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Might as well:

Basic Space Suit
Aura faint abjuration and conjuration; CL 3; Weight 12 Lbs.; Price 5,155 gp
DESCRIPTION
This +1 padded armor has been enchanted for space travel. In addition to the +1 enhancement bonus to AC and -1 to its armor check penalty, it offers the wearer continuous protection from the void of space, as per the Endure Elements and Air Bubble spells.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, Air Bubble, Endure Elements; Cost: 2,655

Advanced Space Suit
Aura faint abjuration, conjuration and evocation; CL 3; Weight 15 Lbs.; Price 15,155 gp
DESCRIPTION
This magical padded armor works just like a Basic Space Suit (see above), except that it has a number of extra systems installed. It provides a +2 equipment bonus to Fortitude saving throws, a +5 competence bonus to Fly skill checks, and the wearer can choose to shed light like a torch in a 90-degree cone straight ahead of him/her at will.
CONSTRUCTION REQUIREMENTS
Craft Magic Arms and Armor, Air Bubble, Cat's Grace, Endure Elements, Light, Resistance; Cost: 5,155 gp


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Providing Orcs still have dull grey skins, and Lizardmen still have green scales:
"A green skin with a grey tongue is a green skin with a black heart"


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Celebration and tying up loose ends sound perfect.
Another option which I've always planned to implement is to create an "epilogue". Fast-forward to X years in the future; start describing how, thanks to the PCs' actions, the world has changed through observations and NPCs.
Maybe one of the PCs eventually got into politics and has become a benevolent, well-known and respected (if not revered) ruler? Maybe some of the party-members have opened an academy for would-be-adventurers? Maybe the PCs' actions have earned them a place in the historybooks?
Whatever you do, make sure you end on a high note. If possible, of course.


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I guess we both kinda stand corrected... Split the difference with a regular Gunslinger then?

As for the Limit Break transmutation eidolons; they are Galian Beast, Death Gigas, Hellmasker and Chaos, in that order. I'd pick evolutions and work along the chain, considering each new "form" to be an "upgrade" of the previous one. The higher Vince's level, the stronger his limit; he'd have little reason to pick a lesser shape anyway. That also prevents us from having to stat out 4 different evolution "chains" and find a way to switch between them.


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He uses a pistol as a Turk. He uses one throughout FF7. And in Advent Children. The sniper/assault rifle upgrades in Dirge of Cerberus are most likely just a game mechanic, since he consistently uses his (wait for it) pistol during cutscenes. I'm honestly curious where you get the idea that he "mostly uses rifles". That aside, Pistolero isn't a requirement; a regular Gunslinger or even a Fighter with some ranged feats and weapon training in firearms would work fine too.


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Here is the series' Chocobo theme music. It's awesome, bombastic and funny all at the same time. Also, if you can stand corny "hi this is my vid" intros, this is a compilation of the series' main character gimmick. If you don't mind Japanese voices with Spanish subs (I kid you not), I present to you Epic Chocobo Awesomeness (with a side serving of silly). Bonus points for victory fanfare. Finally, if you're okay with cheap metal covers, the Ciel Chocobo transformation sequence can be found at the end of this tribute video.


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No offense, but as gamer-printer noted, if a freakin' FIGHTER is the dominating force on the battlefield, something is amiss.
Tons of good suggestions here. Terrain, advantageous positions, ambushes, flight, target weak saves etc... But even the humble Ray of Enfeeblement, stacked with its bigger brother Ray of Exhaustion, can bring your Fighter down a notch or two - even if he does save.
Think about your "enemy" (the Fighter), what makes him work, and how you can keep him from using those strengths. Cripple his attack and damage with stacking debuffs; keep him away from his target, or his target away from him, with terrain, positioning and/or visibility; divert his attention away from a big threat with a more immediate one. Think deconstructive and tactical; the Fighter is the problem, and every problem has a solution.
Or, you know. Charm/dominate his greatsword-wielding @$$ and watch his friends scream 'n' scramble in horror 'n' terror. Don't forget to do the whole maniacal/diabolical laughter thing while you're at it.
Don't be affraid to custom-tailor an encounter to take down certain characters; it pays to remind the players what the M in DM stands for ;)


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Haw two abyooze the Homankoolooze :D I'm seeing the idea and how it might work. I am, however, going to adopt the role of the Devil's advocate here.
Just remember: pretty much in the same way that a DM might say "nah, don't need to increase its size for adding hit dice", he might say "nah, you're not bringing that thing onto my table/into my game"!
Also, you'd be sinking crudloads of cash into a one-trick pony that could be reduced to rubble by something as simple as a shadow or a wraith - having a high-hit-die "friend" tagging along is cool and all that, but it's not always the - or even a - solution. Look at it from different angles, find weaknesses and liabilities, cover those.
And speaking of weaknesses: if you have to depend on your little bio-construct to do the work for you, one might think there to be something amiss with your character concept in the first place.
If you want to play a character that has a cool friend tagging along, consider playing a Summoner (APG) instead...


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Personally, I'd start with a custom seperate "show and tell" single-session mini-adventure with pre-generated characters. Make it very light on everything - simple story, easy combat, crude traps, low skill check DC's, straight-forward RP etc... Just make sure you include a little bit of everything, and show the players step-by-step so you can explain the entire game's setup and mechanics. The usual "oh no the orcs kidnapped the mayor's daughter" always worked for me.


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An idea I used once - I remember the players liking it quite a bit.

The PC's wake up in a strange room. They remember nothing, but they realize they know each other somehow. There's only one door, and it leads to an armory. After gearing up, they leave the room by the only exit to find a cave, with some Goblins waiting to attack them.
After defeating the Goblins, the (again) only exit to the cave brings them to a small mountainside warcamp, full of Orcs - none too happy with the PCs' intrusion.
The pattern keeps repeating itself: only one exit, straight into an encounter, each one different and more difficult than the last. Eventually, the PC's will be overpowered and...
...wake up in the Dreamstate Simulation Laboratory of the Adventurer's Academy. If they got far enough and learned to flee from battles they couldn't win, they passed their final exam and get their "license to adventure"!