Interest check: Who wants to have some stupid, crazy high powered, nonsense fun with me??


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This is an idea that's been burning a hole in my brain for awhile now, and I've decided to finally see if others are as crazy as I am:

I want to stack several of the really badass, crazy CR increasing templates on to a cat.

Yes. You read that right. *A cat.* A Little baby meow meow kitteh.

The idea would be to see how insanely powerful I can make a normal animal solely via stacking templates, and with as little to no actual spell casting or magic abilities as possible.

And the PCs would try and defeat it in an arena style fight.

That's it. No long term AP, no in depth homebrew, not all that much in the way of RP.

Just a group of PCs, some vast outdoor space, and an absolutely crazy pants powerful uber cat.

If ya'll die, no biggie, as this is a one shot fight. If ya'll survive, *awesomesauce*, but since this is a one shot, there's likely to be no reward.

I'll come up with a more detailed character creation later(if this gains enough interest), but this is the basics:

Level: At least 30 gestalt, using either the free epic PF rules *or* PrCs for 20+
Mythic: 10 tiers. 3pp paths allowed. I will give your foe at least one of the non spell casting mythic templates. I *might* allow gestalt mythic paths. Ie, you pick two paths, and gain all the abilities of both, just like normal gestalt classes.
3pp: If it's online somewhere for me to check it out, it's allowed.

Oh, a few notes on your foe:
1) It will not be undead. They have both too many immunities, and too many weaknesses for my liking.
2) It's CR will be at least 50.
3) It will not have minions or allies, as that defeats the purpose of one creature with several templates.
4) I will try *really* hard not to give it many supernatural, magical, or spellcasting abilities. Again, that kinda defeats the purpose, as we all know how potentially game changing/breaking the right spells and special abilities can be.

If you have any questions, comments, or suggestions, feel free to post them!

Can we as PCs also have templates or allow access to monster classes?
If this is gonna be stupid, crazy high powered, nonsense fun, it kinda makes sense to allow a template or two for PCs

If so I know 3 I'd like to use.

I am…intrigued. Anything past 20 is tough to handle (HeroLab doesn’t seem to support epic PF as far as I know, and I do almost all my building there), but I’d certainly like to know more. In addition to what was asked above about PC templates, could we play a monster race? That kind of an expedient on my part, since using monster CRs to bring the build down to 20 levels makes it much more manageable, but also when else would you get a chance to play a giant wizard, or a dragon barbarian, or whatever?

Dark Archive

I like overpowered fun, also to clarify is it 30 gestalt plus mythic 10 tier? Or is it one or the other?

Unsure about templates, as they can be a *lot*. However, this is a crazy insane fight, so link me the templates you're thinking about, and I'll check em out.

Also unsure about monsters, as I'm tryin to keep this at least semi manageable and 'balanced'. However, much like with templates, I'll gladly look over possible monsters on a case by case basis.

@Degnax, yes, this will be 30 gestalt levels *and* mythic tier 10.

Also, as an FYI, one of the main templates I'm going to be using is the the Cataclysmic Creature which apparently has far more immunities than I initially realized at 4am when I made the first post, lol

I won't share all the other templates(cuz that's cheating! lol) but I wanted people to at least have *some* idea of what they're goin up against.

Grand Lodge

I jave something this

Grand Lodge

Manni Quinn
Clockwork Maniquinn level 30th/Mythic 1st Unchained Rogue (SNiper)/Gunslinger(Bolt Ace)Diety: Speed:60ft
age: 1000 Hgt:6" Wgt:276 Hair: Copper Eyes: Amber Ethnicity: Pallid White
Languages:Common, Giant, Orc, Dwarf, Gnome,Elven, Halfling,Goblin,Draconic,Undercommon,Protean,Celestial,Abyssal,Infernal,Ign an,Aquan,Auran,Terran,Aklo,Slyvan,Treant,Tengu, Aboleth, Drow Sign Language,Boggard,Cyclops,Dark Folk,D’ziriak,Gnoll, Sphinx
Str: 23 Dex:38 Con: Int:38 Wis:38 Cha:38 Init:+18 HP:274
CMB: +29|23+6|
CMD: 43|23+6+14|
AC: 47|10+4(Gunman)+14(Dex)+5(Natural)+8(Force)+5(Nimble)+1(dodge)|

Fort: +16|16+0|
Reflex: +30 |16+14|
Will: +30 |16+14|
For everything, there is a price, and you are a negotiator at heart.
Benefit: You gain a +2 trait bonus on Diplomacy, Intimidate, and Sense Motive checks made while negotiating payment for a quest or a service that you provide.

You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly.
Benefit: You gain a +2 trait bonus on initiative checks.


The Ten Heavenly Virtues(Daggers+1)|+38/+35/+34/+25|1d4+18(14+1+3)|17-20/x2|20ft distance|Piercing and Slashing|Keen,Distance,Impervious,Called|20pds

The Vulture’s Beak(+5 Light Pick)|+42/+39/+38/+29|1d6+22 (14+5+3)|19-20/x2|Peircing|
Keen,Impervious,Glamored,Ghost Touch


Baby Boy Pistol Whip|+44/+41/+40/+36|1d10+19(+14(dex)+5)|17-20/x3|-|Bludgeoning


Baby Boy(+5 Heavy Crossbow)
+44/+41/+40/+31|1d10+36(+14(dex)+14(int)+1(Feat)+2(WS)+5)|17-20/x3|920ft|Pi ercing
Endless Ammunition,Glamoured,Impervious,Distance.

+5 Heavy Wrist Launchers (x2) +44/+41/+40/+31| 1d4+34(+14(dex)+14(Int)+1(Feat)+5)|
19-20/x3|180ft|Piercing| Endless Ammunition, Impervious,Glamered, Distance

1-Martial Focus:Crossbows +1 to hit with all Crossbows

Bonus Gunslinger-Combat Reflexes:
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.

Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.

2-Improved Critical:
Attacks made with your chosen weapon are quite deadly.
Prerequisite: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

3-Crossbow Mastery:
You can load crossbows with blinding speed and even fire them in melee with little fear of reprisal.
Prerequisites: Dex 15, Point-Blank Shot, Rapid Reload, Rapid Shot.
Benefit: The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer provokes attacks of opportunity.

Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

5-Far Shot:
You are more accurate at longer ranges.
Prerequisites: Point-Blank Shot.
Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
Normal: You suffer a –2 penalty per full range increment between you and your target.

6-Focused Shot:
Your anatomical insight adds deadliness to your shots.
Prerequisites: Int 13, Point Blank Shot, Precise Shot.
Benefit: As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Special: Starting at 2nd level, a ranger with the archery combat style may select Focused Shot as a combat style feat.

7-Pinpoint Targeting:
You can target the weak points in your opponent’s armor.
Prerequisites: Dex 19, Improved Precise Shot, Point-Blank Shot, Precise Shot, base attack bonus +16.
Benefit: As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.

8-Precise Shot:
You are especially accurate when making ranged attacks against close targets.

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

9-Improved Precise Shot:
Prerequisites: Dex 19, Point-Blank Shot, Precise Shot, base attack bonus +11.

Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

Normal: See the normal rules on the effects of cover and concealment in Combat.

10-Prone Shooter:
While prone, you use the ground to stabilize your aim while using a crossbow or firearm.

Prerequisite: Base attack bonus +1

Benefit: If you have been prone since the end of your last turn, the penalty to your Armor Class against melee attacks made against you is reduced to –2. In addition, the bonus to your Armor Class against ranged attacks made against you is increased to +6.

11-Quick Draw:
You can draw weapons faster than most.

Prerequisite: Base attack bonus +1.

Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

Bonus Gunslinger-Rapid Reload:
Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly.

Prerequisite: Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm).

Benefit: The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow or one-handed firearm), or a standard action (two-handed firearm). Reloading a crossbow or firearm still provokes attacks of opportunity. If you have selected this feat for a hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.

Normal: A character without this feat needs a move action to reload a hand or light crossbow, a standard action to reload a one-handed firearm, or a full-round action to load a heavy crossbow or a two-handed firearm.

Bonus Gunslinger-Rapid Shot:
You can make an additional ranged attack.

Prerequisites: Dex 13, Point-Blank Shot.

Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.

12-Snap Shot:
With a ranged weapon, you can take advantage of any opening in your opponent’s defenses.

Prerequisite: Dex 13, Point-Blank Shot, Rapid Shot, Weapon Focus, base attack bonus +6.

Benefit: While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity.

Normal: While wielding a ranged weapon, you threaten no squares and can make no attacks of opportunity with that weapon.

13-Improved Snap SHot:
You can take advantage of your opponent’s vulnerabilities from a greater distance, and without exposing yourself.

Prerequisite: Dex 15, Point-Blank Shot, Rapid Shot, Snap Shot, Weapon Focus, base attack bonus +9.

Benefit: You threaten an additional 5 feet with Snap Shot.

Normal: Making a ranged attack provokes attacks of opportunity.

14-Greater Snap Shot:
You can prey on any gap in your foe’s guard with impunity, and with even greater range.

Prerequisite: Dex 17, Improved Snap Shot, Point-Blank Shot, Rapid Shot, Snap Shot, base attack bonus +12.

Benefit: Whenever you make an attack of opportunity using a ranged weapon and hit, you gain a +2 bonus on the damage roll and a +2 bonus on rolls to confirm a critical hit with that attack. These bonuses increase to +4 when you have base attack bonus +16, and to +6 when you have base attack bonus +20.

15-Shot on the Run:
Prerequisites: Dex 13, Dodge, Mobility, Point-Blank Shot, base attack bonus +4.

Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.

Normal: You cannot move before and after an attack with a ranged weapon.

16-Improved Unarmed Strike:
You are skilled at fighting while unarmed.

Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

Bonus Gunslinger-Weapon Specialization:Heavy Crossbow

Weapon Finesse*:
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.

17-18:Extra Rogue Talent:(x2)
Through constant practice, you have learned how to perform a special trick.

Prerequisite: Rogue talent class feature.

Benefit: You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.

Special: You can gain Extra Rogue Talent multiple times.

You are particularly devious, and can master more skills than others in the same amount of time.

Benefit(s): You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.

You have enhanced physical stamina.

Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

21-22: Distance Shot:

Prerequisites: Dexterity 23, Far Shot, Perception 16 ranks.
Benefit: You double the range increments of all thrown
and fired ranged weapons you employ. This bonus stacks with
other effects that increase the range increments of ranged
weapons, such as the distance weapon quality.
Special: You can gain this feat multiple times. Its effects
stack. Remember that two doublings equal a tripling, etc

Swarm of Arrows:
Prerequisites: Dexterity 23, Rapid Shot, Weapon Focus (type of bow used).
Benefit: As a full-round action, you may fire an arrow at your full base attack bonus at each opponent within 30 feet.

Epic Toughness:(x2)
Benefit: You gain +1 hit point per character level. Special: You can gain this feat multiple times. Its effects stack.

Master Thief [Skill]
Prerequisite: Dexterity 21.
Benefit: You gain a +6 bonus on all Disable Device, Stealth,
and Sleight of Hand checks. If you have 26 ranks in one or more
of these skills, the bonus for those skills increases by +3, and
by a further +3 for every additional 5 ranks.

Thousand Faces [Skill]
Prerequisite: Charisma 21.
Benefit: You gain a +6 bonus on all Bluff, Disguise, and
Escape Artist checks. If you have 26 ranks in one or more of
these skills, the bonus for those skills increases by +3, and by a
further +3 for every additional 5 ranks.


Skills: 780(11+14(int)+1(Cunning)) Background:30
Acrobatics +52|30+14(dex)+3(Class)+5(Boots)|
Appraise +47|30+14(int)+3(Class|
Bluff +61|30+14(cha)+3(class)+5(Cloak)+9(feat)|
Climb +39|30+6(str)+3(class)|
Diplomacy +49|30+14(cha)+3(class)+2(trait)|
Disable Device +62|30+14(dex)+3(class)+5(Item)+9(feat)|
Disguise +56|30+14(cha)+3(class)+9(feat)|
Escape Artist +56|30+14(Dex)+3(class)+9(feat)|
Handle Animal +47|30+14(Wis)+3(class)|
Heal +47|30+14(Wis)+3(class)|
Intimidate +49 |30+14(Cha)+3(class)+2(Trait)|
Know(Dungeoneering) +47|30+14(Int)+3(class)|
Know(Engineering) +47|30+14(Int)+3(class)|
Know(Local) +47|30+14(Int)+3(class)|
Linguistics +47[30+14(int)+3(Class)]
Perception +51[30+14(Wis)+3(Class)+4(Epic)]
Ride +47|30+14(dex)+3(class)|
Sense Motive+49(+9)[30+14(Wis)+3(class)+2(trait)
Sleight of Hand +56|30+14(Dex)+3(class)+9(feat)|
Stealth +61|30+14(dex)+3(class)+5(CLaok)+9(feat)|
Survival +47|30+14(Wis)+3(class)|
Swim +39|30+6(Str)+3(class)|
Use Magic Device +47|30+14(Cha)+3(class)|

Craft(Bowyer/Fletcher) +47|30+14(int)+3(class)|
Perform (SInging)+47|30+14(cha)+3(class)|

Skill Unlocks:
5 Ranks: You can move at normal speed through a threatened square without provoking an attack of opportunity by increasing the DC of the check by 5 (instead of by 10). You aren’t denied your Dexterity bonus when attempting Acrobatics checks with DCs of 20 or lower.

10 Ranks: You can attempt an Acrobatics check at a –10 penalty and use the result as your CMD against trip maneuvers. You can also attempt an Acrobatics check at a –10 penalty in place of a Reflex save to avoid falling. You must choose to use this ability before the trip attempt or Reflex save is rolled. With a successful DC 20 Acrobatics check, you treat an unintentional fall as 10 feet shorter plus 10 feet for every 10 by which you exceed the DC, and treat an intentional fall as 10 feet shorter for every 10 by which you exceed the DC.

15 Ranks: You do not provoke attacks of opportunity when standing up from prone.

20 Ranks: You double the result of any Acrobatics check when jumping and never fall prone at the end of a fall as long as you remain conscious.

5 Ranks: The penalty to Bluff a creature after a failed check is halved unless you failed by 5 or more.

10 Ranks: You take no penalty to Bluff a creature after a failed check unless you failed by 5 or more.

15 Ranks: Creatures magically attempting to read your thoughts, detect your alignment, or reveal when you are lying must attempt a caster level check (DC = 11 + your ranks in Bluff ) or the effect reveals nothing.

20 Ranks: As a full-round action, you can make a suggestion (as the spell, maximum duration 1 hour) to a creature within 30 feet (Will negates, DC = 15 + your Charisma modifier). A creature that saves against your suggestion is immune to further uses of this effect for 24 hours, and whenever the suggested creature is specifically confronted with proof of your manipulation, it receives another saving throw. This is an extraordinary mind-affecting compulsion.

Disable Device:
5 Ranks: Reduce the time required to disarm a trap or open a lock by taking a –5 penalty on your Disable Device check for each step by which you reduce the time required: 2d4 rounds, 1d4 rounds, 1 round, a standard action, a move action, a swift action.

10 Ranks: You can disarm magical traps at a –10 penalty even if you lack the trapfinding ability. If you possess the trapfinding ability, when attempting to disable magic traps, you never trigger them, even if you perform the trigger action (such as looking at a symbol). If you fail the check, you can still trigger the trap, and you can’t use this ability to bypass it.

15 Ranks: When attacked by a trap, you can attempt a Disable Device check as an immediate action (adding your trap sense bonus, if any) opposed by the trap’s attack roll or its save DC. If you succeed, you take half damage (or no damage if you exceed the DC by at least 10).

20 Ranks: You halve the penalties for performing a quick disarm as described in the 5 Ranks entry. If you possess the trapfinding ability and accept a –20 penalty while using the ability unlocked at 15 ranks, all nearby allies gain the benefit, and you disable the trap as an immediate action before it can trigger if you exceed the DC by at least 10.

5 Ranks: You can create a disguise in 1d3 minutes.

10 Ranks: You can create a disguise in 1d3 rounds. If you take the full normal amount of time to create your disguise, you take no penalty for disguising your gender, race, or age category.

15 Ranks: You can create a disguise as a full-round action.

20 Ranks: You can create a disguise as a standard action, or as a full-round action combined with a Bluff check to create a diversion to hide.

Sense Motive:
5 Ranks: If you were aware of an opponent before rolling initiative (such as when you ambush an enemy or negotiations break down into combat, but not when both sides happen upon each other or you are surprised), you can attempt a Sense Motive check as part of your initiative check (DC = 11 + the highest Bluff modifier among your opponents or DC 15, whichever is higher). If you succeed, you gain a +1 bonus on the initiative check, plus an additional +1 for every 5 by which you exceeded the DC.

10 Ranks: After 1 minute of conversation, you can read a creature’s surface thoughts (as detect thoughts) by attempting a Sense Motive check at a –20 penalty opposed by the creature’s Bluff check.

15 Ranks: You can read surface thoughts as above after 1 round. In addition, when attacked, you can attempt a Sense Motive check as an immediate action opposed by your target’s attack roll. A successful check grants a +2 insight bonus to your AC against attacks from that specific opponent for 1 minute.

20 Ranks: You can read surface thoughts as above as a standard action. A successful check to gain an insight bonus to your AC also negates the attack that triggered it.

5 Ranks: Reduce the Stealth penalty from sniping by 10.

10 Ranks: Stealth check penalties for moving quickly are halved, including the ability unlocked at 5 ranks, moving full speed, and reaching concealment after creating a distraction.

15 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the end of your turn.

20 Ranks: If you attack after successfully using Stealth, your target is denied its Dexterity bonus against all attacks that you make before the beginning of your next turn.

Sleight pf Hand:
5 Ranks: When attempting a disarm or steal maneuver, a successful Sleight of Hand check against your target’s CMD grants a +2 circumstance bonus on your combat maneuver check.

10 Ranks: The penalty for attempting a Sleight of Hand check (including drawing a hidden weapon) as a move action is reduced to –10.

15 Ranks: You can attempt a Sleight of Hand check (including drawing a hidden weapon) as a swift action at a –20 penalty.

20 Ranks: You take no penalty for using Sleight of Hand as a move action, and take only a –10 penalty when using it as a swift action.

Constructs have no Constitution score. Any DCs or other statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Constructs have the low-light vision racial trait.
Constructs have the darkvision 60 feet racial trait.
Constructs are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Constructs cannot heal damage on their own, but can often be repaired via exposure to a certain kind of effect (depending on the construct’s racial abilities) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Constructs are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Constructs are immune to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
Constructs do not risk death due to massive damage, but they are immediately destroyed when reduced to 0 hit points or fewer.
Constructs cannot be raised or resurrected.
Constructs are hard to destroy, and gain bonus hit points based on their size, as shown on the following table: Medium +40
Constructs do not breathe, eat, or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a construct can drink potions to benefit from their effects and can sleep in order to regain spells, but neither of these activities is required to survive or stay in good health.

Medium:Medium races have no bonuses or penalties due to their size. A Medium creature has a space of 5 feet by 5 feet and a reach of 5 feet.

Normal Speed

Advanced Ability score:(4)-2Strength,+4 dexterity, +2 Cha,Wis,Int
Prerequisites: Advanced or monstrous power level.

Modifiers: : Pick either mental or physical ability scores. Members of this race gain a +2 bonus to all of those scores, a +4 bonus to one score of the other type, and a –2 penalty to one other ability score of the other type.


Fast Healing:(6)
Prerequisites: None.

Benefit: Members of this race regain 1 hit point each round. Except for where noted here, fast healing is just like natural healing. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Fast healing continues to function (even at negative hit points) until a member of this race dies, at which point the effects of fast healing immediately end.

Special: This trait can be taken multiple times. Each time fast healing is taken, its cost increases by 1 RP.

Weapon and Armor Proficiency:
Rogues are proficient with all simple and martial weapons. They are proficient with light armor, but not with shields.

Crossbow Maven:
A bolt ace is proficient with all crossbows instead of all firearms and begins play with a masterwork crossbow of her choice.

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.

A bolt ace regains grit when she scores a critical hit or deals a killing blow with any kind of crossbow. This ability modifies the grit class feature.

Gunslingers spend grit points to accomplish deeds. Most deeds grant the gunslinger some momentary bonus or effect, but there are some that provide longer-lasting effects. Some deeds stay in effect as long as the gunslinger has at least 1 grit point. The following is the list of base gunslinger deeds. A gunslinger can only perform deeds of her level or lower. Unless otherwise noted, a deed can be performed multiple successive times, as long as the appropriate amount of grit is spent to perform the deed.

-Sharp Shoot (Ex) At 1st level, a bolt ace can resolve an attack against touch AC instead of normal AC when firing a crossbow at a target within its first range increment. Performing this deed costs 1 grit point. This deed’s cost cannot be reduced by any ability or effect that reduces the amount of grit points a deed costs

-Vigilant Loading (Ex): At 1st level, as long as a bolt ace has at least 1 grit point, she does not provoke attacks of opportunity when loading a crossbow.

-Gunslinger’s Dodge (Ex): At 1st level, the gunslinger gains an uncanny knack for getting out of the way of ranged attacks. When a ranged attack is made against the gunslinger, she can spend 1 grit point to move 5 feet as an immediate action; doing so grants the gunslinger a +2 bonus to AC against the triggering attack. This movement is not a 5-foot step, and provokes attacks of opportunity. Alternatively, the gunslinger can drop prone to gain a +4 bonus to AC against the triggering attack. The gunslinger can only perform this deed while wearing medium or light armor, and while carrying no more than a light load.

-Shooter’s Resolve (Ex): At 3rd level, a bolt ace can spend 1 grit point when making a crossbow attack as a standard action and ignore the effects of concealment (though not total concealment) and cover (other than total cover) against that shot.

-Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.

-Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.(True Grit at least 1 grit point)

-Dead Shot (Ex): At 7th level, as a full-round action, the gunslinger can take careful aim and pool all of her attack potential into a single, deadly shot. When she does this, she shoots the firearm at a single target, but makes as many attack rolls as she can, based on her base attack bonus. She makes the attack rolls in order from highest bonus to lowest, as if she were making a full attack. If any of the attack rolls hit the target, the gunslinger’s single attack is considered to have hit. For each additional successful attack roll beyond the first, the gunslinger increases the damage of the shot by the base damage dice of the firearm. For instance, if a 7th-level gunslinger firing a musket hits with both attacks, she does 2d12 points of damage with the shot, instead of 1d12 points of damage, before adding any damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added with damage modifiers and are not increased by this deed. If one or more rolls are critical threats, she confirms the critical once using her highest base attack bonus –5. For each critical threat beyond the first, she reduces this penalty by 1 (to a maximum of 0). The gunslinger only misfires on a dead shot if all the attack rolls are misfires. She cannot perform this deed with a blunderbuss or other scatter weapon when attacking creatures in a cone. The gunslinger must spend 1 grit point to perform this deed.(True Grit, At least 1 grit point)

-Distracting Shot (Ex): At 7th level, a bolt ace can spend 1 grit point and choose to miss a target that she could normally attack within her range with a crossbow attack. When she does, the target loses its Dexterity bonus to AC (if any) for 1 round.

-Targeting (Ex): At 7th level, as a full-round action, the gunslinger can make a single firearm attack and choose part of the body to target. She gains the following effects depending on the part of the body targeted. If a creature does not have one of the listed body locations, that part cannot be targeted. This deed costs 1 grit point to perform no matter which part of the creature she targets. Creatures that are immune to sneak attacks are immune to these effects.
Arms: On a hit, the target takes no damage from the hit but drops one carried item of the gunslinger’s choice, even if the item is wielded with two hands. Items held in a locked gauntlet are not dropped on a hit.
Head: On a hit, the target is damaged normally, and is also confused for 1 round. This is a mind-affecting effect.
Legs: On a hit, the target is damaged normally and knocked prone. Creatures that have four or more legs or that are immune to trip attacks are immune to this effect.
Torso: Targeting the torso threatens a critical on a 19–20.
Wings: On a hit, the target is damaged normally, and must make a DC 20 Fly check or fall 20 ft.
-Vigilant Shooter (Ex): At 11th level, as long as a bolt ace spends 1 grit point when she does so, she does not provoke attacks of opportunity when firing a crossbow.
-Inexplicable Reload (Ex): At 11th level, loading a crossbow becomes unthinking and automatic for a bolt ace. As long as she has at least 1 grit point, she always starts each round of combat (even a surprise round) with her crossbow loaded. Also the amount of time needed to reload a crossbow decreases by one step: a standard action becomes a move action, a move action becomes a swift action, a swift action becomes a free action, and a free action becomes not an action.
-Bleeding Wound (Ex): At 11th level, when the gunslinger hits a living creature with a firearm attack, she can spend 1 grit point as a free action to have that attack deal extra bleed damage. The amount of bleed damage is equal to the gunslinger’s Dexterity modifier. Alternatively, the gunslinger can spend 2 grit points to deal 1 point of Strength, Dexterity, or Constitution bleed damage (gunslinger’s choice) instead. Creatures that are immune to sneak attacks are also immune to these types of bleed damage.
-Pinning Shot (Ex): At 15th level, the bolt ace can spend 1 grit point while shooting a crossbow and attempt to pin down its target with the bolt. If the crossbow attack hits, it pins the target to a nearby object, to a wall, or to the ground, entangling and staggering the target. While pinned by the bolt, the target cannot move out of its space until it takes a standard action to free itself from the pinning bolt, except by means of teleportation.

-Lethal Patience (Ex): While wild flurries of bullets are certainly effective at felling foes, veteran gunslingers appreciate the value of lining up the perfect shot. At 15th level, the gunslinger can spend 1 grit point to line up a shot against a target as a full-round action. On her next turn, she can make an attack against the target as a standard action, and if the attack hits, the attack is treated as a critical threat. This deed replaces the slinger’s luck deed and one other 15th-level deed.
-Cheat Death (Ex): At 19th level, whenever the gunslinger is reduced to 0 or fewer hit points, she can spend all of her remaining grit points (minimum 1) to instead be reduced to 1 hit point.
-Death’s Shot (Ex):(DC39) At 19th level, when the gunslinger scores a critical hit, she can spend 1 grit point to deal normal damage, and the target must succeed at a Fortitude saving throw with a DC equal to 10 + 1/2 the gunslinger’s level + the gunslinger’s Dexterity modifier. On a failed saving throw, the target dies. This is a death attack. Performing this deed does not allow the gunslinger to regain grit from confirming a critical hit or making a killing blow.
-Stunning Shot (Ex): (DC39)At 19th level, when a gunslinger hits a creature, she can spend 2 grit points to stun the creature for 1 round. The creature must make a Fortitude saving throw (the DC = 10 + 1/2 the gunslinger’s level + the gunslinger’s Wisdom modifier). If the creature fails, it is stunned for 1 round. Creatures that are immune to critical hits are also immune to this effect.
Crossbow Training: Heavy Crossbow, Light Crossbow, Hand Crossbow, Heavy Wrist Launcher
Starting at 5th level, a bolt ace can select one specific type of crossbow, such as hand crossbow or heavy crossbow. She gains a bonus on damage rolls equal to her Dexterity modifier with that crossbow. Furthermore, when she scores a critical hit with that type of crossbow, her critical modifier increases by 1 (a x2 becomes a x3, for example). Every 4 levels thereafter, she can pick a different type of crossbow, gaining the bonus damage and increased critical multiplier with that type of crossbow as well.

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 18th level).

True Grit:
At 20th level, a gunslinger picks two deeds that she has access to and that she must spend grit to perform. She can perform these deeds for 1 grit point fewer (minimum 0) than usual. If the number of grit points to perform a deed is reduced to 0, the gunslinger can perform this deed as long as she has at least 1 grit point. If a deed could already be performed as long as she had at least 1 grit point, she can now perform that deed even when she has no grit points. Pistol Whip and Dead Shot

Tinker (Ex):
At 21st level, an epic gunslinger can spend one week tinkering with the workings of their firearm. They can add one of the following improvements as a permanent bonus that functions only when the gunslinger uses the weapon:
Increase range increment by +5' (x4=40ft)
Add +1 to critical hit confirmation rolls
Increase weapon hardness by 2
Double weapon hit points
The epic gunslinger can give a bonus to more than one firearm by spending a week on each, but only the gunslinger that improved the firearm can benefit from the effects of this class ability. At 24th level and every three levels, the epic gunslinger can select an additional improvement to add. Multiple iterations of the same bonus stack.

Shooter's Stance (Ex): +3d6
At 23rd level, an epic gunslinger can elect to sacrifice the dodge bonus to AC from their Nimble class ability to add +1d6 points of damage to every attack they make with a gun until the beginning of their next turn. This is precision-based damage and is therefore not multiplied in the event of a successful critical hit. The gunslinger also recovers 1 point of grit for every successful attack made against them during this round. The extra damage increases by +1d6 at 26th level and every three levels.

Sneak Attack:+15d6
If a rogue 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 rogue’s 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 the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue 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—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Finesse Training:
Dagger, Unarmed, Light Pick
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow.

At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Deadly Range: +90ft
At 3rd level, a sniper increases the range at which she can apply her sneak attack damage by 10 feet. This range increases by 10 feet for every 3 levels after 3rd.
Debilitating Injury:
At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
-Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
-Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
-Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.
Uncanny Dodge:
At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Rogues Edge:Perception, Stealth, Acrobatics, Disable Device, Rogue Talents: Bluff,Disguise, Slieght of Hand, Sense Motive
At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Improved Uncanny Dodge:
At 8th level, a rogue can no longer be flanked.
This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
If a character already has uncanny dodge from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Master Strike: DC: 39
At 20th level, an rogue becomes incredibly deadly when dealing sneak attack damage. Each time the rogue deals sneak attack damage, she can choose one of the following three effects: the target can be put to sleep for 1d4 hours, paralyzed for 2d6 rounds, or slain. Regardless of the effect chosen, the target can attempt a Fortitude save to negate the additional effect. The DC of this save is equal to 10 + 1/2 the rogue’s level + the rogue’s Dexterity modifier. Once a creature has been the target of a master strike, regardless of whether or not the save is successful, that creature is immune to that rogue’s master strike for 24 hours. Creatures that are immune to sneak attack damage are also immune to this ability.
Damage Bonus (Ex): +3
An epic rogue gains a +1 bonus to all physical damage rolls at 21st level and every four levels.
Epic Skill (Ex): +20ft Movement, +2 Critical Confirmation, +4 on Perception
Beginning at 21st level, the epic rogue becomes increasingly skilled at the intricacies of their craft. To reflect this, they select one of the following bonuses:
+2 bonus to a single class skill; can only be selected once for the same skill for every 6 levels
+2 bonus to CMB for a single combat maneuver
+2 bonus on rolls to confirm critical hits
+1 bonus to the DC of any poison used
+2 bonus to sneak attack damage
+10-foot bonus to movement speed; can only be selected once for every 6 levels
One additional attack of opportunity per round; can only be selected once for every 6 levels
Once the rogue has selected a bonus, she cannot change it. At 23rd level and every two levels, she may select an additional bonus. If she selects the same bonus more than once, the effects stack unless they specifically say they do not.
Rogue Talents:
-Ledge Walker: This ability allows a rogue to move along narrow, uneven, or slippery surfaces (such as ice) at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along such surfaces, and retains her Dexterity bonus to AC.
-Rogue Crawl: While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling, and she reduces her attack roll and AC penalties for being prone by 2.
-Stand Up:A rogue with this ability can stand up from a prone position as a swift action without provoking attacks of opportunity, or as a free action that provokes attacks of opportunity.
-Fast Stealth:This ability allows a rogue to move at full speed using the Stealth skill without penalty.
-Trap Spotter:Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.
Advanced Rogue Talents:
-Cutting Edge:(x2) [Bluff,Sense Motive, Slieght of Hand, Disguise] A rogue with this ability immediately selects two additional skills with her rogue’s edge ability. She can select this advanced talent multiple times.
-Stealthy Sniper: When a rogue with this talent uses the Stealth skill to snipe, she only suffers a –10 penalty on the Stealth check, instead of –20.
-Quick Shot:Whenever the rogue rolls initiative, she can also make a single attack with a ranged weapon as a swift action. She can use this ability only if she has a weapon in hand and it is loaded (if applicable). If more than one rogue has this talent, their initiative check results determine the order in which they make their attacks. After these attacks are resolved, the round proceeds as normal.
-Light Walker:The rogue can move at full speed through difficult terrain and can take 5-foot steps into difficult terrain.
-See In Darkness:The rogue gains the see in darkness ability.
-Improved Evasion:This works like evasion, except while the rogue still takes no damage on a successful Reflex saving throw against an attack, she also takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Mythic: Trickster
Hard to Kill:
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: 5
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.
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.
Trickster Attack:
Surpise Strike:
As a swift action, you can expend one use of mythic power to make a melee attack or ranged attack against a target within 30 feet, in addition to any other attacks you make this round. When you make a surprise strike, the target is considered flat-footed regardless of any class features or abilities it might have, and you add your tier to the attack roll. Damage from this attack bypasses damage reduction.
Path Ability:
Nimble Glide:
Whenever you fall, you don’t take any damage and you land on your feet. When using this ability, you fall at a rate of 150 feet per round, and can move up to 5 feet horizontally for every 10 feet you fall.

Racial Abilities:

Chronicler’s Kit: 40gp 4 1/2lbs
This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months’ duration.

Courtesan’s Kit: 10gp 5lbs
This kit contains items to assist a courtesan in soothing the body and mind. For the body, the kit contains a razor, scented oils and salves, fragrances, a warming pot, and a variety of appealing outfits. Books of poetry, literature, and plays—often focusing on salacious topics and full of double entendres—entertain the mind.

Disguise Kit:50gp 8lbs
This kit contains tools like makeup and fake facial hair, and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after 10 uses.

Deluxe Dungeoneering Kit: 130gp 15lbs
A deluxe dungeoneering kit contains two candles, chalk, a hammer and four pitons, 50 feet of silk rope, two sacks, three sunrods, four tindertwigs, and an everburning torch.

Forger’s Kit:200gp, 6lbs
These inks, pens, papers, templates for certificates, and tools for modifying or copying official seals facilitates the creation of counterfeit documents. It grants a +2 circumstance bonus on Linguistic checks made for the purpose of making forgeries.

Gear Maintenace Kit:5gp, 2lbs
This kit contains metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons.

Inflitration Kit:140gp, 15lb
This kit is useful to adventurers who must practice guile and deception in order to acquire useful information, and includes a set of caltrops, chalk, a disguise kit, an ear trumpet, fake footprint shoes, a skeleton key, and a wrist sheath. For Small creatures, the weight of an infiltration kit is 9 pounds.

Perfume Kit:40gp,10lb

A perfume kit consists of an atomizer and a diverse array of perfumes, scented oils, wild flowers, and herbs. Applying scents from a perfume kit takes 1 minute, and grants you a +1 circumstance bonus on Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, or Perform checks, subject to GM discretion.

You must choose the type of check when you apply the fragrances.

This bonus typically doesn’t apply in combat or against hostile creatures, and might not work on creatures without olfactory senses or who would be more offended than entranced by your scent. The bonus lasts for 4 hours. You can gain only one bonus from a perfume kit at a time, and the bonus from perfume does not stack with bonuses from any masterwork tools you possess for the same skill. A perfume kit is exhausted after 10 uses.

Spelunking Kit:170gp,32lb
This kit holds equipment for exploring underground, consisting of a lantern with 4 flasks of oil, a hammer and 8 pitons, 100 feet of silk rope, a grappling hook, and a climber’s kit.

Parasol and Umbrella: Parasol(1gp,2lb) Umbrella(2gp,3lb)
This folding umbrella is translucent and not waterproof. It cuts down on the heat from direct sunlight. In very hot conditions where the sun is a factor (such as a desert), it gives you a +1 circumstance bonus on your hourly Fortitude saves against heat, and reduces the damage from a failed save by 1 hit point (minimum 1). It provides insufficient protection in conditions of severe or extreme heat. You must hold a parasol in one hand and use it to shade yourself from the sun. Alternatively, you can hold the parasol and use it to shade another creature of your size or smaller. The listed price is for a simple, functional parasol made of fabric or lacquered paper. A parasol used as a fashion accessory can be far more expensive, depending on the materials used, and can cost from 1 gp to 10 gp.

Umbrella: An umbrella is a heavier, waterproof parasol made of oiled or waxed cloth. It is intended to keep you dry in the rain or snow, but can still protect against sunlight just like a standard parasol.

This simple folding chair has a wooden frame and canvas seat and back, making it easy to transport and set up wherever you wish. It folds up easily and fits in a handy carrying bag. The chair can support up to 250 pounds with ease.

A huge open-air canopy, plus stakes, poles, and ropes. A pavilion holds 10 creatures and takes 90 minutes to assemble. Pavilion tents are large enough to accommodate a small fire in the center.

An ordinary compass that points to the magnetic north pole grants you a +2 circumstance bonus on Survival checks made to avoid becoming lost. You can also use it to grant the same bonus on Knowledge (dungeoneering) checks made to navigate underground.

Mirror: 10gp,1/2lbs
A small steel mirror.

Burglar’s Outfit:5gp,5lbs
This outfit consists of fitted pants, a shirt, a hooded reversible cloak, soft leather boots, and a face mask, all in dark or neutral colors. The outfit’s few buttons and rivets are wrapped in dull, dark cloth to avoid jingling or reflecting light. A number of loops and shallow pockets are also worked into the outfit, providing ample spaces for stashing small tools or weapons.

Courtier’s Outfit:70gp(w/jewelry) 6lbs
This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (–2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner.

Courtesans’ Outfit 8gp, 4lbs
This outfit includes fine silk or satin garments tailored to complement your figure. In addition, the outfit contains a loose shawl or robe with several discreet pockets for items such as perfume, massage oils, or even a small dagger.
Entertainers’ Outfit:5gp,4lb
This set of flashy—perhaps even gaudy—clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly).

Explorer’s Outfit:
This set of clothes is for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra accessories you might need, such as a scarf or a wide-brimmed hat.

Noble’s Outfit:175gp,(100gp jewelry)10lbs
These clothes are designed specifically to be expensive and gaudy. Precious metals and gems are worked into the clothing. A would-be noble also needs a signet ring and jewelry (worth at least 100 gp) to accessorize this outfit.

Peasant’s Outfit:1sp,2lb
This set of clothes consists of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

Stiletto Boots:5gp,1lb
The most ostentatious and impractical of footwear, the tall heel attached to these boots adds several inches to your height. This type of boot is popular among nobles, though the trend has recently caught on among some members of noble courts. You can use the heel of a stiletto boot as an improvised weapon, dealing damage as a punching dagger

Also known as spectacles, eyeglasses compensate for poor vision or magnify small details.

Eye Patch:
An eye patch covers one eye and ties around the head. Pirates usually wear eye patches to cover injured or blind eyes, but some wear eye patches to look more intimidating, or to keep one eye covered and thus retain their night vision when transitioning from the relative darkness belowdecks to the sunlight above.

Reinforced Scarf
One side of this 8-foot-long scarf is reinforced with chain links and metal plates. While not enough to provide a benefit to Armor Class, these versatile scarves can be used like a length of chain to climb short distances or bind an enemy. A reinforced scarf has hardness 10 and 4 hit points. It can be burst with a DC 24 Strength check.

Reversible Cloak
This cloak has an outer layer of fabric and an inner layer of a different color. They are worn for the sake of fashion, in theater performances, or to aid a quick appearance change as part of a disguise. The price varies depending on the cloak’s quality, with the low end being a simple linen cloak and the high end being made of silk or decorated with fur trim

Sewn-in boning and laces allow this bodice to adjust your waist size in a way considered alluring by some cultures. The restrictive nature of this garment makes it a poor choice for combat or other athletic exertions, but you can easily conceal a thin knife in the corset’s boning. The price varies greatly depending on the corset’s quality; the cheapest corsets are made of simple cloth and cost mere silver pieces, while the most expensive feature silk brocade and are decorated with pearls or other costly adornments.

Adventurers’ Sash:20gp,5lb
This bandolier holds six pouches along its length and a satchel at the hip. Each pouch has a stiff leather flap that can be secured against jostling with a clasp (requiring a move action to open or close) or left unfastened for easier access. The pouches and satchel contain loops and ties for securing additional equipment.

The sash buckles at the shoulder, and in an emergency can be freed with a sharp tug as a move action.

Soldiers’ Uniform:1gp,5lbs
The exact details of this item varies from country to country, but typically includes sturdy boots, leather breeches or a kilt, a belt, a shirt, gloves, a cloak or jacket, and a hat. The belt includes several loops or rings for tying pouches, a waterskin, a scabbard, and similar things a traveling soldier requires.

Tabard:5gp 1lb
Often worn over armor, this outer garment is usually sleeveless and open at the sides. The broad front provides a canvas for insignias and coats of arms, making a wearer’s membership in an order readily apparent.

Magic gear:
Wand of Make Whole(x2) 12,000gp (5d6)
Wand of Greater Make Whole(x2)48.000gp (7d6+7)
20 Potions of Make Whole 6,000gp (5d6)

Ring of Invisibility: 20000gp
By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.

Ring of Freedom of Movement:40,000gp
This gold ring allows the wearer to act as if continually under the effect of a freedom of movement spell.

Belt of Physical Might +6:90,0000gp
This belt grants the wearer an enhancement bonus to two physical ability scores (Strength and Dexterity,) of +6. Treat this as a temporary ability bonus for the first 24 hours the belt is worn. These bonuses are chosen when the belt is created and cannot be changed.

Gunman’s Duster:36,000 gp
This long, loose-fitting coat grants a +4 armor bonus to AC and a +2 luck bonus to the wearer’s touch AC against firearm attacks. If the wearer is a gunslinger or has the Amateur Gunslinger feat, she begins each day with 1 additional grit point. This extra point does not increase her maximum grit total. When the wearer uses the gunslinger’s dodge deed, the deed’s dodge bonuses to AC increase by +1. If the wearer is not a gunslinger, she may use the gunslinger’s dodge deed once per day.

Vest of the Cockroach:16,000gp
This padded and slightly bulky vest, made from dyed, red-brown cloth, causes its wearer to feel vaguely uncomfortable whenever lying prone.

If the wearer is a rogue, she gains the resiliency rogue talent. If she already has this talent, activating the talent grants her 2 hit points per rogue level instead of 1.

Greater Sniper Goggles: 50,000gp
The leather strap attached to these bulbous lenses allows their wearer to fit them to his head.
The wearer of these goggles can make ranged sneak attacks from any distance instead of the normal 30 feet.These goggles function as sniper goggles, but the wearer gains the +2 circumstance bonus on each sneak attack when making a sneak attack at any range.

Trapspringer’s Gloves:4,000gp
These studded leather gloves look similar to workman’s gloves, though they are reinforced with numerous metal strips that the user can extend or retract as she wills, turning the tip of each finger into a customizable tool useful in examining and disarming traps. While worn, these gloves grant a +5 competence bonus on all Disable Device checks made to disarm traps. In addition, the gloves grant the user a +1 luck bonus on all saving throws made against traps.

Amulet of Natural Armor +5:50,000gp
This amulet, usually containing some type of magically preserved monster hide or other natural armor—such as bone, horn, carapace, or beast scales—toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor from +1 to +5, depending on the kind of amulet.

Highwayman’s Cape:32,500gp
This reversible multicolored cape marks the wearer’s flamboyant audacity when turned with its bright colors outward, granting a +5 competence bonus on Bluff checks. Reversible as a move action, the dappled camouflage of its other side grants a +5 competence bonus on Stealth checks. Regardless of the cape’s current facing, the wearer can spend an immediate action at will to roll an Escape Artist check against being grappled, bound, or restrained as if the cape targeted her with liberating command.

Traveler’s Any-Tool:250gp
This implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well.

The any-tool counts as a set of masterwork artisan’s tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls.

Bag of Holding Type 4:10,000gp
60lb Content Limit:1500lb Volume:250 cubic ft.

The bag of holding opens into a nondimensional space: its inside is larger than its outside dimensions.

Regardless of what is put into the bag, it weighs a fixed Amount. This weight, and the limits in weight and volume of the bag’s contents, depend on the bag’s type, as shown on the table below.

If a bag of holding is overloaded, or if sharp objects pierce it (from inside or outside), the bag immediately ruptures and is ruined, and all contents are lost forever. If a bag of holding is turned inside out, all of its contents spill out, unharmed, but the bag must be put right before it can be used again. If living creatures are placed within the bag, they can survive for up to 10 minutes, after which time they suffocate. Retrieving a specific item from a bag of holding is a move action, unless the bag contains more than an ordinary backpack would hold, in which case retrieving a specific item is a full-round action. Magic items placed inside the bag do not offer any benefit to the character carrying the bag.

If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in the space: bag and hole alike are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane: the hole, the bag, and any creatures within a 10-foot radius are drawn there, destroying the portable hole and bag of holding in the process.

Handy Haversack:2,000gp
A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds.

While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does.

Restless Lockpicks:8000gp
This set of mithral masterwork thieves’ tools springs to life in the hands of a skilled user. If the user attempts to use the tools to disarm a trap or other device, he may spend a standard action beginning the disarm attempt, after which the tools continue on their own without being held. Thereafter, the bearer may perform other actions or even move away while the tools work. The tools make a Disable Device using the bearer’s skill bonus plus the +2 for being masterwork thieves’ tools, taking the normal amount of time to disable the device. When the skill check is completed, the tools remain in place until removed from the device. The tools can animate for up to 10 rounds per day. They can take 10 but cannot take 20. If there aren’t enough rounds left in the tools to finish a particular check, the bearer can continue where the animated tools left off as long as she is in the square with the tools when the animation duration runs out.

Tome of Understanding+5(Wisdom),Tome of Quickness of Action+5(Dexterity),Tome of Leadership and Infleuence+5(Charisma),Tome of Clear Thought +5(Intelligence),Tome of Gainful Exercise +5(Strength): 137,500gp each

Ioun Stone Dark Blue Rhomboid: 10000gp
Gains the Alterness Feat

Ioun Stone Western Star:4,000gp
This blue crystal is cut in the shape of a five-pointed star.

As a standard action, its user can alter his appearance as with a disguise self spell. When so disguised, the user can render the western star and other ioun stones in his possession invisible.

Ioun Stone Pearly White:20000gp
This stone grants the wearer the ability to regenerate 1 point of damage per 10 minutes. This regeneration works like a ring of regeneration. It only cures damage taken while the character is using the stone.

Seven League Boots:80.000gp,1lb
These well-worn boots act as boots of speed combined with boots of striding and springing. The wearer can expend one use of mythic power as a move action to take a 7-league step. The steps functions as teleportation with a 21-mile range, except the wearer must have an uninterrupted path to her intended destination, though this path doesn’t have to follow a straight line. Harmful 156 environments between the wearer and the destination cause her no harm.

If the wearer’s path is blocked, her travel ends just short of the obstacle blocking her. If she tries to step too far, she appears in the closest available space to her destination without going beyond 21 miles of where she started.

Striding and Springing Abilities:
These boots increase the wearer’s base land speed by 10 feet. In addition to this striding ability (considered an enhancement bonus), these boots allow the wearer to make great leaps. She can jump with a +5 competence bonus on Acrobatics checks.

Boots of Speed:
As a free action, the wearer of boots of speed can click her heels together, letting her act as though affected by a haste spell for up to 10 rounds each day. The haste effect’s duration need not be consecutive rounds.

Permanency Spells:
Comprehend Langauges 2.500gp
Speech Readers Sight:2,500gp
See Invisibilty:5,000gp
Tongues 7.500gp
Greater Magic Fang: 7.500gp

GP- 1,125,128

Manni Quinn was crafted like any other Clockwork Maniquinn. Thousands of gears and tubes run under the fleshlike porcelain like material mimicking flesh. Metallic copper wire simulates hair and amber glass with shutters similates eyes. As for Manni she was crafted originally to be an assistant and maid for a rich family. For about a decade she was used for just that. Until her Masters’ child worked magics and one not when the master of the house and his child fought due to some woman. What happened next was strange. The Woman and Manni where discarded together in the trash.

A thirfty and slightly shady spellcaster by the name of Nuzna.There Nuzna took up to tampering and tinkering with Manni’s body. At this time Manni was still a semi concious shell, having enough sense to learn basic taks and phrases to do her duty. However Nuzna began to do strange magics and Manni began to gain more and more consciousness. However more and more bodies vame through and left. After another decade Manni finally became a sentient being. Shortly after her new life began.

NUzna died, but rose as an emaciated creature known as a Lich. Manni served Nuzna as an assassin. Her abilites growing as a unique being that learned to mimic humans and other beings. She excelled at it. FOr decades she learned ot hunt and kill her targets. No one could scae her skill and her determination. That was until Father Atticus.

The priest had successfully fought Nuzna and his minions for years. Even for a human of only 30 years against a Lich of nearly 100 years, but the priest and his forces were not ot be trifled with. When Manni was dispatched she fought hard trying to get the priest at every possible turn. It took her nearly 20 years and from that hunt she found more to the Father then his endless quest to defeat her master. She found his family, friends, people he has loved, people he had lost, people he had helped. She also saw her hand in many of these deaths.

She confronted Atticus in his bedroom. There Manni had her first deviation from her objective. She confronted Atticus. Strangely her and the priest discussed many things. To the point that she spared the mans life and instead of going after him began to take contracts she wanted.

Manni has spent many years as a soilder of fortune, working various tasks and improving erself and her experiences. She has learned she is hard to hit and harder to hurt, combined with her use of stealth and distance she has a nearly mythic legend of the Owl as she swoops in takes her shot and swoops away silent and unseen, save for the glowing amber eyes. For nearly a century Manni built up a reputation as The Owl. A for hire thief, assassin, unseen gaurdian and more. Eventually after she slew a cumbersome Vampire Mage who was some Chosen of the God. With that the Owl gained someting more, something greater. She could see things she couldn’t before.

As for personal self Manni has grown alot, learning much and keeps a variety of things, pets, plants, a few stranger creatures like snakes, bees, wasps, Spiders, Scorpions, Frogs and more poisonous things. She cared for them. Strangely her collection of Crows and Ravens are the most unique having a variety of them to talk to and with. Like her they learned to mimic noises and sounds. Together she put a context to the words and understood the languages she heard. Though now she has magical assistance too that, she still loves to learn. In fact her most intricate of objects is one she made herself, after years of learning what herself was made of, and that is her pocket watch, a piece of mitral and platinum forged with gold and silver to make an Owl on the outside and on the insidea face of a women she vaguely remembers.

Strangely Manni recieved a call, or a longing to use those talents to travel from her dimension to another. How or why she doesn’t know well. What she oes know is it offers a chance to do one of the biggest and dangerous jobs. It will save much more then some people, and pay bigger than any job in the past. So she takes her weapons and her gear through the portal to who knows where

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Wow, that is a long character sheet. I think it’s the +2 to Diplomacy from your Mercenary Trait that is going to be what ultimately grants ultimate victory over “Teh Kitteh”.

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This seems goofy, I'll think of something to throw together.

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I'll maybe give this a go. What's wealth for LVL 30? haha. This cat reminds me of the rabbit from Monty python.

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Brandishner wrote:
I'll maybe give this a go. What's wealth for LVL 30? haha. This cat reminds me of the rabbit from Monty python.

Oh yeah, that Rabbit.

That same rabbit shows up in Dragon's Crown as a Boss.

Though this is also making me think of an Order of the Stick short that was in Dragon Magazine, where a Snail was loaded with enough templates to be a CR 8 or CR 15 monster. And it was scared off by Mr Bitterleaf mentioning turning him into an appetizing escargot with his profession (Gourmet Cook) skill.

There seems to be enough interest to start up a proper recruitment. I'll probably need a day or 3 to get all my thoughts down, but there should definitely be something by Monday.

In the meantime, feel free to keep posting any ideas, comments, silliness, questions, etc here!

Seems like a game for a Wentworth or perhaps Bast...

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MEMMMEEEEEEE!!!!! please

How does a Living Colossal Pathfinder Jaeger, sound, sound fun?


Recrutement Video

If you are in, then Meet Rosa Lumiass Axiomite-AI-Machinesmith-Technolgist 30/Helmswoman 30/ Mythic GeniusT10

I am interested. Where are the free epic PF rules?

@Silas, unsure what a 'Wentworth or a Bast' is. Feel free to enlighten me!

@Rosa, while I appreciate the enthusiasm, I'm not tryin to run Starfinder lite here. I'm also leery of allowing too much tech, cuz idk how that will interact with your foe.

@Andreww, I'll post them with the recruitment. Don't worry, there will be plenty of time to read through them and make a PC.

@Voice of Awesomeness

Right you are boss, then Im going with Psinocs
She what kind of PC I can make going all out with a psion.

Wentworth is a cat from the author Mark Laurence's recent Library series, I'll avoid saying more to avoid spoilers beyond noting power level is appropriate for this thread :)

Bast is a character I read about in some forgotten realms novels and may well be a nickname for Bastet the (demi) god of cats.

I have just had a very silly idea,

High level gestalt? Tempted to make an Alchemist/Underground Chemist. The idea of a 30d6 bomb is very appealing.

Question: Would you allow early firearms? If so, I'd probably go with uRogue/Gunchemist to keep evasion.

Official recruitment!

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