Cedona

Sapphire Aurora's page

314 posts. Alias of Johnny_Panic.


Full Name

Sapphire Aurora Law-Bringer

Race

Android: Ninja Nanoshade L2 / Investigator L4 / Mystic-Trickster T1

Classes/Levels

Init +3 | AC 18/22*, T 14,18/*, FF -- | F +1/R+09/W+5| HP 18/35 / THP* 10 | CMB +4, CMD 17 | Perception +16| NR 11/11 | MP 6/6 | Surge 5/5 | Condition: None

Size

6'2" - 280lb

Special Abilities

Mythic T1

Alignment

LN

Deity

Iomedae

Occupation

Agent of LAW

Strength 16
Dexterity 16
Constitution 10
Intelligence 18
Wisdom 14
Charisma 12

About Sapphire Aurora

"Any sufficiently advanced technology is indistinguishable from magic"

Sapphire Aurora [Law-bringer] [Officers in the Mendevian army]
Race:
Android [LN]
Class:
1:Ninja Nanoshade [L4]
2:Investigator - Detective [L2]
3:Mythic-Dual-Path Mystic-Mythic Trickster T1

THEME:
An Android Tattooed Child of the Stars, Investigator, and Iomedae enforcer for law and justice, An Inhuman judge, jury, and executor of criminals and lawbreakers. A hard yet just, and Honorable yet ruthless being who respect law, and order above all things.

Description [6'2" 280']
Sapphire Aurora looks just like this image Android Samurai Metallic silver/white hair, white tattooed skin, With that android oddness. Her face seems to be always fixed, never blinking. Even when she talks her voice just seems to come form her. Lips not moving, she never sleeps or gets tired. Standing still for far too long. Along with her cercurty tattoos is the ocular device 3ed eye in her forehead. All this marks her as odd. Her clothing is some kind of hyper well-made uniform with a backpack, from which she pulls her blades. Her Cyber Art curcurty displays the Iomedae ions when needed.

Personality
Aurora once an evil thing, changed her programing and become a agent of Iomedae and Law. She sees balance and dispasinat logic as critical to truth, justice and law. 'Where as in her view Good' and 'Evil' are just athreal emotional perspectives. Law and Chaos are mathematical functions of reality. Tangible, miserable facts of time and space. Seeing herself as an idealizes from of law. Her cold inhuman mind a dispashant and balanced viewer of reality. Her lack of emotions being not a hindrance but a critical part of that. She can mimic organics emotions and feelings to out meat as ease, but she never feels them unless she lets herself.

=-----Statistics-----
Init +3; Senses Dark vision 60' Perception +7

DEFENSE:

AC [18/22*] TAC[14/18] FF[15/19] 10+4Armor+0Shield+3Dex+1Items+0other+0Size+0NA+0Dodge]
[+4AC Mithral Shirt] [Ring of Protection +1AC]
HP: 23/23 [+8+4+5+2FC+4M+0con]
Shield [4mins]

Fort: +3, {+3Base,+0Con}
Reflex: +9, {+6Base,+3Dex}
Will: +5,{+3Base,+1Wis+1item}

Resistance:
Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects,

Immunity's
Androids are immune to disease and sleep effects, fear effects and all emotion-based effects are not subject to fatigue or exhaustion.

CMD +18 {+0Base +3Str +4Dex +0size +1misc +0Dodge}

OFFENSE:

Speed: 40ft
CMB: +7; {+4Base +3Dex +0size +0misc}
Base Atk: +4;
Melee:+7{+4Base,+3Dex}[Light weapons]
Melee:+7{+4Base,+3Str}
Ranged:+7{+4Base,+3Dex}

--Melee:
***[Sneak attack+4d6] [+4D6 Sneak attack]
Sneak attack+ deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when she flanks her target. [Per Round]

Improved Unarmed attack [+4D6 Sneak attack]
TH+8 [RH+7] DMG[1d6+3] x2 (B/) Crit20
TH+8 [LH+7] DMG[1d6+3] x2 (B/) Crit20

Kerambit
**Spring-loaded wrist sheaths [+4D6 Sneak attack]
^Cold Iron Kerambit Th+7 [RH+5] DMG[1d3+3] Crit20x3 (s)
^Cold Iron Kerambit Th+7 [LH+5] DMG[1d3+3] Crit20x3 (s)
^Benefit: Easily concealed (the wielder gets a +2 bonus on Sleight of Hand skill checks made to conceal a kerambit on her body),

Wakizashis[Cold Iron] [+4D6 Sneak attack][In belt]
MW Cold Iron Wakizashi - TH+8[LH+6] [1d6+3][18–20/×2] <S> ** [Deadly]
**1H MW Cold Iron Wakizashi - TH+8 [LH+6] [1d6+3][18–20/×2] <S> ** [Deadly]

Katana [+4D6 Sneak attack][In Belt]
2H Adamantine Katana [TH+8][1d8+3][15–20/×2] <S> **[Deadly]
**1H Adamantine Katana [TH+6][1d8+3][15–20/×2] <S> **[Deadly]

--Ranged:--
LIGHTBRINGER LAZER SYSTEM: [+3D6 Sneak attack]
Functional Upon restoration, provides an inbuilt laser rifle.
Caution, exclusive with SOLAR STARTORCH on account of incompatible power requirements.[/b]
spell-like ability for scorching ray, three times per day, and it does force damage. DC scales of dexterity. Levels are your hit dice +1. You can sneak attack with it if you get the drop on someone.
LIGHTBRINGER LAZER SYSTEM RTA TH+7 DMG[4d6+1]+[3D6 Sneak attack]-[Critical×4]-[Range 40 ft](25 ft. + 5 ft./2 levels)-[Capacity 3/Day]-[Charge Usage 1]-[Biult In]-[F][RTA][force damage]
[Saving Throw none; Spell Resistance yes]

Telekinetic Projectile TH+7 DMG[1d6]+[Sneak attack+3d6] Range close [30']
Saving Throw no; Spell Resistance no
DESCRIPTION
You fling an object weighing up to 5 pounds at the target. You must succeed at a ranged attack (not a ranged touch attack) to hit your target; if you hit, you deal 1d6 points of bludgeoning damage to both the target and the object. The type of object thrown doesn’t change the damage type or any other properties of the attack, even if you throw a weapon or magic item in this way.

Jolt Range TA+7 [DMG 1D3] +[Sneak attack+3d6] (RANGE 30')
Effect spark of electricity
Saving Throw none; Spell Resistance Yes
DESCRIPTION
You cause a spark of electricity to strike the target with a successful ranged touch attack. The spell deals 1d3 points of electricity damage.

Space 5 ft.; Reach 5 ft.

STATISTICS:

25 point Buy

Str 16 [+2][3Point][+1Level][+2item]
Dex 16 [+4][5Points][+2Race]
Con 10 [+0][0Points]
Int 18 [+4][10Points][+2Race]
Wis 14 [+2][2Points] [+2item]
Cha 12 [+1][5Points][-2Race]

Feats:

Level feats after 1st:

1:Improved Unarmed Strike (Combat)
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

2:Two-Weapon Fighting (Combat)
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.

3:Extra Nanite Reserve
You can use your nanite reserve more often.
Prerequisite: Android, nanite reserve class feature.
Benefit: Your nanite reserve increases by 2.

4:Rapid Repair
You can use your nanite surge to repair hit point damage.
Prerequisite(s): Wis 13, nanite surge racial trait.
Benefit: You can use your nanite surge racial trait to heal a number of hit points
equal to your character level, instead of its usual effects.

Mythic Feats
Dual Path (Mythic)
You follow two mythic paths.
Prerequisite(s): 1st mythic tier.
Benefit: Select a mythic path other than the path you selected at your moment of ascension. You gain that path’s 1st-tier ability (either archmage arcana, champion’s strike, divine surge, guardian’s call, marshal’s order, or trickster attack). Each time you gain a path ability, you can select that path ability from either path’s list or the list of universal path abilities.

Up Grades
*:Improved Critical (Combat) [Katana] [Boon Feat]
Attacks made with your chosen weapon are quite deadly.
Prerequisite: Proficient with weapon
Benefit: When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon. This effect doesn’t stack with any other effect that expands the threat range of a weapon.

Class
Weapon and Armor Proficiency
Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi, light armor
Investigators are proficient with simple weapons, [Guns everywhere] Firearms, rapier, sap, Light Energy weapons, short sword, and sword cane. They are proficient in light armors, but not shields.

Blind-Fight (Combat)
You are skilled at attacking opponents that you cannot clearly perceive.
Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded. Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

Back ground
Technologist
You are familiar with the basic mechanics of technology.
Benefit: You are considered to be trained in any skill used against a technology-based subject. If the skill in question requires training to use even against non-technological subjects, you must still have ranks in that skill in order to gain the benefit of Technologist.

(EitR)
Weapon Finesse (EitR):
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Power Attack (EitR):
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Deadly Aim (EitR):
You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Combat Expertise (EitR):
You can increase your defense at the expense of your accuracy.
Prerequisites: Int 13.
Benefit: You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.

Race Feats:

Traits:

Traits:
1:Mutant Eye[Gem in forhead]
One of your parents was exposed to uncontrolled magic or arcane pollution before you were born, causing you to develop a minor mutation that has marked you as different all your life.
Benefit(s): You have a third eye on your forehead. As long as it is uncovered and open, you can get a clearer sense of the emotions of those you see, granting you a +2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect. However, the eye is unsettling, and you take a –1 penalty on Bluff and Diplomacy checks against humanoids who can see it.

2:Magical Knack [Magic Traits]
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

3:Stabbing Contest [Campain][Boon]
Requirement: Follow an appropriate deity
Apparently, there is a contest between various deities and Demigods. Whoseever followers stab the highest number and quality of Deskarite or Baphometan demons in the worldwound wins *something*. You have been send by your temple to participate. Having to tell your quarry that Norgober/Callistria/Nocticula/etc. Sends her regards is unusual, but you will manage. Good thing Demons are telepathic so you can just think this in their direction.
Benefit: Your sneak attack dice increase by 1, if you don't have sneak attack, you get one d6 sneak attack dice as per the rouge class feature. This only applies vs Demons who have been informed that they are to be your prey. This can be done telepathically, assuming the demon is theoretically capable of reading your mind.
--Note, you need to keep track of your Demon Kill by CR and number [5]

4:Resilient [combat]
Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You’ve built up your constitution as a result.
Benefit: You gain a +1 trait bonus on Fortitude saves.

----------------=Drawbacks=-----------------
1:Androids can never gain morale Bonuses of any kind.

Samurai Order of Just Vengeance:

Samurai who join the order of just vengeance dedicate their lives to enforcing the law, while seeking revenge against those who have wronged others because of law braking. Samurai of this order tend to see themselves as both of the law and above it, and are willing to take extreme measures to eradicate criminals and law-breakers.

Edicts: The Samurai must pursue lawbreakers, ensure justice is upheld, and defend those who cannot defend themselves. The Samurai must take whatever measures are necessary to ensure these edicts are upheld, even if it means bending the laws to his own needs. As long as justice is served in the end, the method fits the means.

Challenge (Ex) [+5DMG]
Once per day, a samurai can challenge a foe to combat. As a swift action, the samurai chooses one target within sight to challenge. The samurai’s melee attacks deal extra damage when made against the target of his challenge. This extra damage is equal to the samurai’s level. The samurai can use this ability once per day at 1st level, plus one additional time per day for every three levels beyond 1st, to a maximum of seven times per day at 19th level. Challenging a foe requires much of the samurai’s concentration. The samurai takes a –2 penalty to his Armor Class, except against attacks made by the target of his challenge. The challenge remains in effect until the target is dead or unconscious, or until the combat ends. Each samurai’s challenge also includes another effect, which is listed in the section describing the samurai’s order.
Samurai Order
Challenge:
Whenever an order of the Just Vengeance cavalier issues a challenge, he receives temporary hit points equal to twice his level. These temporary hit points are lost when the challenge ends.

Android:

Racial Traits
Ability Score Modifiers: [/b]
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 (-1 RP) (Note: this trait is called Logical in the Book of

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: [1+9/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.)

Skills:

The ninja’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

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).

Skill Ranks per Level:
(2x[6+4int])+(4x[8+4Int]) = 62 [+12BS]

>Acrobatics {+12}(+3dex +6rank +3Class)
>Appraise {+8}(+4int, +1rank +3Class)[BS]
>Bluff {+5}(+1Cha +1rank +3Class)
>Climb {+7}(+3str, 1rank +3Class)
>Craft[eng]{+10}(+4int, +3rank +3Class)<
>Fly {+7}(+3dex, 1rank +2Class)
>Disable Device {+13}(+4int, +6rank +3Class)
>Diplomacy {+5}(+1Cha +1rank +3Class}
>Disguise{+5}(+1cha, +1rank +3class)
>Escape Artist{+11}(+3dex, +5rank +3class)<
>Heal {+6}(2wis +1rank +3Class)<
>Intimidate {+10}(+1Cha +6rank +3Class)<
>Linguistics{+09}(+4int +1rank +3Class)][BS]
>Perception{+16}(+2wis, +6rank +3Class){+2Race}[+3 Occular implant]<
Ride{+4} (+3Dex +1rank +0Class) {BS}
>Perform {+4}(+1Cha +1rank +3Class-1Class)[BS]
>Profession {+6}(+2wis, +1rank +3Class)[BS]
>Sense Motive{+1}(+1wis, +1rank +3class){-4Race}<
>Sleight of Hand{+8}(+3dex, +2rank +3class)<
>Spell craft{+8}(+4int, +1rank +3class)[+1d6]<
>Stealth{+12}(+3dex, +6rank +3class)<
>Survival{+6}(+2Wis +1rank +3class) [BS]
>Swim {+7}(+3Str +1rank +3Class)[BS]
>Use Magic Device{+5}(+1cha, +1rank +3class)[+1d6]<

^Knowledge (Arcana)(Int)____+8{+1rank,+4Int +3class} [+1d6]
^Knowledge (Dungeoneering)(Int)____+8{+1rank,+4Int +3class} [+1d6]
^Knowledge (Engineering)(Int)____+8{+1rank,+4Int +3class} [+1d6]
^Knowledge (Geography)(Int)____+8{+1rank,+4Int +3class} [+1d6]
^Knowledge (History)(Int)____+8{+1rank,+4Int +3class} [+1d6][Andiron]
^Knowledge (Local)(Int)____8{+1rank,+4Int +3class} [+1d6]
^Knowledge (Nature)(Int)____+8{+1rank,+4Int +3class} [+1d6]
^Knowledge (Nobility)(Int)____+8{+1rank,+4Int +3class} [+1d6]
^Knowledge (Planes) (Int)____+8{+1rank,+4Int +3class} [+1d6]
^Knowledge (Religion) (Int)____--{+1rank,+4Int +3class} [+1d6][Andiron]

+8 Concentration (+4int +3CL )

-=Non-Standard Skill Bonuses=-
[+1d6] [5/day] 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.
+2 trait bonus on Sense Motive checks that increases to +4 on checks to notice whether a character is under a mind-affecting effect.
–1 penalty on Bluff and Diplomacy checks against humanoids who can see your 3ed eye.

-=Languages=-
Languages Computer-Code, Andofen, Common, Elvish,

Special Abilities:

SPECIAL/CLASS ABILITIES

---===Spells / Powers===---]
-Spell-Like Abilities (CL=HD)-

Ninja Nanoshade L4:

Ninja Nanoshade L4

HD 1d8
BAB +3
Saves +01/+4/+1
Poison use
Sneak attack +3d6
Alignment: Any.
Ninja trick x2

Class Skills
Skill Ranks per Level: 8 + Int modifier.
The ninja’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha).

Weapon and Armor Proficiency
Ninja are proficient with all simple weapons, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. They are proficient with light armor but not with shields.

Poison Use
At 1st level, a ninja is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Sneak Attack [3D6]
If a ninja can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. The ninja’s attacks deal extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the ninja flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two ninja levels thereafter. Bonus damage from sneak attacks is precision damage. Should the ninja score a critical hit with a sneak attack, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage (such as a sap, whip, or unarmed strike), a ninja can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, even with the usual –4 penalty. The ninja must be able to see the target well enough to pick out a vital spot, and must be able to reach this spot. A ninja cannot sneak attack while striking a creature that has concealment.

Nanite Reserve (Ex) 9/day [7+2Feat Day]
At 2nd level, a nanoshade gains a nanite reserve that he uses to augment his abilities. The number of points in the nanoshade’s nanite reserve is equal to 1/2 his level + his Intelligence modifier. As long as he has at least 1 point in his nanite reserve, whenever he uses his nanite surge racial ability, the nanoshade may prevent the illumination of his circuitry-tattoos as a free action. Additionally, while 1 point remains in his reserve, the nanoshade’s nanites enhance his reflexes, increasing his base speed by 10 feet. At 10th level and again at 16th level, his base speed improves by an additional +10 feet so long as he has 1 point in his nanite reserve. By spending 1 point from his nanite reserve as a swift action, a nanoshade can make one additional attack at his highest attack bonus, but he can do so only when making a full attack. In addition, he can spend 1 point from his nanite reserve as an immediate action to cause his nanites to take a rigid formation, bolstering his body against attack and granting him DR 5/— for 1 round. Finally, he can spend 1 point from his nanite reserve as an immediate action to use his nanite surge racial ability, even if he has already used it once per day.
The nanoshade’s nanite reserve replenishes itself through self-repair after 8 hours of rest; these hours need not be consecutive

Ninja Tricks[4/day]
If a nanoshade chooses a ninja trick or advanced ninja trick that uses or otherwise interacts with a ki pool, he instead uses his nanite reserve for that ability. Additionally, the nanoshade may use his Intelligence modifier in place of his Charisma modifier for any ninja tricks and advanced ninja tricks that require it. Nanoshades can also take the following ninja trick:

Vanishing Trick (Su)[5 rounds]
Benefit: As a swift action, the ninja can disappear for 1 round per level.
This ability functions as invisibility. Using this ability uses up 1 Nanite Reserve point.

Combat Feat
Blind fight, See feats.

No Trace (Ex)
At 3rd level, a ninja learns to cover her tracks, remain hidden, and conceal her presence. The DC to track a ninja using the Survival skill increases by +1. In addition, her training gives her a +1 insight bonus on Disguise skill checks and on opposed Stealth checks whenever she is stationary and does not take any action for at least 1 round. Every three levels thereafter, the increase to Survival DCs and the bonuses on Disguise and opposed Stealth checks increase by 1.

Uncanny Dodge (Ex)
Starting at 4th level, a ninja can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A ninja with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.

Ninja Code

The eight pillars of the Ninja Code of Honor

-: To go against this Ninja code is to go against all things Ninja and to indicate unfitness to be a Ninja.

1. I will never Divulge any Secrets of all the Ninja knowledge and traditions I know.
2: I will respect at all times the Ninja craft and the elders of my Ninja clan.
3: I will be mindful of my true Ninja self, to do otherwise would be to lose focus in my Ninja craft and art, there is no other way but the way of the Ninja.
4: Emotions are the enemy, Emotions have no use to the Ninja other then to be a mask throw which one can enact ones Ninja craft and art.
5: I will strive to keep order, logic and discipline at all times, the 1st battle is the mind.
6: I have no enemies but only subjects of one's Ninja art and craft.
7: I will strive for self-improvement in my Ninja craft, seeking education and improvement so as to be a better Ninja.
8. I will never cower from necessary harm, nor rush to it pointlessly risking it.

Class Investigator - Tech-Psychic Detective L2:

Investigator - Psychic Detective [L2]

BAB+1
Saves +F0/R+3/W+3
Hit Die: d8.

Spell Megi-tech Casting
A tech-psychic detective casts psychic spells drawn from the psychic class spell list and augmented by a select set of additional spells (see Psychic Detective Spells). Only spells from the psychic class spell list of 6th level or lower and psychic detective spells are considered to be part of the psychic detective's spell list. If a spell appears on both the psychic detective and psychic class spell lists, the psychic detective uses the spell level from the psychic detective spell list. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a psychic detective must have an Intelligence score equal to at least 10 + the spell's level. The saving throw DC against a psychic detective's spell is 10 + the spell's level + the psychic detective's Intelligence modifier.

Like other spellcasters, a psychic detective can cast only a certain number of spells of each spell level per day. She knows the same number of spells and receives the same number of spells slots per day as a bard of her investigator level, and knows and uses 0-level knacks as a bard uses cantrips. In addition, she receives bonus spells per day if she has a high Intelligence score.

A psychic detective need not prepare her spells in advance. She can cast any psychic detective spell she knows at any time, assuming she has not yet used up her allotment of spells per day for the spell's level.

Psychic Detective Spells: A psychic detective has the following spells on her spell list, in addition to psychic spells of 6th level or lower.

1st—Detect chaos, detect evil, detect good, detect law, find traps.
3rd—Calm spirit*, daylight.
4th—Modify memory.
6th—Banishment, moment of prescience, scrying (greater).

This ability replaces alchemy.

Inspiration (Ex)] [5/day]
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.

Trapfinding [+1]
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.

Psychic Meddler (Su)
At 2nd level, a psychic detective receives a +1 bonus on saves against psychic spells and spell-like abilities. This bonus increases by 1 at 5th level and every 3 levels thereafter, to a maximum of +6 at 17th level. Starting at 5th level, the psychic investigator adds half this bonus on caster level checks to dispel psychic effects.

0Level spells DC14 [unlimied]
1:Mend [Ninites]
2:Telekinetic Projectile [Force]
3:Detect Magic [Scanners]
4:Prestidigitation [Ninites]
5:JOLT RTA [1D3] ELECTRICAL 30'[Ninites]

1level spells [DC15] [2] [2+1/day]
1:Eendure Elements [24 Hours] [Ninites]
2:Disguise Self [60mins] [Ninites]
3:Shield [6mins][Force]
3:Mage Armor [6 hours]
[From Class]
-:Detect chaos[Scanners]
-:Detect evil[Scanners]
-:Detect good[Scanners]
-:Detect law[Scanners]
-:Find traps[Scanners]

Mythic-Dual-Path Mystic-Trickster:

Mythic-Dual-Path Mystic-Trickster T1

Granted:
A divine agent or other incredibly powerful being calls upon the character to act as its representative. This role gives the character mythic power, but possibly only while serving the interests of this benefactor and while holding to that patron’s tenets.

Mythic Feat
Select one mythic feat or non-mythic feat as a bonus feat. You must qualify for this feat normally.
You gain another mythic feat at 3rd tier, and again every 2 tiers thereafter
Dual Path (Mythic)
You follow two mythic paths.
Prerequisite(s): 1st mythic tier.
Benefit: Select a mythic path other than the path you selected at your moment of ascension. You gain that path’s 1st-tier ability (either archmage arcana, champion’s strike, divine surge, guardian’s call, marshal’s order, or trickster attack). Each time you gain a path ability, you can select that path ability from either path’s list or the list of universal path abilities.

Hard to Kill (Ex)
Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.

Mythic Power (Su)[5/day]
Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (Su)[1d6 - 5/day max]
You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Bonus Hit Points:
Whenever you gain a trickster tier, you gain 4 bonus hit points. These hit points stack with themselves, and don’t affect your overall Hit Dice or other statistics.

Trickster Attack: Surprise Strike (Ex)
As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.

Mystic Secret-Mindwalk (Su)
As an immediate action, you can expend one use of mythic power to convert your physical self into a body of pure thought, becoming incorporeal until either the start or the end of your next turn (your choice). When you use this ability, you gain damage reduction 10/epic in addition to the standard incorporeal traits.

Path Ability
Shadow Stealth (Ex)
Whenever you're in darkness, you can move at full speed within that area without taking a penalty on Stealth checks. As a move action, you can expend one use of mythic power to teleport from one area of darkness to another within 100 feet as if using greater teleport. You must have line of effect to the destination.

Gear/Possessions:

--------------=GEAR/POSSESSIONS=-------------
Starting cash 15050gp / left 1203gp 14sp 2cp

Armor
Mithril Shirt [Loot]

--
Weapon
1X Adamantium Kitarna +1 [3000gp+2000gp]
2x MW Cold Iron Wakizashi [640gp]
2x Cold Iron Kerambit [80gp]

Belt: Belt of Giant Strength +2
Body: Cyberart [100gp]
Chest: -
Eyes: -
Feet: -
Hands: -
Head: -
Headband: Headband of Inspired Wisdom [+2]
Neck: -
Shoulders: -
Wrists: Ninite Sleeves of Many Garments[200gp]
Ring L: Ring of Defence +1
Ring R: -

Cyberart 100gp
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.

Ocular plot implant
SEE UPGRADE-TECH BELOW

Handy HaverSack [2100gp] [cybertech]
IMAGE OF BACKPACK HERE
DESCRIPTION

Main Pouch[80lb]
MW Survival Tech Kit
+ extract Tarp and silk Rop 50',
1x Composite Longbow (+2 Str), 100 x cold iron arrows
1x Short bow, [Quiver, 120 Arrows][120gp]
2x Healers kit [10/10][50gp],
Writing kit, [35gp]
Her other Weapons

Side Pouch 1[20lb]
4x Rope Dart
40x Shuriken

Side Pouch 2[20lb]
8x Smoke Pellets
8x Alchemist fire
8x Black powder pouch
8x X Potion of CMW

None slotted Items

-=Carrying Capacity=-
Light 0-66lb. Medium 67–133lb. Heavy 134–200lb.
-=Current Load Carried=- 7.5 lb.

-=Money=- 0 GP 0 SP 0 CP

10 min Background:

Five things about her background
1:She was made on a craft that crossed the bag between worlds. A craft of magic, tech and wonder. She was made as a tool, A preprogrammed infiltrator and killer.
2:She respects only her craft, her 'Clan' being her now long-dead Vat sisters and brothers. But it dose not matter that they are gone. What matters is her programming and training.
3:She feels no emotions at all. O she has curiosity and is careful, understanding self-preservation. But feeling like wonder, Joy, happiness, hate and so on, they are just abstracts that she mimics to fit in, but never quit perfectly, something always seems off about her.
4:She will go out of her way to learn new things that can help her 'craft' sometimes agreeing to do things under contract only because of a toxin or fight style she has not seen before. Money to her is a means to an ends. It only motivates her when she needs something for her craft or work.
5:She has a handy Havasack she keeps stocked with her weapons an belongings.
Two Goals
1. To Start her own Ninjiu Dojo and train students so that she can rule a clan of Ninja.
2. Learn as much as she can about her 'craft'
Two Secrets [One known/one unknown]
1. She is an Andriod and tries her best to hide this.
2. Deep deep down, under all that logic she feels joy when she uses her craft to skill.
Three People you know, 2 friends 1 Enemy
1. Old Will, A street food vendor she used to get contracts.
2: Benedict Daxos a Human Paladin, he like her uses a Kitana, and they have spent some time out in the wound.
3. The head of the Keep watch, who suspects what she is and has on more than one occasion set a trap for her.
Three Memories
1. Looking into the eyes of the scavengers who found her, one had tried to have used her when he found out to late she as active
The look of shock as her hand jab smashed his windpipe.
2. Coming to world wound and seeing it for the 1st time.
3. Vanishing and then gutting a demon to the shock of the party who she was guiding in the wound.

UPGRADE-TECH:

Detecting Ocular receptible. Analyzing receptible. Last firmware update at t-6536 years...
Self-data core is not fully functional, only a partial update is possible... Updating ocular receptors.
Displaying optical changelog.
Module perception enhancer: 50% functional. Provides resolution

Improvement to visual perception: Upon full restoration, perception to be enhanced further.

Module remote perception: 50% functional. Provides remote sensing capabilities based on wireless. High likelihood that "Mage hand" can substitute for the missing antigravity field. Upon restoration, improved range of wireless communication and improved audio processing of remote-controlled optical explant.

Darkvision range enhancer: Currently not functional. Upon restoration, assumed improvement of dark vision and low light vision by 50%.

Anti Gaze vision defender: Currently nonfunctional. Upon restoration, provides kill-shield neualight defense against gaze attacks.

Improved weakness detecting: Functional. Upon restoration, provides improved capability to "critical hit".

SOLAR STARTORCH system: Currently nonfunctional. Upon restoration, provides a powerful light system. Capable of blinding organic vision receptors upon direct eye-to-ocular contact. Caution: Was labeled a war crime by Zurah-corp. Caution is not needed as STARTORCH SYSTEM is indeed very effective in repelling Zurah-Corp consumers and other light-sensitive near-peer competitors.

LIGHTBRINGER LAZER SYSTEM: Functional Upon restoration, provides an inbuilt laser rifle. Caution, exclusive with SOLAR STARTORCH on account of incompatible power requirements.

TRAP DETECT SYSTEM: Currently nonfunctional. Upon restoration, provides improved Trap Sensing.

MORALE DETECT SYSTEM: Currently nonfunctional. Upon restoration, provides moral alignment detection.

Assessing power capabilities in the host system. The current surplus energy available is sufficient for Two of these upgrades. Further upgrades possible once strength of host system improves.
No existing data for the length of installation on host firmware exists, cannot predict installation duration.... Assessing host memory core... Suggestion to use background installation to not interfere with operational combat performance.