Description Lady Lyra Anna Fitzroy = Lyra in her human from, has a Bio-Mechnal Android body that mimics an organic one down to the its very sells. White hair, good looks and a charming manner. Well dressed in a simile tech suit. Her coats pockets hold a lot more then they should. WIth her at all times is a small drone that hovers by her side.
Personality
SAINT LYRA {The Divine Mech} like to pride herself on being an Engineer 1st and foremost, 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.
STATES
STR[16][+3][12][02p][+4Item]
DEX[16][+3][12][02p][+4Item]
CON[16][+3][12][02p][+4Item]
INT[26][+8][16][10p][+2Race][+6Item][+4Levels]
WIS[13][+3][12][05p][+4Item]
CHA[18][+4][14][02p][+4Item]
Fort: +19{+4Base,+8Int+4Item+3Class}
Reflex: +27{+12Base,+8Int+4Item+3Class}
Will: +24{+12Base,+8Int+4Item}
other
SAINT LYRA FROM.
Hidden mind,
Immune: Mind reading, [how stopped Gift snooping 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.
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 L10
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 +7/+2
Saves +2/+7/+7
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
L03-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.
L05-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.
L07-Used by Archetype
L09-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.
Studied Combat (Ex) {+5 10r}
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) [4D6]
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.
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.
Class Skills
Skill Ranks per Level: 6 + Int modifier.
The clever godling’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (local) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha).
Class Features
All of the following are class features of the clever godling.
Weapon and Armor Proficiency
A clever godling is proficient with all simple and martial weapons, with light and medium armor, and with all shields (other than tower shields).
Divine Traits x3
Preternatural Senses I (Su):
The godling’s preternatural senses are little more than a flash of insight. When making an attack against a foe within 30 feet, every time the godling misses due to concealment, he can reroll his miss chance percentile roll once. (If the godling has Blind-Fight or a similar ability that allows him to reroll an attack that misses as a result of concealment, that re-roll is in addition to the one provided by preternatural senses). Source: The Genius Guide to the Godling Ascendant
Preternatural Senses II (Su):
The godling gains blindsense with a range of 30 feet. If the godling has darkvision, it now gives him full-color vision even in the absence of light. When attacking creatures with concealment, the percent chance to miss with an attack roll is reduced by 20% – making it 30% for creatures with total concealment, and 0% for creatures with normal concealment. If the godling has the Greater Blind-Fight feat, his percent chance to miss creatures with total concealment drops to 0%.
Scion talent
1:Force of Intellect (Su): Your deific heritage manifests in the form of an amazingly strong intellect, which allows you to accomplish things through sheer mental acumen rather than physical ability or natural talent. This intellect also powers a barrier of divine defense which helps protect you from harm. You may add your Int mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Int mod for Fort saves, your Dex mod with your Int mod for Ref saves, and your Wis mod with your Int mod for Will saves). You may also use your Intelligence modifier rather than the normal ability modifier for three skills of your choice. Once these skills have been selected, the choice cannot be changed. You cannot take this talent if you already have the force of brawn or force of personality talents
2:Physical Avatar (Ex):
The godling adds half his level to all ability checks and skill checks based on Strength, Dexterity, or Constitution.
3:Scion of Logos (Ex):
You are considered to have the Craft Wondrous Item feat when creating magic books, tomes, Librums and similar wondrous magic items. You can write spells into spellbooks, scribe magic scrolls, and create books (both mundane books and those created with Craft Wondrous Item) in half the normal time. If you beat the skill check DC to create the item by 10 or more, you can do it in 1/4 the normal time. A godling must have the Scribe Scroll feat to select this talent.
Lineage Domain
As a result of their divine bloodline, clever godlings gain access to the powers (though not spells) of a cleric domain. The clever godling selects his first lineage domain at 1st level, and gains additional lineage domains at 8th and 16th level. Once these domains are selected they cannot be changed. (While the player selects these domains, the clever godling character gains these as inherent powers with no choice or effort required). Lineage domains need not be the ones the godling’s divine parent grants to clerics—not all godlings have powers related to their parent’s realm of authority. The godling uses his class level for his effective cleric level. A clever godling uses his Wisdom modifier to determine save DCs and uses/day of all his lineage domain powers.
1: Artifice Domain
You can repair damage to objects, animate objects with life, and create objects from nothing.
Granted Powers
Artificer’s Touch (Sp): You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Dancing Weapons (Su): At 8th level, you can give a weapon touched the dancing special weapon quality for 4 rounds. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Domain Spells: 1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—wall of iron, 8th—statue*, 9th—prismatic sphere.
Knowledge Domain
You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Granted Powers
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.
Remote Viewing (Sp): Starting at 6th level, you can use clairvoyance/clairaudience at will as a spell-like ability using your cleric level as the caster level. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.
Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—speak with dead, 4th—divination, 5th—true seeing, 6th—find the path, 7th—legend lore, 8th—discern location, 9th—foresight.
GEAR/POSSESSIONS:
Clothing+Nanite Cloth [Crafted]
IMAGE HERE
[[As Mithral Shirt [+8AC]+[As Slaves of many garments]
Weapons:
See weapons
Armor
As Mech Body
Mech Body built in Handy haversack
Gems and gold, 50k wealth SIGIL prices
10 Adamantium Needle darts Blocks 100/b, PDA, comms unit, with solo power charger, 2lb, Android food past Tubes x2 1/2lb
Mem Chips, Laser cutter 10 charges 4lb, Cyber ware kit, 2P tech caming kit 12lb, Tech tools 20lb, 4x Healing Kits x4 6lb
C4 6lb + remote fuses, Acid flask x2 2lb, Holy water Flask x2 2lb, Solor charger + Power Pack x2 3lb
POWER CORE*
Lyra has a ZPE power core, that drives her body and other objects like her Mech body and Cyberware.
Intelligent Nanites
DESCRIPTION
Her blood is Intelligent Nanites
Int10-Wis10-Cha10 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.
Senses: 30' {body only}
Senses allow an intelligent magic item to see and hear out to the listed distance.
1:Prestidigitation
2:Mend construct [2d6]
Mech Body
+10 STR/DEX
FLY speed 80' [Wings]
Force Field TMP HP200/200 Fast healing +10 FF only, If FF reduced to zero HP cant used again for 24 hours.
As it needs to recharge.
Immunity from Environment {non Magical effects}
----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 [+10 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 [+10 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.