traveled (including to and between bounced surfaces) when determining range penalties.

Wiki Note: This ability has been clarified to mean that each bounce, including the first, imposes a cumulative -2 penalty on your attack roll.

Sniper Shot

You may increase the time required to use deadly shot to a full-round action to apply two (snipe) talents to it. This attack still counts as an attack action.

Shattering Shot (snipe)

You may use deadly shot to make a ranged sunder attempt, using your Dexterity bonus in place of your Strength bonus when determining your combat maneuver bonus. You do not provoke an attack of opportunity for this combat maneuver, except as usual when making ranged attacks.

Weapon Shot (snipe)

On a successful deadly shot, you may make a free ranged disarm attempt against the target, using your original attack roll for the deadly shot as your combat maneuver check. You do not provoke an attack of opportunity for this combat maneuver, except as usual when making ranged attacks.

-----------------------------------------------
Martial Tradition: Sniper Rifle Engineer
A sniper rifle engineer is an engineer who specializes in ballistic trajectories and firearms. Not all of them go adventuring, but those that do tend to use their own inventions as their weapon.
-----------------------------------------------
Equipment: Expert Reloading
Tinker Sphere
Equipment: Mechanical Savant
Sniper Sphere

Technician - Trap Specialist
------------------------------------------------
INSIGHTS

Mechanical Insight:

The technician unlocks special options for his inventions, as detailed under that section. He may also give his independent inventions the clockwork subtype by adding the following properties (a construct or independent invention cannot possess more than one subtype):

Winding: The construct must be wound with a special key in order to function. As a general rule, a fully wound clockwork can remain active for 1 day per HD, but shorter or longer durations are possible.
Vulnerable to Electricity: Clockwork constructs take 150% as much damage as is normal from electricity attacks.
Swift Reactions: Clockwork constructs generally react much more swiftly than other constructs. They gain Improved Initiative and Lightning Reflexes as bonus feats, and gain a +2 dodge bonus to AC.
Difficult to Create: Increase the time and gp cost required to create a clockwork construct by 50% over normal.

In addition, he may add one of the following triggering mechanisms to his detonators, chosen whenever one is created. When using any of these triggering mechanisms, the detonator becomes inert if not detonated within 10 minutes per technician level, and may be recovered to reclaim the expended gadget.

Land Mine: A tripwire trigger causes the detonator to explode when a creature enters its square. This allows the detonator to count as a snare trap for the purpose of Trap sphere talents such as Remote Trigger and Trap Wielder.
Remote: A remote trigger allows the gadget to be placed as a standard action, then triggered as a swift action from anywhere within medium range. He may place multiple detonators and detonate them with the same swift action, but as mentioned under detonators, multiple blast radiuses do not stack.
Timed: A timed trigger causes the detonator to explode after a set amount of time. A timed trigger has a duration of 1 hour per technician level rather than 10 minutes per technician level.

Steampower Insight:

Steampower Insight

The technician unlocks special options for his inventions, as detailed under that section. He may also give his independent inventions the steampowered subtype by adding the following properties (a construct or independent invention cannot possess more than one subtype):

Refill: A steampowered construct can only function for 1 day per HD before needing to be refilled with water. A Medium construct must be refilled with 8 gallons of water. This is multiplied by 4 for each size category over Medium, or divided by 4 for every size category below Medium.
Hydraulic Force: Steampowered constructs Gain a +2 bonus to Strength. This bonus increases by +2 for every size category above Medium they possess.
Vulnerable to Cold: Steampowered constructs take 150% as much damage as normal from cold attacks, unless they are immune to cold via other special defenses.
Difficult to Create: Increase the time and gp cost required to create a steampowered construct by 50% over normal for a construct.

In addition, he may create the following gadgets:

Grapple Gun: The technician may create a gadget that uses pressurized steam to fire a rope and grapple. This grapple gun has a range of close (25 ft. + 5 ft. per two levels). If used to attack a creature, make a ranged attack with the gadget. If successful, the grapple gun deals 1d6 piercing damage to the target. If the target is the same size or smaller than the technician, he may make a drag combat maneuver at range against the target as a free action without provoking an attack of opportunity, and gains a bonus on the check equal to his Intelligence modifier. The technician needn’t move with the target. The target cannot move further away than the length of the rope without first breaking it, or making a drag combat maneuver against the technician to pull him along. If the technician uses the grapple gun to successfully attack a target larger than himself, or if he targets a wall, floor, or ceiling, he moves to that spot, provoking attacks of opportunity as normal, except for the space in which he began his movement. If he ends his movement in the air such as dangling from a wall or ceiling, he may end his turn hanging in place, or may grab a ledge or even let go and fall to the ground. The technician cannot remain hanging in the air for more than 1 round, after which the grapple gives way and he falls. Dangling from the grapple gun counts as climbing a rope for all purposes. The technician may expend 2 uses of a gadget to increase the grapple gun’s range to medium (100 ft. + 10 ft. per technician level).
Steam Release: The technician may create a gadget that releases a jet of steam. This deals 1d6 fire damage per 2 technician levels to all creatures within a 15 ft. cone (Reflex half). He may increase the cone’s size by 5 ft. per 5 technician levels he possesses. The steam obscures all sight, including darkvision, beyond 5 feet within its area of effect for 1 round. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). Unlike most sources of fire damage, a steam release can function underwater but cannot ignite flammable substances.

Chemical Insight (at level 6):

Chemical Insight

The technician unlocks special options for his inventions, as detailed under that section. Whenever he creates an independent invention, he may give it the alchemical subtype by adding the following properties (a construct or independent invention cannot possess more than one subtype):

Alchemy: All natural attacks made by the alchemical construct deal an additional 1d6 acid damage.
Broken Containers: Any strike on an alchemical construct with a melee weapon deals 1 point of acid damage to the attacker. This amount increases to 1d6 points of damage if the attack is a critical hit. Alchemical constructs are not immune to bleed damage, and if subject to a critical hit, they suffer 1d6 bleed damage in addition to other effects. It is possible to provide first aid to stop bleeding as if the construct were a living creature.
Vulnerable to Fire: Alchemical constructs take 150% as much damage as normal from fire attacks, unless they are immune to fire via other special defenses.
Difficult to Create: Increase the time and gp cost required to create an alchemical construct by 50% over normal for a construct.

In addition, whenever he creates an detonator, he may choose to grant it one of the following benefits.

Powerful: The detonator’s explosion radius increases to 10 ft around the square it is in, rather than 5 ft.
Foam: The detonator fills an area with a radius of 10 ft, +5 ft per five class levels with foam. Any invisible creatures in the area at the time of the explosion are revealed for 1 minute per class level, or until the creature spends a full-round action wiping it off. Any invisible creature who enters this area leaves footprints behind, revealing their location so long as they remain in the foam-covered area. The foam dissipates on its own after 1 minute per level. The technician may choose to have this detonator not deal damage. Instead, the foam makes all affected creatures entangled, and all creatures who are within the blast radius or who enter the area while the foam remains must pass a Reflex save or be stuck in place until the foam is removed. This foam may also be burned or cut with a slashing weapon, and each 5 ft. square possesses 5 hp per technician level.
Flare: The detonator sheds bright light for 30 ft +5 ft per two class levels, and increasing the light level by one step to a maximum of normal for 30 ft +5 ft per two class levels beyond this for 1 minute per class level. The technician may choose to have this detonator not deal damage. Instead, all creatures within the area of bright light must pass a Fortitude save each round they are within this area or be blinded for 1 round.
Incendiary: The detonator deals all fire damage instead of half fire/half piercing, and any flammable materials within its area of effect catch fire. Creatures who fail their Reflex save are also set on fire.
Smoke: The detonator fills a 5 ft. radius + 5 ft per five levels with harmless smoke. The smoke obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can’t use sight to locate the target). The smoke remains for 1 minute per level. A moderate wind (11+ mph) disperses the smoke in 4 rounds; a strong wind (21+ mph) disperses the smoke in 1 round. The technician may choose to have this detonator not deal damage. Instead, all creatures within the blast area or who enter the area must pass a Fortitude save or be sickened for 1d4+1 rounds. If a creature stays in this area for multiple rounds they must make an additional save each round or be sickened. If a target is already sickened and enters the area or stays in the area for an additional round, they must pass a Fortitude save or be nauseated for 1 round.

Electric Insight:

The technician gains many new options for inventions, as detailed under that section.

He may give his independent inventions the robot subtype by adding the following properties (a construct or independent invention cannot possess more than one subtype):

Intelligent: Robots are intelligent, and thus have skills and feats as appropriate for their Hit Dice. Unless otherwise indicated for a specific robot, all robots have Intelligence scores of 10. The following are class skills for robots: Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive. independent inventions can be made Intelligent. Note: When piloting an independent invention with its own feats, the pilot may choose on any given round to use his own feats or the construct’s, but not both.
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 the saving throw, it is instead staggered for 1 round.
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: Increase the time and gp cost required to create a robot by 50% over normal for a construct.

In addition, he may create the following gadgets:

Shocker: The technician may attach a gadget to a target that fills them with low-grade electric shocks, debilitating them. Make a melee touch attack against a target. The technician may also throw the gadget as a ranged touch attack with a range increment of 10 ft. If successful, the target suffers 1d8 nonlethal damage per round for a number of rounds equal to the technician’s level. Each round the target suffers this damage, their muscles seize up causing them to be sickened and staggered. Either the affected target or another creature may remove this gadget as a standard action. The gadget cannot be used again after being removed.
Taser: The technician may create a gadget that sends electric shocks through a target to incapacitate them. Make a melee touch attack against a target. That target suffers 1d8 electricity damage for every level the technician possesses, half of which is nonlethal damage. The target must pass a Fortitude save or be sickened and staggered for 1 round. The technician may choose to make the taser weaker than his maximum damage if he so chooses.

Invention I - Grand Gadget Allgun:

Machine Gun (Requires Steampower Insight)

Through steam-powered centrifugal forces, the grand gadget can fire pellets in rapid succession to create a stream of death. As a standard action, the grand gadget deals 1d8 bludgeoning and piercing damage per 2 technician levels (minimum 1d8) to all creatures within a line that extends out to medium range (100 ft. +10 ft. per level). Creatures in this area of effect are allowed a Reflex save (DC 10 + 1/2 the technician’s level + his Int modifier) for half damage. This ability may be used 3 times per day. This improvement can be gained multiple times. Each time it is gained, the wielder may use this ability 3 additional times per day.

Note: If the technician possesses mechanical insight, this improvement grants 4 uses instead of 3.

Weaponized Gadget - Rifle

The grand gadget is fitted with an attached item such that wielding one wields the other. A grand gadget can be fitted with any one-handed weapon, two-handed weapon, or any shield other than a buckler. The technician must supply the item to be attached.

Note: If the technician possesses mechanical insight, the grand gadget may be attached to any weapon (including light weapons) as well as bucklers.

Invention II (Allgun's Rifle - Improved Firearm):

Enhanced Reliability

The firearm’s misfire chance is reduced by 2. This improvement may be given to the firearm multiple times, but cannot improve the firearm’s misfire chance lower than 0.

Railgun (Requires Electric Insight)

The firearm is powered by electricity and magnetism instead of blackpowder. The firearm no longer requires gunpower or blackpowder, meaning it can fire underwater or in other wet environments that would normally stop a firearm from functioning. Additionally, the firearm has its range increment multiplied by 3. This stacks with the multiplier from the improved rifling improvement.

Background:

"Admittedly, a quite horrible choice if we end up in another war with Danor, but otherwise fiercely loyal to protecting Risur from any threats to their industry."

Ana was born to a relatively normal family in the capital of Ber, and lived a relatively normal life for a citizen of Ber until one day, a visiting technologist from Danor -- made possible by the diplomatic channels Le Roye had opened up -- decided to humor her on one of the technologist's daily promenades throughout the capital.

From that point on, she was enraptured with firearms and technology, specifically anything not involving that old, crusty, and faulty magic. The only magic she ever did study was magic to end magic, which made her hate the subject all the more. Why would someone study something that can just temporarily not work, break, or just outright break? She spent her life training under anyone she could to become a technologist advising Ber's royalty, so as to not need to depend on imports from Danor and Risur anymore.

Well, that was, at least, until she was summarily rejected from the position multiple times. From there on, she discovered profesoors travelling to Danor and Risur to lecture on the Panoply, a movement which she seemed almost as enraptured with as technology itself, and decided to attempt to hitch a ride to Danor. Every day, she practiced speaking with a Danoran accent as opposed to her native one from Ber, and improved her non-magical technologies until she developped something wholly unique. Granted, it wasn't ready for publication yet, but what she found when putzing around with sweet copper and glorious zinc was going to give an edge to whoever had it.

It was there, with her zinc and copper earings, that she ended up being poached by someone she never thought she'd end up working for. Well, she supposed she could work for them, they were burdgeoning in industry just like Danor... but her Danoran accent might make things a little complicated. Once at a stop in Flint, she was poached with an immediate deal, much to her surprise, to work for the RHC as a technologist, since the previous one had quit on the job so suddenly and there was an opening. Rather than take the chance of another failed prospect in her idolized Danor. I hope they don't go to f+&%ing war again, or I'm first on the chopping block.

Appearance:

Ana looks like, at first glance, a mix of all the non-roaring big-cats given sapience and bipedal. She has lynx-like tufts at the end of her ears, and the big round eyes of a snow leopard. Her fur pattern varies depending on the season, which ranges anywhere from roughly-lynx coloured to the light patternings of a snow leopard, with spots being some horrid combination of the two, and her tail being that of a serval.

She dresses with the most modern, factory-produced clothes that money can buy, most of her clothes coming from Danor (at, admittedly, too much cost to import), though she has distinctive custom-made earrings of copper on one ear, and zinc earrings on the other, proudly displaying in plain sight the secret to the invention that got her noticed by the RHC as a valuable technologist with an innovation Danor doesn't even have yet.

Her personal sniper rifle, Allgun, is kitted out with an ever-growing list of customizations, most notably the massive steam-powered barrel and the scope attached to the top of it. Some in-progress works are diagrams of improved rifling stored in her backpack, and a half-completed alchemical attachment that can do much more than spew bullets... once it's completed that is.