Queen Ileosa Arabasti

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Organized Play Member. 64 posts. No reviews. No lists. No wishlists. 4 Organized Play characters.


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Please cancel my AP subscription. Thank you.


Hi, Diego.

Thanks for looking into this, but the email I got just says that this order is still pending?


Please check the status of order 4077055. I pre-ordered the anniversary edition of CotCT in August and have received no notification that it has shipped yet. Additionally, I have not received the PDF. I placed this order in time to get it free and am an AP subscriber. Please tell me when this is going to ship. Thank you.


Just say no. Isn't spending quality time with your son more important than humoring other people?


CotCT. I've run it one and a half times, it's a blast. You don't even need to wait for the updated stats - there's a fan made conversion on d20pfsrd. Here.


What sort of medium are you looking at playing in? There are several virtual table tops, as well as playing over forums, IM, email, you name it.

All mediums have their pros and cons. Generally speaking, I find playing over text to be more immersive. On the other hand, most people don't treat online gaming like a true commitment.


Hero points for truly outstanding RP.

I try to do a write up of every session and point out something good each player did, though. I think a little encouragement goes a long way.


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Letric wrote:
CharmingGluteus wrote:

Hello!

I'm a fairly new GM and in one of the following sessions, the PCs will most likely encounter a brothel. I have no idea of what costs to put up for the girls-for-hire there (the players are definitely going to inquire about this, no doubt here).

Will be greatful for any thoughts or suggestions on the gp range for such a purchase :)

Thanks!

You can't charge more than 1 GP. 1 GP is a week's worth of hard working.

If you're charging more, those ladies/boys wouldn't have any reason to keep doing it, they'll be filthy rich

EDIT= from profession

You can earn half your Profession check result in gold pieces per week of dedicated work

Being filthy rich has never stopped anyone from working before. Just look at all the rich CEOs out there.


There are some 3PP. I can think of about 5 off hand, so I'm sure there's probably more.


What does the paladin bring to the group that furthers the groups overall goals? "Guys, if we want the paladin to cooperate so we can do X, we should consider mothballing the skulls. Otherwise, the lawful good paladin probably won't work with us and may work against us. This is kind of like asking a druid for help and resurrecting them in a hunting lodge full of deer busts."

Offer a compromise. Perhaps limiting the morbid decor to private or lesser tracked areas?


Mods, is it possible to get a sticky for this thread, please?


Depends on the monster and the group. My group currently has a skills monkey that never uses her knowledge skills and only seems to use them under duress/ prompting/ both, so I'll probably be a bit more generous until I get her in the habit of using her knowledge skills. And if some monsters are more common, I give a bit more information. I'd probably tell a lot more about an imp than I would a chain devil.


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We Be Goblins has a few sequels (I think we're up to WBG3?), so you can probably get 3-6 sessions out of the entire line.

I can't say this enough: run something that excites you. Not something that you're mildly interested in. Not something that you're ambivalent about. Something that you could corner someone at a party and babble about near the punch-bowl while they nervously try to make an escape. Your players experience the material once in the 4-8 hours you play a game. You are living with the material for at least twice that long as you prepare and play it.


Foeclan wrote:

A reasonably realistic security measure doesn't involve having a bird screech hints for your password.

I don't know if it's because it's late and I'm sleep deprived, but, that's hilarious. Also, PasswordParrot could totally be a thing. Kinda like web browsers that continually ask if they want to store your password for this site.


You're going to need to develop the killer like a character. Who is the killer? Where did he come from? Why kill the player's dad? What does the player think they know? Will it be enough for the PC to kill the killer?


Just started running my second attempt at running CotCT yesterday. At the rate we're tearing through material, I suspect we'll be through by the time this comes out. I'm so happy and so sad!

And the new Grey Maiden dungeon! *makes grabby hands*


Has it been announced?


Urban campaign and maybe look up some solo adventures for ideas? I've always found that it's easier to scale up and down.


If you ask the group if they're okay with a betrayal plot line, you're going to run into someone who really isn't okay with it, but, doesn't want to pee in someone else's Cheerios.

If a betrayal plot line were allowed, I'd probably quit the game and I probably wouldn't game with you or him again. It has nothing to do with my maturity level, I just do not like that sort of gaming. I've dealt with enough petty backstabbing BS IRL that I don't want to deal with it in my fun pretendy times.

And yes, I have played in an evil campaign that lasted for well over a year. We kept a list of the various crimes the party committed and it was probably at least 1-2 pages long, with multiple counts of some crimes. The characters may have been evil, but, they recognized the value in working together to achieve a goal.

The main sense I'm getting from this guy is that he doesn't want to play a RPG - he wants to play a video game, where his feelings are the only ones that matter.

I'm seeing nothing from the way that you describe this guy that suggests he can remotely handle evil.


Regarding 7, I've actually seen a monster similar to that on d20pfsrd - the Zombie Horde. It sounds like the OP used a smaller Zombie Horde, though.


Try not to get overwhelmed. You don't have to create the whole world.

When your players say they'd prefer not to get involved in an AP, what is it about AP's that they don't like?


Purple Dragon Knight wrote:
Technically, in the best of world, survivors should put a bit of party cash aside for the new guy, but we play a pirate campaign where this may or may not happen....

I played in an Evil campaign that did just that. Why? We're evil; not stupid. It is within the party's interests to make sure that their new cohort is capable of preforming effectively. Being an adventurer is, by and large, a team sport.

Does that mean that our evil characters all loved one another? No. But, at the end of the day, our collective evil goals were furthered if the tank could take a few more hits, the rogue was sneakier, the mage had better spells and the cleric was just a bit wiser.


Give them stilts!

Oh. Not the shortness you were talking about.


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Jon, The Evil DM wrote:

I disagree on making rolls for players. I make rolls for my players when it comes to things that I don't want them to know. If I ask my players to roll Perception in an empty room, even if all of them fail they know SOMETHING is there. Same with Sense Motive. I roll for them because it makes sense they might notice, but if they roll and they all fail they still know something is up. That said, rolling their attacks/damage for them is a little different.

Agree with this. A player can ask to make a Perception/ Sense Motive roll at any time and roll it. I make Perception/ Sense Motive rolls for the players when they don't know they even need them.


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The fact of the matter is that it doesn't sound like the PC's have enough information to decide whether or not it's an evil act. Evil lies in the motivations of the individual. All the PC knows is that there are 7 sleeping guild members, and the head of the guild is a bad person. Sure, maybe some of the sleepers are bad people. Maybe some of the sleepers were coerced into joining the guild. Maybe some sleepers are actively working to change it from within. Given your phrasing, it doesn't even sound like the PCs know for sure that these are members of the guild.

Fact of the matter is that the sleepers present no clear and immediate danger. That makes killing them evil. If the sleepers were tied up and awake and the party decided to kill them, that would be evil, also, because they are killing defenseless people.

The law has a word for people who kill other people who are not presenting an immediate threat to themselves or an innocent party: murder.


If you're using roll20, some of the issues you're having with not remembering buffs and debuffs can be fixed by using the aura function on a token for the paladin's aura or by putting a debuff sticker on one of the tokens.

When prepping for a game, I use the crap out of tokens. I load up their HP and their touch AC and regular AC. I use the DM's note function to quickly access init, saves and special attacks and stat blocks. It sounds like I use the tokens the way Charlie Bell uses sticky notes.

Players can't hear you? Stop using music and sound effects, or at least don't use it as much. Play one song for an intro, then that's it.

Pare down to the max you can handle. Delegate out that other crap.


I'm not sure what the OP wants the GM to do?


Bonus points if you can set up a situation where the cleric in question uses duplicity to deceive someone into killing a follower or lower level priest of Gorrum.


Any suggestions for a module that deals with defending a city? I am aware that Rise of the Runelords book 5 deals with that, but, I'd like to avoid that since I want to run RotRL one day. I am open to any system or publisher that deals with defending a city from an assault, as I can convert most systems to Pathfinder with a little work.

Curse of the Crimson Throne spoiler:
My players wiped on Vreeg. They seem fairly cavalier about their deaths, saying, "Oh, well, the next party will probably be hired to find out what happened to this party." I would like to avoid that scenario and teach them that what they do has an effect on the world, even their deaths effect the world.

To that end, I am considering having the Shoanti declare war on Korvosa for failing to return Gekken's body in a timely matter. I think the queen would encourage war, and possibly use it in conjunction with Sabor's "execution" to stir up more riots within Korvosa.


I'd talk to the friend outside of game time and ask if they're actually interested in playing. "I've noticed that you spend a lot of time on your phone. Is there something we can do to make the game more engaging for you?"


Be extremely careful with using items from a generator. It's generally a good idea for a GM to know what s/he is potentially introducing into a campaign. Make sure that you're going to be ok with the PC's potentially having whatever item you draw from the generator.


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I have never met *any* rule system, regardless of how much or how little bloat is involved in the rule system, that I have not changed. I have house ruled everything from Monopoly to D&D. The rules have to work for you, you don't work for the rules.

As the DM, you don't have to allow every book ever published. I suggest, instead, putting together a list of books you do allow and opening everything else up subject to review and negotiation. The list of books you do allow can be as short or as long as you like.

Agreeing with what Brother Fen said above me. Every game is a delicate dance between the player and the GM. The players want to kill things efficiently. Part of your job as GM is to be aware of what abilities your players have at their disposal and what their tactics are and adjust accordingly.


Even using the idea of pre-rolled player perception/ sense motive checks, I was still under the impression that the player could roll either whenever they feel like it. I agree with Cuup; always roll a Bluff roll whenever the players ask for a sense motive check, even if the NPC is on the up and up. Otherwise, it's a faint form of railroading, because you, the GM, are heavily implying that players should be reacting in certain ways ("Believe the guards because I said so!" as opposed to, "The guard is believable and this is why," and letting the PCs make their own judgements.)


Agreeing with Hazrond's B. If word of monsters impersonating nobles got out, the city would be in a panic. The mere rumor of monsters impersonating nobles would cause the city to shut down. No one would go to market any more. No one would trust authority and the rule of law would decay. You're looking at a huge financial and social impact.

I question the guards being none too happy about the coup-de-gras. Sure, they killed an innocent guy..... until the part where his body reverted into that of a faceless stalker. The guards, none of whom were killed, come to and find themselves with evidence on their hands that the PC's were right.

I'd have the PC's re-arrested or approached by someone on the police force (perhaps one of the guards they knocked out) who agrees not to arrest them provided they help the police get to the bottom of the matter. Maybe the guard who approaches them has some serious concerns about one of her superiors acting strangely (whether that is a red herring, the boss is a face shifter or a member of the B7 is up to you), which is why they are hesitant to peruse the matter themselves.


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No plan survives contact with the players. That especially includes AP's.

On the other hand, I've found that a focused small group can really tear through some material. My CotCT group with two people will finish book 1 in four 5 hour long gaming sessions, and I actually added in some content (I wrote a fair for the introduction and added in St. Casperian's from Skull and Shackles).

On the other hand, I also use a "I tell you when you level up" method of handing out XP, instead of giving XP for every spider squished and kobold killed. I've found that tends to encourage diplomatic and stealthy solutions which take less time.

Every game, especially including AP's, have to have some level of DM-fiat. I've cut encounters short when we were running low on time and wanted to get to a good stopping point or when I felt that I was losing player interest. I've also added in content or substituted content from other AP's/ publishers/ etc when what was written didn't appeal to me or the group. The key is to find the bullet points that need to be conveyed in order to move the plot along and convey them in an entertaining manner. That doesn't mean sticking to the AP at all costs.


There may be a potential to do something storywise with that, since a faerie dragon that we met just told her that she didn't "smell human".

Of course she doesn't smell human, she smells horse!

What can I do to have some sort of quirk or spark beyond being a goody two shoes nurturer of other people's dreams?

There's a role playing direction to take. Ep develops a bit of a back bone and learns how to advocate for herself. You can't be a nurturer if you don't nurture yourself.

Any way Ep can get herself instated as the manager of the halfling hirelings?


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Also, while not an AP, Crypt of the Everflame is a good choice. It has two follow-up modules that will take you to level 5 (the Price of Immortality) series.


Curse of the Crimson Throne is actually fairly tame.

Spoiler:
I haven't read books 5 or 6 lately and depending on the maturity of your group, may need a light tone down (book 5 is undead heavy, book 6 involves some creepy rituals and a grizzly death or two). I'd also remove references to the Queen being referred to as a whore and possibly turn the Queen's seduction of Venster into her simply convincing him. Maybe remove the scarring of the Grey Maidens.

Overall, I really don't think you'd have to do any major rewriting to make it PG.


Look, I love running games from published materials. I probably would have never DMed (or, these days, have the time for DMing) if it weren't for all the wonderful people out there who publish adventures/ modules/ etc.

That being said, running a game from published materials is a very different animal from running a totally reactive game. The players don't really have free will. However, you really have to give them the illusion of free will. That means you have to persuade them to do what you want them to do. You have to let them think they have the opportunity to foil your evil plans.

Honestly, the players should be getting perception checks for some of these things. They should be getting perception checks to see if they're followed by urchins as opposed to just being followed. The difference is that they are receiving the information as opposed to being told the information.

Going back to the beggar/ cabbage opportunity, I would have role played out someone with cabbage bumping into them. I might have even asked them to roll a perception check to notice someone putting cabbage on them. If the players make the roll, role play from there. ("What are you doing?" Cabbage vendor, awkwardly, "Oh, sorry, sir, I was, uh, trying to wipe this cabbage off of you." "No, you weren't, you were putting it on me! It's a poison! (player rolls some sort of check to identify that it is in fact, cabbage) "Why are you doing this?" (player rolls an intimidate check. If they make the check, they get basically the same information they would have gotten from the bum.)

You can't run every encounter exactly as written. You have to figure out what the take away is (in this case, the take away is that someone is stalking them and investing money into messing with their heads). Does it have the same dramatic effect as being accosted by the beggar bum? Maybe not, but, it lets players interact more with the scene than being plotted at. The end result is still the same.

The thing with perception checks is that sometimes you can't really straight up ask for a perception check without tipping your hand that there is something to be perceived. So ask them to roll a straight D20. You should have a copy of everyone's character sheet, so you can apply the modifiers. Sometimes, I ask my players to roll random dice just to keep them on their toes.


Snopes has a long article on why ground glass isn't a poison. I'm guessing that the players want the dog to instantly die quietly. I glanced over the alchemical items list on d20pfsrd and the closest I think they might to their desired effect, if they don't have any other poisons is arsenic, which probably also doesn't immanently work.


I've been playing over Skype for about 5 years, off and on, and playing MMO's with various voice servers for about 10 years. The big question is whether or not you want to do video chat, you'll have to upgrade to Skype premium in order to do group video chats.

In my five years playing over voice online, I can say that the video chats add nothing to the experience for me. Voice only is honestly just fine.

Skype can be a bit of a crap shoot. Other options you might want to look into include Ventrilo (depending on the server, I've had really good luck with Vent's stability and connectivity), Dolby Axon (also good for stability and connectivity), Teamspeak (a bit iffier than the other two, but, still serviceable).

Roll20 also includes voice and video services. I haven't used them in a few years, so I can't really speak to them. Roll20 is really easy to set up and use, except for their artwork search function, which these days seems to mostly pull up premium assets. The reveal tool kind of sucks, but, that's a GM problem, not a player problem. Overall connectivity is good.


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I'd treat it on a case by case basis depending on what the description of the counteracting magic and possibly the relationships between the scryer and scryee. My default would probably be, "You see nothing." If the scryer and scryee have a relationship, I would tailor it, "You see a fog in the shape of a middle finger extended in your general direction." "You see a large yellow smiley face obstructing your view."


Just wanted to say thank you to everyone who put up community made maps, especially angelroble and MrVergee. The maps work great on roll20. Thank you so much.


The Paladin fell because Chuck's Hoagie's House o' Ribs 'n Steak special is faerie jerky.

The Paladin joins a book club.


Unfortunately, this sort of situation happens some times. I would curtail the dungeon, then ask everyone what they want out of the role playing experience. More role playing? World exploration? More story line?

You aren't going to get what you want (appreciation, acknowledgement, player enjoyment) out of this scenario. Forcing them to appreciate your dungeon usually has the opposite effect.


Expanding on what Brother Fen said, sometimes, I find it's a lot easier to GM for people that I'm not friends with. It's easier not to take everything so personally and I find that I prioritize things I want to run because I like them over things I think my friends would think are cool.


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I honestly think this sort of character gen works best for limited term games.

I once played in a 2nd AD&D campaign where we rolled 3d6, arrange as you like, and those were your stats. It really wasn't fun to be the single person whose highest stat was 14. It was even less fun when another player rolled an array with nothing lower than a 15 and two 18s. It was super less fun when you consider that we were expected to play this game long term. And for more less fun topping on the less fun cake, I really wanted to play a druid and didn't even qualify for that class with those stats (the GM wound up letting me play a druid with those horrid stats after I threatened to bow out).

In another game (with a point buy system), someone created a 3 CHA character. That character was not fun for the rest of the group.

My long winded point is that characters with "interesting" stats can be fun for brief periods of time, I'd be very hesitant about making people play them for long periods of time.


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First, you're not in the spotlight. Well, you are, but, I find it helps to think of it as not being THE STAR. The players are THE STARS. I'm the director/ stage engineer/ lighting team. It's not about you. It's about them.

Second, dead air is not a horrible thing. I don't know about you, but, I tend to get nervous if someone isn't talking all the time and I start babbling. It's okay to let the silence go. I take a deep breath and count to 10 before I break the silence. I've never had to break the silence.

Third, make a ruling and make a note of it. Research it after the game. Don't halt the game to go on a all intensive rules hunt. That just bores everyone. Make the best ruling you can, let the players make ONE counter argument, then roll with it. After the game, feel free to discuss it (civilly, if possible) with other players or someone else more knowledgeable than you. Next week, before game starts, bring it up, briefly go over what happened and why you changed your mind.

Good luck!


Thanks for posting the update. I'm sorry that things didn't work out well. Good luck with whatever direction you decide to go in next.


I'm sorry, there's too little information to go on here. Why does the Anti-pal have to die? Is the GM just sick of inter-party strife? How do the other players feel about Anti-pal?

Honestly, I have to agree with Ms. Pleiades. You are far better off talking to the player away from the table and explaining what behavior needs to stop for whatever reasons.

In the end, if it comes down to it, the party should just leave Anti-pal while he's sleeping and have that player roll a new character. Then, I'd use Anti-pal as one of the BBEG's or the BBEG's top lieutenants.

Full Name

Eleven Zee Alpha

Race

Android

Classes/Levels

PI | AC 18, T 14, FF 15 | F +4/R+8/W+7 | HP 38/38 | CMB +6, CMD 16 | Init +3 | Perception +12 | Condition: None

Size

7'

Age

unknown

Alignment

[N/A]

Location

Sigil

Strength 14
Dexterity 17
Constitution 14
Intelligence 20
Wisdom 15
Charisma 8

About Eleven-Zee-Alpha

Name: Eleven Zee Alpha
Race: Android
Class : [LN] Investigator - Steel Hound [L5]
Image of Elevens World

THEME: Lawful detective in an Alien land.

Description
Eleven-Zee-Alpha looks superficially like a female human. But her alien nature is revealed by the fine metallic sheen in their eyes and the biological, tattoo-like circuitry that covers her synthetic skin. There is a constructed feel to her, almost human yet not. Eleven-Zee-Alpha is unusually sill. Her voice is odd, synthetic sounding like it's always on Auto-tune. What is even odder, is that she can produce music that seems to come from with in her. In hight she stands 7', tall and is unusually heavy [300lb]. Her clothing is some form of Body suit. She has a gun belt that holds two large Advacned Tech Revolvers and two small blades and slung by her side, Avantasia A Rail Gun.

Personality
Eleven can seem cold and deeply logical to the point of being uncaring at times. But she dose have feelings, she is just bad at expressing them, and also understanding them in others. Eleven is a little OCD, always cleaning her space. But she has a Strong code of morality, That she lives by. A set of rules she tries very hard not to brake. She dose not trust someone until she has known someone for a while, but when she dose trust its a strong trust.

Crunchy Bits:

=-----Statistics-----
Init +3; Senseslow-light vision, Dark vision 60' Perception +12

DEFENSE

AC [18] TAC[14] FF[15] 10+4Armor*+0Shield+3Dex+0Items+0other+0Size+0NA+0Dodge+1AP]
*mithral-shirt Build into tech suit.

HP: 38/38 [8+2con]+[4x(5+2)]

Fort: +4, {+1Base,+2Con+1AP}
Reflex: +8, {+4Base,+3Dex+1AP}
Will: +7,{+4Base,+2Wis+1AP}

Other

Resistance:
+4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects.
+2 Vs Posion [Class]
+2 Vs Traps [Class]

Immunity's
Immune to mind-effects, Fear, Fatigue or exhaustion, and are immune to disease and sleep effects. Dose not need to breath, drink or eat.

CMD +16 {10+3Base +2Str +3Dex +0size +0misc +0Dodge +1ABP}

OFFENSE

Speed: 40ft
CMB: +6; {+3Base +2Str +0size +0misc+1ABP}
Base Atk: +3;
Melee:+5{+3Base,+2Str}
Ranged:+6{+3Base,+3Dex}

ATATCKS
Studied Combat (Ex) [+2 TH]
Studded Strike (Ex) +1d6 [DMG]

--Melee:
Unarmed attack* TH+6 DMG[1d3+2] x2 (NL)
Combat Knife TH+6 DMG[1d4+2] X2 (P/L)
LH Knife TH+4 DMG[1d4+2] X3 (L)
RH Knife TH+4 DMG[1d4+2] X3 (L)

--Ranged:
[Background items]
RH-MW Revolvers* RTA TH+7+1APB DMG[2d6+1APB] R40' [Misfire 1/ Capacity 6] [20 x4]
LH-MW Revolvers* RTA TH+7+1APB DMG[2d6+1APB] R40' [Misfire 1/ Capacity 6] [20 x4]
^[As Colt Python .357 Revolver-Pathfinder Modern] [-2 TH when using both, -2 per range increment]
*Each Revolver, has a single shot gun round in a second barrel, [Full action to reload each one]
Alchemical rounds can be fitted into this barrel [r20ft]

]Avantasia
Two-handed Firearm: Damage, 1d10: Critical, x3: Range, 120 ft (ten increments): Misfire, N/A: Type, Bludgeoning.
Special: When you make a single attack in a round, Avantasia can be used to target the touch AC of the opponent. Additionally, the sights on the scope function halfway between a spyglass and a telescope. Objects viewed through these sights are magnified to twice their size, and the increase in DC to spot a distant object or creature increases by 1 for every 20 feet rather than ten. Clear weather conditions may permit a better distance.

Alchemical rounds
1x Flare cartridge.
1x Tracking round.

Space 5 ft.; Reach 5 ft.
STATISTICS

Rolled, 15/15/15/14/14/10

Str__14 [+2][14]
Dex_17 [+3][15][+2Race]
Con_14 [+2][14]
Int__ 20 [+5][15][+2Race][+1Level][+2Item]
Wis__15 [+2][15]
Cha__08 [-1][10][-2Race]

Feats

Level feats after 1st:
1:Technologist
2:Extra Investigator Talent
3:Two Weapon Fighting

Race Feats:
1:Exotic Weapon Proficiency (Advanced Firearms)

Class Feats
1:Amateur Gunslinger
2:Advanced Gun Smithing
3:rapid-reload [talent] 3ed
4:Point Black Shot[Talent] 5th

Traits
Traits:
1:Magical Knack [Investigator]
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

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: Rich Parent
900 GP at start of game
----------------=Drawbacks=-----------------
1: Paranoid
DC for helping other is 15
2: Androids
Androids can never gain morale bonuses
3: High Tech
Can only be raised or resurrected by High tech means.

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.
Tattoo of Elemental Endurance (Ex)
Can remain on the Planes of Air, Earth, Fire, or Water for up to 48 hours at a time.
Failure to return to the Material Plane before that time expires causes a holder to take 1 point of damage per additional hour spent on the elemental plane,
until it dies or returns to the Material Plane.

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.
Weapon Familiarity (1 RP) [Advanced Fire Arms[/b]
Prerequisites: None.
Benefit: Choose up to two weapons, or one weapon and a racial weapon group. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Members of this race are proficient with those weapons. For the purposes of weapon familiarity, all bows are considered one weapon.
Special: This trait can be taken up to two times. The second time it is taken, the race becomes proficient with another two weapons or one weapon and a racial weapon group.
Fast (1 RP)
Prerequisites: Normal speed.
Benefit: Members of this race gain a +10 foot bonus to their base speed.
Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Its effects stack.
Envoy (1 RP)
Prerequisites: None.
Benefit: Members of this race with an Intelligence score of 11 or higher gain the following spell-like abilities (the caster level is equal to the user’s character level):
1/day—comprehend languages, detect magic, detect poison, read magic.

Skills

-=Skills=- [65 points] 5x[6Class +5Int] [+10BS]
FC-Investigator: Add a +1/2 bonus when using inspiration on any Knowledge or Linguistics check.

+11 Acrobatics*(+3dex, +5rank +3class)<
+09 Appraise(+5int, 1rank +3class)<
+04 Bluff(-1cha, +1rank +3class)<
+06 Climb*(+2str, 1rank +3class)<
+16 Craft (Alchemy)(+5Int, 3rank +8class)<
+10 Craft (Firearms)(+5Int, 2rank +3class)<
+06 Diplomacy(-1Cha, +4rank +3class)[+1d6]<
+09 Disable Device (+5Int, +1rank +3class)<
+03 Disguise(-1Cha, 1rank +3class)<
+03 Fly (+3Dex 0Rank +0Level)
+07 Escape Artist(+3Dex, 1rank +3class)<
+06 Heal (+2Wis +1rank +3class)[+1d6]<
+05 Intimidate(-1Cha, +3rank +3class)<
+12 Perception(+2Wis, +5rank +3class +2Race)[+1d6]<
+07 Ride (+3Dex 1ranks +3class)<
+04 Perform (Singing) (-1Cha +1Rank+3Class)<
+09 Profession [Privet Detective](+5Int, +1rank +3class)[+1d6]<
+06 Sense Motive(+2Wis, +5rank +3class-4race)(+1d6)<*
+07 Sleight of Hand(+3Dex, +1rank +3class)<
+12 Spellcraft (+5Int, +4rank +3class)[+1d6]<
+10 Stealth (+3Dex, +4rank +3class)<
+06 Survival (+2Wis 1rank +3class)<
+06 Swim (+2Str 1rank+3Class)<
+05 Use Magic Device(-1Cha, +3rank +3class)<

^Knowledge (Arcana)(Int)____+12{+5Int +2Rank +3class}[+1d6+2CF]<
^Knowledge (Dungeoneering)(Int)____+12{+5Int +2Rank +3class}[+1d6+2CF]<
^Knowledge (Engineering)(Int)____+12{+5Int +2Rank +3class}[+1d6+2CF]<
^Knowledge (Geography)(Int)____+12{+5Int +2Rank +3class}[+1d6+2CF]<
^Knowledge (History)(Int)____+12{+5Int +2Rank +3class}[+1d6+2CF]<
^Knowledge (Local)(Int)____+12{+5Int +2Rank +3class}[+1d6+2CF]<
^Knowledge (Nature)(Int)____+12{+5Int +2Rank +3class}[+1d6+2CF]<
^Knowledge (Nobility)(Int)____+12{+5Int +2Rank +3class}[+1d6+2CF]<
^Knowledge (Planes) (Int)____+12{+5Int +2Rank +3class}[+1d6+2CF]<
^Knowledge (Religion) (Int)____+12{+5Int +2Rank +3class}[+1d6+2CF]<

Linguistics+12{+5Int +2Rank +3class}[+1d6+2CF]<

+10 Concentration (+5int+5CL)

*Armor Check Penalty [-1]

-=Non-Standard Skill Bonuses=-

Race Skills

-=Languages=-
Languages: Androffan, Common, Infernal, celstal, Dracona, Abyssal.

Class Cleric - Investigator Iron Hound L4

[LN] Investigator - Steel Hound [L5]

BAB +3 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
Steel hounds are proficient with 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.

Nanite Alchemy (Su)
Android Investigators are highly trained in the creation of Nanite [alchemical] busts. When using Craft (alchemy) to create an Nanite 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 Nanite power into a number of [busts] extracts, and then effectively casts the 'spell' by drinking Contact with the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in [contact] 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) [7/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.

Packing Heat (Ex)
At 2nd level, the steel hound gains both the Amateur Gunslinger and Gunsmithing feats as bonus feats. He also gains a battered gun identical to the one gained by the gunslinger.

Grit (Ex) [Grit pool 2/day]
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.

Deeds
Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

Deadeye (Ex):
At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Gunslinger’s Dodge (Ex):
At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

Quick Clear (Ex):
At 1st level, as a standard action, the gunslinger can remove the broken condition from a single firearm she is currently wielding, as long as that condition was gained by a firearm misfire. The gunslinger must have at least 1 grit point to perform this deed. Alternatively, if the gunslinger spends 1 grit point to perform this deed, she can perform quick clear as a move-equivalent action instead of a standard action.

Poison Resistance (Ex) [+2vPosion]
At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.

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: rapid-reload

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.

Shot in the Dark (Ex)
At 4th level, a steel hound gains the following deed. This deed works and interacts with grit the same way as gunslinger deeds, but only the steel hound can use it. If the steel hound also has levels in gunslinger, he can spend grit points from that class to use this deed.

Blind Shot (Su)
A steel hound can spend 1 grit point to ignore all miss chances due to concealment when making firearm attacks. This effect lasts until the end of his turn. This ability allows the steel hound to ignore concealment, but does not reveal or allow him to see the enemy. This ability replaces swift alchemy.

Studied Strike (Ex) [+1d6]
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th 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 investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator 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 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. An investigator cannot use studied strike against a creature with concealment.

-=1st DC13 (0/day)=-

1st Level 3+/Day DC17
1: CLW
2: CLW
3: CLW
4: CLW
5: Endure Elements (used very Day)
7: Shield [5mins]

2ed Level 1+2int/Day DC18
1: Undetectable Alignment [Used Daily]
2: Detect Thoughts [5mins]
3: Invisibility [5mins]
4: Levitate [5mins]

1/day each [From Trait] [Divine]
1: Mending
2:Prestidigitation

Gear/Possessions

-=GEAR/POSSESSIONS=-

Clothing
Outfit, tech suit, [10Cr] [See Armor]

Armor
mithral-shirtBuild into tech suit.[1100Cr]

Weapon
2x Revolvers* MW
(Upgraded from Class item +700Cr + counts as MW] = [700Cr]
[guns everywhere, advanced weapons back ground items,]

Avantasia
Two-handed Firearm: Cost, don’t worry about it: Damage, 1d10: Critical, x3: Range, 120 ft (ten increments): Misfire, N/A: Type, Bludgeoning.
Special: When you make a single attack in a round, Avantasia can be used to target the touch AC of the opponent. Additionally, the sights on the scope function halfway between a spyglass and a telescope. Objects viewed through these sights are magnified to twice their size, and the increase in DC to spot a distant object or creature increases by 1 for every 20 feet rather than ten. Clear weather conditions may permit a better distance.

Belt: Tech Gun Belt* [10Cr]
Body: Tech Suit
Chest: Internal sound recorder [100Cr]
Eyes: Sun Glasses, rap around[10Cr]
Feet: tech Boots
Hands: -
Head: -
Headband: Brain CPU Bust [+2Int] [4000Cr]
Neck: Magic Tattoo of Planiar adaptation** [GM Item+100Cr]
Shoulders: -
Wrists: -
Ring L: -
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]

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

-=Money=- 0 GP 0 SP 0 CP

Fluffy Bits:

10 min background

Found this great image of the Prime world Eleven is from. A place where tech and magic are seen as the same thing, in a kind of Edwardian setting. Like of like Lyras world form Pullmans 'His dark Materials' books.

Image of Elevens world

There is a ruling Class of nobles both organic and AI, who over see vast city states, in a world the size of Jupiter. It has over 15 moons, some habituated. The world goes around a Binary star system of an old red Giant and a young yellow star, around which Levels world orbits. It's a very stable world with vast resources, with city states being far apart. taking sometime years to travel between. The fast way to get around is teleporting, but that is closely guarded magic-tech by the ruling classes. It part of what keeps them in power, with aid of the church/faiths. The one key thing about Levels world is the lack of greater gods. Lesser ones about, with most city states have more than one local Demi-god, but world spanning gods there are none. The feeling is that should any one dimi-god get to big or strong it's taken out by the mass of lesser one. Balance is kept and the world moves on. It's a rich world or cults/factions/Corporations/Nobels/Workers Unions and many other sub cultures. Large scale war happens between city states but with a world so big no one power has ever been able to do more than take over a few before falling to internal strife. Eleven was made and owned by a Noble family that ran a policing company, working in one such city state. She is used to crowded city life and the madness of slums.

Description
Eleven-Zee-Alpha looks superficially like a female human. But her alien nature is revealed by the fine metallic sheen in their eyes and the biological, tattoo-like circuitry that covers her synthetic skin. There is a construct feel to her, almost human yet not, more doll like, it can be unnerving and strange. In hight she stands some 6'6", tall and is unusually heavy [200lb]. Her clothing is that of some kind of gunslinger. A Bandoleer, holds two simple looking and well made Revolvers and a combat Knife.

Personality
Eleven-Zee-Alpha is unusually sill, often just standing and not moving as the world moves around her. But when she moves its with an inhuman grace. Her voice is odd, sounding like its always on Auto-tune, synthetic. Which is even odder, as she likes to sing to music that seems to come from with in her. Eleven can seem cold and deeply logical to the point of being uncaring at times. But she dose have feelings, she is just bad at expressing them, and also understanding them in others .and expressing them to others. Eleven is a little OCD, always cleaning her space. Her morality is a fixed on, she lives by a set of rules she tries very hard not to brake. She dose not trust someone until she has known them for a while, but when she dose its a strong trust.

Background:
I would like you to explain your Characters, Not anything in depth, But a simple explanation as to who you are, where your from, and your motivations, with them I'd like you to apply a 5 minute background.shown here:

-:3 concepts that explain your character.

1):She is from a lawful, world where Science and magic had the same meaning. Magic-tech. See above.

2):Made being, deep in a tech tower, Eleven-Zee-Alpha and her sister/clones where designed and built to do the work others felt too dangerous. An AI with a soul, she was given combat trained with firearms, and the skill set of a Agent of law enforcement. then contacted out to work off her birth debt with interest.

3:)She could paid for black market augmented upgrades. But nothing comes with out a problem and she had to deal with the side effects if cheap extreme augmentations

4:)She has a strict set of rules she lives by, and dose her very best to stick to.
A: Keep your word.
B: Once you make a deal, do your best to stick to it.
C: Never harm the innocent knowingly.
D: Always be respectful, it costs nothing to have good manners.

5:)She comes form a place where guns where everywhere, and so ha training in them, to the point she knows how to make them.

2 secrets: one your character keeps from the party, one kept from your character
Known: She had a code that stopped her taking life, but she had a tech remove it.
Unknown: Her manufactures placed a power down switch in her, that she dose not know about.
3-5 people with ties to your character (this one isn't needed as much- but you may apply as many or as few as you like)
1: Killta a Sniffer who finds things v magic, she pays him to help her find burks she is hunting.
2: Malina Suop, an ex -Mercyskiller law enforcement who hires her form time to time,.
3: Demon Meleicup, who hates her guts fro shooting up his gang, and has more than once tried to end her.

1 goal you'd like your character to achieve, 1 goal you'd like the party to Achieve, and 1 goal you'd like to achieve as a player.
1: Get home, find that door and go home.
2: Help her get some chink, very little bit helps
3: have a cool investigation to follow.

5)I'd like 1 Fear your character possesses as well as 1 Flaw and 1 Positive Trait
Fear: Going off line, she hates not being conscious at all times
Flaw: Empathy, she lacks it, O she can act it, but really have it. Nope, its way she lives by so many rules.
Positive Trait: She is lawful, will never brake her word, or do other wrong of they keep their word.

Notes


*You get 2 of these.
*You also get a special item I deem "The stone of recall" which works basically the same way as it does in most games: It teleports you to a safe place. In this case the ship.
The item is a small stone that allows you to cast Greater Teleport, which has no chance to fail. The trip is mostly one way- however it can go back from your ship from anywhere.
*Using the stone requires all those using it to channel for 5 combat rounds(30 seconds).
*All those to be effected must be in either physical contact with the stone, or another player.
*You may cheese it if you want, as you only need to be in contact on the last round of the channeling- when you end your turn.
*If ever you happen to find someone else using a stone and you want to make contact in order to teleport with them- you may a touch attack to grab them, unless they are friendly
The effect can be dispelled, and takes a full round action to continue channeling.
*This means one person can channel while others fight off enemies, grabbing your teammates just before the teleport. And it can be dispelled as CL:10, doing so just resets the channeling.
*You don't need to be a caster to use it.

**Advanced Firearms:
Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.

**Advanced Firearms:
Advanced firearms are chamber-loaded. It is a move action to load a one-handed or two-handed advanced firearm to its full capacity. The Rapid Reload feat reduces this to a free action.