Cedona

Seven_Zee_Alpha's page

2 posts. Alias of Johnny_Panic.


Full Name

Seven Zee Alpha

Race

Android

Classes/Levels

Investigator/Monk/Tech Slinger L7

Gender

Female looking

Size

6'6"

Age

Unknown

Strength 14
Dexterity 20
Constitution 14
Intelligence 23
Wisdom 16
Charisma 12

About Seven_Zee_Alpha

Name: Seven Zee Alpha
Race: Android
Class : [LN] Investigator -Tech Slinger - Monk [L7]

THEME: Lawful detective in an Alien land.

Description
Seven-Zee-Alpha looks superficially like a female human. But her alien nature is revealed by the fine metallic sheen in their eyes and the biological, tattoo-like circuitry that covers her synthetic skin. There is a constructed feel to her, almost human yet not. Seven-Zee-Alpha is unusually sill. Her voice is odd, synthetic sounding like it's always on Auto-tune. What is even odder, is that she can produce music that seems to come from with in her. In hight she stands 7', tall and is unusually heavy [300lb]. Her clothing is some form of Body suit. She has a gun belt that holds two large Advacned Tech Revolvers and two small blades.

Personality
Seven can seem cold and deeply logical to the point of being uncaring at times. But she dose have feelings, she is just bad at expressing them, and also understanding them in others. Seven is a little OCD, always cleaning her space. But she has a Strong code of morality, That she lives by. A set of rules she tries very hard not to brake. She dose not trust someone until she has known someone for a while, but when she dose trust its a strong trust.

Crunchy Bits:

=-----Statistics-----
Init +5; Senseslow-light vision, Dark vision 60' Perception +12

DEFENSE

AC [22] TAC[16] FF[16] 10+6Armor*+0Shield+5Dex+0Items+1Other+0Size+0NA+0Dodge+1AP]
*mithral-shirt +2 Build into tech suit.

HP: 52/52 [8+2con]+[6x(5+2)]

Fort: +8, {+5Base,+2Con+1AP}
Reflex: +11, {+5Base,+5Dex+1AP}
Will: +8,{+5Base,+3Wis+1AP}

Other

Resistance:
+4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects.
+3 Vs Posion [Class]
+3 Vs Traps [Class]

Immunity's
Immune to mind-effects, Fear, Fatigue or exhaustion, disease and sleep effects. Dose not need to breath, drink or eat.

CMD +25 {10+7Base +2Str +5Dex +0size +0misc +0Dodge +1ABP}

OFFENSE

Speed: 60ft
CMB: +10; {+7Base +2Str +0size +0misc+1ABP}
Base Atk: +7/+2
Melee:+9/+4 {+7/+2Base,+2Str}
Ranged:+12/+7{+7/+2Base,+5Dex}

ATATCKS
Studied Combat (Ex) [+3 TH]
Studded Strike (Ex) +2d6 [DMG]

--Melee:
Unarmed attack* TH+9/+4 DMG[1d3+2] x2 (NL)
Combat Knife TH+9/+4 DMG[1d4+2] X2 (P/L)
LH Knife TH+7/+2 DMG[1d4+2] X3 (L)
RH Knife TH+7/+2 DMG[1d4+2] X3 (L)

--Ranged:
[Background items]
RH-MW Revolvers*+1 RTA TH+13/+8+1APB DMG[2d6+1APB+5Dex] R80' [Misfire 1/ Capacity 6] [20 x4]
LH-MW Revolvers*+1 RTA TH+13/+8+1APB DMG[2d6+1APB+5Dex] R80' [Misfire 1/ Capacity 6] [20 x4]
^[As Colt Python .357 Revolver-Pathfinder Modern] [-2 TH when using both, -2 per range increment]
*Each Revolver, has a single shot gun round in a second barrel, [Full action to reload each one]
Alchemical rounds can be fitted into this barrel [r20ft]

Alchemical rounds
1x Flare cartridge.
1x Tracking round.

Space 5 ft.; Reach 5 ft.
STATISTICS
40 Point Buy

Str_14 [+2][10][5pp]
Dex_20 [+5][10][10pp][+2Race][+2Item]
Con_14 [+2][10][5pp]
Int_23 [+6][10][10pp][+2Race][+1Level][+2Item]
Wis_16 [+3][10][5pp][+2Item]
Cha_12 [+1][10][5pp][-2Race]

Feats

Level feats after 1st:
1:Weapon-finesse-
2:Two Weapon Fighting
3:precise-shot

Race Feats:
1:Exotic Weapon Proficiency (Advanced Firearms)

Class Feats
Investigator
Tech Slinger
1:Technologist
2:Advanced Gun Smithing
3:Rapid Reload
Monk
3:Improved unarmed strike

Traits
Traits:
1:Arcane Dabbler (Regional) [Based on Nanites, Range Touch]
Benefit: Select two non-harmful arcane cantrips. You can cast these two cantrips once per day each (caster level 1st).
If you have levels in a class that can cast these cantrips, your caster level for these cantrips is equal to that class level.
-:Prestidigitation
-:Mending
2:

----------------=Drawbacks=-----------------
1: Androids
Androids can never gain morale bonuses
2: High Tech
Can only be raised or resurrected by High tech means.

Special Abilities
Constent [Activated Daily]
Endure elements, as the spell, as well as protection against exposure to vacuum and underwater pressure.
undetectable alignment conceals the alignment of an object or a creature from all forms of divination.
Tattoo of Elemental Endurance (Ex)
Can remain on the Planes of Air, Earth, Fire, or Water for up to 48 hours at a time. Failure to return to the Material Plane before that time expires causes a holder to take 1 point of damage per additional hour spent on the elemental plane, until it dies or returns to the Material Plane.

Race Android
Android

Racial Traits
Ability Score Modifiers: 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.
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
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.
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.
Constructed
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.
No True feeling
Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects.
Weapon Familiarity (1 RP) [Advanced Fire Arms[/b]
Prerequisites: None.
Benefit: Choose up to two weapons, or one weapon and a racial weapon group. When choosing a racial weapon group, you must choose a group that includes the same name as one of your subtypes. Members of this race are proficient with those weapons. For the purposes of weapon familiarity, all bows are considered one weapon.
Special: This trait can be taken up to two times. The second time it is taken, the race becomes proficient with another two weapons or one weapon and a racial weapon group.
Fast (1 RP)
Prerequisites: Normal speed.
Benefit: Members of this race gain a +10 foot bonus to their base speed.
Special: This trait can be taken more than once, but each time it is, the cost increases by 1 RP. Its effects stack.
Envoy (1 RP)
Prerequisites: None.
Benefit: Members of this race with an Intelligence score of 11 or higher gain the following spell-like abilities (the caster level is equal to the user’s character level):
1/day—comprehend languages, detect magic, detect poison, read magic.

Skills

-=Skills=- [98 points] 7x[6Class +6Int] [+14BS][+7]
FC-Investigator: Add a +1/2 bonus when using inspiration on any Knowledge or Linguistics check.

+15 Acrobatics*(+5dex,+7rank +3class)<
+10 Appraise(+6int, 1rank +3class)<
+05 Bluff(+1cha, +1rank +3class)[+1d8]<
+06 Climb*(+2str, 1rank +3class)<
+20 Craft (Alchemy)(+6Int, 6rank +8class)<
+14 Craft (Firearms)(+6Int, 5rank +3class)<
+04 Diplomacy(+1Cha, +1rank +3class)[+1d8]<
+01 Disable Device (+6Int, +1rank +3class)[+1d8]<
+05 Disguise(+1Cha, 1rank +3class)[+1d8]<
+05 Fly (+5Dex +0Rank +0Level)
+10 Escape Artist(+5Dex, 2rank +3class)<
+07 Heal (+3Wis +1rank +3class)[+1d8]<
+07 Intimidate(+1Cha, +3rank +3class)[+1d8]<
+15 Perception(+3Wis, +7rank +3class +2Race)[+1d6]<
+09 Ride (+5Dex 1ranks +3class)<
+05 Perform (Singing) (+1Cha +1Rank+3Class)<
+10 Profession [Privet Detective](+6Int, +1rank +3class)[+1d8]<
+07 Sense Motive(+3Wis, +5rank +3class-4race)[+1d8]<*
+09 Sleight of Hand(+5Dex, +1rank +3class)[+1d8]<
+13 Spellcraft (+6Int, +4rank +3class)[+1d8]<
+15 Stealth (+5Dex, +7rank +3class)<
+07 Survival (+3Wis 1rank +3class)<
+05 Swim (+1Str 1rank+3Class)<
+07 Use Magic Device(+1Cha, +3rank +3class)<

^Knowledge (Arcana)(Int)____+12{+6Int +3Rank +3class}[+1d8]<
^Knowledge (Dungeoneering)(Int)____+12{+6Int +3Rank +3class}[+1d8]<
^Knowledge (Engineering)(Int)____+12{+6Int +3Rank +3class}[+1d8]<
^Knowledge (Geography)(Int)____+12{+6Int +3Rank +3class}[+1d8]<
^Knowledge (History)(Int)____+12{+6Int +3Rank +3class}[+1d8]<
^Knowledge (Local)(Int)____+12{+6Int +3Rank +3class}[+1d8]<
^Knowledge (Nature)(Int)____+12{+6Int +3Rank +3class}[+1d8]<
^Knowledge (Nobility)(Int)____+12{+6Int +3Rank +3class}[+1d8]<
^Knowledge (Planes) (Int)____+12{+6Int +3Rank +3class}[+1d8]<
^Knowledge (Religion) (Int)____+12{+6Int +3Rank +3class}[+1d8]<

Linguistics+12 {+6Int +3Rank +3class}[+1d8]<

+13 Concentration (+6int+7CL)

*Armor Check Penalty [-1]

-=Non-Standard Skill Bonuses=-

Race Skills

-=Languages=-
Languages: Androffan, Common, Infernal, celstal, Dracona, Abyssal.

=+=+=+=+=+=+=+=Class Cleric - Investigator L7=+=+=+=+=+=+=+=

[LN] Investigator - [L7]

BAB +3 HD1d8/Saves 2/5/5

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).

Class Features
The following are the class features of the investigator.

Weapon and Armor Proficiency
Steel hounds are proficient with simple weapons, plus the rapier, the sap, and one type of firearm selected at 1st level. They are proficient in light armor, but not shields.

Nanite Alchemy (Su)
Android Investigators are highly trained in the creation of Nanite [alchemical] busts. When using Craft (alchemy) to create an Nanite alchemical item, an investigator gains a competence bonus equal to his class level on the skill check. In addition, an investigator can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to attempt such a check. Like an alchemist, an investigator prepares his 'spells' by mixing ingredients and a tiny fraction of his own magical Nanite power into a number of [busts] extracts, and then effectively casts the 'spell' by drinking Contact with the extract. These extracts have powerful effects, but they are also bound to their creator. Extracts behave like spells in [contact] potion form, and as such their effects can be dispelled by dispel magic and similar effects, using the investigator’s level as the caster level. An investigator can create only a certain number of extracts of each level per day. His base daily allotment of extracts per day is given on Table: Investigator. In addition, he receives bonus extracts per day if he has a high Intelligence score, in the same way a wizard receives bonus spells per day. When an investigator mixes an extract, he infuses the chemicals and reagents in the extract with magic siphoned from his own magical aura. An extract immediately become inert if it leaves the investigator’s possession, reactivating as soon as it returns to his keeping—an investigator cannot normally pass out his extracts for allies to use. An extract, once created, remains potent for 1 day before losing its magic, so an investigator must reprepare his extracts every day. Mixing an extract takes 1 minute of work. Creating extracts consumes raw material, but the cost of those materials is insignificant—comparable to the valueless material components of most spells. If a spell normally has a costly material component, that component is expended during the consumption of that particular extract. Extracts cannot be made from spells that have focus requirements; extracts that duplicate divine spells never have a divine focus requirement. An investigator uses the alchemist formulae list to determine the extracts he can know. An investigator can prepare an extract of any formulae he knows. To learn or use an extract, an investigator must have at least an Intelligence score equal to 10 + the extract’s level. The saving throw DC for an investigator’s extract is equal to 10 + the extract’s level + the investigator’s Intelligence modifier. An investigator may know any number of formulae. He stores his formulae in a special tome called a formula book. He must refer to this book whenever he prepares an extract. At 1st level, an investigator starts with two 1st-level formulae of his choice, plus a number of additional formulae equal to his Intelligence modifier. At each new investigator level, he gains one new formula for any level that he can create. An investigator can also add formulae to his book just like a wizard adds spells to his spellbook, using the same costs, pages, and time requirements. A formula book costs as much as a spellbook. An investigator can study a wizard’s spellbook to learn any formula that is equivalent to a spell the spellbook contains. A wizard, however, cannot learn spells from a formula book. An investigator can also learn formulae from another investigator’s or an alchemist’s formula book (and vice versa). An investigator does not need to decipher arcane writing before copying that formulae.

Inspiration (Ex) [9/day] [1d6]
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 [+3]
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.

Poison Lore (Ex)
An investigator has a deep understanding and appreciation for poisons. At 2nd level, he cannot accidentally poison himself when applying poison to a weapon. If the investigator spends 1 minute physically examining the poison, he can attempt a Knowledge (nature) check to identify any natural poison or Knowledge (arcana) check to identify any magical poison (DC = the poison’s saving throw DC). Lastly, once a poison is identified, he can spend 1 minute and attempt a Craft (alchemy) check (DC = the poison’s saving throw DC) to neutralize 1 dose of the poison. Success renders the dose harmless. The investigator has no chance of accidentally poisoning himself when examining or attempting to neutralize a poison.

Poison Resistance (Ex) [+4 vPosion]
At 2nd level, an investigator gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, and to +6 at 8th level. At 11th level, the investigator becomes completely immune to poison.

Investigator Talent (Ex) or (Su)
At 3rd level and every 2 levels thereafter, an investigator gains an investigator talent. Except where otherwise noted, each investigator talent can only be selected once. Investigator talents marked with an asterisk (*) add effects to an investigator’s studied combat or studied strike. Only one of these talents can be applied to an individual attack, but the decision can be made when the damage is dealt.. + The steel hound can select the Extra Grit or Rapid Reload feats in place of an investigator talent.
1:Expanded Inspiration (Ex)
Benefit: An investigator can use his inspiration ability when attempting Diplomacy, Heal, Perception, Profession, and Sense Motive checks without expending uses of inspiration, provided he’s trained in the skill.
2:Underworld Inspiration (Ex)
Benefit: An investigator can use his inspiration on Bluff, Disable Device, Disguise, Intimidate, or Sleight of Hand checks without expending uses of inspiration, provided he’s trained in the skill.
3:Amazing Inspiration (Ex)
Prerequisite(s): Investigator 7th level
Benefit: When using inspiration, the investigator rolls a d8 instead of a d6. At 20th level, the investigator rolls 2d8 and adds both dice to the result.

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

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

Studied Combat (Ex) [+3]
With a keen eye and calculating mind, an investigator can assess the mettle of his opponent to take advantage of gaps in talent and training. At 4th level, an investigator can use a move action to study a single enemy that he can see. Upon doing so, he adds 1/2 his investigator level as an insight bonus on melee attack rolls and as a bonus on damage rolls against the creature. This effect lasts for a number of rounds equal to his Intelligence modifier (minimum 1) or until he deals damage with a studied strike, whichever comes first. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. An investigator can only have one target of studied combat at a time, and once a creature has become the target of an investigator’s studied combat, he cannot become the target of the same investigator’s studied combat again for 24 hours unless the investigator expends one use of inspiration when taking the move action to use this ability.

Studied Strike (Ex) [+2d6]
At 4th level, an investigator can choose to make a studied strike against the target of his studied combat as a free action, upon successfully hitting his studied target with a melee attack, to deal additional damage. The damage is 1d6 at 4th level, and increases by 1d6 for every 2 levels thereafter (to a maximum of 9d6 at 20th level). The damage of studied strike is precision damage and is not multiplied on a critical hit; creatures that are immune to sneak attacks are also immune to studied strike. If the investigator’s attack used a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), he may choose to have the additional damage from studied strike be nonlethal damage instead of lethal damage. If the investigator chose to make an attack with a lethal weapon instead deal nonlethal damage (with the usual –4 penalty), the studied strike damage may also deal nonlethal damage. The investigator must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. An investigator cannot use studied strike against a creature with concealment.

-=1st DC13 (0/day)=-

1st Level 4+2int/Day DC17
1: CLW
2: CLW
3: CLW
4: CLW
5: Endure Elements (used very Day)
6: Shield [5mins]

2ed Level 3+2int/Day DC18
1: Undetectable Alignment [Used Daily]
2: Detect Thoughts [5mins]
3: Invisibility [5mins]
4: Invisibility [5mins]
5: Levitate [5mins]

3ed Level 1+1int/Day DC19
5: CMW
5: Invisibility [5mins]

1/day each [From Trait] [Divine]
1: Mending
2:Prestidigitation

=+=+=+=+=+=+=+=Tech Slinger=+=+=+=+=+=+=+=

[LN] Tech Slinger [L7]

BAB +7/+2
Save +5/+5/+2

Class Skills
Skill Ranks per Level: 4 + Int modifier.
The gunslinger’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Sleight of Hand (Dex), Survival (Wis), and Swim (Str).

Class Features
The following are class features of the gunslinger.

Weapon and Armor Proficiency
Gunslingers are proficient with all simple and martial weapons, and with all firearms. They are proficient with all light armor.

Gunsmith
At 1st level, a gunslinger gains one of the following firearms of her choice: blunderbuss, musket, or pistol. Her starting weapon is battered, and only she knows how to use it properly. All other creatures treat her gun as if it had the broken condition. If the weapon already has the broken condition, it does not work at all for anyone else trying to use it. This starting weapon can only be sold for scrap (it’s worth 4d10 gp when sold). The gunslinger also gains Gunsmithing as a bonus feat.

Grit (Ex) [3/day]
A gunslinger makes her mark upon the world with daring deeds. Some gunslingers claim they belong to a mystical way of the gun, but it’s more likely that the volatile nature of firearms simply prunes the unlucky and careless from their ranks. Whatever the reason, all gunslingers have grit. In game terms, grit is a fluctuating measure of a gunslinger’s ability to perform amazing actions in combat. At the start of each day, a gunslinger gains a number of grit points equal to her Wisdom modifier (minimum 1). Her grit goes up or down throughout the day, but usually cannot go higher than her Wisdom modifier (minimum 1), though some feats and magic items may affect this maximum. A gunslinger spends grit to accomplish deeds (see below), and regains grit in the following ways.

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

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

Grit, Luck, and Panache
Grit, luck, and panache represent three different means by which heroes can gain access to the same heroic pool, using it to accomplish fantastic feats. For characters with a mix of grit, luck, and panache, they pool the resources together into a combined pool. (Those who use panache and luck gain twice their Charisma bonus in their pool.) For feats, magic items, and other effects, a panache user can spend and gain luck points in place of grit or panache points, and vice versa.
A luck user does not count as a grit or panache user to satisfy feat prerequisites.

Daring Act
Each time a gunslinger performs a daring act, she can regain grit. As a general guideline, a daring act should be risky and dramatic. It should take a good deal of guts, and its outcome should have a low probability of success. If it is successful, the gunslinger regains 1 grit point.
Before attempting a daring act, the player should ask the GM whether the act qualifies. The GM is the final arbiter of what’s considered a daring act, and can grant a regained grit point for a daring act even if the player does not ask beforehand whether the act qualifies.

Dares
Dares are similar to deeds in that they grant a gunslinger or a swashbuckler extra abilities based on either grit or panache, but unlike deeds, dares become active when a member of these classes runs out of her respective pool, and become inactive until the character regains points of their respective pool. They grant the character a benefit and a new ability to regain or increase the ability to regain either grit or panache. A dare can be taken in place of one of the bonus feats a gunslinger or a swashbuckler gains at 4th level and every 4 levels thereafter. A gunslinger or a swashbuckler can choose to have multiple dares, but can only pick one to be active each time she reaches 0 grit or panache points. Once chosen, the active dare cannot be changed until the gunslinger or swashbuckler reaches 0 grit or panache points again.

List of Dares
Desperate Evasion (Ex)
While this dare is active, you gain the evasion class feature. If you already have this class feature, while this dare is active you roll twice when making a Reflex saving throw and take the higher result. You regain 1 grit or panache point when you succeed at two Reflex saving throws while using this dare.

Frantically Nimble (Ex)
While this dare is active, you gain a +2 dodge bonus to AC. You regain 1 grit or panache point when any enemy making a ranged or melee attack against you misses you three consecutive times. The attacks need not come from the same enemy.

Out for Blood (Ex)
While this dare is active, your critical threat range with firearms (for gunslingers) or light or one-handed piercing melee weapons (for swashbucklers) increases by 1 (20/x4 becomes 19–20/x4, 19–20/x2 becomes 18–20/x2, and so on). This effect does not stack with similar effects that modify a weapon’s critical threat range.

Run Like Hell (Ex)
While this dare is active, your speed increases by 10 feet, and you retain your Dexterity bonus to your AC while running. You regain 1 grit or panache point the first time you are more than 100 feet away from your closest enemy.

Nimble (Ex)
Starting at 2nd level, a gunslinger gains a +1 dodge bonus to AC while wearing light or no armor. Anything that causes the gunslinger to lose her Dexterity bonus to AC also causes the gunslinger to lose this dodge bonus. This bonus increases by +1 for every four levels beyond 2nd level (to a maximum of +5 at 20th level).

Bonus Feats
At 4th level, and every four levels thereafter, a gunslinger gains a bonus feat in addition to those gained by normal advancement. These bonus feats must be combat or grit feats.

Technic Training (Ex)
Starting at 5th level, a techslinger can select one specific type of advanced technology firearm (such as a laser pistol, mindrender, stun gun, or zero rifle). Thereafter, she gains a bonus equal to her Dexterity modifier on damage rolls when using that firearm. Furthermore, she treats all detrimental glitches of timeworn versions of her selected firearm as a result of no glitch. (She can retain the effects of beneficial glitches if she wishes.)
Every 4 levels thereafter (9th, 13th, and 17th), the techslinger selects another type of advanced technology firearm, gaining these bonuses for those types as well.

Techslingers
have access to all gunslinger deeds, except as noted below for new deeds that replace standard gunslinger deeds.

Covet Charge (Ex)
At 1st level, a techslinger can spend 1 grit point to use 1 charge fewer than normal when firing a technological weapon (minimum 0), as long as the weapon has enough charges remaining to be fired at least once. This deed replaces deadeye.

Reliable (Ex)
At 1st level, a techslinger can spend 1 grit point as a free action to prevent a timeworn firearm from glitching. This deed replaces quick clear.

Bonus Feats:
A techslinger can select Technologist as a bonus feat, even though it’s neither a combat nor a grit feat.

=+=+=+=+=+=+=+=Monk/b]=+=+=+=+=+=+=+=

[LN] Monk [L7]

BAB+5/ SAVE +5/+5/+5
Ki pool (cold iron/silver), wholeness of body
FOB+5/+5/+0 DMG 1d8 AC+1 Speed+20 ft.

[b]Class Skills
Skill Ranks per Level: 4 + Int modifier.
The monk’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (history) (Int), Knowledge (religion) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Stealth (Dex), and Swim (Str).

Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites.
The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, he can choose to make the target fatigued.
The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.

Evasion (Ex)
At 2nd level or higher, a monk can avoid damage from many area-effect attacks. If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex) [+20']
At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex)
At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Still Mind (Ex)
A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Naniti Ki Pool (Su) [10/10]ki
At 4th level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats.
The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike.
At 4th level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction.
At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction.
Make one additional attack at his highest attack bonus when making a flurry of blows attack, or
Increase his speed by 20 feet for 1 round, or
Give himself a +4 dodge bonus to AC for 1 round.
Each of these powers is activated as a swift action.
The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Slow Fall (Ex)
At 4th level or higher, a monk within arm’s reach of a wall can use it to slow his descent. When first gaining this ability, he takes damage as if the fall were 20 feet shorter than it actually is. The monk’s ability to slow his fall (that is, to reduce the effective distance of the fall when next to a wall) improves with his monk level until at 20th level he can use a nearby wall to slow his descent and fall any distance without harm.

High Jump (Ex)
At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.

Purity of Body (Ex)
At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

Wholeness of Body (Su) Naninit Ki
At 7th level or higher, a monk can heal his own wounds as a standard action. He can heal a number of hit points of damage equal to his monk level by using 2 points from his ki pool.

=+=+=+=+=Mythic Genius=+=+=+=+=
Genius Features
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.
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]
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.

As you gain tiers, you gain the following abilities.
Genius Idea
Brilliant Distraction (Ex)
As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a creature within 30 feet, using your Intelligence modifier in place of your Strength and Dexterity modifiers to determine your attack and damage bonus for that attack. If the attack hits, one ally that threatens the same target can take an attack of opportunity against that target, adding your Intelligence modifier as a bonus on its attack roll.

1st-Tier Abilities
You can select these path abilities at any tier.
Repair (Ex/Su)
You can repair objects and constructs with minimal effort. As a full-round action, you can attempt a DC 20 Disable Device check to repair 2d4 points of damage to an adjacent damaged object, adding an additional 1d4 points of damage for every 5 points by which you exceed the DC. You cannot repair objects that have been completely destroyed. You add your mythic tier as a bonus on this check. If you expend one use of mythic power, you can make a repair as a swift action on an adjacent object, or as a full-round action on an object up to 5 feet times your mythic tier away from you, or you may repair a destroyed object as if using make whole, with a caster level equal to your mythic tier.

-=GEAR/POSSESSIONS=-

Clothing
Outfit, tech suit, [10Cr] [See Armor]

Armor
mithral-shirt+2Build into tech suit.[5100Cr]

Weapon
2x Revolvers* MW
(Upgraded from Class item +700Cr + counts as MW] = [3400Cr]
[guns everywhere, advanced weapons back ground items,]

Belt: Tech Gun Belt* [+2Dex] [4010Cr]
Body: Tech Suit
Chest: Internal sound recorder [100Cr]
Eyes: Sun Glasses, rap around[10Cr]
Feet: tech Boots
Hands: -
Head: -
Headband: Brain CPU Bust [+2Int] [4000Cr]
Neck: Magic Tattoo of Planiar adaptation** [GM Item+100Cr]
Shoulders: -
Wrists: -
Ring L: -
Ring R: -

Bandolier Endless*[3lb] [1500Cr]
-:2xSmall Blades On back of Gun belt
-:Her two Revolvers
-:6x [Cylinder] [6 shells each] [2xLead][6gp] [2xSilvered][12Cr] [2x Cold Iron][12Cr] [Crafted]
-:1x Tacking rounds. [Cr50][Crafted]
-:2x Bean Bag Rounds [Crafted]
-:2x Smock Rounds [Crafted]
-:2x Adamantine slug Rounds [Crafted] [60Cr]
-:2x Flare Cartridge [NL] [Crafted]
-:24x Shot gun rounds Range 20' [DMG1d6] [Scatter] [Cone] [x2][24Cr][Crafted]
-:300 revolver shells [150Cr][Crafted]
-:1x healers kit 10/10 [50Cr]
-:1x Anti Toxin [25Cr]
-:Ninite-Alchemists Kit [50Cr]
-:Lock pick set [25Cr]
-:Gun making kit, Tech [100Cr]
-:2xSun Glasses [Rap around] [20Cr]
-:Small Note book and silver point pen 1/2lb [2Cr]
-: Formulae Books [15Cr]
-:2X Combat Knifes. [1 Cold Iron/1 silvered] [26Cr]
-:2X [/url]Short spear[1 Cold Iron/1 silvered] [34Cr]

-=Carrying Capacity=-
Light 0-66lb. Medium 67–133lb. Heavy 134–200lb.
-=Current Load Carried=- 10.5 lb.

-=Money=- 0 GP 0 SP 0 CP

Fluffy Bits:

10 min background

Found this great image of the Prime world Seven is from. A place where tech and magic are seen as the same thing, in a kind of Edwardian setting. Like of like Lyras world form Pullmans 'His dark Materials' books.

Image of Sevens world

There is a ruling Class of nobles both organic and AI, who over see vast city states, in a world the size of Jupiter. It has over 15 moons, some habituated. The world goes around a Binary star system of an old red Giant and a young yellow star, around which Levels world orbits. It's a very stable world with vast resources, with city states being far apart. taking sometime years to travel between. The fast way to get around is teleporting, but that is closely guarded magic-tech by the ruling classes. It part of what keeps them in power, with aid of the church/faiths. The one key thing about Levels world is the lack of greater gods. Lesser ones about, with most city states have more than one local Demi-god, but world spanning gods there are none. The feeling is that should any one dimi-god get to big or strong it's taken out by the mass of lesser one. Balance is kept and the world moves on. It's a rich world or cults/factions/Corporations/Nobels/Workers Unions and many other sub cultures. Large scale war happens between city states but with a world so big no one power has ever been able to do more than take over a few before falling to internal strife. Eleven was made and owned by a Noble family that ran a policing company, working in one such city state. She is used to crowded city life and the madness of slums.

Description
Seven-Zee-Alpha looks superficially like a female human. But her alien nature is revealed by the fine metallic sheen in their eyes and the biological, tattoo-like circuitry that covers her synthetic skin. There is a construct feel to her, almost human yet not, more doll like, it can be unnerving and strange. In hight she stands some 6'6", tall and is unusually heavy [200lb]. Her clothing is that of some kind of gunslinger. A Bandoleer, holds two simple looking and well made Revolvers and a combat Knife.

Personality
Seven-Zee-Alpha is unusually sill, often just standing and not moving as the world moves around her. But when she moves its with an inhuman grace. Her voice is odd, sounding like its always on Auto-tune, synthetic. Which is even odder, as she likes to sing to music that seems to come from with in her. Seven can seem cold and deeply logical to the point of being uncaring at times. But she dose have feelings, she is just bad at expressing them, and also understanding them in others .and expressing them to others. Seven is a little OCD, always cleaning her space. Her morality is a fixed on, she lives by a set of rules she tries very hard not to brake. She dose not trust someone until she has known them for a while, but when she dose its a strong trust.

Background:
I would like you to explain your Characters, Not anything in depth, But a simple explanation as to who you are, where your from, and your motivations, with them I'd like you to apply a 5 minute background.shown here:

-:3 concepts that explain your character.

1):She is from a lawful, world where Science and magic had the same meaning. Magic-tech. See above.

2):Made being, deep in a tech tower, Seven-Zee-Alpha and her sister/clones where designed and built to do the work others felt too dangerous. An AI with a soul, she was given combat trained with firearms, and the skill set of a Agent of law enforcement. then contacted out to work off her birth debt with interest.

3:)She could paid for black market augmented upgrades. But nothing comes with out a problem and she had to deal with the side effects if cheap extreme augmentations

4:)She has a strict set of rules she lives by, and dose her very best to stick to.
A: Keep your word.
B: Once you make a deal, do your best to stick to it.
C: Never harm the innocent knowingly.
D: Always be respectful, it costs nothing to have good manners.

5:)She comes form a place where guns where everywhere, and so ha training in them, to the point she knows how to make them.

2 secrets: one your character keeps from the party, one kept from your character
Known: She had a code that stopped her taking life, but she had a tech remove it.
Unknown: Her manufactures placed a power down switch in her, that she dose not know about.
3-5 people with ties to your character (this one isn't needed as much- but you may apply as many or as few as you like)
1: Killta a Sniffer who finds things
2: AI Bilsworth who is the law DB unit
3: Demon Meleicup, who hates her guts fro shooting up his gang, and has more than once tried to end her.

1 goal you'd like your character to achieve, 1 goal you'd like the party to Achieve, and 1 goal you'd like to achieve as a player.
1: Get home, find that door and go home.
2: Help her get some gold, very little bit helps
3: have a cool investigation to follow.

5)I'd like 1 Fear your character possesses as well as 1 Flaw and 1 Positive Trait
Fear: Going off line, she hates not being conscious at all times
Flaw: Empathy, she lacks it, O she can act it, but really have it. Nope, its way she lives by so many rules.
Positive Trait: She is lawful, will never brake her word, or do other wrong of they keep their word.

Notes


*You get 2 of these.
*You also get a special item I deem "The stone of recall" which works basically the same way as it does in most games: It teleports you to a safe place. In this case the ship.
The item is a small stone that allows you to cast Greater Teleport, which has no chance to fail. The trip is mostly one way- however it can go back from your ship from anywhere.
*Using the stone requires all those using it to channel for 5 combat rounds(30 seconds).
*All those to be effected must be in either physical contact with the stone, or another player.
*You may cheese it if you want, as you only need to be in contact on the last round of the channeling- when you end your turn.
*If ever you happen to find someone else using a stone and you want to make contact in order to teleport with them- you may a touch attack to grab them, unless they are friendly
The effect can be dispelled, and takes a full round action to continue channeling.
*This means one person can channel while others fight off enemies, grabbing your teammates just before the teleport. And it can be dispelled as CL:10, doing so just resets the channeling.
*You don't need to be a caster to use it.

**Advanced Firearms:
Advanced firearms resolve their attacks against touch AC when the target is within the first five range increments, but this type of attack is not considered a touch attack for the purposes of feats such as Deadly Aim. At higher range increments, the attack resolves normally, including taking the normal cumulative –2 penalty for each full-range increment. Advanced firearms have a maximum range of 10 range increments.

**Advanced Firearms:
Advanced firearms are chamber-loaded. It is a move action to load a one-handed or two-handed advanced firearm to its full capacity. The Rapid Reload feat reduces this to a free action.