I chose stats of 18+2(racial) Cha, 18 Dex, 14 Con, 14 Wis, 10 Str, 10 Int, then, started with Jackalwere for 2 levels, then added Gunsligner(Mysterious Stranger) 1 for the last level.
Male Jackalwere Gunslinger(Mysterious Stranger) 1
CR 3
CE Magical Beast (Shapechanger)
Init +4; Senses Perception +9
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DEFENSE
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AC 18, touch 14, flat-footed 14. . (+4 armor, +4 Dex)
hp 35 (4d10+8)
Fort +7, Ref +9, Will +3
DR 5/cold iron
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OFFENSE
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Spd 30 ft.
Melee Ranged +1 pistol touch +9 (1d8+1/x4/B and P/misfire 1)
.. swift action 1 grit +5 damage
Special Attacks Smite Evil
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STATISTICS
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Str 10, Dex 18, Con 14, Int 10, Wis 14, Cha 20
Base Atk +4; CMB +4; CMD 18
Feats Point Blank Shot, Rapid Reload(pistol), Gunsmithing
Skills Acrobatics +8, Bluff +14, Perception +9, Survival +8
Languages Common
Combat Gear Mithral Chain shirt, battered pistol, 30 reloads, potion of cat's grace, 3 CLW potions.
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SPECIAL ABILITIES
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Jackalwere Stuff:
Change Shape (Su)
A jackalwere has three forms. Its natural form is that of a jackal, but it can also take the form of a human or a human-jackal hybrid. A jackalwere's human form is fixed—it cannot assume different human forms. A jackalwere can use its sleep gaze in any of its forms. In jackal form, it functions as a dog. In its hybrid form, a jackalwere can make a bite attack as a secondary attack, while in human form it lacks its bite attack entirely. A jackalwere can shift into any of its three alternate forms as a move action. Equipment does not meld with the new form between human and hybrid forms but does between those forms and its jackal form.
Jackal Empathy(Ex)
A jackalwere can communicate and empathize with jackals (use stats for Small dog), and can use Bluff as if it were Diplomacy to change a jackal's attitude, receiving a +4 racial bonus to do so.
Sleep Gaze (Su)
Sleep for 3 minutes (a standard action rouses the creature, as does damage), 30 feet, Will DC 16 negates. A creature that succeeds at the saving throw cannot be affected by the same jackalwere's sleep gaze for 24 hours. This is a sleep effect. The save DC is Charisma-based.
Gunsligner Stuff: Grit:
5/5 Grit regain upon critical or killing blow (0 or less) vs aware creature with HD >=2
Feats:
Rapid Reload(Pistol): Reloading pistol is move action.
Point Blank Shot:+1 attack and damage within 30 ft
Gunsmithing: Crafting yay.
Wizard(Primalist) 7/Cleric 7/Mystic Theurge 10
Class Skills, Appraise (Int), Craft (Int), Diplomacy (Cha), Fly (Dex), Heal (Wis), Knowledge (All) Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int)
48 skill points, 17d6 HP, 7d8 HP, BaB +13/8/3, Saving throws, 10/7/15
Defensive Combat Training
Primal Magic (Su)
At 1st level, a primalist may attempt to channel primal magic as a swift action to cast a prepared spell without losing that spell from its spell slot. Essentially, a primalist is forcing primal magic into the world and attempting to shape it into a specific spell effect. To use this ability, she casts the spell as she would normally, but as the spell’s effects take place, she makes a concentration check (DC 20 + double the spell’s level). If she fails this check, she expends the spell normally as if she had cast it, but its actual effects are replaced by a primal magic event with a CR equal to her caster level and she is staggered for 1 round per level of the spell she was attempting to cast. If she makes this check, she casts the spell normally and it is not expended from her prepared spell slot, allowing her to cast that spell again at a later point.
You may use primal magic in this manner once per day. This ability replaces arcane bond. At 5th, 10th, 15th, and 20th level, you can use it an additional time per day.
Enhance Primal Magic Event (Su)
At 5th level, when a primalist triggers a primal magic event, as a swift action she can increase or decrease its CR by 1. If she makes a concentration check (DC = 15 + the primal magic event’s CR), she can instead increase or decrease the CR by 2. If she reduces a primal magic event’s CR to less than 1, the event is negated. She can choose to use this ability after she determines what primal magic event she triggers, but before she resolves the effects of that event.
Hand of the Apprentice (Su)
You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Cleric
Divine Vessel (Su): Whenever you are the target of a divine spell, you can, as a swift action, grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—identify, 2nd level—bless water, 3rd—dispel magic, 4th—imbue with spell ability, 5th—cleanse, 6th—antimagic field, 7th—resurrection, 8th—protection from spells, 9th—miracle.
Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Healer's Blessing (Su): At 6th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
• Equipment, +5 Resistance Cloak, +5 Tome of Understanding, +5 Clear Thought, Robe of Knowing (Eyes without weaknesses and tacky pattern, +40k), Bead of Karma (+4 CL for 10 minutes), Headband of Mental Prowess (+6 Wis and Int) and Belt of Physical Might (+6 Dex and Con), Dusty Rose Prism Ioun Stone (+1 Insight to AC), Orange Prism Ioun Stone (+1 to CL), Amulet Natural Armor, +5 to Nat Arm, +5 Deflection Ring of Protection, +7 Bracers of Armor Light Fortification, Nethy’s Staff, Counts as Minor Artifact, Counts as a Metamagic Quick Rod and Staff of power,
•
Continual flame (1 charge)
• Fireball (heightened to 5th level) (1 charge)
• Levitate (1 charge)
• Lightning bolt (heightened to 5th level) (1 charge)
• Magic missile (1 charge)
• Ray of enfeeblement (heightened to 5th level) (1 charge)
• Cone of cold (2 charges)
• Globe of invulnerability (2 charges)
• Hold monster (2 charges)
• Wall of force (in a 10-ft.-diameter hemisphere around the caster only) (2 charges)
The wielder of a staff of power gains a +2 luck bonus to AC and on saving throws. The staff is also a +2 quarterstaff, and its wielder may use it to smite opponents. If 1 charge is expended (as a free action), the staff causes double damage (×3 on a critical hit) for 1 round.
This valuable garment appears to be a normal robe until it is put on. Its wearer is able to see in all directions at the same moment due to scores of visible, magical eye-like patterns that adorn the robe. She also gains 120-foot darkvision.
The robe of eyes sees all forms of invisible or ethereal creatures or objects within 120 feet.
The wearer of a robe of eyes gains a +10 competence bonus on Perception checks. She retains her Dexterity bonus to AC even when flat-footed, and can't be flanked. She is not able to avert or close her eyes when confronted by a creature with a gaze attack.
Amelia:
LN Outsider (Construct, Devil)
Init +4; Senses Perception +9
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DEFENSE
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AC 19, touch 19, flat-footed 15. . (+4 Dex, +4(+1) Wis)
hp 34 (4d8+12)
Fort +7, Ref +8, Will +8
DR 5/cold iron
Evasion, Still Mind (+2 vs Enchantment), Half Construct (No breathing, eat, sleeping, +2 vs disease, mind-affecting, poison, and exhaust/fatigue.)
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OFFENSE
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Spd 30 ft.
Melee mwk Temple Sword +9 (1d8+5/19-20/S/Trip)
… Unarmed Strike +8 (1d8+5(+7 if first unarmed strike while in dragon style)/B)
Ranged Special Attacks Stunning Fist 4/day, DC 16, 1 round stun or fatigued.
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STATISTICS
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Str 20, Dex 18, Con 16, Int 10, Wis 18, Cha 8
Base Atk +3; CMB +9; CMD 27
Feats Improved Unarmed Strike, Stunning Fist, Entire Crane Style (-1/+3 fighting defensively, free deflect/AoO 1/round), Dragon Style(+2 vs sleep, paralysis, stunning, ignore difficult terrain during charge, run, or withdraw, x1.5 str on first unarmed strike)
Skills Acrobatics +8, Bluff +14, Perception +9, Survival +8
Languages Common
Combat Gear mwk temple sword, and stuff? Potion of shield, and two potions of CLW.
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SPECIAL ABILITIES
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Monk Stuff: Ki Pool:
6/6 unarmed strikes are magic, spend 1 point swift action for +20 spd or +4 dodge bonus to AC.
Slow fall 20 ft.
Axelia ex-Themostila:"I shall become the Evolution of War"
[spoiler]
Crunch:A Cyber Soldier/Kirin MoMS monk with high intelligence, using her bonus feats from classes to stay combat relevant, while spending all choice feats from level 3 and for awhile after, on technological crafting.
Five background and concept elements important to Axelia ex-Themostila. "Our only elements of superiority over our technology is our abilities to heal, to adapt, to grow, and to feel. Grant them to the objects of our creation, and the answer to the question of who is greater, creator or created, becomes inestimably clear."
1) Superiority- Axelia, while excelling at non-technological sciences, had difficulty grasping some high-tech principles. She barely made the grade to become a citizen in Themostilia, due to deficiencies in teamwork, high-tech principles, and heavy competition due to other excellent classmates. The fact that she was almost not chosen weighed heavily on her, and she has sought to enhance herself ever since. Hermea seeks perfection, and not being perfect in a society that expects it so much has shaken her.
2) To Heal- Axelia, in one of her school day escapades, very nearly lost one of her own arms while working alone in a lab. She was attempting to understand a concept outside lab time, in a refusal to accept that she needed help from others. In an accident, she became trapped under a piece of equipment. Noal, came to her aid, but in order to free her, had to destroy said valuable piece of equipment. They were unable to repair it and held accountable, and Noal took an equal part of the blame for Axelia's mistake. Axelia has tried, not in whole, but in part, to mentally shift the blame to imperfections in the design of both humanity and technology. If her body could heal, she could have simply lost the arm and regrown it. If the technology was designed properly, it should be able to self-repair. She tries to forget the involvement of Noal, as it points to the error being in her pride and unwillingness to accept help, but she still feels guilty about it.
3) To Grow- The lightest of her background concepts, Axelia is very short. Her friends teased her endlessly about how childish she looks, and she has often dreamed of being taller to show them. She has invested considerable effort into lab boots that increase her visible height.
4) To Adapt- Axelia is starting to acknowledge and come to grips with one of her greatest flaws. She is inflexible. She has a dogged persistence and determination that serves her well, sometimes, but she often pursues one path after it has long become apparent that it is doomed to failure or that she is in need of external assistance. She noticed this via incidents like those with Noal, and by the parallel of technology. An automated drill will helplessly whir until it burns itself out against a stronger material. To grant adaptability to herself and her creations, she recognizes, would be a great step forward.
5) To Feel WIP
Two goals that are important to Axelia.
1) "Evolution in Living Steel, that is I shall create that which is greater than my self, yet my creation shall be my new self." A healing, adapting, growing, feeling body, that still retains the raw strength of steel.
2) "I.. I would see those that have aided me repaid." Axelia hates accepting help from others, due to her extreme pride. Yet, she is likely only a citizen by the aid of her classmates, especially Noal. She wishes she had someway to repay him, but she has not found him, unlike her other classmates, since graduation. He couldn't have failed, could he?
Two secrets about Axelia, one that she knows, and one that she not yet aware of.
1 and 2) Axelia's most treasured possession, her inspiration and muse, is a living steel bow* she calls Miaki. She found it once by a river. She keeps it a secret to all, the only exception being Noal. She is not sure why she named it Miaki, but the name came into her head as she examined the foreign markings on the unusually shaped weapon. What she doesn't know is that this is the ancestral weapon of a former attempted escapee of Hermea who failed. A great archer from Minkai, the warrior was lured hear by the promise of Hermea, but found it wanting. He attempted to escape along with a lover, but they were both never found again, the assumed work of pirates. But this was long ago, and in the escape attempt, his bow was lost in the river Axelia finally found it in. Perhaps his spirit still ties itself to it, for Axelia does not know how to read the Tian inscribed upon it to remember the name of a long dead warrior she never met.
Three people that are tied to Axelia, three are friends and one is an enemy.
1) Noal- Through a long series of selfless endeavors, Noal managed to become the only person Axelia ever looked forward to meeting. Noal was excessively kind to everyone in his class and everyone he met. Axelia noticed that she was becoming jealous of her time with him, due to the fact that his kindness to others was not exclusive to her, and she attempted to withdraw from the friendship, identifying it as a weakness in herself. Noal didn't have any of that. Fully Axelia's match in intellectual endeavors, Noal was also deeply spiritual, and Axelia fears that he was not granted a citizenship due to being adamantly religious.
2) Yumie- Another of Axelia's peers and classmates, Yumie had a very time choosing between Rhodean and Themostila
3)
Four memories, mannerisms or quirks Axelia possesses.
1) Axelia's speech is overly-dramatic in a way that generally tends to make her sound like a supervillain. But if you manage to get her to laugh, her laugh is an undignified collection of snorts and giggles that will generally continue for much longer than the joke was funny. Naturally, this is unacceptable, and she has been practicing a suitably dramatic maniacal laugh. Whether this indicates she is conscious of her supervillain-sounding tendencies or that she is attempting a normal laugh but it simply sounds like a maniacal laugh is undetermined.
2) One of the few things that can distract Axelia's focus on her work and technology or her piercing glare at an opponent is oooh, shiny! Axelia has several time forgotten that she is practicing with a weapon to gaze happily at the pretty reflections in the polished steel. This is her primary weakness at wielding Miaki, as she is especially prone to it with him.
3) "Um... Could you... Reach that, for me?" One of the few things Axelia has learned how to ask for help with is reaching things on the upper shelves, due to many unfortunate incidents with footstools. That isn't to say she's graceful about it (the footstools or the asking).
4) "I have seen the sun set over the fire of a ship consumed with flame. It was... exhilarating in its beauty." Axelia once witnessed Mengkare burning a ship that was attempting to sneak onto or perhaps attack Hermea. Axelia will never know, but the sheer power and beauty of the destruction wrought by Mengkare's attack inspired her. In a very supervillain-esque manner.
*Signature Moves, Rich parents trait, or something like that. Could be a different item, as bows aren't technically supposed to be metal, but I'd rather like it if it was this. :)