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3 posts. Alias of Johnny_Panic.


About SIM MIND

Gift Fitzroy-Brighthammer - ELAN-Psion Telepath-Mindbender L14 TN

AI HEXQIL [Informant psicystal L14]

Description
Gift Fitzroy-Brighthammer is a 7' Elan in a tech suit, she brims with power. Body and eyes flowing with Psionic force, On her back is a strange psonic rifle-like weapon.

NEXQIL.

Personally
Gift was the adopted daughter of Arlo Brighthammer and Lyra Gift Fitzroy. A construct being os massive psionic power. She is a complicated of ordered mind.

OFFENSE
----------=OFFENSE=-----------
Speed: 40ft Move/Swim [Suit] + Flight 40ft [power When Active]
CMA: +10; {+7Base +3Str* +0size +0misc}
CMD +25 {10+7Base +3Str* +5Dex +0size +0misc}
Base Atk: {+7/+2Base}
Melee: +10/+5{+7/+2Base,+3Str}
Ranged: +12/+7{+7/+2Base,+5Dex}

ATATCKS
--Melee:
Unarmed attack
TH+9/+4 DMG[1d4+2] x2 (S/B/P)
Adamantine blade [Right Arm]
TH+9/+4 DMG[1D4+3] 19/20 X2 IGNORES HARDNESS 20
laser tTorch [Left Arm]
TH+9/+4 DMG[3D6] 19/20 X2 IGNORES HARDNESS 20

Ranged:
TANK KILLER Rail Gun
Scope+Night sight range +1 inc RTF slow, RTA TH+12 [3d10 P] [x4] 200 ft
[A round can be charged with Disintegration [DMG 22d6 on touch]
A rail gun uses gravitons to compress raw metal scrap placed in its sequencing chamber into hyperdense shells that it then accelerates to astounding speed and fires from its electromagnetically charged barrel. The weapon’s rate of fire is slow compared to most other technological weapons, yet its relatively high damage combined with its potential for particularly grisly critical hits makes it a much sought-after weapon for long-range combat. Shots fired from a rail gun bypass an object’s first 10 points of hardness, and can completely penetrate targets without hardness. When making an attack with a rail gun, make a single attack roll and compare that result to the ACs of all creatures in a line extending out to the weapon’s maximum range. This weapon damages all targets with an AC equal to or lower than the attack roll. However, if the attack’s damage fails to penetrate any target’s hardness or damage reduction, this shot is blocked and cannot damage targets that are farther away.

DEFENSE
Init +6; Senses Low Light/Dark Vision 60' Perception +30
Telepathy 440' --:Detect Psionics[At Will]

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

AC [24/30*] TAC[16/22*] FF[--/--]
[10+6Armor*+2Shield+6Dex+0Items+0Dodge+0NA+6Other*+0Size]

Damage Reduction:

Incarnated Powers

Powers Runing
*[Force Screen] 11PM +6AC [Force][26mins] [Deflection bonus][not active][Psi-Mech-Suit]

Powers Runing
+10 Armor = Inertial Armor 13pp
*[Force Screen] 13PM +7AC [Force][1 hour] [Deflection bonus][not active]

HP:
1x [6+0Con]+[13x[5+0Con]=6+65=71
Suit Temp HP 110/110

Fort: +11{+4Base,+0Con+3Item*}[+4Race*]
Reflex: +16{+4Base,+5Dex+3Item*}[+4Race*]
Will: +18{+9Base,+2Wis+3Item*} [+4Race*]

Resistance:

Power
+4 Item resistance bonus on all saving throws against remote view
+10 circumstance bonus on Bluff checks against those attempting to discern its true intentions with Sense Motive. It also gains a +4 bonus on its saving throw against any power or spells used to read its mind (such as read thoughts or mind probe). [power, always on]

Immunity's
Immune to harmful gases and vapors, including radiation, inhaled diseases and poisons and spells like cloudkill. [Power] Heat and Cold [Power]

Race

Powers

----------=STATISTICS=-----------
[25 spend]
Str 16 [+3][Base 10][0p][+6Item]
Dex 20 [+5][Base 10][5p][+6Item]
Con 10 [+0][Base 10][0p]
Int 27 [+8][Base 20][10p][+2Race][+3Levels][+4Item][+2Wish]
Wis 14 [+2][Base 14][5p]
Cha 14 [+2][Base 14][5p]

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

Traits
1:Persption
Perseption is a class skill, and + 1 trait bonus
2:Psychoportive Talent
Benefit: You can expend your psionic focus as an immediate action to make a five-foot step. You may do this even if you have already moved in the round in question, although not if you have already taken a five-foot step, and doing so does not prevent further movement in this round. This talent grants no benefit if you do not have the ability to gain psionic focus.
3:Quick Learner
Benefit: After your first attack with a weapon in which you are not proficient, the non-proficiency penalty decreases by 2 (to a –2 penalty). This effect lasts only while you have the weapon in hand; you must “relearn” the weapon each time you pick it up.

----------------=Drawbacks=-----------------
1:Family Ties
Your family is extremely important to you, 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. If you ever lose your family or lose contact with your family, exchange this drawback for the Doubt drawback.

--------------=Feats=-----------------
Levels

1:1:Access Psionic Talent [psionic]
2:Extend Power[Metapsionic][psionic]
3:-
4:Leadership[Psionic Only]
5:-

From Class
1:psionic-meditation[psionic]
2:Psicrystal Affinity [psionic]
3:Psicrystal Containment[psionic]

From Item [Psicystal AI]
1:Alertness (Ex)
The presence of a psicrystal sharpens its master’s senses. While a psicrystal is within arm’s reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.

RACE ELAN
psionic-talent Psionic

Background
-:Technologist

Weapon and Armor Proficiency:
Tech Psions: Unarmed attack, Light weapons, dagger, Fire Arms [Guns everywhere], Energy weapons [Tech],

=======================

====ELAN Racial Traits====
Ability Score Modifiers:
Elans gain a +2 bonus to one ability score chosen at creation to represent their varied nature.

Aberrant Blood:
Elans are of the humanoid (aberrant) subtype.

Size:
Elan are Medium creatures and have no bonuses or penalties due to their size.

Speed:
Elans have a base speed of 30 feet.

Aberrant Nature:
Although human in appearance, elans suffer from a nature slightly off from the rest of the non-elan society. They suffer a -1 penalty to Charisma-based skill checks when dealing with non-elans.

Naturally Psionic:
Elans gain the Wild Talent feat as a bonus feat at 1st level. If an elan takes levels in a psionic class, she instead gains the Psionic Talent feat.

Resistance (Su):
Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.

Resilience (Su):
When an elan takes damage, he can spend power points to reduce its severity. As an immediate action, he can reduce the damage he is about to take by 2 hit points for every 1 power point he spends.

Repletion (Su):
An elan can sustain his body without need of food or water. If he spends 1 power point, an elan does not need to eat or drink for 24 hours.

Psionic Aptitude:
When an elan takes a level in a favored class, he can choose to gain an additional power point instead of a hit point or skill point.

Languages:
Elans begin play speaking Common. Elans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

=======================

PSION TELEPATH - Mindbender L14
Saves +4/+4/+8
Class Skills
The psion’s class skills are Autohypnosis (Wis), Craft (Int), Knowledge (all) (Int), Profession (Wis), and Spellcraft (Int). Nomad (Psychoportation): Climb (Str), Fly (Dex), Survival (Wis), and Swim (Str).

Discipline
Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline, and the special abilities associated with that discipline (detailed below). However, choosing a discipline also means that the psion cannot learn powers that are restricted to the other disciplines (generalist psions cannot learn powers on any of the discipline power lists). He can’t even use such powers by employing psionic items.

Bonus Feats [X3]
A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat. These bonus feats are in addition to the feats that a character of any class gains at every other level. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.

Detect Psionics (Ps)
All psions, regardless of their chosen discipline, gain the ability to use detect psionics at will, as long as they maintain psionic focus. This does not require any power point expenditure, and the power cannot be augmented.

Discipline Talents(Ps)
Each discipline gains access to two psi-like abilities that can be used as long as the psion maintains psionic focus. Discipline talents are treated as 0-level powers for all purposes (such as save DC). The manifesting time for a discipline talent is the same as if it was manifested normally, or a standard action if the discipline talent does not mimic a psionic power. These powers do not count as powers known for the psion; to manifest them normally, he must select them as his powers known normally.

Discipline Talents(Ps)
Choose two powers from the following list: conceal thoughts, mind link, mind thrust, telepathic lash.
As long as you maintain psionic focus, you may manifest either of your chosen powers without paying a power point cost, but the power may not be augmented or affected by metapsionic feats. The damage of mind thrust is reduced to 1d6. You may only use conceal thoughts on yourself if used as one of your discipline talents.

Impose Will:[EX]
At 2nd level, as long as you maintain psionic focus you treat your psion level as 1 higher when manifesting Charm or Compulsion powers. In addition, you are treated as if affected by mind link with any creature currently charmed or dominated by you for the duration of the charm or domination effect

Telepathy(Su) 530'
At 8th level, you gain telepathy out to 400 ft. and can communicate with any creature, regardless of intelligence, so long as they have an Intelligence of 1 or higher. The range of your telepathy increases by 10 ft. every psion level thereafter.

Enthrall (Su): [DC25]
At 14th level, once per day, you can make one creature your thrall. A Will save (DC 10 + 1/2 psion level + key ability modifier) negates the effect. The affected creature will follow any instruction you give, including harming itself, although obviously self-destructive orders give the target an additional save each round it is under those orders. You may only have one thrall at any given time and the thrall gains a new save to negate the effect every 24 hours from the time it became your thrall. This is considered a mind-affecting, compulsion effect.

Detect Telepathy(Su) 30'
Additionally, as long as you maintain psionic focus, you can detect other creatures within 30 ft. Using telepathy to communicate, although you cannot determine the content of the communication.

Powers Known(Su)
A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers. Choose the powers known from the psion power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level. The number of times a psion can manifest powers in a day is limited only by his daily power points. A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points. The Difficulty Class for saving throws against psion powers is 10 + the power’s level + the psion’s Intelligence modifier.

Maximum Power Level Known 6th
A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power’s level.

Powers
PP147+43=[190 day] [Powers 25/Level 7/ Max Power Spend 13pp]

POWERS [Telepathic Powers DC+1]

Psion Discipline ability x2+1 DC18/DC20
01:Detect Psionics 60' [no pp cost]
02:Empathy [Always used]DC21 [no pp cost] [AI core]
03:Mind Thrust DC21 90' [1d6]

Traded in 2st level Power
Talents: 5 DC18 [Psionic focus] [From Feat]
01:Energy Splash 90' [1d3]
02:Far Hand 5lb 90' 12r [Force]
03:Conceal Thoughts DC21 [Always used][AI CORE FIRE WALL]
04:psionic-repair
05:Psionic Repair 5'[Ninites]

1st Level DC19 1pp
1: Force Screen [Force][11pp = +6AC 24mins][Force]
2: Inertial Armor [Force][13pp = +10AC 24 hours] [Force]
3: Eenergy RayDMG 13d6 13pp Range 90'
4: Mind Thrust DMG 13d10 13pp range 90' [Mind hack]
5: Environment Shield [24 Hours] [3pp] [Always on] [Force]

2st Level DC20 3pp
1: Psionic Recharge [Tech-Psion]
2: Everyman [5pp][24 hours][Ninites]
3: Read Thoughts [13m] [60'] [Mind hack]
4: sustenance][used daily] [Minites]

3st Level DC21 5pp
1: Telekinetic Force 230' 250lb RTA [Force] [Tech-Psion]
2: Mindhunter [Mind hack]
3: Id Autopilot [890'][Tech-Psion][Mind hack]
4: Reconfiguration [Tech-Psion][Mind hack]
-:Metamorphosis [From Item] [26mins 7pp][Ninites]

4st Level DC22 7pp
1: Psychic Reformation[Mind hack + Ninites]
2: Memory Modification[Mind hack]
3: Mind Control [13 days][Mind hack]
4: Fold Space [1200ft][Force]

5st Level DC23 9pp
1: Coded Resurrection [Mind hack]
2: Pierce the Veils [13m] [Mind hack]
3: Mind Probe [Mind hack]
4: Planar Travel [Force]

6st Level DC24 11pp
1: Disintegration [Ninites]
2: Sustained Flight [13pp 26h][used daily][force]
3: Terraforming[Ninites]

7st Level DC25 11pp
1: Bend Reality[Mind hack]
*:short-circuit
Genesis [13pp] [26 Days] [Extradimensional demiplane, 13x[3x10-ft. cubes/level (S)]

Skills

-=Skills=-
13x[+2class+8Int]=[130]+[13FC]+[26 Background]+[26item]=[208] 5

^Acrobatics*(Dex)+20{+11rank+5Dex*+3Class+1trait}[+15 Acrobatics checks made to jump]
Appraise(Int)+12{+2rank,+8Int+0class}[+2Item]
^Autohypnosis (Wis)+27{+13rank,+1Wis+3class}[+10Item]
^Bluff(Cha)+16{+12rank,+1Cha+3Class}
Climb*(Str)+10{+8rank,+2Str+0class}
^Craft(mechanical)(Int)+20{+7rank,+8Int+3Class}
^Diplomacy(Cha)+19{+13rank,+1Cha+3clsss+2power}
^Disable Device+10{+2rank,+5Dex+3Class}
Disguise (Cha)+10{+9rank,+1Cha+0Class}
Escape Artist*(Dex)+10{+5rank,+5Dex+0class}
^Fly*(Dex)_+10{+2rank,+5Dex+3class}[good]
Handle Animal [/i](Wis)_+1{+0rank,+1Wis}[bs]
Heal(Wis)+2{+1rank,+1Wis+0Class}
Intimidate(Cha)+10{+7rank,+1Cha+0Class}[+2Power]
Linguistics(Int)+12{2rank,+8Int+0class}[+2Item]
>Perception(Wis)+20{+13rank,+1Wis+3class+1trait+2Race}
Perform (All)(Cha)+1{0Rank,+1Cha+0Class}
^Profession(Tech)(Wis)+5{+1rank,+1Wis+3Class}
Ride*(Dex)+6{+0rank,+5Dex+0class}
^Sense Motive(Wis)+19{+13Rank+1Wis+3Class}[+2Power]
Sleight of Hand*(Dex)+10{+2rank,+5Dex+3Class}
^Spell/Psionic craft(Int)+14{1rank,+8Int+3class}[+2Item]
Stealth*(Dex)+10{+5rank,+5Dex+0Class}
Survival(Wis)+01{+0rank,+1Wis+0class}
Swim*(Str)+10*{+8rank,+2*Str,+0Class}
Use Magic/Psionic Device(Cha +10{+9rank,+1Cha+0Class}

^Kn (Arcana/Psionics)(Int)+20{7rank,+8Int+3class}[+2Items]
^Kn (Dungeoneering)(Int)+20{7rank,+8Int+3class}[+2Items]
^Kn (Engineering)(Int)+20{7rank,+8Int+3class}[+2Items]
^Kn (Geography)(Int)+20{7rank,+8Int+3class}[+2Items]
^Kn (History)(Int)+20{7rank,+8Int+3class}[+2Items]
^Kn (Local)(Int)+20{7rank,+8Int+3class}[+2Items]
^Kn (Nature)(Int)+20{7rank,+8Int+3class}[+2Items]
^Kn (Nobility)(Int)+20{7rank,+8Int+3class}[+2Items]
^Kn (Planes) (Int)+20{7rank,+8Int+3class}[+2Items]
^Kn (Religion) (Int)+20{7rank,+8Int+3class}[+2Items]

Concentration [+24][13CL+8Int+3Item]

ACP [0]

-=Non-Standard Skill Bonuses=-

-=Languages=-
Common, Al, Telepath

Gear/Possessions
-----------=GEAR/POSSESSIONS=---------------

Technological Equipment

Clothing
Underclothing = HoloSkin-Cyberart that colors her skin to look like skin-tight clothing. [She can never be seen as nude] 100gp
Tech-Battle Suit
Combat coat and pants

Weapons:

Armor

Belt: -
Body: Cyber Art [100gp]
Chest: -
Eyes: -
Feet: -
Hands: -
Forhead -
Head: Psionic AI CORE[+4Int] [32.1k][Crafted By her mother]
Neck: Circuitry of Self-Sufficiency[10.1k]
Shoulders: Psionic Circuitry of Resistance +3[6.3k]
Wrists: -
Ring L: Circuitry of Sustenance 2600gp
Ring R: -

Circuitry of Sustenance [2600gp]
Circuitry of Sustenance

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.

Psionic AI Core
Head Slot*
[As Headband of vast intelligence +6Int 64,000gp]
Embedded - Nural lace AI core embedded in her android body. meaning her mind is distributed into -
*This item can not be removed without killing Gift.

Psionic Circuitry of Resistance [+3][6,300gp]
These golden metal studs can go in virtually any piercing and are not restricted to the ear. In addition, a character can wear multiple earrings of resistance and gain the benefits of all, similar to ioun stones. Earrings of resistance grant a competence bonus on saves against a single psionic power, chosen at the time the earring is created. The wearer may, as an immediate action. expend psionic focus to double the competence bonus granted by the earring for a single save against that power.

Circuitry of Self-Sufficiency [10,000gp]
This crystalline Circuitry grants the wearer a +10 competence bonus on Autohypnosis checks.

-=Carrying Capacity=- .
Light 0-36 lb. Medium 27–53 lbsHeavy 54–80 lbs
-=Current Load Carried=- 21lb [light]
Starting cash 140,000Cr
-=Money=- 3000 GP 0 SP 0 CP

——Follower Bots AIs———

PSIONIC MECH FEATS
Gift

Psi-Core Upgrade [Psionic]
Your psicrystal has been converted into a versatile techno-psionic tool.
Prerequisite(s): Psicrystal Affinity, Technologist, manifester level 3rd.
Benefit(s): Your technologically modified psicrystal is now a psi-core that can be used for a variety of new purposes and gains the robot subtype. By expending your psionic focus, you may assemble your psi-core into one of the following configurations:
Mainframe: While in this configuration, your psicore accelerates your mental processes, granting you a +2 circumstance bonus on all Intelligence based skill and ability checks. In addition, your psi-core can be used to interface with various specialized types of technological equipment and may be attached to any technological weapon or device that can be powered via a battery, allowing you to convert 5 power points into a single charge.

Mech Piloting [Psionic]
You’ve gained access to a powerful techno-psionic suit.
Prerequisite(s): Psicrystal Affinity, Psi-Core Upgrade, Technologist, manifester level 5th .
Benefit: You gain access to a bonded mech as a pilot of your character level -4. If you later gain a mech through another source, the effective pilot level granted by this feat stacks with that granted by other sources, up to your total character level.
While piloting a psi-mech suit your psi-core must be in the mainframe configuration.

Psionic Mech Suit 9th leval

Gift

main frame OS Psicrystal Nexqil - Level 13
Config2=Psionic-Mech [Item]

Mech Body Types: Agile
STARTING STATISTICS
STR [+6] +2[Mech base] +4[Levels]
DEX [+6] +2[Mech base] +4[Levels]
CON--
INT Nexqils
WIS Nexqils
CHA1 Nexqils

Construct HP 90+10Bonus = 100hp
Hardness 15
Biped
STARTING STATISTICS
Size Medium;
Speed as pilot;
AC +6armor/+2Shield; +2[Mech base] +4[Levels] +2[Shield]
Melee slam (primary) x1 (1d6);
Reach 5 ft.;
Ability Scores Str +6, Dex +6;
Bonus HP 10 hp;
Weapon Affinity melee, ranged;
Weapon Slots 2
Special: Bipeds start play with the Arms enhancement.

5TH LEVEL ADVANCEMENT
Shielded Limbs: The biped mech’s forelimbs are specially modified to provide additional protection to the pilot, granting him a +2 shield bonus to AC. This bonus increases by +1 every 5 levels thereafter (10th, 15th, 20th).
If the mech is already wielding a shield, he instead increases its shield bonus to AC by an amount equal to that granted by this ability -1.

Arms: [free]
The mech gains a pair of fully integrated mechanical arms which allow it to wield an appropriately sized weapon without slotting it first. A mech may make as many attacks with such a weapon as their pilot’s base attack bonus would normally allow. While wielding a weapon in such a manner, the mech is treated as having two fewer weapon slots (minimum 0); any weapons currently occupying slots that would be made unavailable cannot be used while the weapon is in hand.

Thrusters:
The mech increases their current fly speed by 10 feet and increase their maneuverability by one step. If the mech did not have a fly speed before taking this upgrade, it now has a maneuverability of clumsy. Each time it takes this enhancement, improve its fly speed by an additional 10 feet and its maneuverability by one step. This enhancement can be taken up to three times.

Powered Servomotors:
The mech is capable of fantastic feats of agility. Mechs with this enhancement gain a +15 bonus to Acrobatics or driver Ride checks made to perform a long jump or high jump. In addition, they are always considered to have a running start when jumping.

Nautical Superiority:
The mech gains a swim speed equal to base land or fly speed chosen when this upgrade is selected. The mech can remain submerged for 1 hour per Hit Die before its air filters start to fail and the pilot has to make Constitution checks to hold their breath or begin drowning.

BP (Battery Points): [16/16]
Starting at 2nd level, mechs gain a small pool of energy they can use to charge technological weapons and devices. When the mech activates a technological item or weapon, it may choose to have any consumed charges come from its battery pool instead. A mech restores battery points to its pool at a rate of 2 per hour.

Belt Pouch 1
4x Thermite Charges
2x Adaminite Blocks for rail gun
2x Breach Charges [small]
12x Camms Buds
Belt Pouch 2
1x Laser Pointer/signal light
1x tech tool kit
4x Andriod food tubes

Carried weapon

Linked Items
[Slot1] [Biult into suit]
Adamantine blade - ignores hardness 20

[Slot2] [Biult into suit]
laser torch [DMG3d6] 5' TH+12
DESCRIPTION
A laser torch is a handheld tool intended to cut through objects with great speed. When activated, a laser torch emits a beam of highly focused light, cutting and burning through surfaces up to 6 inches away. Attacks from a laser torch resolve as touch attacks and deal 1d10 points of fire damage. This damage is not modified further by Strength. When the laser torch is used as a tool or as a weapon to sunder, its damage bypasses up to 20 points of hardness, and damage is not halved (as is normally the case for energy damage applied to objects) unless the object is particularly fire-resistant. A laser torch’s cutting beam passes through force fields and force effects without damaging the field. Invisible objects and creatures can’t be harmed by a laser torch.

Carried Weapon
Rail Gun
Scope+Night sight range +1 inc
Rail Gun - RTF slow, RTA TH +12 [3d10][P] [x4] 200 ft Charge
A rail gun uses gravitons to compress raw metal scrap placed in its sequencing chamber into hyperdense shells that it then accelerates to astounding speed and fires from its electromagnetically charged barrel. The weapon’s rate of fire is slow compared to most other technological weapons, yet its relatively high damage combined with its potential for particularly grisly critical hits makes it a much sought-after weapon for long-range combat. Shots fired from a rail gun bypass an object’s first 10 points of hardness, and can completely penetrate targets without hardness.
When making an attack with a rail gun, make a single attack roll and compare that result to the ACs of all creatures in a line extending out to the weapon’s maximum range. This weapon damages all targets with an AC equal to or lower than the attack roll. However, if the attack’s damage fails to penetrate any target’s hardness or damage reduction, this shot is blocked and cannot damage targets that are farther away.

Follower drones[Minisule flying drone]
Leadership Score 18
DRONES [LEVELS]
Her drones are small orbs that have a simple AI
They have a small laser that shoots once per round.
But can also act as a cutting tool per round.
Fire DMG ignores hardness 20

1x 3ed Level Followers [Minisule flying drone]
AC20 HP24 SAVES: F--/R+6/W-- Dark Vision 120'
Movement 120'flight good Init +3

3x 2ed Level Followers [Minisule flying drone]
AC19 HP16 SAVES: F--/R+5/W--
Movement 120'flight good Init +3

25x 1st Level Followers [Minisule flying drone]
AC18 HP8 SAVES: F--/R+4/W--
Movement 120'flight good Init +3