Harsk

Kardin Shieldshatter's page

85 posts. Alias of Grumbaki.


Race

Wounds (0) HP (72) AC (23/23/17, +1 FD) Saves (8/8/8, +2 vs spells, +4 vs poison) CMD (24) Init (+6)

Classes/Levels

SP (9/12) Rockets (5/5) Elec Resist (5) Spells (Ascetic Control 24hrs, Enhance Equipment 6hrs)

Strength 14
Dexterity 22
Constitution 16
Intelligence 12
Wisdom 16
Charisma 8

About Kardin Shieldshatter

Action Economy:

* Standard: Barrage (shooting) Gun Kata (melee)
* Swift: Apply (1 min) Gun Kata
* Move: Focusing Defense

Offense:

Melee
Claw to hit: +5 (BaB) +6 (Dex) +3 (Enchantment) -2 (PA) = +12
Claw Damage: 1d4 (base) + 3d6 (destruction) +2 (Str) +3 (Enchantment) +4 (PA) = 1d4+3d6+9

Pistol To Hit: +5 (BaB) +6 (Dex) +3 (Enchantment) +1 (PBS) +1 (WT) -2 (GK) -2 (DA) = +12
Damage: 1d10 (base) + 3 (Enchantment) +6 (Dex) +1 (PBS) +1 (WT) +4 (DA) = 1d10+15

[dice=Claw +3 hit vs metal]1d20+12[/dice]
[dice= Bludgeoning Damage]1d4+9[/dice]
[dice=Electricity Damage]3d6[/dice]

[dice=Touch Attack]1d20+12[/dice]
[dice=Force Damage]1d10+15[/dice]
[dice=Electricity Damage]1d6+2[/dice]
[dice=Fire Damage]1d6+2[/dice]

Ranged
Pistol To Hit: +5 (BaB) +6 (Dex) +3 (Enchantment) +2 (WT) -2 (DA) -2 (Barrage) = +12
Damage: 1d10 (base) + 3 (Enchantment) +6 (Dex) +4 (DA) +1 (WT) = 1d10+2d6+14

[dice=Swift Action Analyze DC20 if passed enemy has -4 DR]1d20+13[/dice]

[dice=Touch Attack]1d20+12[/dice]
[dice=Force Damage]1d10+14[/dice]
[dice=Electricity Damage]1d6+2[/dice]
[dice=Fire Damage]1d6+2[/dice]

[dice=Touch Attack]1d20+12[/dice]
[dice=Force]1d10+14[/dice]
[dice=Electricity]1d6+2[/dice]
[dice=Fire]1d6+2[/dice]

Defense:

* HP: 10 (lvl 1) +3 (con) +3 (Trait) +5 (FCB) / +5 (static bonus)
* AC: 10 (base) + 4 (Armor) + 2 (Shield) + 1 (Deflection) + 6 (Dex) = 23/23/17
* CMD: 10 (base) + 5 (BaB) + 2 (Str) + 6 (Dex) + 1 (Deflection) = 24
* Fort: 4 (Base) + 3 (Con) + 1 (Resistance) = +8
* Ref: 1 (Base) + 6 (Dex) + 1 (Resistance) = +8
* Will 4 (Base) + 3 (Wis) + 1 (Resistance) = +8

Race, Traits, Stats:

Dwarf
* Slow and Steady (Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.)
* Hardy (Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.)
* Stonecunning (Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice any such features that they pass within 10 feet of, whether or not they are actively looking.)
* Superior Dwarven Make: There is much pride to be had in creating marvels, whether that be weapons and armor to complex machinery and marvels of technology. Dwarves which have made the technological leaps beyond the forge to the machine shop often enjoy piecing together perfectly fit gears into tight, interlocked patterns beneath fitted steel and iron casings. Dwarves with this racial trait gain the Tinker sphere as a bonus talent. This replaces weapon familiarity.
* Tinkerer: Whereas most dwarves are known for their blacksmithing and grand creations, some prefer the crude or simple nature of creation. These dwarves gain the Artifice sphere as a bonus skill talent at 1st level, and a +2 racial bonus on all Craft and Profession checks related to metal or stone. This replaces defensive training, greed, and hatred. [SoG]
* Iron Citizen (Dwarves with this racial trait gain a +2 bonus on Diplomacy and Sense Motive checks, and Diplomacy is a class skill for such dwarves. This replaces stability.)

Traits
* Gadgeteer’s Kit (You gain a gizmo level equal to half your character level for the purpose of activating and maintaining gizmos and devices from the Tinker sphere.)
* Steel Body (Your physique is far more difficult to damage than others. You gain +1 hit point; for every two additional hit dice you possess, you gain +1 hit point.)
* Pocket Space (You have slight talent or training in the magical art of bending space. Benefit: You gain a permanent extradimensional space that can hold up to 5 pounds plus an additional 5 pounds for every five character levels you possess, and nothing larger than a Small-sized object (or a combination of smaller objects equal in size to one Small object). You may place any inanimate, unattended object you touch into your pocket space as a full-round action, and may retrieve any one object from your pocket space as a full-round action. If you die (or are destroyed, if you lack a Constitution score), all contents of your pocket space appear in your square, or the nearest unoccupied space. Any effects interacting with the Extradimensional Storage talent also interact with this space. If you gain the Extradimensional Storage talent later, this pocket space is merged with the space granted by the talent.)

Stats
Str: 14 (5pts)
Dex: 17 (13pts) +2 (Campaign) +1 (Lvl 4) +2 (Incanter) =22
Con: 14 (5pts) +2 (Race) = 16
Int: 12 (2pts)
Wis: 14 (5pts) +2 (Race) = 16
Cha: 10 (0pts) -2 (Race) = 8

Casting Tradition: Warlord’s Heritage, Spell Talents:

Total
+2 (Casting Tradition) +1 (Specialization) +5 (Level) +3 (Bonus Talents) = 11

Casting Tradition
Magic Type: Arcane
Casting Ability Modifier: Wisdom
Drawbacks: Somatic: Somatic Casting x2, Verbal Casting, Center of Power (If a critical hit is confirmed on you, your center is disrupted and you lose 1d4 spell points (if you have them) and are dazed for 1 round. A creature can also target your center of power with a called shot, which also causes a disruption. The center of power is considered a challenging shot (-10) Hitting his ‘center of power’ would mean hitting him either eye. While they are much tougher than normal due to the arcane energy, hitting them disrupts this power), Witchmarked (Eyes turn black, except for pupils that glow red)
Boon: +1 per level

Enhancement Sphere (+1 CL) 6 Talents
* Enhance Equipment (+1 enchantment bonus extra +1 per 4 lvls max +5)
* Deep Enhancement (10 min / lvl duration)
* Energy Enhancement (enhance) (You may enhance a weapon, granting it the corrosive, flaming, frost, or shock weapon special abilities. The weapons deal an extra point of elemental damage for every 2 caster levels possessed.)
* Dual Enhancement (Whenever you use an enhancement that gives you multiple options, you may spend a spell point to select two options. For example, you could use Physical Enhancement to provide a bonus to Strength and Constitution simultaneously, or Steal Senses to steal two senses instead of one.)
* Greater Enhance Equipment (When using the Enhance Equipment enhancement, increase the enhancement bonus granted by 1, and raise the maximum enhancement cap to +6. Additionally, when spending a spell point to allow Enhance Equipment to endure for 1 minute per caster level without concentration, it instead lasts for 10 minutes per caster level. If you possess Deep Enhancement, this enhancement instead lasts for 1 hour per caster level.)
* Ascetic Control (By spending 10 minutes and 2 spell points, you may downplay the needs of your body until they vanish entirely. While Ascetic Control is active, you do not bleed, and do not need to breathe, eat, drink, or sleep. Ascetic Control lasts 24 hours.)

Destruction with Destructive Touch 2 Talents
* Energy Strike
* Electric Blast (You may change the damage type of your destructive blast from bludgeoning to electricity. Targets wearing metal armor or primarily comprised of metal suffer a -3 penalty to AC and to saving throws against an electric blast. An electric blast can ignite combustibles, and melt metals with a low melting point, such as lead, gold, copper, silver, or bronze.)

Lycanthropic Beast Soul Alteration 3 Talents
- Anthropomorphic Transformation (You may choose up to two traits from either Blank Transformation or a single (transformation) or (body) talent that you possess that do not grant natural attacks and apply them to the target, as if it were part of this form. These traits are for all purposes not considered to be traits. Fiendish Form)
* Vitality (Fast Healing (You may spend an additional spell point to grant the target fast healing 1, increasing by +1 per 10 caster levels.) (Glow of Health: The target gains a +3 racial bonus on saves versus death effects, negative energy, poison, and disease, increasing by +1 per 10 caster levels.)
* Lingering Transformation (Your shapeshift effects linger for 2 additional rounds after you stop concentrating. Additionally, when you spend a spell point to continue your shapeshift without concentration, the duration increases to 10 minutes per caster level. If your duration is already or becomes 10 minutes per caster level in certain situations due to another source, it instead increases to 1 hour per caster level when in those certain situations.)
* Fiendish Form (The target gains the evil subtype, and gains an evil outsider’s aura for the purpose of detecting alignment. The target gains DR 2/good, which improves by +1 per 5 caster levels.)

Plan
Lvl 6: Regenerative and Regenerate Life Sphere: Greater Restore, Break Enchantment
Lvl 7: Destruction Sphere: Penetrating Blast
Lvl 8: Alteration: Greater Changes
Lvl 9: Alteration: Agile
Lvl 10: Alteration: Permanent Transformation

Custom Martial Tradition - Drakran Gunner, Combat Talents:

Total
+1 (Equipment Specialist) +4 (Martial Tradition) +5 (Level) +2 (Race) +1 (Feat) = 13
FCB: +1 per 6 levels

Custom Tradition
* Unarmed Training (discipline)
* Scout Sphere
* Barrage sphere
* Equipment Sphere

Equipment Sphere 3 Talents
* Unarmed Training (any natural attacks you possess (except when using them as part of a full attack) as an unarmed strike for the purpose of how much damage they deal and interactions with abilities which require an unarmed strike; when using any of these weapons as an unarmed strike, it uses your unarmed strike’s critical multiplier, even if it would normally be higher.)
* Unarmored Training (When unarmored and unencumbered, you gain a +3 armor bonus to your AC. This bonus increases by +1 for every 3 points of base attack bonus you possess. This bonus to AC applies even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, or when you carry a medium or heavy load. These bonuses do not stack with the AC bonus class feature of the monk or similar abilities.)
* Gun Kata (While wielding a firearm, you can still make unarmed strikes with the hands used to wield it (these attacks do not provoke attacks of opportunity if you are not proficient with unarmed strikes); if you do, your unarmed strikes made with any hand wielding a firearm gain any enhancement bonuses to attack or damage rolls your firearm possesses (this bonus cannot exceed +5). When using the attack action to make a successful attack with your unarmed strike against a creature, or when you succeed at a melee attack with a double weapon that is part melee weapon and part firearm (such as the axe musket or dagger pistol) using the attack action, as a swift action you can make a ranged attack with a -2 penalty against the same creature with your firearm or the firearm portion of your weapon; this attack does not provoke an attack of opportunity.)

Powerless Tinker Sphere 1 Talent
* Drawback: Explosive Instability (Choose one energy type -electricity. Whenever a gizmo you crafted would be destroyed, it explodes, dealing 1d6 + gizmo level points of the chosen energy damage to all creatures (and objects) within 5 feet. A successful Reflex save (DC equal to the gizmo’s gizmo DC) halves this damage.)
* Drawback: Mana Engineering (Gizmos you craft, as well as any effects generated by your gizmos, are considered magical effects with a caster level equal to their gizmo level. Gizmos, and their effects, can likewise be dispelled, are subject to spell resistance, and can be suppressed by antimagic field and similar effects. Gizmos use their crafter’s ranks in the associated skill as their magic skill bonus (“MSB”) for the purposes of magic skill checks and calculating their magic skill defense. When a gizmo is dispelled, it is depleted for 1d4 rounds, deactivated, and must be activated normally after this duration. The gizmos also generate a magical aura.)
* Boon: Durable Gizmos (Your gizmos gain +1 additional hit point per gizmo level, increase their hardness by +2 (even if it does not possess hardness), and a +1 circumstance bonus to their saving throws.)
- Gizmo Level: 2 (1/2 class) + 2 (Talent) = 4
* 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.
* Versatile Weapon (package): This modification is attached to a manufactured weapon. The attached weapon’s base damage types are changed to either bludgeoning, piercing, or slashing, which may be changed as a standard action. If the attached weapon is a ranged weapon that uses ammunition (i.e. bow, sling, gun), the attached weapon’s damage is changed accordingly (regardless of the ammunition used).
* Modified Tool (Package): This modification is attached to a tool. The attached tool is treated as a masterwork tool of its kind. If the tool was already masterwork, the attached tool instead grants an additional +2 bonus on skill checks made with the tool.
* Modification: Arc Calibrator (gizmo): This modification is attached to a weapon, allowing it and its ammunition to curve around obstacles. Whenever the user makes a ranged attack with the attached weapon, or fires ammunition from that attached weapon, the user ignores up to 2 AC granted by cover less than total cover.

Barrage Sphere 2 Talents
* Point Blank Shot, Barrage
* Ceaseless Ammo: Prerequisite: Barrage sphere. So long as you have at least 10 pieces of ammunition of a particular non-magical type, you may fire as many pieces of that ammunition as you desire without actually expending your ammunition. When the combat is finished, you cannot retrieve more pieces of ammunition than you had before the combat began; you always end the combat with the same amount of ammunition you started with. This is a supernatural effect.

Arrow Juggler Dual Wield Sphere 2 Talents
* Impossible Reload
* Focusing Defense (You may spend a move action to regain your martial focus and gain a +1 circumstance bonus to your AC and CMD for 1 round. At +10 base attack bonus, this bonus increases to +2.)

Veiled Scout Sphere 2 Talents
* When you gain the Scout sphere, you gain 5 ranks in the Stealth skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice).
* Hidden Appearance [utility] You may make Stealth checks in place of Disguise checks to change your appearance.
* Great Senses: You gain 5 ranks in the Perception skill, plus 5 ranks per additional talent spent in the Scout sphere (maximum ranks equal to your total Hit Dice). If you already have ranks in the Perception 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.

Careful Engineer Artifice Sphere 2 Talents
* Drawback: You lose the trinket ability and cobbled creation approach, as well as the bonus (function) talent granted when you gain a package. You gain a [utility] talent and a (flourish) talent of your choice.
* Skill: You gain 5 ranks in the chosen associated skill, plus 5 ranks per additional talent spent in the Artifice sphere (maximum ranks equal to your Hit Dice). If you already have ranks in the associated skill you may immediately retrain them. Craft Mechanics -> Sense Motive
* Skill Leverage: You unlock skill leverage with your chosen package’s associated skill, and one Artistry skill, one Craft skill, or Knowledge (engineering).
* Gear Package
* Free Flourish: Martial Artifice (You unlock skill leverage with one of the Craft skills listed below. Sharpened (manufactured weapon) (Craft (weapons)): If any of the weapon’s damage dice result in a 1, it becomes the average result (rounded up–a 1 on a d6 becomes a 4). Any additional damage dice (such as from Vital Strike or flaming) do not benefit from this flourish.)
* Free Utility: Magical Crafter
* Flawless Flourish - Prerequisites: Associated skill 3 ranks, Artifice sphere (at least one (flourish) talent). (Your flourishes no longer require maintenance.)
* Stupendous Crafter - Prerequisites: Craft (any) 1 rank, Artifice sphere (Magical Crafter). (You gain an item creation feat you qualify for which you may only use with the Magical Crafter talent. You may take this talent multiple times, selecting a different feat each time.)

Passive Blocker Shield Sphere
* Deflecting Shield

Plan
Lvl 6 Tinker - Battery
Lvl 7 Ablative Fire Sniper - Targeted Assault
Lvl 8: Barrage - Augmented Grip
Lvl 9 Scout - Uncanny Dodge
Lvl 10: Tinker - Multifunctional Gizmos:
Lvl 11: Artifice -
Lvl 12: Equipment - Weapon Finesse
Lvl 13 Enlightened Focus Open Hand - Mystic Fists + Axe Kick
Lvl 14 Scout - Uncanny Dodge

Trade Tradition: Black Market Merchant, Skills:

Trade Tradition
when you gain the same class skill multiple times from different trade talents, you either increase the class skill bonus with that skill from +3 to +4 or you replace the duplicate with a different skill.
Automatic Trade Talents:
* Interlocutor: You gain Bluff, Diplomacy, Linguistics, and Sense Motive as class skills. You may use your Wisdom modifier in place of your Charisma modifier for Diplomacy checks to improve an attitude and for Bluff checks to make a claim.
* Thug: You gain Disguise, Intimidate, Knowledge (local), and Stealth as class skills. You can add your Strength modifier in place of your Charisma modifier when attempting Intimidate checks.

Trade Talent Class Skills: Bluff, Diplomacy, Disguise, Intimidate, Knowledge (local), Linguistics, Sense Motive, Stealth

Automatic Skill Sphere: Vocation (Alternate Methods) You can use any ability score of your choice for Artistry, Craft, and Profession checks instead of their usual ability scores, as long as the ability score is relevant to the chosen skill.

Gestalt Trade Talent: Dilettante (Disable Device, Knowledge (engineering, Arcana), Spellcraft)

Skills
4 (class) + 1 (int) + 1 (FCB) +4 (Spheres)
* Perception: +5 (skills) +3 (Trained) + 3 (Wis) = +11 (+2 traps, +2 Stonecunning)
* Sense Motive: +5 (Skills) +3 (Trained) +3 (Wis) +2 (Race) = +13
* Diplomacy: +5 (skills) +3 (Trained) + 3 (Wis) +2 (Race) = +13
* Bluff: +5 (skills) +3 (Trained) + 3 (Wis) = +11
* Intimidate: +5 (skills) +3 (Trained) + 2 (Str) = +10
* Spellcraft: +5 (Skills) +3 (Trained) +1 (Int) = +9
* Knowledge Arcana: +5 (Skills) +3 (Trained) +1 (Int) = +9
* Stealth/Disguise: +5 (skills) +3 (Trained) + 6 (Dex) = +14
* Craft Mechanical: +5 (skills) +3 (Trained) + 6 (Dex) +2 (Competence) +2 (Circumstance) = +18 (+2 stone and metal)
* Disable Device: +5 (skills) +3 (Trained) + 6 (Dex) +2 (Trapfinding) +4 (Circumstance) = +20

Background Skills
* Profession Merchant (+11)
* Knowledge Engineering (+9)

Feats, Equipment:

Feats
* The Man with Two Guns is God p 9
- Pistols are light weapons. May dual wield and enemies can’t make AOO attacks after being hit.
- Gunsmithing (guns and grenades)
- 2 guns chosen per day can’t misfire
* Bonus: Deadly Aim, weapon finesse, power attack , gunsmithing, toughness, craft magic arms and armor
* Lvl 1: Bloodline Prowess: If your 1st level bloodline power could only be used a number of times per day equal to 3 + your Charisma modifier, or is only useable a number of rounds each day each to 3 + your Charisma modifier, you may use that bloodline power at-will.
* Lvl 3: Cantrips
* Lvl 5: Extra Combat Talent
Lvl 7: Diehard
Lvl 9: Fast Healer
Lvl 11: Weapon Focus Pistol

ABP
3rd Resistance +1
5th Deflection +1
6th Wis +2
7th Dex +2
8th resistance +2, toughening +1
10th Deflection +2, resistance +3
11th Wis +4
12th Dex +4
13th Wis/Int +4/+2, Dex/Con +4/+2, resistance +4, toughening +2
14th resistance +5
15th Wis/Int +6/+2
16th Deflection +3, Dex/Con +6/+2
17th deflection +4, Wis/Int/Cha +6/+2/+2, Dex/Str/Con +6/+2/+2, toughening +4
18th Deflection +5, Wis/Int/Cha +6/+4/+2, Dex/Str/Con +6/+4/+2, toughening +5
19th Dex/Str/Con +6
20th Dex +5, Wis/Int/Cha +6

Equipment (7500)
* +1 Called Target Blaster Pistol with Suppressor (4550 gold, 1d10p, range 240ft, muzzle loading, rifled)
* Regular Pistol (75)
* Beneficial Bandolier (1000 gold)
* 160 shots (6 gold)
* 10 cold iron bullets (2 gold)
* 10 Adamantine Bullets (305) Ignore Hardness 20
* Gunsmith Kit (15 gold)
* Fighter’s Kit with masterwork backpack (57 gold)
* Mithral Buckler +1 (1008)
* Goggles: When worn advantage on saving throws vs blind, disadvantage on perception (5)
* Pocket Watch: Tells time and can detect fey (25)
* Sleeves of Many Garments (200)
* MW Thief Tools
* MW Craft Mechanical Tools
* 52 gold

Class 1: Techsmith Blacksmith:

Gun Training (Ex)
* Starting at 5th level, a gunslinger can select one specific type of firearm (pistol). HE gains a bonus equal to her Dexterity modifier on damage rolls when firing that type of firearm. Furthermore, when she misfires with that type of firearm, the misfire value of that firearm increases by 2 instead of 4. Every four levels thereafter (9th, 13th, and 17th), the gunslinger picks up another type of firearm, gaining these bonuses for those types as well.

Thunderous Blows (Ex)
* When the blacksmith makes an attack action or attack of opportunity, he deals an additional 1d6 damage if making a successful sunder attempt or if attacking a construct or object (including animated objects). This damage increases by 1d6 at 3rd level and every two levels thereafter. The blacksmith never provokes attacks of opportunity for attempting the sunder combat maneuver, and whenever the blacksmith chooses to destroy an item held or worn by a creature with a sunder attempt any excess damage is applied to the item’s wielder. The blacksmith counts as having the Improved Sunder feat for determining prerequisites.
* At 3rd level, the blacksmith has learned how to swing his weapons in a way that shatters scales and claws as easily as manufactured armor and weapons. The blacksmith may make a special sunder attempt as an attack action, targeting a creature’s natural armor or natural weapons. If the blacksmith chooses to sunder the creature’s natural armor, on a successful check he deals damage to the creature equal to his normal weapon damage (bonus damage from thunderous blows is not applied when using sunder in this manner) and it takes a penalty to its natural armor bonus equal to the number of bonus damage dice granted by his thunderous blows class feature; a creature’s natural armor bonus cannot be reduced below 0 in this manner. Any amount of magical healing removes this penalty, as does a DC 15 Heal check, which can be made as a standard action.
* If the blacksmith chooses to sunder the creature’s natural weapon, on a successful check he deals damage to the creature equal to his normal weapon damage and it takes a penalty to attack rolls with that natural weapon equal to the number of bonus damage dice granted by his thunderous blows class feature for 1 round.

Skilled Tinkerer (Ex) [SUE]:
* At 2nd level, any of the blacksmith class abilities that use Profession (blacksmith) instead use the blacksmith’s Tinker sphere associated skill (including blacksmith smithing insights, favored class bonuses, etc.).
* Starting at 2nd level, the blacksmith may use craft (mechanical) in place of all Craft and Spellcraft skill checks made to create, modify, repair, and enchant weapons, armor, and shields, and he gains a competence bonus equal to 1/2 his class level (minimum 1) on all Profession (blacksmith) checks. In addition, the smith learns to quickly repair damaged objects, restoring 2 hit points per class level he possesses to an object as a standard action that provokes an attack of opportunity. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this ability to function. Magic items can be repaired by this ability, but the blacksmith’s class level must be equal to or higher than the caster level of the object. This ability does not affect creatures (including constructs). This ability has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items. This ability can be used to repair nonmagical weapons, armor, and shields that have been destroyed, as long as all the pieces are together in an accessible location. At 5th level, the blacksmith no longer provokes an attack of opportunity for using this ability.

Trapfinding:
* At 3rd level, a techsmith adds 1/2 his level on Perception checks to locate traps and on all Disable Device checks (minimum +1). The techsmith can use Disable Device to disarm magic traps.

Insights
Lvl 2: Gunsmith (The blacksmith gains proficiency with all firearms, gains the Gunsmithing feat as a bonus feat, and may make sunder attempts at range when using a firearm, using his Dexterity in place of his Strength modifier when determining his combat maneuver bonus.)
Lvl 4: Electricity
Lvl 6: Durable
Lvl 8: Heat Forged
Lvl 10: Intuition
Lvl 12: Toolsmith
Lvl 14: Reactive Intuition
Lvl 16: Combat Intuition

Maintenance
* Can assist companions to get the most out of their gear each day. Whenever the party has at least 8 consecutive hours of rest time (or the equivalent of 8 hour’s rest, such as 2 hour’s rest with a ring of sustenance or similar ability), the blacksmith can set aside a small period of time to perform these maintenance tasks without interfering with his normal rest to give him and a number of allies equal to 1 + his Constitution modifier (minimum 1) one of the following benefits for 24 hours, or until their next 8 hour or longer rest, whichever comes first. The blacksmith may select a different maintenance for each ally to be affected. See List
* 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.
* Lvl 9: Sharpened Weapons
* Lvl 13: Clarifying Reinforcements
* Lvl 17: Fortifying Reinforcements

Artisan Savant
* Starting at 3rd level, the blacksmith becomes proficient in creating powerful magic equipment, treating his class level as his caster level for crafting feats and abilities and using the appropriate Craft skill (weapons, armor, bows, etc.) for the check to complete the item..

Reforge
* See class page. Can remake and change enchantments.

Class 2 Incanter:

Spell Pool
* An incanter gains a small reservoir of energy he can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to his class level + his casting ability modifier (minimum 1). This pool replenishes once per day after roughly 8 hours of rest.

Enhancement Specialization
* Physical Enhancement: At 3rd level, the incanter gains a +1 bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five incanter levels he possesses. He can change this bonus to a new ability score when he rests to regain spell points.

* Perfection Of Self (Su): At 8th level, as a free action the incanter can grant himself an enhancement bonus to a single ability score equal to 1/2 his incanter level for one round. He may use this ability for a number of rounds per day equal to his incanter level.

* Permanent Enhancement (Su): At 20th level, the incanter can make one enhancement permanent. He can have no more than one enhancement made permanent in this way at one time. If he designates another enhancement as permanent, the previous permanent enhancement ends.

Abyssal Bloodline
* Claws (Su): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
* Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.
Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.
* Added Summonings (Su): Not used
* Demonic Might (Su): At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).

Mad Shootist:

Inventive Gunnery (Ex) A mad shootist chooses one type of firearm (e.g., pistol.). He has invented a modular arcano-scientific version of that weapon, colloquially known as a blaster. The shootist can load the blaster with normal ammunition, or he can have it fire force blasts. These are identical to normal rounds, except they deal force damage and can be fired limitlessly without requiring reloading. The blaster keeps its normal misfire chance. It being very volatile, a mad shootist can only have one blaster active at a time. If anyone else touches it, it begins to pulse, and then if the shootist does not regain possession within three rounds, it explodes, dealing 6d8 damage in a 15-foot-radius burst (Reflex DC 15 for half). If his blaster is destroyed, the mad shootist can spend 1 hour to upgrade another firearm of any type into a new blaster.

Rocket Launcher (Ex) A mad shootist can create up to five rockets per day. Any more destabilize the arcane matrix, causing them all to become inert. He can never have more than five rockets at a time. Rockets have a range increment of 50 feet and deal 5d6 bludgeoning, piercing, and slashing damage in a 20-foot-radius burst (Reflex DC 15 for half). The shootist can load a rocket into his blaster as a standard action.

Background:

Kardin hails from Trekhom, the capital of Drakr. He comes from a long line of mages and craftsman, with the Shieldshatter Clan being able to trace its lineage all the way back to the early days of the Warlords. Abyssal taint runs through the Clan’s bloodline, clear evidence of the immoral dealings of their ancestors during the years of the First Towers. The crafting of magical items has been a staple of their living for generations, though recently many in the Clan have turned to the art of gunsmithing.

In this, Kardin is most proficient. He carries with him a pistol of his making, enchanted to increase its range and to unleash arcane force upon impact. Additionally, his clothes (and body) have been enchanted, to subtly turn attacks away. The best proof against bullets, in his mind, is to just not get hit. That is not to say, however, that he completely scorns the idea of physical protection. For on his back is a steel shield, emblazoned with his Clan symbol. It is used, not only as a source of protection, but also as a tool to rest his pistol on when shooting to help him aim.

He knows that his arcane power comes from a source that most would find distasteful at best, and monstrous at worst. It is for this reason that he prefers to just not bring it up. And to only will his fingers to extend into claws only in the most dire of circumstances.

Recently, Kardin has left his home, making his way to Flint. He left his homeland for several reasons. First, the shipyards of Flint were hiring, and he found employment as an engineer and gunsmith. Secondly, the desire to learn more of his trade, by seeing what new ideas existed outside of what was available to him. Third, to escape the oversaturated markets of Drakr. And fourth, to field test his crafts…

Physical Description:

Standing just over four feet tall, Kardin’s height and build are fairly average for a dwarf. Stout and broad shouldered, he weighs as much a human would. His beard, which to his eternal delight was once described as “flame kissed gold” is neatly braided and is usually tucked away to keep it safe. His hair, wild and long, is kept in check by a well worn leather strap that secures his brass-rimmed goggles that remain perched atop his forehead.

Anyone seeing him would immediately notice the bandolier that crossed his chest, which bristled with ammunition, along with the tools of his trade. At his hip rested a pistol. Functional, well maintained…but it was not his true weapon of choice. Hidden away in an extra-dimensional pocket of his own design lies his masterpiece: a personally crafted, finely enchanted pistol covered in runes and sigils long ago perfected by his clan. That, and his more exotic and potent rounds, which he wished kept away from prying eyes.

As for his clothing? While he wore enchanted bracers that could change them at a whim, he usually preferred a long weathered coat. This came with reinforced shoulders, tough leather gloves, and the kind of boots that would last on the road, regardless of the weather.

Fiendish Form
- Eyes turn black with glowing red pupils (witchmarked casting)
- Beard turns black
- Tusks jut from mouth

”Claws” are blades from arm
- Can grow at-will
- Always present in fiendish form

“Hidden Appearance [utility] You may make Stealth checks in place of Disguise checks to change your appearance.”
- Using this to hide fiendish form when needed