Urgathoa

Sapphire Aurora's page

159 posts. Alias of Johnny_Panic.


Full Name

Android Ninja

Race

Android Ninja

Classes/Levels

Investigator[L1]/Ninja [L3] | AC 22/22*, T 14/18*, FF 14/18* | F +1/R+6/W+4| HP 14/24 | CMB +2, CMD 15 | NR 3/5 | Init +3 | Perception +14 | Condition: None

Size

6'2" - 180lb

Alignment

LE

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

About Sapphire Aurora

Sapphire Aurora
Race: Android
Class:
1:Ninja Nanoshade [L3]
2:Investigator - Psychic Detective [L1]

THEME:
Inhuman killer, An uncaring highly skilled Ninja infiltrator, Cold, hard, and ruthless. But she respects rules, order and her 'Craft'.

Description
Aurora looks just like this image Android Ninja As an Andriod there is always something odd about her, it could be the fact she never blinks, sleeps or gets tired. Or she stands still too long. Or her eyes have a dim dull red glow all the time. Tall slender, her skin seems to have complex shifting designs on them. Her clothing is odd of a strange design. No armor or weapons to be seen, yet you get a feeling she is always ready to kill.

Personality
Sapphire sees herself as, faster, smarter, and quicker than organics. She knows this because she was designed to be so. Her programming was in infiltration and in Ninjitsu, her 'art' or 'craft' as she calls it. She sees the fact she does not 'feel' as organics do as a positive thing. O She understands that others have emotions, and she can mimic them, but she herself does not have them at all, just the craft. If you meet her, she seems well, a copy.

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

DEFENSE:

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

Fort: +1, {+1Base,+0Con}
Reflex: +6, {+3Base,+3Dex}
Will: +4,{+2Base,+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 +16 {+0Base +2Str +3Dex +0size +0misc +1Dodge}

OFFENSE:

Speed: 40ft
CMB: +5; {+2Base +3Dex +0size +0misc}
Base Atk: +1;
Melee:+5{+2Base,+3Dex}[Light weapons]
Melee:+4{+2Base,+2Str}
Ranged:+5{+2Base,+3Dex}

--Melee: [Sneak attack+3d6]
Improved Unarmed attack* TH+5 DMG[1d6+2] x2 (L)

Back Pack.
+1 Adamantine Mace TH+6 DMG [1d8+3] [+4D6 Sneek attack] crit x2 20 [Magic] [B and P]

Spring-loaded wrist sheaths (load it with a cold iron dagger in case you're grappled)
Cold Iron Wakizashi** TH+5 [RH-THWF+2][1d4+2][+4D6 Sneek attack] 18–20/×2 [P]
Cold Iron Wakizashi** TH+5 [LH-THWF-2][1d4+2][+4D6 Sneek attack] 18–20/×2 [P]

Wast sheaths
MW Cold Iron Wakizashi** TH+6 [RH-THWF+2][1d6+2][+4D6 Sneek attack] 18–20/×2 [P]
MW Cold Iron Wakizashi** TH+6 [LH-THWF-2][1d6+2][+4D6 Sneek attack] 18–20/×2 [P]
Deadly:** When you use this weapon to deliver a coup de grace, it gains a +4 bonus to damage when calculating the DC of the Fortitude saving throw to see whether the target of the coup de grace dies from the attack. The bonus is not added to the actual damage of the coup de grace 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]

--Ranged:--
Shortbow TH+4 [1d6] Critical x3 Type piercing.
Telekinetic Projectile TH+4 DMG [1d6]+[Sneak attack+3d6]
1 standard action, Components V, S
Range close (25 ft. + 5 ft./2 levels)
Duration instantaneous
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.

Space 5 ft.; Reach 5 ft.

STATISTICS:

25 point Buy

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

Feats:

Level feats after 1st:
1:Dodge (Combat)
Revised. You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

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.

(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:
1:

Class Feats:
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, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Traits:

Traits:
1:Rich Parents [Social Traits
You were born into a rich family, perhaps even the nobility, and even though you turned to a life of adventure, you enjoy a one-time benefit to your initial finances.
Benefit: Your starting wealth increases to 900 gp.

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]
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 dont 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

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.

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.)

Repairing Nanites:
Some androids cannot prompt their nanites to aid them in any endeavor, but instead find that their nanites stitch their wounds together. The first time each day that such an android has taken an amount of damage greater than or equal to twice her Hit Dice, the nanites automatically activate, without an action. Her circuitry-tattoos glow with light equivalent to that of a torch for 1 round and she heals a number of hit points equal to twice her Hit Dice. This racial trait replaces nanite surge.

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:
(1x[6+4int])+(3x[8+4Int]) = 48 [+8BS]

>Acrobatics {+10}(+3dex +4rank +3Class)
>Appraise {+8}(+4int, +1rank +3Class)[BS]
>Bluff {+5}(+1Cha +1rank +3Class)
>Climb {+6}(+2str, 1rank +3Class)
>Craft[All](+4int, +0rank +0Class)<
>Fly {+3}(+3dex, 0rank +0Class)
>Disable Device {+11}(+4int, +4rank +3Class)
>Diplomacy {+5}(+1Cha +1rank +3Class}
>Disguise{+5}(+1cha, +1rank +3class)
>Escape Artist{+10}(+3dex, +4rank +3class)<
>Heal {+6}(2wis +1rank +3Class)<
>Intimidate {+5}(+1Cha +1rank +3Class)<
>Linguistics{+8}(+4int +1rank +3Class)][BS]
>Perception{+14}(+2wis, +4rank +3Class){+2Race}[+3Occular implant]<
Ride{+2} (+1Str +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, +1rank +3class)<
>Spell craft{+8}(+4int, +1rank +3class)[+1d6]<
>Stealth{+10}(+3dex, +4rank +3class)<
>Survival{+6}(+2Wis +1rank +3class) [BS]
>Swim {+5}(+1Str +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 )

[+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.

-=Non-Standard Skill Bonuses=-

Race Skills

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

Special Abilities:

SPECIAL/CLASS ABILITIES

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

Ninja Nanoshade L3:

Ninja L3

HD 1d8
BAB +1
Saves +01/+3/+1
Poison use
Sneak attack +3d6
Alignment: Any.
Ninja trick x1

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) [5/5 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)[2 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 ki point.

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.

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 - Psychic Detective L1:

Investigator - Psychic Detective [L1]

BAB+1
Saves +F0/R+2/W+2
Alignment: Any.
Hit Die: d8.
Parent Classes: Alchemist and rogue.
Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

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).

Weapons
Investigators are proficient with simple weapons, plus the hand crossbow, rapier, sap, shortbow, short sword, and sword cane. They are proficient in light armors, but not shields.

Spell Casting

A 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.
This ability replaces poison lore, poison resistance, swift alchemy, and poison immunity.

Spells [3/Day] [CL3 1evel+2trait]

0Level spells DC14 [unlinied]
1:Mend
2:Telekinetic Projectile
3:Detect Magic
4:Prestidigitation
4:detect-thoughts

1level spells [DC15] [2] [2+1/day]
1:Eendure Elements [24 Hours]
2:Disguise Self [30mins]
3:Shield [4mins]
[From Class]
-:Detect chaos
-:Detect evil
-:Detect good
-:Detect law
-:Find traps

Gear/Possessions:

--------------=GEAR/POSSESSIONS=-------------
Starting cash 4050gp / left 1203gp 14sp 2cp

LOOT
--Mithral Chainshirt
--Ocular plot implant
--Potion of CMW
--+1 morning star (its a simple weapon so she can wield it. It is also a +1 weapon, and Saphirre otherwise has no magic weapon capability)
--invisibility potion
--16 Masterwork cold iron throwing axes

Armor
Mithril Shirt [Loot]

--
Weapon
See Handy Haver-Belt

Belt: Handy Haver-Belt [2100gp]
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 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.

Handy Haver-Belt [2100gp] [cybertech]
[Just as a Handy Haversack, but in belt form and takes the belt slot]
DESCRIPTION
This Handy HaverSack has been made to look like a belt. It has two smaller pouches, each is like a bag of holding and can hold material of as much as 2 cubic feet in volume or 20 pounds in weight. A side portion contains up to 8 cubic feet or 80 pounds of material. Always weighs only 5 pounds. When the wearer reaches into a pouch for a specific item, that item is always on top. Retrieving any specific item from a haver-belt is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Items in Haver-Belt- katana x1 [50gp]Cold Iron Wakizashi x2 [140gp], kusarigama, short bow, [Quiver,120 arrows][120gp] shuriken [40][40gp], smoke Pellets [4][20gp], healers kit [10/10][50gp], Alchemist fire [2], Black powder pouch [2], Tarp and silk Rop, writing kit, [35gp] Rope Dart [8gp] Healers Kit 9/10

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.