CLASS INVESTIGATOR Mastermind Technologist L15
<< Intelligent Cyberart
<< AI Mecha Suit - Cohort][*L15]
Description
Lyra is an Android or as she likes to say a "tattooed child of the stars" Because of the fine white circuits that carver her skin. As such she is a near perfect Biomechanical copy of a Human, albert the optimal form of one. An Adamantite frame with Biomechanical body flesh made of artificial oils, polymers, and nanites that mimic blood, flesh, bone, organs, and other organic systems. Lyra eats and sleeps just like Bio forms dose, but does not need to, she can even bear offspring as she has done with her husband Arlo. Her Weapons, gadgets and clothing is made formed her tech that mimics the effects of magic. When on a mission she gears up, into her cohort MECHA suit. Giving her better durability and speed and strength. It can carry her long range weapon packs and shield the team from harm. In essence a 12' stall walking tank. She herself is tall at 7' feet tall and some 250lb, when in her Mech suit she weighs about 640 pounds.
Personality
Lyra like to pride herself on being an Engineer 1st and for most, one of the things she likes about Arlo is his races love of making things. She is incredibly hard working and diligent, caring, considerate and at times motherly. She has a strong bond to her family and friends. She has a bad temper and can be cold sometimes, when they are in danger. But her husband notes when his wife is angry she goes cold and still, locking feelings away like rage for logical death-dealing. "Scary woman Mode" as he puts it. Outside of that she has a very strong sense of what is right and wrong. Something she shares with her husband Arlo as well. Lyra as an agent has a lot of experience. She is a Science technology and long range tech weapons specialist with in the organisation. She tends to use tech to both improve herself and also at tools for missions.
AC [22] TAC[13] FF[19]
[10+5 Armor +Shield +3Dex+0Items+0Dodge+4NA+0Other]
Fort: +12{+5Base,+3Con+4Item}
Reflex: +16{+9Base,+3Dex+4Item}
Will: +16{+9Base,+3Wis+4Item}
other
+4 resistance bonus on saving throws against blindness or visual effects.
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. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects
A biofilter provides a +4 competence bonus on saving throws against disease and poison. In addition, when the user attempts such a saving throw, she rolls twice and takes the higher result.
Cybernetic ears grant a +4 resistance bonus on all saving throws against sonic effects.
Hidden mind,
Immune: Mind reading, [how stopped Gift snupping around] also to any divination spell, spell-like ability, or effect that allows a saving throw (though he can still allow a divination effect to affect him if he wishes). Even divination effects that do not allow a saving throw have difficulty piercing a mastermind’s barriers, as a mastermind can now choose to think in any language he speaks. Unless the opponent reading a mastermind’s thoughts speaks all of the mastermind’s languages, attempts at thought reading automatically fail. Lyra thinks hyper fast in multi key encrypted computer code.
Ranged:Studied Combat (Ex) {+7 8r} Studied Strike (Ex) [6D6]
AUTO 12 Gage Gun
Type two-handed ranged; Proficiency 2H Firearms; Damage as shot/grenade;
RTA TH +18/+13 Critical x3; Range See below ft.; Capacity 20 Drum (or 8* Mags); Special Full AUTO; Weight 8 lbs. Clich [1]
DESCRIPTION
A weapon with the automatic weapon quality fires a burst with a single pull of the trigger, attacking all creatures in a line/cone. This line/cone starts from any corner of your space and extends to the limit of the weapon’s range or until it strikes a barrier it cannot penetrate. When an automatic weapon attacks all creatures in a line/cone, it makes a separate attack roll against each creature in the line/cone. Each creature in the line/cone can only be attacked with one hit from each burst. Each attack roll takes a –2 penalty to account for recoil, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike. Effects that grant concealment, such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil an automatic weapon’s line attack. If any of the attack rolls threaten a critical hit, confirm the critical for that attack roll alone. An automatic weapon misfires only if all of the attack rolls made misfire. A single attack with an automatic weapon fires 10 shots. When taking a full-attack action with an automatic weapon, you can fire as many shots in a round as you have attacks.
ROUNDS:
12 Gage Pellet round, DMG 2D6+3 Range 30' Single shot / AUTO = Area effect 30' cone DMG3d4 [PB]
*Adamatime Solid Slugs DMG 2D8+3 Range 50' Ignore hardness 20, Single shots only
*HR rounds, DMG 4d4+3 area effect Range 50' Single shots only
*Stun rounds NL DMG 2d6, SAND BAG Range 20' Single shots only
STATES
25 point buy
Str [16][+3][Base10][+2Points/2][+4Item]
Dex [16][+3][Base10][+0Points/0][+4Item][+2Race]
Con [16][+3][Base10][+2Points/2][+4Item]
Int [26][+8][Base10][+7Points/14][+4Item][+2Race][+3Levels]
Wis [16][+3][Base10][+2Points/2][+4Item]
Cha [16][+3][Base10][+4Points/5][+4Item][-2Race]
traits Local Ties
You have ties to a prominent local. He may have been your tutor, or a friend or business associate of your family. He may even have been your adoptive father, in which case you likely have a bond of friendship or rivalry with his adopted daughter. You have a keen insight into how technology works.
Benefit(s) Choose Disable Device or Knowledge (engineering). You gain a +1 trait bonus on checks with this skill, and it is a class skill for you. In addition, you are treated as if you possessed the Technologist feat for the purposes of resolving checks associated with that skill. If you gain the Technologist feat, your trait bonus for the selected skill increases to +3.
Bruising Intellect
Your sharp intellect and rapier-like wit bruise egos.
Benefits: Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.
Blood Algorithm (Android)
Benefit(s) You gain a +2 trait bonus on saving throws against spells with the pain descriptor. Additionally, once per day when you are healed by a spell that targets constructs (such as a make whole spell), you heal 1 extra hit point per level of the spell.
Drawbacks
Family Ties.
Your family is extremely important to you, and you feel disheartened when you can’t do what they ask.
Effect(s) When a family member makes a request of you, you must fulfill that request or take a –2 penalty on all Wisdom– and Charisma-based ability checks and skill checks until you either do what was requested or succeed at a DC 20 Will saving throw, which you can attempt once per day at the start of each day. You can’t take this drawback if you have no family. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.
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.
Feat and Skill Racial Traits
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
Senses Racial Traits
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.
Other Racial Traits
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. 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. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects (2 RP.)
Nanite Surge: [+18 1/Day]
An android’s body is infused with nanites. Once per day as an immediate action, an android can cause her nanites to surge, granting a bonus equal to 3 + the android’s character level on any one d20 roll; this ability must be activated before the roll is made. When an android uses this power, her circuitry-tattoos glow with light equivalent to that of a torch in illumination for 1 round (3 RP.)
CLASS INVESTIGATOR Mastermind Technologist L15
Weapon and Armor Proficiency
Investigators are proficient with simple weapons, 1H guns, H fire arms, 2H guns, H Engery weapons, and Force sword. They are proficient in light armors, but not shields.
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).
FC-Investigator: Add a +1/2 bonus when using inspiration on any Knowledge or Linguistics check.
BAB +11/+6/+1
Saves +5/+9/+9
Investigator talent,
Inspiration (Ex)
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.
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..
TALENTS
L03Quick Study (Ex)
Benefit: An investigator can use his studied combat ability as swift action instead of a move action.
L05-Inspired Intelligence (Ex)
Benefit: An investigator can add his inspiration die to all Knowledge, Linguistics, or Spellcraft checks without expending a use of inspiration, even those he’s not trained in.
L07-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.
L09-Used by Archetype
L11-Underworld Inspiration (Ex)
Benefit: An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.
L13-Amazing Inspiration (Ex)
Prerequisite(s): Investigator 7th level
Benefit: When using inspiration, the investigator rolls a d8 instead of a d6. At 20th level, the investigator rolls 2d8 and adds both dice to the result.
L15-Eidetic Recollection (Su)
Prerequisite(s): Investigator 11th level
Benefit: An investigator can always choose to take 10 on any of his Knowledge checks, even if he’s in immediate danger or distracted. An investigator may expend one use of inspiration to take 20 on a Knowledge skill check even if he’s in immediate danger or distracted.
Studied Combat (Ex) {+7 8r}
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.
Studied Strike (Ex) [6D6]
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.
Technologist Investigator
Technologist are masters of systems: how they fit together, why they work, and how to make the most of their parts. However, Technologist generally lack other investigative talents such as social skills or an understanding of history and lore.
Technology (Su)
A Technologist is a master of Technologist arts rather than alchemical ones, and he gains a competence bonus on Craft (Technologist) checks equal to his class level. He can use Knowledge (engineering) to identify wondrous items as if using detect magic and Spellcraft. A Technologist does not gain any bonuses to or special uses of the Craft (alchemy) skill. Rather than prepare his extracts as consumable liquids, a Technologist constructs small, single-use devices to achieve the same effects. Alchemist and investigator discoveries that affect extracts result in identical effects on a scavenger’s Technology (such as the infusion discovery, which would allow another creature to use a gadget, just as it would allow that creature to use an extract).
This ability modifies alchemy.
Mechanical Inspiration (Ex)
At 1st level, a scavenger can use inspiration to apply a bonus to Appraise, Disable Device, and Knowledge (engineering) checks without expending a use of inspiration.
This ability modifies inspiration.
Jury-Rig (Ex)
Beginning at 2nd level, a scavenger can sacrifice one of his gadgets to repair or enhance an adjacent mechanical device, such as a lock, trap, or vehicle. Doing so either repairs 1d6 points of damage per extract level of the gadget sacrificed or applies a bonus or penalty to one specific skill check involved in using the device. The scavenger could, for example, sacrifice a gadget to impose a penalty on all Disable Device checks to disarm a trap, add a bonus on all Disable Device checks to open a lock, or add a bonus on all Profession (driver) checks to drive a carriage.
This modifier is equal to twice the extract level of the gadget sacrificed, and lasts for 10 minutes per class level.
This ability replaces poison lore.
Construct Mastery (Ex)
At 2nd level, a scavenger gains a +2 bonus on all Craft checks to modify or repair creatures of the construct type, as well as a +2 bonus on all weapon damage rolls against constructs. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the scavenger gains Craft Construct as a bonus feat, even if he does not meet the prerequisites.
This ability replaces the investigator’s poison resistance and poison immunity.
Mastermind
Although some investigators use their honed senses and cunning insight for personal gain, no one excels at such endeavors like the mastermind. Typically, these investigators dwell at the centers of complex networks of lies, minions, or simply precious information, from which they dispense commands, threats, and rumors, all carefully crafted to increase the power of their peculiar empires. While masterminds often act as the heads of illicit organizations like criminal families, thieves’ guilds, or corruption-riddled bureaucracies, they aren’t always evil.
Mastermind’s Inspiration (Ex)
A mastermind can use inspiration on any Diplomacy, Intimidate, Knowledge, or skill checks without spending a use of inspiration.
A Quiet Word (Ex)
A mastermind’s reputation precedes him. At 1st level, once per day a mastermind can spend 10 minutes preparing an ally to make a single Diplomacy or Intimidate check (mastermind’s choice when preparing the ally) within the next 24-hour period at the mastermind’s behest. This skill check uses the mastermind’s skill ranks instead of the ally’s. The mastermind’s affected ally still uses its own ability bonus for the check. Furthermore, when a mastermind uses this ability, he can expend one use of inspiration to give the ally use of the inspiration die when making the check.
At 3rd level, a mastermind can use this ability an additional time each day, and the number of times he can use this ability per day increases by 1 for every third level thereafter. Multiple uses of this ability on the same ally grant that ally the benefit on additional Diplomacy or Intimidate checks.
At 12th level, a mastermind can use this ability to bestow on his ally the use of his skill ranks, similar to the 1st-level effects of this ability but with a wider range of skills to choose from. The mastermind can only bestow this for a skill check that he can use inspiration on without expending uses of inspiration. For instance, a mastermind with the underworld inspiration talent can bolster his ally’s Bluff, Disable Device, Disguise, or Sleight of Hand skill checks, selecting a single skill for each use of the ability.
This ability replaces trapfinding and trap sense.
Mastermind Defense (Ex)
At 4th level, a mastermind can, as an immediate action, expend two uses of inspiration to make an inspired defense. He rolls his inspiration die and applies the result as a penalty on an attack roll made against him. If the mastermind has the combat inspiration talent, he can expend one use of inspiration instead of two.
This ability replaces swift alchemy.
Impregnable Mind (Su)
At 9th level, a mastermind’s secrecy, obscurity, and mental conditioning reach superhuman levels. He becomes immune to any divination spell, spell-like ability, or effect that allows a saving throw (though he can still allow a divination effect to affect him if he wishes). Even divination effects that do not allow a saving throw have difficulty piercing a mastermind’s barriers, as a mastermind can now choose to think in any language he speaks. Unless the opponent reading a mastermind’s thoughts speaks all of the mastermind’s languages, attempts at thought reading automatically fail.
This ability replaces the investigator talent gained at 9th level.
GEAR/POSSESSIONS:
Clothing+Nanite Cloth [Crafted]
IMAGE HERE
[[As Mithral Shirt [+8AC]+[As Slaves of many garments]
POWER CORE
Lyra has a ZPE power core, that drives her body and other objects like her Cyberware.
Intelligent Cyberart
DESCRIPTION
Cyberart is the least invasive of all cybertech. This implant is similar in appearance to a tattoo, except that it can glow softly if desired, providing illumination equal to that provided by a candle. Some cyberart is animated, providing a short looping scene that replays over and over. Cyberart is installed in a body with a small metallic stylus that injects low-grade nanites into a body part; the quality of the art relies on the installer’s Craft (painting or tattoo) check.
Str-Dex-Con-Int14-Wis14-Cha14
Senses and Communication
Every intelligent magic item begins with the ability to see and hear within 30 feet, as well as the ability to communicate empathically with its owner. Empathy only allows the item to encourage or discourage certain actions through urges and emotions. Additional forms of communication and better senses increase the item’s cost and Ego score, as noted on Table: Intelligent Item Senses and Communication.
Empathy (Su):
Empathy allows the item to encourage or discourage certain actions by communicating emotions and urges. It does not allow for verbal communication.
Speech (Su):
An intelligent item with the capability for speech can talk using any of the languages it knows.
Telepathy (Su):
Telepathy allows an intelligent item to communicate with its wielder telepathically, regardless of its known languages. The wielder must be touching the item to communicate in this way.
Senses: 120' Dark viston. / Blindsense
Senses allow an intelligent magic item to see and hear out to the listed distance. Adding darkvision or blindsense allows the item to use those senses out to the same range as the item’s base senses.
Read Languages (Ex):
The item can read script in any language, regardless of its known languages.
Read Magic (Sp):
An intelligent magic item with this ability can read magical writings and scrolls as if through read magic. This ability does not allow the magic item to activate scrolls or other items. An intelligent magic item can suppress and resume this ability as a free action.
Item can cast a 0-level Gadgets at will
1:Prestidigitation
2:Mend [1d6]
----CYBERWARE----
Positronic Memory and mind core [+4 Wis/+4Int/+4 Cha] [Crafted]
A Positronic Memory Core, holds vasts amounts of information, that is at the back and call of the one with the implant.
Allowing them to deduce and infer things other would find hard. The Neural Lace gives the subject, better grace, charm and Manners. Making them more attractive and belonging to others.
Cyberfiber Muscles [+4 Str] [Crafted]
Cyberfiber muscles are powerful synthetic muscles that augment but do not replace existing muscle mass in a creature. Once installed, cyberfiber muscles grant an enhancement bonus to Strength.
Thoracic Nanite Chamber [+4 Con] [Crafted]
A thoracic nanite chamber augments the vital organs within a creature’s chest, particularly its heart, lungs, and pulmonary system. Once installed, a thoracic nanite chamber grants an enhancement bonus to Constitution.
Wirejack Tendons [+4 Dex] [Crafted]
Wirejack tendons not only strengthen and enhance existing reflexes, but also enhance the transmission of nerve impulses to surrounding musculature. Once installed, wirejack tendons grant an enhancement bonus to Dexterity.
Implanted Weaponry
Adamantium fists, Feet.
Cybernetic Ears [Crafted]
A cybernetic ear can be enhanced by cyberart at no additional cost, giving it an unusual color or shape. When a pair of ears is installed, the user gains a +2 circumstance bonus on Perception checks. This bonus stacks with circumstance bonuses on Perception checks from other cybernetic senses. Cybernetic ears grant a +4 resistance bonus on all saving throws against sonic effects.
Cybernetic Eyes [Crafted]
A cybernetic eye can be enhanced by cyber art for no additional cost, giving it an unusual color or pattern. When a pair of eyes is installed, the user gains a +2 circumstance bonus on Perception checks and a +4 resistance bonus on saving throws against blindness or visual effects. The bonus on Perception checks stacks with circumstance bonuses on Perception checks from other cybernetic sources.
Cybernetic arms [Crafted]
The arm is fully functional and no different in appearance from a regular arm, although cyberart can be added to the arm at no additional cost. A cybernetic arm does not increase a user’s Strength score. If a creature has two cybernetic arms, it can lift and carry double the normal maximum weight for that creature’s Strength and size, and it gains a +5 circumstance bonus on Climb checks. A character who wields a one-handed or light weapon with a cybernetic arm gains a +5 bonus to CMD against disarm attempts; two cybernetic arms do not increase this bonus, but do allow the bonus to apply to two-handed weapons
Cybernetic Legs
The leg is fully functional and no different in appearance from a regular leg, although cyberart can be added to the leg at no additional cost. A cybernetic leg does not increase a user’s Strength score. If both legs are replaced, they increase the user’s base land speed by 10 feet and grant a +5 bonus to CMD against trip attempts and a +5 circumstance bonus on Acrobatics checks.
Sub-Dermal Plating [NA+4] [Adamantium] [Crafted]
Dermal plating consists of sheets of highly resistant bioplastics anchored directly onto the patient’s skin. These armored plates grant an enhancement bonus to natural armor; this bonus influences other elements of the dermal plating, as detailed below.