About Sieghart AetheredgeMost-Referenced Numbers:
HP: 77/85 MP: 0 BAB: +5
Speed: 30
Magicked Ammo (+3): 3/4
Fort: +12
CMB: +9
Revengeance: 0/103
Limit Breaks:
No Mercy (Su): This Limit Break sends the gunbreaker into a relentless fury, granting him a +2 circumstance bonus on attack and damage rolls, as well as increasing his critical threat range with gun arms by 1, for a duration of 1 round + 1 round per four gunbreaker levels after 1st. For every four gunbreaker levels after 1st, the bonus to attack and damage rolls increases by 2. These bonuses apply to both the melee and firearm parts of a gun arm, and the critical threat range increase is applied after all other effects that increase critical threat range. This limit break requires only a swift action. Superbolide (Su): This Limit Break fires a potent defensive shell that erects a barrier around the gunbreaker, shielding them from attacks. Anytime the gunbreaker would take damage, their barrier is damaged instead. The barrier has a number of hit points equal to the gunbreaker’s level + 10, and has a hardness of 2. The hit points increase by 10 and the hardness increases by 2 per four gunbreaker levels after 1st, and the barrier persists for a duration of 1 round + 1 round per four gunbreaker levels after 1st, or until destroyed or the end of combat. This limit break requires only a swift action. Renzokuken (Su): This Limit Break allows all of the gunstriker’s melee attacks to become trigger attacks that ignore the usual attack penalty, and all ammo in the gun arm becomes magicked ammo. This limit break lasts for a duration of 1 round + 1 round per four gunbreaker levels after 1st. This limit break requires only a swift action. Fast and the Furious (Su): This Limit Break allows the transporter to activate nitrous mode. In nitrous mode, the vehicle gains a +4 Strength and a hardness of 2 (which stacks with its current hardness) plus an additional +4 Strength and +2 hardness for every four chocobo knight levels after 1st for a duration of 1 round + 1 round per four chocobo knight levels after 1st. In addition, once per round as a standard action, the transporter can fire nitrous blast from his vehicle, dealing 1d6 points of fire damage + an additional 1d6 fire damage per four chocobo knight levels after 1st in a 10-ft.-wide, 45-ft.-line, a successful Reflex save (DC 10 + half of the chocobo knight’s level + his Intelligence modifier) reduces the damage by half. This limit break requires only a swift action. Supreme Overrun (Su): This Limit Break allows the chocobo knight and his mount to charge 60 feet in a line, running over his enemies. Enemies within the area of effect take 1d6 points of damage per chocobo knight level, a Reflex save (DC 10 + half of the chocobo knight’s level + his Strength modifier) can half this damage.
Attacks:
Vanargandr (Standard Gunblade +1): Melee|+11|1d8+5 Slashing|19-20/x2|Trigger Attack 1d6 Fire Dagger: 10 ft|+9|1d4+4 Slashing or Piercing|19-20/x2 Vehicle Ramming Plate (Vehicle-Mounted Lance): Melee|+9|1d8+4|x3|Charge
Skills:
Acrobatics: +9 (5 Ranks) Bluff: +7 (2 Ranks) Climb: +8 (3 Ranks) Craft (Alchemy): +10 (3 Ranks) Diplomacy: +2 (0 Ranks) Disguise: +2 (0 Ranks) Drive: +11 (5 Ranks) Heal: +3 (0 Ranks) Intimidate: +8 (3 Ranks) Knowledge (History): +2 (0 Ranks) Knowledge (Local): +9 (2 Ranks) Knowledge (Nobility): +2 (0 Ranks) Knowledge (Technology): +10 (5 Ranks) Perception: +11 (5 Ranks) Profession: Repair: +11 (3 Ranks) Ride: +3 (0 Ranks) Sense Motive: +8 (2 Ranks) Swim: +7 (2 Ranks) Use Magic Device: +10 (5 Ranks) Feats:
Rapid Reload (Gun Arms) Least Mark of Making Vehicle Operation Evasive Maneuvers Weapon Focus (Gun Arms) Operator Style Assault Twister Cull Wand Essence Intercept Charge Hume Features:
Bonus Feat: Humes select one extra feat at 1st level. Curiosity: Humes naturally inquisitive about the world around them. They gain a +4 bonus on Diplomacy checks to gather information, and Knowledge (history) and Knowledge (local) become class skills for them. If they choose a class that has either of these Knowledge skills as class skills, they gain a +2 racial bonus on those skills instead. Integrated: Humes gain a +1 racial bonus on Bluff, Disguise, and Knowledge (local) checks. Skilled: Humes gain an additional skill rank at first level and one additional rank whenever they gain a level. Sociable: When humes attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed.
Gunbreaker Class Features:
Gunsmith: At 1st level, a gunbreaker begins play with a gun arm of his choice. His starting weapon’s firearm part is battered, receiving a -2 penalty on ranged attacks, and only he knows how to use it properly. All other creatures treat his gun arm 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 gil when sold). The gunbreaker also gains Gunsmithing as a bonus feat. Magicked Ammo (Su): The gunbreaker is able to infuse ammo he sets into his gun arm with magical energy. Whenever he loads a gun arm, a portion of the gun arm’s ammunition becomes magicked, and can be used to deal extra damage or activate the gunbreaker’s abilities. As noted on the Table: The Gunbreaker, upon loading a gun arm, the gunbreaker infuses a number of the loaded rounds with his aether; the amount of infused rounds increases as the gunbreaker gains class levels. Depending on the gun arm, all of the gun arm’s ammo capacity can be infused rounds. When the gunbreaker reaches 19th level, all ammo loaded is infused, regardless of the gun arm’s capacity. If the gunbreaker has ammo loaded which isn’t infused, he can take a move action to infuse the remaining ammo in his gun arm by running his hand over the weapon – this action allows him to infuse an amount of loaded ammo equal to the amount he infuses from reloading. He can never have more magicked ammo available than his max. When the gunbreaker loads his gun arm, the first set of rounds to be used are always infused first – meaning the rounds he spends first are the rounds that are infused. Infused rounds naturally deal an additional 1 point of damage, and are considered magic for the purpose of bypassing DR. At 3rd level and every two gunbreaker levels thereafter, this extra damage increases by 1. The gunbreaker may also use infused ammo to use the following abilities starting at 1st level: -Blast Shield (Su): As a standard action, the gunbreaker can expend 2 infused bullets to erect a shield around himself or an ally within 15 feet, granting a +2 deflection bonus to AC or a +2 resistance bonus to saving throws for a number of rounds equal to the gunbreaker’s Wisdom modifier. At 4th level, and every three levels thereafter, the bonus is increased by +1 to a maximum of +8 at 19th level. -Brutal Shell (Su): When the gunbreaker fires an infused bullet, he can instead have the bullet expose its energy to shield himself or an ally. Instead of dealing damage, the bullet instead grants temporary hit points equal to 5 + his Wisdom modifier to himself or an ally within 15 feet. No ranged attack is needed for this ability. These temporary hit points last until lost or after 1 minute. At 6th level, he may spend a second infused bullet to make it 10 + Wisdom modifier, 11th level can spend three bullets for 15 + Wisdom modifier, and 16th level can spend four bullets for 20 + Wisdom modifier. Aurora (Su): Also at 1st level, as a swift action, the gunbreaker can directly infuse himself with aether, wreathing his body in a protective aurora. He gains fast healing 1 and a +1 deflection bonus to AC. These bonuses increase by 1/+1 at 4th level and every three gunbreaker levels thereafter. This ability lasts for a number of rounds equal to his Wisdom modifier, and can be used a number of times per day equal to 3 + his Wisdom modifier. Keen Edge (Ex): At 2nd level, the gunbreaker learns to blend offense with defense, treating his gun arm as both sword and shield. When wielding a gun arm, he gains a +1 shield bonus to AC. This bonus increases by 1 for every four gunbreaker levels after 2nd. This bonus stacks with other shield bonuses. Gunbreaker Talents: As the gunbreaker trains, he develops skills and techniques to take advantage of his unique style of combat. At 2nd level and every two gunbreaker levels thereafter, the gunbreaker gains a talent from the list below. He must meet the prerequisite of the talent selected; unless specified otherwise, each talent can only be selected once. Gun Arm Techniques: At 3rd level and every three gunbreaker levels thereafter, the gunbreaker’s skill at wielding gun arms allows him to learn, or develop, potent specialized techniques. These special techniques can only be used with a gun arm, and each technique is usable a number of times per day equal to 3 + his Wisdom modifier. The gunbreaker must meet the prerequisites to choose a gun arm technique, and must have enough magicked ammo to choose and use the technique. Heart of Stone (Su): The stoic, unflinching guise of an immovable guardian; this is the demeanor all gunbreakers aspire to achieve. At 3rd level, the gunbreaker adds his Wisdom modifier as a bonus to all Fortitude saving throws. This does not stack with any other ability that applies a modifier to Fortitude saves. Jugular Rip (Ex): At 3rd level, when the gunbreaker confirms a critical hit with a melee attack with a gun arm, he infuses an amount of magicked ammo in his gun arm up to the maximum he can infuse with his magicked ammo ability. Trigger (Ex): At 3rd level, when the gunstriker confirms a critical hit using a gun arm that has a trigger attack, he may deal additional damage as if he had performed a trigger attack; this consumes a round as normal. If he had already declared the attack as a trigger attack, the trigger attack instead deals 50% more damage. Armor Training (Ex): At 4th level, the gunbreaker’s training allows him to more easily handle the burdens of heavier gear. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (8th, 12th, 16th and 20th), these bonuses increase by +1 each time, to a maximum –5 reduction of the armor check penalty and a +5 increase of the maximum Dexterity bonus allowed. In addition, a gunbreaker can also move at his normal speed while wearing medium armor. At 8th level, a gunbreaker can move at his normal speed while wearing heavy armor. Gun Arm Mastery (Ex): At 5th level, the gunbreaker has gained enough training with gun arms to impose his own unique style into his fighting techniques. At 5th level and every five gunbreaker levels thereafter, he chooses one of the masteries below to apply to all gun arms he wields. He can choose a mastery multiple times, unless otherwise noted. -Blasting Bullets: The gunbreaker adds his Wisdom modifier to damage rolls of all gun arm techniques. This mastery can only be chosen once.
Quick Cartridge (Ex): At 5th level, the gunbreaker’s merciless focus keeps his enemies on the backfoot, even while he pauses to prepare for his next assault. A gunbreaker reloading a gun arm no longer provokes an attack of opportunity while in an enemy’s threatened square.
Chocobo Knight Class Features:
Commander's Aura (Ex): At 1st level, a chocobo knight can project a commander’s aura as a move action, this aura extends 60 feet from the chocobo knight and can be ended as a free action. A chocobo knight can maintain his commander’s aura for a number of rounds each day equal to 4 + the chocobo knight’s Charisma modifier; this duration may be divided in whichever fashion the chocobo knight pleases. At each level after 1st, he can maintain his commander’s aura for an additional 2 round per day. Whenever a chocobo knight projects his commander’s aura, he can select one of the following aura abilities, providing bonuses to all allies inside the aura. A chocobo knight can spend a swift action to switch the bonus provided by this ability. At 7th level, he can instead use an immediate action to switch the bonus provided by this ability. -Armored Adage: All allies gain DR 2/-. At 5th level and every four chocobo knight levels afterwards, this damage reduction increases by 2.
A commander’s aura is a verbal, visual, and mind-affecting morale effect; creatures which cannot see or hear the chocobo knight cannot benefit from it. At 5th level and every four chocobo knight levels afterwards, the area of the commander’s aura extends by 10 feet, to a maximum of 100 feet at 17th level. Companion Vehicle (Ex): A transporter chooses one of the following vehicles for his companion vehicle: combat transport vehicle, infiltration transport vehicle, motorcycle, or sports car. A transporter must choose a vehicle that is at least his size or larger. All damage dealt to the transporter is evenly split with his vehicle (any excess damage from an odd number applies to the vehicle); if the companion vehicle is reduced to half its total hit points, it gains the broken condition and the bonus it grants to AC is halved, rounding down and any attacks made with the vehicle suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal x2 damage on a confirmed critical hit; if the vehicle is reduced to 0 hit points, it enters a state of critical failure and the companion transporter must exit the vehicle. Vehicles can be repaired at a rate of 5 hp per day using a DC 10 Repair check. For each 5 points by which the transporter exceeds this DC, the vehicle recovers an additional 5 hit points. Only the transporter knows how to operate his companion vehicle, if anyone besides the transporter attempts to drive it, it will stop working. All listed vehicles use either magical or technological means of propulsion and are self-sustaining, though a GM may decide that their campaign’s primary source of conflict stems from a world where technology is fueled by a highly limited resource, such as gasoline. These companion vehicles are intended to serve as a simple and accessible option for introducing character-oriented vehicles to your campaign and should not be used in conjunction with the standard vehicle combat rules, instead using only the rules presented here. A companion vehicle can be mounted or dismounted as a move action, though a transporter may attempt a Drive check to attempt a fast mount or dismount just as with a normal mount. Companion vehicles do not have any actions of their own, and the transporter must expend his own actions to control the vehicle. Unless otherwise noted, a transporter may use any weapon equipped to a companion vehicle, using their own feats, base attack bonus, and other bonuses but using the companion vehicle’s physical ability scores in place of their own. The transporter of a companion vehicle is treated as mounted for all feats and effects unless otherwise noted. A transporter’s weight is not counted against a companion vehicle’s total carrying capacity, though any gear he carries beyond a set of clothing does. A companion vehicle that is lost or destroyed can be replaced with 24 hours of uninterrupted work in a garage or similar environment where basic machining tools can be accessed, costing 200 gil per chocobo knight level. Vehicle Operation: At 1st level, a transporter gains Vehicle Operation and Evasive Action as bonus feats. In addition the transporter can use the Drive skill instead of Ride; substituting his total ranks and skill bonus for abilities, class features, effects, feats, and meeting prerequisites when doing so. Repair (Su): At 1st level, as a standard action, a transporter can fix his vehicle with a mere touch. The transporter repairs 1d6 points of damage plus an additional 1d6 points of damage for every three chocobo knight levels after 1st (2d6 at 4th, 3d6 at 7th, and so on). This ability stacks with the engineer’s repair ability. In addition, one use of Repair restores an item affected by the broken condition. The transporter can repair a number of times per day equal to 3 + his Intelligence modifier. Tactician (Ex): At 1st level, a tactician receives a teamwork feat as a bonus feat. He must meet the prerequisites for this feat. As a standard action, the tactician can grant this feat to all allies within 30 feet who can see and hear him. Allies retain the use of this bonus feat for 3 rounds plus 1 round for every two levels the tactician possesses. Allies do not need to meet the prerequisites of these bonus feats. The tactician can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every five chocobo knight levels thereafter. Steadfast Mount (Ex): At 2nd level, after the chocobo knight has spent 1 hour practicing with his mount, the mount gains a +1 dodge bonus to AC and a +1 morale bonus on saves, but only while the chocobo knight is mounted on it or adjacent to it. This bonus increases by +1 for every four levels after 2nd. Banner (Ex): At 2nd level, the chocobo knight’s banner becomes a symbol of inspiration to his allies and companions. The banner must be at least Small or larger and must be carried or displayed by the chocobo knight or his mount to function. Unless otherwise stated, each banner affects all allies within a 60ft radius and have a line of sight to the chocobo knight. -Fleet Standard (Ex): An ally who benefits from this standard increases her land speed by 5 feet and gains a +1 dodge bonus to AC during any round in which she moved at least 10 feet. This increase to land speed is an enhancement bonus. At 7th level and every five chocobo knight levels thereafter, the bonus to speed increases by 5 feet. At 14th level, an ally benefiting from this banner also gains a +2 morale bonus on Reflex saving throws against effects that target an area, such as fireball or breath weapons. When the chocobo knight waves this standard as a standard action, each ally within 60 feet can move up to her speed as an immediate action.
Mounted Talents (Ex): As a talented chocobo knight gains experience, he learns a number of talents that expand his role as a mounted combatant. Starting at 2nd, a talented chocobo knight gains a mounted talent. He gains an additional mounted talent at 4th level and every two chocobo knight levels thereafter. A chocobo knight cannot select an individual talent more than once unless the talent specifies otherwise. Vehicle Enhancements (Ex): At 2nd level and every two chocobo knight levels thereafter, a transporter may choose a mounted talent or a vehicle enhancement. Unless otherwise stated, each enhancement can only be selected once. Tactical Awareness (Ex): At 2nd level, a tactician gains a +1 bonus on initiative checks. This bonus increases by +1 for every four chocobo knight levels after 2nd level (to a maximum of +5 at 18th level). Knight's Charge (Ex): At 3rd level, a chocobo knight learns to make more accurate charge attacks while mounted. The chocobo knight receives a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, the chocobo knight does not suffer any penalty to his AC after making a charge attack while mounted. Commander's Shout (Ex): At 3rd level, a chocobo knight can let out a mighty shout, allowing an ally affected by his commander’s aura to take additional actions. As an immediate action, a chocobo knight can spend 4 rounds of his commander’s aura to grant an ally an additional move action on that ally’s turn. A creature can only benefit from this ability once per day even if a different chocobo knight uses it on them. A creature must be able to hear the chocobo knight to gain any benefit from this ability. Vehicle Mastery (Ex): Starting at 4th level, a transporter gains a bonus on Drive and Repair checks equal to half of his chocobo knight level when applied to his vehicle companion. In addition, the transporter gains a +1 competence bonus to his vehicle companion’s attack rolls. This bonus increases by 1 every four chocobo knight levels thereafter.
Gunbreaker Talents:
Wicked Talon (Ex) — The gunbreaker can reroll 1’s on damage rolls with both melee and firearm damage of a gun arm. Elemental Infuse (Su) — When the gunbreaker loads his weapon or takes time to create magicked ammo within the gun arm, he can change the elemental damage of the bullets (if any). If the bullets are not of another element, he can instead make the bonus damage to his magicked ammo a particular element of choice.
Gun Arm Techniques:
Danger Zone (Su) — As a standard action, the gunbreaker fires infused ammo to bring forth a burning blade from his gun arm and swings it down in front of him in a 5-ft.-wide, 60-ft.-line, dealing 1d10 points of fire damage for every two gunbreaker levels he possesses. A successful Reflex save (DC 10 + half of the gunbreaker’s level + his Wisdom modifier) reduces this damage by half. Mounted Talents:
Fast Dismount (Ex) — The chocobo knight generally rides to battle, but then fights on foot as an infantryman. He is a master of quickly mounting and dismounting, and rushing the front line of foes. The chocobo knight adds half his chocobo knight level (minimum +1) to Ride checks made to fast mount or dismount, and if his bonus to this check is +19 or more, he automatically succeeds in all such checks and may make them even if he does not have a move action remaining. Additionally, if the chocobo knight has a class feature or feat that applies to mounted charges, he may gain its benefits when making a charge while unmounted. Vehicle Modifications:
Intelligent Vessel: The vehicle is able to be controlled by AIs in a manner similar to a robot, gaining the aggregate template when it is so controlled (even though it is not a robot). The vehicle does not, however, gain the benefits of any feats that the AI possesses. The vehicle starts out controlled by a base AI with 10 in all of its mental ability scores and the ability to speak one language the transporter is capable of speaking. If the transporter is not controlling the vehicle, the AI can cause the vehicle to act on its own, taking a full round’s worth of actions each round. Traits:
Dangerously-Curious - You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you. Courageous - You gain a +2 trait bonus on saving throws against fear effects. Convincing Liar - You gain a +1 trait bonus on Bluff or Intimidate checks and one of these skills (your choice) is a class skill for you. Mechanic - You gain a +1 trait bonus on Craft (Mechanical) and Repair skill checks and they are always class skills for you. Apprentice - Select a single 0-level spell from the sorcerer/ wizard spell list. You can cast this spell 1 time per day as a spell-like ability. Tongue of Many Towns - You gain a +1 trait bonus on two of the following skills: Diplomacy, Knowledge (local), and Linguistics.
Appearance:
Wild mane of hair nearly to his shoulders, light brown skin, striking features, broad shoulders, sturdy, muscular frame. A few scars about his body have a faint blue glow, particularly the ones on his cheek and left arm. They were caused by the magical energy in his body running out of control. Personality:
A stout-hearted hero-type who's eager to help anyone in need. He calls himself "a man who can't mind his own business," as it's the job of a soldier to stand as a bulwark for the defenseless. He has a casual and carefree demeanor, but his insight and well-honed instincts show he's more keyed into his surroundings than he lets on. Background:
Sieghart is a Cyran refugee, born Arawn d'Cannith, a former agent of House Cannith and an outrider in the Cyran military. After the Day of Mourning left him presumed dead, he abandoned what remained of his unit (though not the specialized elemental weaponry House Cannith had filched from Breland and supplied to his unit) and spent much of the remaining time before the Treaty of Thronehold scouring the Mournlands for survivors and leading refugees to safety. In the years that followed, he worked with a small team of outriders to make occasional forays into the Mournlands, typically to search ruined Cyran cities for survivors (they've never found any), any still-active Cannith Creation Forges (no luck), or still-intact mementos or trinkets that might belong to a refugee (they had better luck with this one). After settling things in New Cyre, he purchased forged identification papers, and made the long journey to Q'Barra with the intention of helping establish a new homeland for the now-displaced Cyrans. He suffers from a condition where his body can channel magical energy, but not weave it into spell formulae. The spell-like abilities from his Mark of Making and the supernatural powers available to the Gunbreaker are the closest thing to magic he's able to use. He claims it's a magical scar from the Day of Mourning, but his affliction is the reason he joined the military instead of the Maker's Guild, even with the Mark of Making.
Motorcycle: Fenrir:
Motorcycle: Fenrir (Companion Vehicle) STATISTICS: Size: Large Speed: 60 ft. AC: 18 (+4 armor, +3 Dexterity, -1 size, ,+2 bonus) Ability Scores: Str 16, Dex 18, Con -, Int 10, Wis 10, Cha 10 HP: 70/70 Bonus HP: 30 hp Weapon Affinity: melee Weapon Slots: 1 Special Qualities: Throttle: A transporter can spend a swift action to increase the motorcycle’s base speed by 30 ft., but while its speed is increased in this manner, attempting any turn of 45 degrees or greater requires it to sacrifice an additional 5 feet of movement. The transporter can end this effect as a swift action. Special: At 4th level and every 4 levels thereafter, the motorcycle’s base speed increases by 10 feet.
Thundering Crash: While a motorcycle’s throttle ability is active, the transporter deals double damage with melee weapons on the first attack made as part of a charge but must succeed on a DC 25 Drive check after the attack is resolved or both the driver and motorcycle fall prone. This ability does not stack with the Spirited Charge feat or class feature.
Big List of Gear:
Vanargandr (+1 Standard Gunblade) 99 rounds of standard gunblade ammo +1 Breastplate +1 Buckler Cloak of Resistance +1 Wand of Cure (50/50 charges) Montblanc's Satchel 2 Pellet Grenades 2 Tanglefoot Bags Check the Myth-Weavers sheet for the rest |