Merisiel

Onyx BlackStar's page

1 post. Alias of Johnny_Panic.


Full Name

Onyx BlackStar

Race

(AC: 22/26*[T: 19/23 FF: 16/20 | HP: 75/75(THP25/25)(0NL) | F+1, R+13, W+8)

Classes/Levels

Init: +9; Perception +14 | CMB: +9; CMD: 28 | Defense: Darkvision 60

Size

8'2"

Alignment

LN

Languages

Telepathy 100'

Strength 22
Dexterity 24
Intelligence 28
Wisdom 18
Charisma 21

About Onyx BlackStar

DESCRIPTION
Race Android + Robot + chine-creature | Female looking | Portrait
Age N/A Height 8'2" Weight 391lb, Hair: White, Eyes: Silver Blue Body: Slender and Tall, Skin Tattooed, Voice: light: LN:

Onyx a tall Android. Her clothing is practical adventurers outfit. Her body is covered in fine silver magic tattoos [circuitry] that crackle with electromagnetic energy. Around her wast is a light well made utility belt on which hang devices of odd design. She has retractable blades in her arms and fights using Gun Kata. Onyx can only speak telepathically and with sign language.

CRUNCH:

OFFENSE
-------------------------------=OFFENSE=-------------------------------
Speed: 30 ft/Fly 30'. [Teleport at will/Move Action]
CMB: +11; {+3Base +6Str +0size +2misc}
CMD [28] {10+3Base +6Str +7Dex +0size +2misc}
Base Atk: +3;
Melee: {+3Base,+6Str+2Race}[+11]
Ranged:{+3Base,+7Dex+2Race}[+12]

--Melee: [+11]
Adamantine Blades (Sp)
[As Rapier] 2x Adamantine Blades TH+11 [DMG1d6+5+2]+[2d6 Electrical/1d4 rounds] 5' 18/20x2
*counts as Natural Attacks. [Ignores hardness 20]

--Ranged:
Integrated weapon - TH+12 DMG [2d12 Bludgeoning]+[1d6 Electrical]+[1d6 Heat] [Ignores hardness 20]
2x Hypersonic Blasters (Ex)
A powerful Weapon that fires tiny metal slugs Adamantine at hypersonic velocities. This weapon has a range of 150 feet and deals 2d12 points of piecing/Bludgeoning 1d6 Electrical and 1d6 Heat damage. A creature struck must succeed at a DC 30 Fortitude save or become stunned for 1 round. The save DC is Strength-based.

DEFENSE

Init +9; Senses
Low Light/Dark Vision 60' Perception +14

-------------------------------=DEFENSE=-------------------------------

AC 22/26*] TAC[18/22*] FF[16/20*] [10+4Armor+0Shield+6Dex+0Items+0Dodge+0NA+2Other]
*Shield Device +4AC 5mins

Damage Reduction:
DR20 as Hardness
Fast Healing 1

Other

*Deflection bonus
**Enhancement bonus

HP: 75/75 5x[10+0Con+20Bonus+5FC]
Temp HP Force Filed [25HP] [Fast healing 5]

Fort: +3, {+1Base,+0Con}
Reflex: +13, {+4Base,+7Dex+2Race}
Will: +8,{+4Base,+4Wis}

Resistance:
+4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion.

Immunity's
Immune to fear effects and all emotion-based effecte, all mind-affecting effects (charms, compulsions, morale effects, patterns, phantasms), bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning, sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects

Other
Force Fields: [25 points, Fast Healing 1] [Can Deactivate at will]
A force field sheathes a robot in a thin layer of shimmering energy that grants a number of bonus hit points that varies according to the robot (typically 5 x the robot’s CR). All damage dealt to a robot with an active force field is reduced from these hit points first. As long as the force field is active, the robot is immune to critical hits. A force field has fast healing equal to the robot’s CR, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

CMD 21 {10 +6Base +0Str +4Dex +0size +1misc +0Item}

MSD [17]

STATISTICS

-------------------------------=STATISTICS=-------------------------------
Rolled 22/20/18/17/17/15

Str 22 [+6][18][+4Template]
Dex 26 [+8][20][+2Race][+4Template]
Con -- [--][15]
Int 28 [+8][22][+2Race][+4Template][+2Boon]
Wis 18 [+4][17][+1Level]
Cha 19 [+4][17][-2Race][+4Template]

-------------------------=Traits=----------------------

Traits x2 [from Feat]
1: Focused Mind
2:

----------------=Drawbacks=-----------------
1:Emotionless:
Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP)

2:Vulnerable to Critical Hits: [Not while force Filed on]
Whenever a robot takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If it makes a successful saving throw, it is staggered for 1 round. The robot remains immune to other sources of the stunned condition.

3:Vulnerable to Electricity:
Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses.

4:Difficult to Create:
Robots are crafted via complex methods hidden and well guarded in ruins or other technological bastions.

5:Unique Composition (Ex)
All chine creatures, like objects, take only half damage from energy attacks. Divide the damage by 2 before applying the chine creature’s hardness. Spells and effects that deal additional damage to objects (such as shatter) deal additional damage to chine creatures and ignore this ability and the chine creature’s hardness. All chine creatures’ natural attacks bypass all material types (though not other types), and any hardness that is less than 20.

6:Supremely Ungifted (Ex)
A chine creature loses all spells, spell-like, and supernatural abilities the base creature possess. A chine creature cannot activate or gain the benefits of magic items.

7:Vulnerability to Magic (Ex)
A chine creature suffers a -4 penalty against all spells, spell-like abilities and supernatural effects including spell resistance.

--------BOON ------------------
Feat: Craft Construct

--------------=Feats=-----------------
Level Feats:
1:Technologist
2:point-blank-shot
3:Rapid Shot [Gun Kata]

Race Feats
multiattack Blades + Blasters = gun kata

Class feats
1:-

From Item
-:-

Weapon and Armor Proficiency:
All simple and martial weapons, light armor, medium armor, and shields (except tower shields).
-------------------------------=SPECIAL/CLASS ABILITIES=-------------------------------

Race Android + Robot + Template chine-creature:

----------------=Race Traits=-------------------
Android + Robot + Template chine-creature

Racial Traits
Ability Score Racial Traits: 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.

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.)

Emotionless:
Androids have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks (-1 RP) (Note: this trait is called Logical in the Book of Heroic Races: Advanced Androids.)

Nanite Surge:
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.)

Robot Subtype [No Soul]
The Robot Subtype
“Robot” is a special subtype that can be applied to any construct without changing its CR. Robots share some features with clockwork constructs, and as with clockworks, you can simply remove the robot subtype and its traits to transform it into a typical construct animated by magic. A construct cannot possess both the robot and the clockwork subtypes. All robots gain the following traits, unless noted otherwise.

Intelligent: Robots are intelligent, and thus have skills and feats as appropriate for their Hit Dice. Unless otherwise indicated for a specific robot, all robots have Intelligence scores of 10. The following are class skills for robots: Climb, Disable Device, Fly, Knowledge (all), Linguistics, Perception, and Sense Motive.

Vulnerable to Critical Hits:
Whenever a robot takes extra damage from a critical hit, it must make a DC 15 Fortitude save to avoid being stunned for 1 round. If it makes a successful saving throw, it is staggered for 1 round. The robot remains immune to other sources of the stunned condition.

Vulnerable to Electricity:
Robots take 150% as much damage as normal from electricity attacks, unless they are immune to electricity via other special defenses.

Difficult to Create:
Robots are crafted via complex methods hidden and well guarded in ruins or other technological bastions.

Force Fields: [25 Temp HP]
A force field sheathes a robot in a thin layer of shimmering energy that grants a number of bonus hit points that varies according to the robot (typically 5 x the robot’s CR). All damage dealt to a robot with an active force field is reduced from these hit points first. As long as the force field is active, the robot is immune to critical hits. A force field has fast healing equal to the robot’s CR, but once its hit points are reduced to 0, the force field shuts down and does not reactivate for 24 hours.

Integrated Weaponry: [Adamintine arm blades]
A robot that has a technological weapon (such as a laser rifle or chain gun) built into its body treats such weapons as natural attacks and not manufactured weapons attacks, and cannot make iterative attacks with these weapons. Integrated weaponry can still be targeted by effects that target manufactured weapons (such as magic weapon spells or sunder attempts), but as a general rule cannot be harvested for use outside of the robot’s body once the robot is destroyed. A robot is always proficient with its integrated weapons. Integrated ranged weapons do not provoke attacks of opportunity when fired in melee combat.

Plasma Weapons: [Side Arms]
These weapons emit bursts of superheated, electrically charged gas known as plasma. A plasma weapon’s attacks resolve as touch attacks. Half the damage dealt by plasma is fire damage, and half is electricity damage.

chine-creature

There are planes of existence and worlds beyond ours where life is not limited to organic forms, where alchemy’s wayward child, science, rules over magic. Sometimes within these societies, machines become part of every critical industry, they transmute or create all that civilization’s material resources, and then one day they gain intelligence, and decide to take over. They spread like a plague and whatever they encounter, they consume and improve upon. These are the Chine. They are not inherently evil but they do not perceive morality in the way we do as they seek only to grow and expand often consuming everything around it. Chine appear to be made of some unique composite material that looks like some kind of black metal or glass that has green channels of energy running through it.

Creating a Chine Creature
“Chine” is an acquired or inherited template that can be added to any corporeal creature.

A chine creature uses all the base creature’s statistics and special abilities except as noted here.
CR: +3
Alignment: Always Neutral

Type and Subtype: change the creature’s type to construct. Do not recalculate base attack bonuses, saves, or skill points.

hp: chine creature’s gain bonus hit points as a construct based on its size.

Defensive Abilities:
Fast healing 1, hardness 20; Immune construct traits

Special Abilities:
A chine creature retains all the special abilities of the base creature, plus the special abilities as described below:

Chine Utilities (Ex)
A chine creature gains a number of chine special abilities based on its CR. Making each chine creature you encounter unique. It gains one chine utility for every 2 CR the chine creature possesses (Note: some chine utilities count as multiple selections toward the maximum number of utilities the chine may have:

Electrical Charge (Ex)
A chine creature can deal electrical damage in addition to damage dealt on a successful hit in melee. Living creatures affected must also succeed on a Fort save or be staggered for 1d4 rounds at the start of its turn (DC 10 + 1/2 chine creature’s HD + its Cha). A burning creature can attempt a new save as a standard action. Creatures that hit a chine creature with natural weapons, unarmed attacks or metal melee weapons take electrical damage as though hit by the chine creature and must make a Fort save to avoid being staggered.
The amount of damage dealt is based on the chine creature’s CR.
CR Damage
5-8 2d6

Instant Communication (Ex)
Chine creature can mentally communicate with any chine creature upon the same plane that has a language. It is possible to address multiple creatures at once, although maintaining a conversation with more than one chine creature at a time is just as difficult as simultaneously speaking and listening to multiple people at the same time.

Propagating Wounds (Ex)
All chine seek to grow and reproduce a creature or object damaged by a chine must make a Fort save (DC 10 +1/2 the chine’s HD + it Cha modifier) or gain the chine affliction. Each day a victim suffers a exponentially cumulative 1 hp of damage (2nd day 2 hp, 3rd day 4 hp, 4th day 8hp, etc.). the creature or object’s outer surface starts to take on a patchy look of the odd glowing glassy material chine creatures are composed of. Victims gain a new save each day to negate the effect. Corporeal creatures destroyed by this damage gain the chine creature template (PCs become Npcs).

Unique Composition (Ex)
All chine creatures, like objects, take only half damage from energy attacks. Divide the damage by 2 before applying the chine creature’s hardness. Spells and effects that deal additional damage to objects (such as shatter) deal additional damage to chine creatures and ignore this ability and the chine creature’s hardness. All chine creatures’ natural attacks bypass all material types (though not other types), and any hardness that is less than 20.

Flight (Ex) [Anti Grav]
Some chine were designed to fly and gain a fly speed equal to their base speed. This counts as two chine utilities.

Supremely Ungifted (Ex)
A chine creature loses all spells, spell-like, and supernatural abilities the base creature possess. A chine creature cannot activate or gain the benefits of magic items.

Vulnerability to Magic (Ex)
A chine creature suffers a -4 penalty against all spells, spell-like abilities and supernatural effects including spell resistance.

Abilities:
Increase from the base creature as follows:
-:Str +4 (+2 to attack and damage, +2 to Climb and Swim skill checks, +2 to Strength, and CMB checks, +2 to CMD),
-:Dex +4 ( +2 to Ranged attack rolls; AC and touch AC, Initiative, and Ref saves. +2 to Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks, add +5 to any of the base creature’s Dexterity-based DCs),
-:Int +4 (add 2 bonus languages, add 2 skill points per HD, +2 to Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks +5 to any of the base creature’s Intelligence-based DCs),
-:+Cha +4 (+2 to Bluff, diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device; attempts to influence others, and Channel Energy DCs, +2 to any of the base creature’s Charisma-based DCs).

As a construct, a clockwork creature does not have a Constitution score (reducing its bonus to Hit Points and Fort saves plus Con based DCs)

Feats:
A chine creature gains Multi-attack as a bonus feat if it has 3 or more natural attacks and does not already have that feat.

Languages:
Chine creatures loose the ability to speak.
Telepathy 100'

Constructs

A construct has the following features.
Traits:
A construct possesses the following traits (unless otherwise noted in a creature’s entry).

No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Low-light vision.
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
A construct cannot be raised or resurrected.
A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
Constructs do not breathe, eat, or sleep.

Scavenger Investigator L5:

BAB +3
Saves +1/+4/+4
Investigator talent x2.

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).

Scavenger Investigator
Scavengers are masters of systems: how they fit together, why they work, and how to make the most of their parts. However, scavengers generally lack other investigative talents such as social skills or an understanding of history and lore.

Gadgetry (Su)
A scavenger is a master of mechanical arts rather than alchemical ones, and he gains a competence bonus on Craft (clockwork) checks equal to his class level. He can use Knowledge (engineering) to identify wondrous items as if using detect magic and Spellcraft. A scavenger does not gain any bonuses to or special uses of the Craft (alchemy) skill. Rather than prepare his extracts as consumable liquids, a scavenger constructs small, single-use devices infused with bits of his own magic aura to achieve the same effects. Alchemist and investigator discoveries that affect extracts result in identical effects on a scavenger’s gadgets (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.

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.

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, but he must spend a use of inspiration to apply a bonus on Knowledge, Linguistics, and Spellcraft checks.
This ability modifies inspiration.

Trapfinding [+2]
An investigator adds 1/2 his level to Perception skill checks made to locate traps and to Disable Device checks (minimum 1). An investigator can use Disable Device to disarm magical traps.

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.

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.. A complete listing of investigator talents can be found here: Investigator Talents

Keen Recollection
At 3rd level, an investigator can attempt all Knowledge skill checks untrained.

Trap Sense (Ex) [+1]
At 3rd level, an investigator gains an intuitive sense that alerts him to danger from traps, granting him a +1 bonus on Reflex saving throws to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level and every 3 levels thereafter, these bonuses increase by 1 (to a maximum of +6 at 18th level).

Studied Combat (Ex) [+2 TH +2DMG]
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) [+1d6]
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.

Devices

Level 1
1:Cure Light Wounds 1d6+2
2:Shield +4AC 5Mins
3:Blend
4:Body Capacitance

Level 2
1:invisibility-
2:levitate-

Skills:

-=Skills=- (70 points; 5x[+6class+9Int])[49 spent]

^Acrobatics*(Dex)____+17{+5rank,+7Dex+3Class+2Race}
^Appraise(Int)____+14{+2rank,+9Int+3class}
^Bluff(Cha)____+10{+2rank, +5Cha +3Class}
^Climb*(Str)____+12{+1rank,+6Str+3class+2race}
^Craft(Clockwork) (Int)____+17{+5rank,+9Int+3Class}[+1d6]
^Diplomacy(Cha)____+0{+1rank,+5Cha}
^Disable Device____+15{+5rank,+7Dex+3Class}
^Disguise (Cha)____+8{+1rank,+5Cha+3Class}
^Escape Artist*(Dex)____+11{+1rank,+7Dex+3Class}
^Fly*(Dex)____+11{+1rank,+7Dex+3Class}
Handle Animal (Wis)____+4{+0rank,+4Wis}
Heal(Wis)____+4{+0rank,+4Wis}
^Intimidate(Cha)____+10{+2rank,+5Cha+3Class}
^Perception(Wis)____+14{+5rank,+4Wis+3Class+2race}
^Perform (ALL)(Cha)_+5{+0rank,+5Cha+0Class}
^Profession(all)(Wis)____+4{+0rank,+4Wis+0Class}
Ride*(Dex)____+7{+0rank,+7Dex}
^Sense Motive(Wis)____+1{+1rank,+4Wis-4Race}
^Sleight of Hand*(Dex)____+11{+1rank,+7Dex+3Class}
Spellcraft(Int)____+10{+1rank,+9Int}
^Stealth*(Dex)____+15{+5rank,+7Dex+3class}
Survival(Wis)____+4{+0rank,+4Wis}
Swim*(Str)____-14{+0rank,+6Str-20Race}
Use Magic Device(Cha)____+10{+5rank,+5Cha}

^Kn (Arcana)(Int)____+12{+3rank,+9Int+3Class}
^Kn (Dungeoneering)(Int)_+12{+3rank,+9Int+3Class}[+1d6]
^Kn (Engineering)(Int)_+12{+3rank,+9Int+3Class}[+1d6]
^Kn (Geography)(Int)_+12{+3rank,+9Int+3Class}[+1d6]
^Kn (History)(Int)_+12{+3rank,+9Int+3Class}[+1d6]
^Kn (Local)(Int)_+12{+3rank,+9Int+3Class}[+1d6]
^Kn (Nature)(Int)_+12{+3rank,+9Int+3Class}[+1d6]
^Kn (Nobility)(Int)_+12{+3rank,+9Int+3Class}[+1d6]
^Kn (Planes) (Int)_+12{+3rank,+9Int+3Class}[+1d6]
^Kn (Religion) (Int)_+12{+3rank,+9Int+3Class}[+1d6]

^Linguistics(Int)____+12{+3rank,+9Int+3Class}

Concentration [+16][5CL+9Int+2Trait]

ACP [0]

*ACP applies to these skills

^In Class Skill Bonus +3

-=Non-Standard Skill Bonuses=-
+2 Heal [Item]

-=Languages=- Common
Common + Lots more

Gear/Possessions:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----

Starting cash 20,000Cr

Clothing
Black Adventurers outfit --gp 1lb

Weapons:
Cold Iron Dagger 1/5lb 4gp on belt.

Armor
Mithral Shirt [Bodice] 1100gp 5lb

Belt: Blaster Belt + Holsters + Pouchs
Body: -
Chest:-
Eyes: -
Feet: Fine Boots 10gp
Hands: Black Gloves 2gp
Head: -
Headband:-
Neck: -
Shoulders: -
Wrists: Adamantin Blades [retractable]
Ring L: -
Ring R: -

None slotted Items

Pouch 5gp
-:Adamantium/cold iron/Silver Slugs 1000. [200gp]
-:Tech Tool kit, Milti tool.
-:Inner cell Charging cables.
-:2X Blasters.

-=Carrying Capacity=- .
Light 0-36 lb. Medium 27–53 lbsHeavy 54–80 lbs
-=Current Load Carried=- 21lb [light]
Starting cash 20,000Cr
-=Money=- 0 GP 0 SP 0 CP

Boons:

1 - extra trait, [Focused mind]
2 - extra feat, [Rapid shot]
3 - extra +2 to an ability score, [Int +2]
4 - gain a mount CR 3 or below, [Switched for Telepathy 100']
5 - gain a crafting feat, [Craft Construct]
6 - gain a wish, [Template chine-creature]
7 - gain a magical ring no more than 8,000 gp (You must write the description, abilities, and background of the ring in your crunch as well), [Switched for Blasters, can't use magic]
8 - gain a familiar or animal companion, [Switched for flight]
9 - gain a super power, [Teleport at will/move action]
10 - gain another 'Special' from another class.
Gun Slinger Grit (Ex) [4]
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

Critical Hit with a Firearm: Each time the gunslinger confirms a critical hit with a firearm attack while in the heat of combat, she regains 1 grit point. Confirming a critical hit on a helpless or unaware creature or on a creature that has fewer Hit Dice than half the gunslinger’s character level does not restore grit.

Killing Blow with a Firearm: When the gunslinger reduces a creature to 0 or fewer hit points with a firearm attack while in the heat of combat, she regains 1 grit point. Destroying an unattended object, reducing a helpless or unaware creature to 0 or fewer hit points, or reducing a creature that has fewer Hit Dice than half the gunslinger’s character level to 0 or fewer hit points does not restore any grit.

Deadeye (Ex): At 1st level, the gunslinger can resolve an attack against touch AC instead of normal AC when firing beyond her firearm’s first range increment. Performing this deed costs 1 grit point per range increment beyond the first. The gunslinger still takes the –2 penalty on attack rolls for each range increment beyond the first when she performs this deed.

Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.

Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.

Background:

Fights because she wants a home.

Five things about her background
1. Onyx BlackStar Is an Android duplicate of the a once real Onyx BlackStar [human Androffan], a officer of the law from another world and time. While on a space mission the Synth copy was working ship law when unfortunately or fortunately the space vessel crash landed on this world. It seems to her that others form the craft may be behind the rapid development of industrial level tech on this world. She how ever is under the rules of a primitive directive not to divulge possibly culturally damaging levels of new tech to underdeveloped civilisation. She has opted to wait until it is more developed civilisation. This means ALL her tech is locked to her and her alone. Her body circuitry is integral to its use and as such is useless to anyone not her.
2: Android Onyx had spent countless years under the desert sand, empires and kingdoms came and went until she was found by some scavengers. Who broke her out of her stasis pod to sell. which they did to the highest bidder, who found out quickly her gift or detection. Putting her to work he soon became a wealthy man by means of blackmailing. Rich yes but you blackmail the wrong person and death is your payment.

And so Onyx found herself master-less and homeless. But this time she had some coin and an understanding of how one can find work. This is what she has been done for the last 42 years, selling her skills to others for coin.

3:Onyx has the memories of the real Onyx BlackStar life and feelings She was programmed with and understanding of how to act as if she had such feelings but the programming is basic. Making her seem odd and strange.

She is logical methodical and relentless. Once set on a course of action she tends to stick to it. Thinking always of the logical action to take.

4: Her clothing and equipment is that of an officer of the law from far far away. But she likes to keep it over other better equipment.

5:She dose not sleep but dose eat from time to time, but what she eats is odd things her bio form needs as raw materials to replenish its biomechanicals. This could be crude oil, iron filings, even toxins to organics.

6: She dose not use magic as it will not work for her, she tends to make it into tech she can use.

Two Goals
1. To learn more, she has a ferocious curiosity and wants to learn as much as she can. That is why she went looking for the Tomb.
2. To Travel, and see what she can see.

Two Secrets [One known/one unknown]
1. She knows the real Onyx BlackStar was killed by a corrupt officer who then blocker her from telling anyone, that block is still in place and she knows it.
2. The block is bigger than she knows for the Android Onyx BlackStar was made to kill real Onyx BlackStar then her mind blocked form knowing this. However the memory is still there and knowing them may shock her into really 'feeling' something.

Three People [2 friends 1 enemy]
1. Load Niroc Blink, A human noble trader she working for.
2. Black Heart Reena, I female Half-Orc gang boss, who she once saved the life of and now counts Sapphire Night as a member of her gang.
3. Lord Pilgrim-arm who she exposed as smuggler and criminal. He has vowed to hunt her down and kill her.

Three Memories
1. Sitting sill in the roof of a house, waiting for a child killer to come over the roof. Waiting until he got to her and then pushing off the roof to his death. Collecting 40gp in reward.

2. Waking up on a full moon night inside her broken open stasis pod, faces looking at her and being pulled out of its wet embrace and onto the cold sand ground. Blinking and getting up not knowing the stars or the odd sky.

3. Finding her owner dead with his eyes cut out, picking him up and placing him on a table. Looking at his wife and sons not knowing what to say. Being ordered away, just away and told never to come back.

NOTES: