About HRMS-XI "Hermes"
Your repulsors are 6d6, and can be either fire sonic or bludgeoning, (default bludgeoning takes a standard action to swap) to fire is an attack action, so you can make a full attack actions with them, they also benifit from your armor enchantment to hit and damage
You got fly rate 60 average
You have a pool of 24 battery points
don't have the armor on it fits onto a backpack, full round action to take it off and put it on.
Perception Matrix – With this enhancement, the Iron Man has crafted his helmet in such a way as to provide enhancement to his senses with artificial means and tools. The character gains a bonus on Perception checks equal to half of his initiator level (minimum of 1).
Cloaking Device – The Iron Man builds stealth capabilities into a suit of armor, allowing it to generate a spell-like invisibility effect on his armor for 1 point of battery power per ten minutes of use. Use of the repulsors for anything beyond flight (such as combat uses) or any aggressive action will break the stealth unless the character spends 1 battery point to immediately reinvigorate the invisibility field as an immediate action. At 8th level, the character may empower his Cloaking Device to act as greater invisibility at the cost of 1 battery power point per minute of use, and may switch between invisibility and greater invisibility as a swift action. Time remaining between types of invisibility is lost.
Decoy Armor: The character's cloaking device becomes advance enough that the character may cast the blink and mirror image spells as spell-like abilities at at the cost of one battery power and uses the character's initiator level as the caster level. This replaces Modular Armor.
Light Ballistic Housings – The Iron Man installs a set of firearm barrels into wrist mounted firing channels that allows him to make attacks as if he had an advanced firearm built into his armor, acting as a revolver with a magazine capacity of 24 shots (there are two barrels on each wrist) before needing to reload both arms. Reload time is as a revolver, and the character can use the Targeting Matrix modification with this modification in lieu of repulsor attacks. These components may be enchanted separately, unlike other portions of the armor, as they are uniquely designed to be removable pieces for cleaning and maintenance and thus are as fully integrated. These may be used as a ranged attack as per normal ranged attack rules and system. 1d10+3 1d6 fire x4 crit
Tractor Beam – By adjusting his repulsors to have magnetic components, the character may manipulate objects made of at least 50% or more metallic components or targets wearing metal medium or heavier armor as if he was using the spell telekinesis, using his initiator level as his caster level to determine the effect. This ability costs one battery power point per use.
Recharge Matrix – This modification installs a series of channels into the armor that help direct certain types of energies to funnel directly into the character's main battery reactor. Spells or supernatural effects (or even naturally occurring lightning) that would inflict electrical damage to the character may instead charge the character's battery pool. The character must make a Fortitude save before receiving damage against the level of the effect (natural lightning is a 4th level effect) that is inflicting electrical damage, and if successful, negates the damage and instead regains 1 point of battery per level of the effect. This requires the use of an immediate action.
Clockwork soldiers have specially designed hands that easily grasp and lock onto weapons and objects. A soldier can attempt to disarm or grapple as a standard action without provoking an attack of opportunity, and it receives a +2 bonus on disarm checks. In addition, it receives a +2 bonus to CMD against attempts to disarm it.
As a standard action, a clockwork servant can launch a net from its shoulder. The launcher itself can contain up to five nets—loading a folded net into the launcher is a standard action. Some clockwork servants are outfitted with masterwork or even magic nets, although the clockwork servant presented here is armed with standard nets.
Repair Clockwork (Ex)
Clockwork servants are adept at repairing other clockwork constructs. As a standard action that does not provoke an attack of opportunity, a clockwork servant can repair damage done to either itself or an adjacent clockwork creature, healing 1d10 points of damage to the target.
Record Audio (Su)
A clockwork spy can record nearby sounds as a swift action, archiving all sound within a 20-foot spread onto a small gemstone worth 50 gp embedded in its body. The clockwork spy can record up to 1 hour of sound per Hit Die it possesses. Starting and stopping playback of recorded sound is a swift action. Removing a gemstone or installing a gemstone into a clockwork spy requires a DC 25 Disable Device check as a full-round action—failure does not damage the gemstone but does erase any recorded sounds on the gemstone. Since clockwork spies are not intelligent, they must be given simple commands as to when they are to start recording sounds. A clockwork spy can differentiate between creature types and subtypes, but not between specific individuals—a spy can be ordered to start recording sound as soon as a humanoid (human) or an aberration comes in range, but it cannot be ordered to start recording when a specific person comes within range. Once a clockwork spy begins recording sound, it cannot cease recording early. Likewise, it cannot record sound onto a gemstone that already contains a recording.
Unless specifically programmed otherwise by its creator, a clockwork servant explodes 1 round after it is destroyed. During this round, the thing shrieks and thrashes about as if undergoing convulsions. On what would normally have been the clockwork spy's next action, it explodes, dealing 5d6 points of fire damage in a 5-foot radius (Reflex DC 10 for half damage). A DC 20 Disable Device check made as a standard action can halt the spy's self-destruct sequence, but does not prevent it from dying. A clockwork servant that self-destructs automatically destroys its gemstone, along with any information contained inside it. The save DC is Constitution-based.
You are difficult to see in the light.
Prerequisites: Skill Focus (Stealth), Stealth 6 ranks.
Benefit: You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.
Normal: You cannot make Stealth checks while observed.
Prerequisites: Hellcat Stealth, Skill Focus (Stealth), sneak attack +2d6.
Benefit: Whenever you attack and damage an opponent in the surprise round, you may immediately make a second attack against the same opponent using the same attack bonus. The target is not considered flat-footed against this second attack.
Your habitual stillness makes you difficult to perceive for creatures that use blindsight or blindsense.
Prerequisites: Skill Focus (Stealth), Stealth 5 ranks.
Benefit: You may use the Stealth skill to hide from any creature attempting to perceive you using blindsight or blindsense, even if you are clearly in that creature's perceptual field. This feat does not confer any advantages against other forms of perception, such as scent, vision, or tremorsense.
Prerequisites: Stealth 1 rank, Survival 1 rank.
Benefit: Creatures cannot use the scent ability to track you (though they can still track you through standard means such as footprints). Creatures with scent can detect your presence by smell at half the normal distance, but cannot pinpoint your location with scent.
Gurillia tactics (combat)
Your superior ambush planning skills can give your allies bonuses in a fight.
Prerequisite: Stealth as a class skill.
Benefit: You can form an ambush plan for any combat area you have considerable accurate information about in advance. You must either observe the conditions of the prospective battlefield personally or receive a detailed scouting report. Forming a plan takes one minute, but if the information you base it on is inaccurate (or changes before the battle) your plan grants no bonus.
Make a Stealth check and compare it to the table below. This determines what bonus your plan grants to you and any allies you have briefed on the plan. This bonus begins in the first round of combat, and is reduced by 1 at the end of your turn on the second round of combat and each round thereafter. The bonus applies to attack rolls, saving throws, and Stealth checks made by you and your allies. Only one ambush plan can be in place for a given set of allies in a battle.
Skill Check Result Bonus
Skill focus stealth +6 to stealth
Stealthy: +4 to stealth and escape artist
Improves initiative and lightning reflexes (clockwork racial bonus)
Cloak of etherealness
Helm of blasting. 4d6 at will forehead laser
10 ranks stealth
10 ranks escape artist
10 ranks craft (armor/advanced tech)
10 ranks perception
10 ranks sense motive
10 ranks disable device
10 ranks Heal
10 ranks knowledge (engineering)
6 ranks knowledge (history)
7 ranks knowledge (arcana and psionics)
3 ranks knowledge (religion, history)
1 rank knowledge (each other)
3 ranks craft (alchemy)
You also have low light vision dark vision (60ft)
Vulnerability to electricity
Fire resistance 5
+6 natural armor bonus to AC
+2 dodge bonus to AC
You are also automatically proficant in all simple and martial weapons and 3 exotic weapons Katana, Shuriken, Spiked Chain,