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Toptomcat's Duel to the Death characters


Toptomcat

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To do: Teamwork feats!

Oberstleutnant Tanya Degurecheff

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 42 +16
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 53 (10 +20 BAB +1 epic +7 Str +11 Dex +5 deflection +1 dodge -2 Berserking) (+12 vs. sunder)

Fort: +35 (+10 base, +2 epic, +16 Int, +5 resistance, +2 Great Fortitude)
Ref: +28 (+10 base, +2 epic, +11 Dex, +5 resistance) 
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), death effects, energy drain, negative energy, sleep and stunning, any magic which impedes movement [paralysis, solid fog, slow, web...], grappling, underwater movement penalties, polymorph and transmutation effects, bleed effects, disease, paralysis, poison, fear, inhaled poisons and other nonmagical effects that require breathing
25% chance to negate a Con-damage effect reflecting blood loss
6 levels' worth of Spell Turning
+1 to all saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+4 vs. energy drain, death effects: +2 vs. necromancy. Which I'm immune to, but shit happens.
Held items automatically negate and reflect any attempt to make them nonmagical: non-held owned items recieve saves vs. effects as if attended, and get +12 on all saves.
Mettle when under half HP
1/day, autopass a failed save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny
Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

AC: 41 (10 +11 Dex +11 armor +5 deflection +5 natural +1 dodge -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 36 (10 +11 Dex +11 armor [special, Unarmored Training] +5 deflection +1 dodge -2 Berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5'

HP: 276 (16d6+128+8+16+16+12)
Notes:
Delayed damage pool 100
DR 2/--

Immunities: Energy damage, crits and precision [when berserking only]
Upon dropping below 0 HP, heal for 20 HP and expend a charge of Ring of Nine Lives
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Speed: 285', fly 285' (perfect) (Base 30', +35' competence from Swift Movement, +30' from Time sphere Incanter specialization, for 95' total- then tripled by Angel Rings to 285' and turned into a Perfect maneuverability fly speed)

Attacks:
Elektrokarabiner 43 +43 ranged, 1d10+22+2d10 piercing and bludgeoning + 14d4 untyped, 20/x4 crit, range 640', misfire 0, capacity 5 [reload swift, magazine]: touch attack within first range increment, only -1 range penalty per increment rather than 2

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r

Attack:
+20 BAB
+1 epic
+16 Int [Primal Blast]
+6 enhancement
(+8 for 15r w/Wild Fire)
(+1d6 w/Heroic Destiny)

Damage:
+16 Int [Primal Blast]
+6 enhancement
(Sneak attack +1d6)
(+10d6 w/Pressurized Shot: takes a move action to recharge)
(In precipitation severity 4 or higher, may hold up as a full-round action to gain +[Severity - 3]d6 electricity damage for 6 rounds)
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
-12 to enemy energy resistance, DR and Hardness
With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round
A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail
Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em
Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar
Far-Sight Scope grants +4 to attack and halved range penalties for a move action
Far-Reaching Sight permits a full-round action attack to hit touch AC regardless of range

First five shots are Greater Burrowing Bullets that render the opponent staggered with pain for 1d3+2 rounds or until they make a DC 20 Heal check as a full-round action, and carry Megapede Venom forcing a DC 50 Fort save vs. 2d6 Con damage + 1d4 Dex damage, and another vs. the same in 1 minute.

May subtract 6 from attack and damage at the start of the round to add the same to any Destructive Blast, and increase its save DC by 3.

On hit, target glows for 1 round- illuminating as a torch, suppressing any active concealment or invisibility effects, and making stealth impossible

1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

Skills:
Perception +50 (extraordinary True Seeing, darkvision 120', blindsense 60', -1 to visual Per checks every 20' rather than 10', double low-light vision, +15 morale when Berserking)
Stealth +69 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats:
Extra Casting Talent x7, Extra Combat Talent x3, Spell Attack, Counterspell, Improved Counterspell, Greater Counterspell, Harmonic Counter, Counterspell Mastery, Chaotic Counter [Wild Magic], Spellthief

Traits:
Steel Body
Resurrected

Class Features:
32 independent spell points

TELEKINESIS (Sphere Drawback: Flight)
    Flight
    Greater Speed

PROTECTION (Sphere Drawback: Limited Protection, Ward)
    Mobile Ward

DESTRUCTION
    Energy Strike (blast shape)

MIND (Sphere Drawback: Empath)
    Mind Shield (charm)
    Powerful Charm

DIVINATION
    Fast Divinations
    Greater Divine
    Lingering Divination
    Sniper's Eye (sense)
    Cartographer's Divinations (divine)

Martial talents:

EQUIPMENT
    Firearm Proficiency (discipline)
    Unarmored Training

SNIPER
    Perfect Shot
    Unblockable
    Hindering Projectiles (snipe)    
Targeted Assault

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Soldier's uniform

Web gear (as adventurer's sash)

Shrink Item'd concrete bunker/hat Antimagic Field defense

Elektrokarabiner 43 Ausf. E (as dwarvencraft M1891 Mosin-Nagant with five permanent Technician inventions using the Greater Craftsman and Aesthetic Insight Technician Insights: Railgun, Enhanced Reliability, Pressurized Shot, Improved Rifling, and Far-Sight Scope improvements taken. The scope is also a Far-Reaching Sight and a Modern Firearms-style Scope, a vial of Oil of Silence is taped to the stock, and it's enchanted as a +4 caster-level Implement for the Destruction and Protection spheres, as well as a Weapon +6 of Distance, Greater Destructive Focus, and Assassination, with additional flat-rate enchantments Attendant, Crackling, Impervious, and Spellblade (Epic Counterspell). A Weapon Augment Crystal of Greater Revelation is attached. It's loaded with a 5-round clip of Greater Burrowing Bullets, each poisoned with Megapede Venom. 30 regular rounds in reloads are available.

Hardness 31, HP 44: cannot rot or warp, even magically

CL 25 Destruction sphere scroll-grenade:
Spend a standard action and pick a point within 85'. Everyone within a 170' radius, except the caster and seven other creatures they select, take 187 + (25d6)*0.5 untyped damage: they must make *two* Reflex saves, DC 28, to halve that damage. If they failed either, they must also make two DC 28 Fortitude saves or be blinded for 13 rounds and deafened for 12. Furthermore, whether or not they made any of those saves, they also take 50 bleed damage...but a target who fails *any* of those saving throws can't heal hit point damage by any means, including fast healing or regeneration, for 12 rounds. Even if they made 'em, the bleed can be negated only through a magical skill/caster level/class level check against DC 35, or a DC 40 Heal check.

If the target is undead or in any way vulnerable to sunlight, the damage is 275 + (25d8)*0.5 instead. 

The blast hits ethereal or incorporeal targets as if they weren't, and is not subject to spell resistance.

Traveler's Any-Tool

Mess kit and canteen

Handy Haversack

Scroll-autoinjector A:
As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, heal all ability damage to any ability score as well as all ability drain to one ability score, remove 2 temporary negative levels or suppress 2 permanent ones for 8 minutes, and make a check at +8 against the CL of each negative magical effect that has a duration or can be removed with Break Enchantment or Remove Curse, dispelling it on a success. Gain DR 4/-- and immmunity to any spell so removed for 2 rounds: if *all* negative levels were removed, also gain immunity to them for the same duration. This is not a positive energy effect and works on undead just as well as the living.
Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed.


Scroll-autoinjector B:
As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, negate the dazzled, shaken, frightened, panicked, confused, dazed, staggered, battered, fatigued, exhausted, sickened, or nauseated condition, as well as any temporary/magical removal of senses- and make a check at +8 against the DC of any poison or disease I'm suffering from to negate it as well. Gain DR 4/-- and immunity to any removed condition, poison or disease for 2 rounds. This is not a positive energy effect and works on undead just as well as the living.
Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed.


Scroll-autoinjector C:
As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, gain an immediate Escape Artist check at a +12 circumstance bonus to any applicable condition such as entangled or grappled, remove the stunned condition, and negate any lessening of a movement speed, removal of a movement type, or loss of the power of speech. If under a paralysis effect, make a check at +8 against it, removing it on a success. Gain DR 4/-- and immunity to any condition so negated for 2 rounds. This is not a positive energy effect and works on undead just as well as the living.
Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed- and the next time a negative condition which could be removed by a Life sphere restore or Break Enchantment would affect me, it's delayed by 2 rounds before taking effect. 


Scroll-autoinjector D:
As a swift action targeting only myself which can be accomplished even if the damage it would cure killed me within the last 4 rounds, cure 84 + (3d8 * 0.5) HP, and gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed.

Gas mask and 2 replacement canisters

Grants to the gestalt, will be lost if killed:

Telekinesis talents Flight and Greater Speed (shared with Visha)

Mind sphere (Empath drawback), Mind Shield talent, Greater Charm talent

Divination sphere, Fast Divinations, Greater Divine, Lingering Divination, Sniper's Eye sense, Cartographer's Divinations

Sniper sphere, Perfect Shot, Unblockable, Hindering Projectiles (snipe), Targeted Assault

!All of the counterspelling capability!

Counterspell: Spend a spell point as a standard action to dispel a magical effect on a creature, item or location within 350'- or ready an action to counter a spell or sphere effect as someone casts it. When targeting a creature, item, or location, I can target a specific effect if I've ID'd it, otherwise the one with the highest CL is automatically targeted. Make a check at +31 against their Magic Skill Defense (levels in a spellcasting class + 11: permanent general bonuses to caster level like that of an orange ioun stone generally apply, and so do increases to CL specific to dispel resistance, like that of a Ring of Enduring Arcana. Temporary bonuses to CL, or bonuses to CL specific to a particular school of magic or spell, generally do not apply. On a success, the targeted effect is destroyed- or, in the case of a non-artifact magic item, suppressed for 1d4 rounds.

When targeting a creature or object, I can spend an additional spell point to target an additional 5 effects, for a total of 6.

Alternatively, I can spend an additional spell point to affect multiple effects in a 20' burst. Roll one check at +31 and apply it to every creature in the area [once], every object with a spell or effect active on it [but not permanent magic items], and every area effect with an origin in that area. Also roll to dispel area effects covering that area with an origin outside, but only dispel them for that area.

Alternatively, I can spend two additional spell points to attempt to dispel every effect on every creature, every ongoing magical effect, and every magic item within 40'. This, uniquely, has a 25% chance to dispel an antimagic field. Permanent magic items dispelled this way have their benefits return in 1 minute, not 1d4 rounds.

Alternatively, I can spend two additional spell points to target one item. I make a check at +36 against it: a success renders it permanently nonmagical. This has a 25% chance of working against artifacts, but if I do it, I need to make a DC 25 Will save vs. permanently losing all spherecasting and have a 95% chance of attracting unwanted extraplanar attention.

Alternatively, I can spend an additional spell point to perform a counterspell as an immediate action. This one only works for countering an effect as it's being cast.

Whenever I would counterspell an effect on a creature or object, I may instead choose to reassign its targets, taking over concentration for it if concentration is required: the effect's originator loses any ability to dismiss it that they may have had.

Whenever I would counterspell anything, the caster suffers a 100% increase in their wild magic chance until end of turn. They are not aware of this increase.

Oberleutnant Viktoriya 'Visha' Serebryakov

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 42 +16
Wisdom: 22 +6 (Native Wisdom actually higher, but the rules for Possession aren't 'best of the two')
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 49 (10 +20 BAB +1 epic +7 Str +11 Dex +1 dodge -2 berserking)

Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance) (+3 vs. mind-affecting, +2 Iron Will) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

AC: 31 (10 +11 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs)
Flat-footed: 31 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 276 (16d6+128+8+16+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Speed: 95' (+35' competence, +30' Fast)

Attacks:
Vortex gun +32 ranged touch*, 10d6+16 force + 14d4 untyped, 19-20/x2 crit (and make a trip check at +35 on target), range 100' cone [scatter only], effective capacity 3 [reload standard]

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r, and a DC 18 Fortitude save vs. 1 round of nausea

Attack:
+20 BAB
+1 epic
+1 masterwork
+16 Int [Primal Blast]
-2 scatter
-4 nonproficiency
(+8 for 15r w/Wild Fire)

Damage:
+16 Int [Primal Blast]
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
-12 to enemy energy resistance, DR and Hardness
With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round
A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail
Struck target takes -2 to attacks, CMD and AC until they dig the... 'bullet'... out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em
Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

Skills:

Perception +50 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Extra Magic Talent (x6), Extra Combat Talent (x5), True Believer (Kurrulmak), Inspired Surge [Wild Magic], Manipulate Result [Wild Magic], Risk Management [Wild Magic], Careful Caster [Wild Magic], Overpower Resistance [Wild Magic]

Traits:
Steel Body, Resurrected

Class Features:
32 independent spell points

Casting Talents:
TELEKINESIS (Sphere Drawback: Flight)
    Flight
    Greater Speed

PROTECTION (Sphere Drawback: Limited Protection, Ward)
    Greater Barrier
    Mobile Ward

DESTRUCTION
    Energy Strike (blast shape)

ALTERATION
    Elemental Transformation
    Elemental Purity
    Size Change
    Greater Changes
    Extreme Changes
    Lingering Transformation    
    Animalistic Transformation (transformation)

LIFE
    Esoteric Healing
    Greater Restore

Martial Talents:
GUARDIAN (Indifferent Defender)
    Greater Delayed Damage x2
    Durable
    Cold Iron Call
    Indomitable

Equipment:

Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Soldier's uniform

Web gear (as adventurer's sash)

Shrink Item'd concrete bunker/hat Antimagic Field defense

Masterwork Vortex Gun, waist pack of six extra Batteries connected by Power Cable

CL 25 Destruction sphere scroll-grenade:
Spend a standard action and pick a point within 85'. Everyone within a 170' radius, except the caster and seven other creatures they select, take 187 + (25d6)*0.5 untyped damage: they must make *two* Reflex saves, DC 28, to halve that damage. If they failed either, they must also make two DC 28 Fortitude saves or be blinded for 13 rounds and deafened for 12. Furthermore, whether or not they made any of those saves, they also take 50 bleed damage...but a target who fails *any* of those saving throws can't heal hit point damage by any means, including fast healing or regeneration, for 12 rounds. Even if they made 'em, the bleed can be negated only through a magical skill/caster level/class level check against DC 35, or a DC 40 Heal check.

If the target is undead or in any way vulnerable to sunlight, the damage is 275 + (25d8)*0.5 instead. 

The blast hits ethereal or incorporeal targets as if they weren't, and is not subject to spell resistance.

Traveler's Any-Tool

Mess kit and canteen

Handy Haversack

Scroll-autoinjector A:
As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, heal all ability damage to any ability score as well as all ability drain to one ability score, remove 2 temporary negative levels or suppress 2 permanent ones for 8 minutes, and make a check at +8 against the CL of each negative magical effect that has a duration or can be removed with Break Enchantment or Remove Curse, dispelling it on a success. Gain DR 4/-- and immmunity to any spell so removed for 2 rounds: if *all* negative levels were removed, also gain immunity to them for the same duration. This is not a positive energy effect and works on undead just as well as the living.
Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed.


Scroll-autoinjector B:
As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, negate the dazzled, shaken, frightened, panicked, confused, dazed, staggered, battered, fatigued, exhausted, sickened, or nauseated condition, as well as any temporary/magical removal of senses- and make a check at +8 against the DC of any poison or disease I'm suffering from to negate it as well. Gain DR 4/-- and immunity to any removed condition, poison or disease for 2 rounds. This is not a positive energy effect and works on undead just as well as the living.
Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed.


Scroll-autoinjector C:
As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, gain an immediate Escape Artist check at a +12 circumstance bonus to any applicable condition such as entangled or grappled, remove the stunned condition, and negate any lessening of a movement speed, removal of a movement type, or loss of the power of speech. If under a paralysis effect, make a check at +8 against it, removing it on a success. Gain DR 4/-- and immunity to any condition so negated for 2 rounds. This is not a positive energy effect and works on undead just as well as the living.
Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed- and the next time a negative condition which could be removed by a Life sphere restore or Break Enchantment would affect me, it's delayed by 2 rounds before taking effect. 


Scroll-autoinjector D:
As a swift action targeting only myself which can be accomplished even if the damage it would cure killed me within the last 4 rounds, cure 84 + (3d8 * 0.5) HP, and gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed.

Gas mask and 2 replacement canisters

Amulet of Second Chances

Enveloping Pit
Contents:
20-ft long, 2 inch thick solid obdurium flagpole flying a silk Imperial flag, freestanding with a one-ton concrete base, with a CL 11 casting of Hardening on it: serves as the target for War sphere talent Monument

3,000 cubic feet worth of alchemical concrete

3,000 cubic feet of sand in sandbags

A great deal of lumber for concrete molds, duckboards, reinforcement of trench positions and miscellaneous construction, a few hundred pounds of iron nails and other odd metal reinforcements, and miscellaneous tools collectively amounting to a Trap Bag

Grants to the gestalt, will be lost if killed:

True Believer (Kurrulmak) and the ability to remove things from the Enveloping Pit

Telekinesis talents Flight and Greater Speed (shared with Tanya)

Alteration talents: Size Change, Greater Changes, Extreme Changes, Lingering Transformation, Animalistic Transformation (transformation)

Life sphere, Esoteric Healing, Greater Restore

Guardian sphere (no package), Greater Delayed Damage x2, Durable, Cold Iron Call, Indomitable

!Virtually all my Wild Magic feats!
Inspired Surge: When using a spherecasting effect, +100% WM for +2 talents known in a base sphere I've already got
Manipulate Result: When a non-major WM effect is triggered, spend an immediate to roll twice and pick the best 6/day
Risk Management: After triggering a non-major WM event, spend a spell point to ignore it and roll once on the universal WM table: after triggering a major one, spend a spell point to roll four times on the universal WM table
Careful Caster: Increase casting time of a sphere effect to reduce WM chance by 50%
Overpower Resistance: +50% to WM chance of a spherecasting effect for +5 on SR penetration rolls
 

I Kompanie, 'Rock of the Rhine'

Strength: 34 +12
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 42 +16
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +33
CMD: 53 (10 +20 BAB +1 epic +12 Str +11 Dex +1 dodge -2 Berserking)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

Defensive Abilities: Toop traits, gas masks

AC: 41 (10 +11 Dex +11 armor +1 dodge +10 natural -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking)

HP: 308 (16d8+128+16+8+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Speed: 95' (+35' competence, +30' Fast)

Attacks:
Troop, 4d6+12 slashing, bludgeoning and peircing

Special Attacks:
Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+6 bludgeoning and peircing damage, Ref DC 31 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6 piercing and slashing damage, Ref DC 29 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6 bludgeoning, peircing and slashing damage, Ref DC 31 half (Dex-based) 

Space/Reach: 20' space, 5' reach: freely, amorphously reshapable

Skills:

Perception +50 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Fearless, Heroic Destiny, Fearless Destiny, Ability Focus (mortar), Endurance, Remain Conscious, Extra Combat Talent [Guardian sphere, Indifferent Defender drawback], Extra Combat Talent [Durable], Protected Destiny

Traits:
Steel Body, Resurrected

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Grants to the gestalt, will be lost if killed:
Shared with every other Mortar Troop:

Combat Reflexes
Dodge
Great Fortitude, Iron Will
Skill Focus (Perception, Stealth)
Toughness

Shared with Visha:

Extra Combat Talent [Guardian sphere, Indifferent Defender drawback], Extra Combat Talent [Durable]

Unique:

Fearless, Heroic Destiny, Fearless Destiny, Ability Focus (mortar), Endurance, Remain Conscious, Protected Destiny

II Kompanie, 'Totenkopf'

Strength: 34 +12
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 42 +16
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +33
CMD: 53 (10 +20 BAB +1 epic +12 Str +11 Dex +1 dodge -2 Berserking)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

Defensive Abilities: Troop traits, gas masks

AC: 41 (10 +11 Dex +11 armor +1 dodge +10 natural -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -1 Berserking)

HP: 308 (16d8+128+16+8+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Speed: 95' (+35' competence, +30' Fast)

Attacks:
Troop, 4d6+12 slashing, bludgeoning and peircing

Special Attacks:
Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+6 bludgeoning and peircing damage, Ref DC 31 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6 piercing and slashing damage, Ref DC 29 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6 bludgeoning, peircing and slashing damage, Ref DC 31 half (Dex-based) 

Space/Reach: 20' space, 5' reach: freely, amorphously reshapable

Skills:

Perception +50 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Extra Combat Talent (Berserker sphere), Extra Combat Talent (Deathless), Extra Combat Talent (Atavism), Extra Combat Talent (Warp Spasm), Improved Atavism (Magical Beast), True Rage, Improved Toughness, Dragon's Toughness

Traits:
Steel Body, Resurrected

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Grants to the gestalt, will be lost if killed:
Shared with every other Mortar Troop:

Combat Reflexes
Dodge
Great Fortitude, Iron Will
Skill Focus (Perception, Stealth)
Toughness

Unique:

Berserker sphere, talents Deathless, Atavism [Magical Beast: Perception], Warp Spasm
Improved Atavism (Magical Beast)
True Rage
Improved Toughness
Dragon's Toughness

III Kompanie, 'Wiesel'

Strength: 34 +12
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 42 +16
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +33
CMD: 53 (10 +20 BAB +1 epic +12 Str +11 Dex +1 dodge -2 Berserking)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

Defensive Abilities: Troop traits, gas masks

AC: 41 (10 +11 Dex +11 armor +1 dodge +10 natural -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -1 Berserking)

HP: 308 (16d8+128+16+8+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Speed: 95' (+35' competence, +30' Fast)

Attacks:
Troop, 4d6+12 slashing, bludgeoning and peircing

Special Attacks:
Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+6 bludgeoning and peircing damage, Ref DC 31 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6 piercing and slashing damage, Ref DC 29 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6 bludgeoning, peircing and slashing damage, Ref DC 31 half (Dex-based) 

Space/Reach: 20' space, 5' reach: freely, amorphously reshapable

Skills:

Perception +50 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

Craft (traps) +43

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Extra Combat Talent (Trap sphere), Extra Combat Talent (Persistent Trap I), Extra Combat Talent (Persistent Trap II), Extra Combat Talent (Razor Wire), Extra Combat Talent (Terrain Trap), Extra Combat Talent (Opportunist), Extra Combat Talent (Penetrating Trap), Extra Combat Talent (Gladiator sphere, Humble Combatant: Uncowed)

Traits:
Steel Body, Resurrected

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Grants to the gestalt, will be lost if killed:
Shared with every other Mortar Troop:

Combat Reflexes
Dodge
Great Fortitude, Iron Will
Skill Focus (Perception, Stealth)
Toughness

Unique:

Gladiator sphere (Humble Combatant drawback), Uncowed talent
Trap sphere, talents Persistent Trap II, Razor Wire, Terrain Trap, Opportunist, Penetrating Trap (and the Craft (traps) ranks that come with 'em)

Razor Wire: may place as a full-round action- or a standard, with martial focus- with a DC 5 Craft (traps) check. Persists for 1 round per point by which I beat the DC, or 10 minutes per if I instead place it as a 1-minute action, or 1 hour per if I instead place it as a 10-minute action. Occupies 6 contiguous 5' squares of my choice, and the DC to detect it is 53*. Creatures who see me set it are aware of the square I set it in, and get +5 on Perception checks against it and Reflex saves against it. If it's detected with a Perception check, it can be deactivated as a full-round action with a DC 53* Disable Device check- or attacked. It has Hardness 25, AC 35 and 65 HP.
A creature who triggers it must make a DC 37 Reflex save or fall prone, take 12d6 slashing damage which overcomes magic, cold iron, silver, adamantine, and alignment-based DR. Running and charging creatures take -2 to their save.

Terrain Trap: may place as a full-round action- or a standard, with martial focus- with a DC 5 Craft (traps) check.
This creates a 35' radius of difficult terrain which deals 5d6 slashing and piercing damage to anyone who enters the area or ends their turn there, Reflex DC 37 for half. This damage overcomes magic, cold iron, silver, adamantine, and alignment-based DR. It returns to normal after 1 minute.

Feldwebele Richtofen, Kleist and von Zeiten, regimental musicians (3)

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 42 +16
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 49 (10 +20 BAB +1 epic +7 Str +11 Dex +1 dodge -2 berserking)

Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance) (+3 vs. mind-affecting, +2 Iron Will) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

AC: 31 (10 +11 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs)
Flat-footed: 31 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 3d10+24+3+3+12 (72 HP)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Speed: 95' (+35' competence, +30' Fast)

Attacks:
Karabiner 23k +37 ranged, 1d10+16 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +37 melee, 1d6+16 piercing + 14d4 untyped, 20/x2 crit

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r

Attack:
+20 BAB
+1 epic
+16 Int [Primal Blast]
(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+16 Int [Primal Blast]
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
-12 to enemy energy resistance, DR and Hardness

With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round
A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail
Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em
Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

Skills:

Perception +50 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Extra Combat Talent x4 

Traits:
Savant, Agent of Chance

Class Features:
EQUIPMENT

Firearm Proficiency (discipline)
Unarmored Training

WARLEADER

Bandmaster
Rousing Claxon (shout)
Persisting Influence
Semaphore
Strategically Distant Examination
Rallying Speech (shout)

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Soldier's uniform

Web gear (as adventurer's sash)

Karabiner 23k (as M1891 Mosin-Nagant) with socket bayonet

115 rifle rounds

2x M24 Stielhandgranate (as M1919 fragmentation grenade)

Folding shovel

Mess kit and canteen

Common backpack

Healer's kit and 1 dose of opium

Gas mask and 2 replacement canisters

Lyre of Building
Notes:
'2 cubic feet a minute' is the rate given for Shovel, '30 minutes of playing is equal to the work of 100 humans laboring for 3 days' implies 30 minutes of playing produces 300 man-days = 7,200 man-hours = 432,000 man-minutes = 30 minutes of playing to 432,000 man-minutes of construction work = 1 minute of playing to 14,400 man-minutes of construction work = 1 minute of playing to 28,800 cubic feet a minute = 1 round of playing to 2,880 cubic feet a round = one serviceable two-foot wide, five-foot deep, 290-ft long trench in one six-second round per Lyre of Building

Grants to the gestalt, will be lost if killed:

The Warleader talents Bandmaster, Rousing Claxon (shout), Rallying Speech (shout), Persisting Influence, Semaphore, and Strategically Distant Examination (redundantly provided by all three regimental musicians: only lost if all three are dead)

Gun crew, 7.7 cm field gun #1 and #2 (10)

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 42 +16
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 49 (10 +20 BAB +1 epic +7 Str +11 Dex +1 dodge -2 berserking)

Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance) (+3 vs. mind-affecting, +2 Iron Will) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

AC: 31 (10 +11 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs)
Flat-footed: 31 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 33 (1d10+8+1+1+1+12)

Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Speed: 95' (+35' competence, +30' Fast)

Attacks:
Karabiner 23k +37 ranged, 1d10+16 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +37 melee, 1d6+16 piercing + 14d4 untyped, 20/x2 crit

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r

Attack:
+20 BAB
+1 epic
+16 Int [Primal Blast]
(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+16 Int [Primal Blast]
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
-12 to enemy energy resistance, DR and Hardness

With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round
A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail
Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em
Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

Skills:

Perception +50 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (Reflex save on 6-pounder shell explosion) for gunner, Skill Focus (Profession: Seige Engineer) for everyone else: human bonus feat is Rapid Reload.

Traits: Steel Body, Patient Calm (Profession: Seige Engineer)

Class Features:
EQUIPMENT

Firearm Proficiency (discipline)
Custom Training (Hotchkiss 6 pounder, Aasen mortar, Lawrence 1917 flamethrower)
Unarmored Training

SNIPER

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Soldier's uniform

Web gear (as adventurer's sash)

Karabiner 23k (as M1891 Mosin-Nagant) with socket bayonet

115 rifle rounds

2x M24 Stielhandgranate (as M1919 fragmentation grenade)

Folding shovel

Mess kit and canteen

Common backpack

Healer's kit and 1 dose of opium

Gas mask and 2 replacement canisters

Grants to the gestalt, will be lost if killed:
Next to nothing- they're pretty much just there as bodies and artillery crewmen, not feat-and-talent engines. I guess they grant the base Sniper sphere, but nothing else, redundantly with Tanya. And proficiency with their own artillery piece and the Profession (siege engineer) ranks required to use it.

Whitmann and Bäke, tank crewmen

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 42 +16
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 49 (10 +20 BAB +1 epic +7 Str +11 Dex +1 dodge -2 berserking)

Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance) (+3 vs. mind-affecting, +2 Iron Will) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

AC: 31 (10 +11 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs)
Flat-footed: 31 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 32 (1d10+8+1+1+12)

Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Speed: 95' (+35' competence, +30' Fast)

Attacks:
Karabiner 23k +37 ranged, 1d10+16 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +37 melee, 1d6+16 piercing + 14d4 untyped, 20/x2 crit

Struck target of anything but Maxim must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r

Attack:
+20 BAB
+1 epic
+16 Int [Primal Blast]
(-2 w/fixed bayonet)
(-8 size w/tank weapons)
(-2 for automatic fire w/Maxim, and another -2 for Barrage sphere)
(+8 for 15r w/Wild Fire)
(+1 within 30')

Damage:
+16 Int [Primal Blast] (doesn't apply w/Maxim: automatic fire)
(+6d6 if expending martial focus on a Deadly Shot)
(+1 within 30')

Notes:
No penalty for firing into melee
-12 to enemy energy resistance, DR and Hardness

With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round
A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail
Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em
Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)
None of the above applies to the Maxim gun

Skills:

Perception +50 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

Profession (driver) +10 (+2 when taking 10)

Feats: Racial Heritage (Kobold) and Kobold Confidence for driver: Ability Focus (Reflex save on cannon shell) and Rapid Reload for gunner

Traits: Steel Body, Patient Calm (Profession: Driver)

Class Features:
Gunner:
EQUIPMENT
Firearm Proficiency (discipline)
Custom Training (Hotchkiss 6 pounder, Maxim gun, Cannon)

BARRAGE

Driver:

EQUIPMENT

Firearm Proficiency (discipline)

ATHLETICS (Driver drawback, run package)

Ace Pilot
Swift Movement
Shoot and Scoot
 

Equipment:

Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Soldier's uniform

Web gear (as adventurer's sash)

Karabiner 23k (as M1891 Mosin-Nagant) with socket bayonet

115 rifle rounds

2x M24 Stielhandgranate (as M1919 fragmentation grenade)

Folding shovel

Mess kit and canteen

Common backpack

Healer's kit and 1 dose of opium

Gas mask and 2 replacement canisters

Panzer IIz light tank. Crewed statistics are:

PzKpfw IIz, Colossal construct

Strength: 46 +18
Dexterity: 11 +0
Constitution: --
Intelligence: --
Wisdom: --
Charisma: --

AC 35 (10 +0 Dex -8 size +7 armor +26 natural)
Touch: 2
Flat-footed: 35

HP 280 (Hardness 41, DR 3/-- until that DR blocks 30 damage, Regeneration 3/acid: becomes helpless at 0 HP instead of 'unconcious')

Fort +18 (+6 base, +12 Artifact Lord) (Construct immunities)
Ref +18 (+6 base, +12 Artifact Lord)
Will +18 (+6 base, +12 Artifact Lord) (Construct immunities: really, truly no-joke mindless)

Speed 65'

Space 30', Reach 20'

Ranged Attacks:
Cannon +29 ranged, 12d6+16+10d6 [not multiplied on a crit] bludgeoning and peircing +14d4 untyped, 20/x3 crit, range increment 400'. Reload takes 4 rounds, but happens automatically without needing to spend actions on it so long as at least one move action was spent to move: otherwise, 1 move action. Does not target touch AC, but all those within 15' of the target suffer half damage, DC 24 Reflex save negates. 40 rounds.

Maxim gun +25/+25 ranged, 2d8 bludgeoning and piercing, 20/x4 crit, range 120', misfire 1-2. Targets touch within first range increment. Attacks all creatures in a line, making a separate attack roll against each until striking an impenetrable barrier or a range of 1200' is reached: concealment doesn't apply, misfire occurs only if all attacks misfire.

Special Qualities:
DC 10 Profession (driver) check from at least one crew member required for it to be able to take actions

Treated as a quadruped for carrying capacity, fully encloses all occupants and crewmen granting total cover

Grants to the gestalt, will be lost if killed:

Kobold Confidence feat

Barrage sphere

Athletics talents: Ace Pilot, Shoot and Scoot

 

 

SHARED PHYLACTERY DOLL BENEFITS
Mind Blank from Cowl of Warding
+5 resistance bonus to Will saves from Cloak
+6 enhancement bonus to Strength, Dex and Con from Belt
+2 to Con from Silithar Bones graft
+4 to MSB from Otherworldly Kimono 
Mettle to Will saves if under Half HP, from Tabard of Valor
The ability to auto-pass a Will save 1/day by expending a charge from the Ring of Nine Lives as an immediate action [except, uniquely, Visha, who has a different neck-slot item and so can't use the extra ring slot from the Hand of Glory]
Immunity to mind-affecting from Ring of Mental Fortitude
The ability to treat the dazed condition as confused for 5 rounds/day instead from the Steel-Mind Cap
+6 enhancement to Int, Wis and Cha from headband
The ability to invoke the Hand of Glory for Daylight and See Invisibility 1/day each
Immunity to death/energy drain/negative energy effects from Soulfire quality of Bracers of Armor
Immunity to sleep and stunning from Wakeful Mind graft
+5 competence to Knowledge (engineering) from Mossy Disk Ioun Stone
+5 inherent to all ability scores from Tomes

TANYA-ONLY PHYLACTERY DOLL BENFITS
Freedom of Movement and 6 levels' worth of Spell Turning from Cowl of Warding
+5 deflection to AC from Cloak
+5 resistance bonus to Reflex and Fortitude saves from Cloak
Mettle to Fort saves if under half HP, from Tabard of Valor
Darkvision 120', blindsense 60', double low-light vision, and halved range penalties to Perception from Eyes of the Dragon
Tripling of movement speed and fly speed from Angel Rings
The ability to be healed for 20 by my Ring of Nine Lives when brought to 0 HP, as well as the 1/day ability to use an immediate action to auto-pass a Fortitude or Reflex save
+5 enhancement bonus to natural armor from Hand of Glory
Immunity to energy damage from Ring of Universal Energy Immunity
Immunity to polymorph/transmutation effects from Proof against Transmutation property of Bracers of Armor
Immunity to bleed effects, and resistance to blood-related Con damage, from Styptic property of Bracers of Armor
Immunities to disease, paralysis and poison from Heart of Steel graft
+10 enhancement to Stealth checks from Psychoactive Skin of the Chameleon

Other notes: 
The +4 CL to the Destruction and Protection spheres from my Implement probably only applies to sphere effects physically originating from the body holding it

Edited by Toptomcat (see edit history)
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  • 2 weeks later...

Prefight buffs for everyone:

CL 25 casting of Greater Enhance Equipment on every item of weaponry except the grenades, another of Natural Enhancement on everyone's natural armor. Effect: +6 enhancement bonus to attack and damage and +6 to natural armor for everyone, lasting 25h

CL 35 casting of the Invigorate ability of the Life sphere, augmented by the Chaotic Flexibility'd talents Deeper Healing and Greater Invigorate. 86 temp HP for everyone, lasting 35 hours (WM Chance: 270%, reduced by 50% w/Careful Caster, 2/5 of yesterday's Manipulate Result used for 5e-style Advantage on wild magic rolls, extra spell point spent on Risk Management for four rolls on the Universal table rather than a major event if the 70% shakes out badly)

CL 33 casting of the Chaotic Flexibility'd talent Latent Healing (cure option)+Deeper Healing, with the help of two Inspired Surge'd (cure) talents- everyone has one application of 6d8+99 HP healing they can activate as a swift action (WM Chance 220%, rolled upon use rather than upon buffing)

CL 33 casting of the Chaotic Flexibility'd talent Latent Healing (Invigorate option)+Deeper Healing, with the help of an Inspired Surge'd Greater Invigorate- everyone has one application of 82 temp HP they can activate as a swift action (WM Chance 220%, rolled upon use rather than upon buffing)

CL 25 casting of the Inspired Surge'd Mind sphere talent Terrifying Mind- +5 morale against mind-affecting, +10 morale vs. fear (WM chance 110%)

CL 25 casting of the Inspired Surge'd Protection (ward) talent Inner Peace- +4 morale against fear, emotional and mind-affecting, all such affects permit a save even if not normally allowed. If it doesn't normally grant one, default to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) (WM chance 110%)

CL 25 casting of the Inspired Surge'd Protection (ward) talent Mystic Shell- 3 layers, whenever a magical effect on me would be successfully dispelled, a layer is lost instead. (WM chance 110%)

CL 25 casting of Totem of Tactical Coordination, augmented by Monument and the Inspired Surge'd War sphere talents Penetrating Totems and Totem Merger, attached to the ornate, obdurium flagpole on a big 'ol concrete base kept in Visha's Enveloping Pit. (WM chance 110%)

CL 33 Contingency on the Tanya-self body: Warp effect. A Chaotic Flexibility'd Distant Teleport + Unseeing Teleport and an Inspired Surge'd True Teleport+Recall effect combine to produce the following effect: whenever Tanya identifies an opponent using a Disjunction or Antimagic Field effect, teleport two miles straight up, leaving behind a beacon she can choose to teleport back to without spending an action at any point in the next 33 rounds. This takes up 3 spell points. (WM chance 175%, reduced by -50% w/Careful Caster: WM effect doesn't happen until the Contingency triggers)

PLANNED 1ST-ROUND BUFF ROUTINE
EDIT: The below is outdated. See below.

 

Old buff stuff

Overmind (S)

24 SP
Standard:
A casting of Control Weather, base 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, total WM chance 120%. [A use of the Wild Fire invocation is used off of the Tap Chaos to add +8 to attacks, saves and AC for 15 rounds.]. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Radiation Lord to let me control Fallout- increasing Precipitation, Wind and Fallout to Category 7+2 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius.

A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it.
The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a standard action with 2 spell points (reduced with Metamagic Enhancement class feature) and a use of Quicken Spell.  

2 spell points have been spent on Baleful Storm. Once Precipitation hits severity 4, I can reanimate any number of corpses within the area as a move action without paying the Reanimate ability's base cost: they only last as long as the rain does. Such undead creatures will get a +8 enhancement bonus to their Dexerity via Superior Reanimation, and are raised as Fast, Relentless, Gasburst (Mustard Gas) Zombies via Expanded Necromancy.

The wind is set to blow towards my opponent, bypassing the usual 1d4 roll to determine the wind's direction when releasing mustard gas from a gas cylinder.

DCs to avoid being blown away in the area, to move against the wind when checked, and the wind-based penalty to Perception checks are increased by +16, and wind-based penalties to ranged attacks are increased by -8. 

When lightning strikes begin when Wind and Precipitation hit severity 4, they happen once a round, not once a minute, and I can dictate where they go.

Via the Contamination Lord talent, once Wind and Fallout hit severity 4, the fallout ignores immunity to poison, ability damage, and ability drain. Creatures without Strength or Constitution scores take 8 points of fire damage for every point of ability damage that they would otherwise take.

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.
Swift: CL 25 casting of the Time sphere Haste ability on squadron member Richtofen: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Improved Haste and Temporal Haste talents. A spell point has been spent to enable it to last 25 rounds without concentration, another for Temporal Haste to work and another to mirror the effect across every member of the squadron via the Mass Command feat. The casting has been decreased to a swift action with 2 spell points (reduced with Metamagic Enhancement class feature)
Move: Directed Motion: every cohort gets a move action which can be used only to move
Swift 2 (Twist Time):
Swift/Move 2 (Temporal Haste):
CL 25 casting of the Flow manabond. One spell point spent to get it going, a second to permit me to target both my Tanya-self and Visha-self via Magical Conduit, and persists indefinitely at infinite range via Infinite Bond.
Its ordinary effects are made pretty much irrelevant by the effects of the Vassalize talent, which permit the overmind to use the spell points of the targets as they were its own on spherecasting effects- which it does in preference to its own, since they're effectively lost if they're taken out. [Note: Switch out this one for the default Mystical Bond for free CL boosts, or maybe Inspired Surge up another.]
Multispell: Use Deluxe Mage Barrier sphere-like ability on Tanya-self.

Tanya (S)

9 SP
Delays until after Visha if higher Initiative

Swift: A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Cosmic Body and Star-Spawn Body talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Star-Spawn Body traits, another to use the Ethereal trait, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Fire variation of the Elemental Movement trait of Elemental Transformation, replacing my base racial 30' movement speed with a 100' one
Trait 2: The Fire variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my base move to 150'
Trait 3: The Sprint trait of Animalistic Transformation: 1/minute as a free action, increase one base move speed by +70'
Trait 4: Ethereal, via Cosmic Body
Trait 5: Spiritual Touch, via Cosmic Body: weapons and natural weapons have Ghost Touch
Trait 6: Shadow Blend, via Cosmic Body: concealment in normal light, though not bright light
Trait 7: Impossible Geometries, via Star-Spawn Body: 50% miss chance against all attacks. True Seeing negates, but anyone who does has to make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds
Trait 8: Air Mastery: airborne targets have -3 on attack and damage towards me

Multispell:
Free Action
: Activate Sprint, boosting fly speed to 1,035' (base land speed 150', +60' enhancement from Temporal Haste, +35' competence from Swift Movement, +30' from Time sphere Incanter specialization, +70' from Haste, 345' total- tripled to 1,035' w/Angel Rings)
Full-Round: Run action straight up. This gets me to an altitude of 5,175 ft.
Swift 2 (Twist Time): Use Illusion. One spell point to create a Glamer (of self moving in a wide, clockwise circle over the ground) incorporating all five senses plus magical aura, another to make it a Lingering Illusion, and two on Archwizard-cost-reduced Quicken Spell to make it a swift action.
Move: Move straight up.
Move 2 (Directed Motion): Move straight up
Move/Swift 3 (Temporal Haste): Move at a 45' angle up and southeast. Altitude should be 7,760', 530' southeast from starting location.

Visha (S):

12 SP
Move/Swift 3 (Temporal Haste): A casting of the Clear Skies mantle on squadron member Tanya: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. One spell point for the base effect, another to mirror the effect across every member of the squadron via the Mass Command feat- reducing the effect's duration to an hour. She, and every other squadron member, treats the weather as five steps less severe.
Another spell point has been spent on the Tenacious Spell metamagic, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed and increasing the casting time to a full-round action- and another two (reduced with Metamagic Enhancement) to bump the casting time down from a full-round to a move action.
Swift 2 (Twist Time): A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Size Change and Size Mastery talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Size Mastery, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Earth variation of the Elemental Movement trait of Elemental Transformation, giving me a 100' burrow speed and Earth Glide
Trait 2: The Earth variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my Burrow move to 150'
Trait 3: A Size Change to Fine
Transformation: The shape of a pygmy mouse via Animalistic Transformation
Trait 4: The Dodge trait from Agile
Trait 5: The Evasion trait from Agile
Trait 6: The Initiative trait from Agile
Trait 7: Darkvision 60'
Trait 8: Low-light vision
Standard: Empty Portable Hole
Move: Earth Glide 150'- initially straight downwards for 100', then northwest 45'.
Swift: Use Deluxe Mage Barrier sphere-like ability on self.
Multispell:
Move 2 (Directed Motion):
 

I Kompanie (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

II Kompanie (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

III Kompanie: (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Richtofen (Musician 1): (S)

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Kleist (Musician 2):

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift: CL 25 casting of a manabond. +100% Wild magic chance to gain the effects of the Soulmate (manabond) talent and What's Yours is Ours via Inspired Surge. One spell point spent to get it going, a second to permit me to target each other regimental musician and all 10 of the gunnery crew, and persists indefinitely at infinite range via Infinite Bond.
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

von Zeiten (Musician 3):

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #1:

1 SP
Standard: +100% Wild magic chance via Inspired Surge to gain the effects of the Transfer and Retained Imbuement Mana talents via Inspired Surge. Spend a spell point to target Richtofen with Transfer, granting him seven temporary spell points that can only be spent on the next Spherecasting effect he uses, otherwise lasting 25 minutes. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #2:

0 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Chaotic Flexibility invocation to get 1d3 of the following talents in this order: Mental Enhancement, Physical Enhancement, Inherent Enhancement.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #3:

4 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Constitution.
Spend another on Dual Enhancement to also grant one to Dexterity.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Dex or Con damage by 6 each via Supply Vigor.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #4:

4 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Intelligence.
Spend another on Dual Enhancement to also grant one to Wisdom.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #5:

3 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Charisma.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #6:

3 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Strength.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #7:

2 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen at CL 25, using the Mana Sink enhancement.
Spend a spell point to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #8:

0 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Staunch Resistance talent.
Spend one spell point to grant a +8 untyped bonus to Fortitude saves.
Spend another with Dual Enhancement to also grant a +8 untyped bonus to Reflex saves.
Spend another to let it last for 250 minutes without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #9:

0 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Staunch Resistance talent.
Spend one spell point to grant a +8 untyped bonus to Will saves.
Spend another to let it last for 250 minutes without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #10:

0 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Immediate: +100% Wild magic chance via Inspired Surge to gain the effects of the Spell Mastery (amp) Mana talent via Inspired Surge. Using Tap Chaos for +8 to the CL for +110% Wild Magic chance. Using the Durable option to grant the next sphere effect +4 to MSD.
Standard: Use a Mana sphere manipulation on Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Bulwark talent, which I spend one spell point to use.
There are two Magical Barriers and two Physical Barriers.
Magical Barrier: The next time a magical effect would affect your target, the caster must succeed at a magic skill check against MSD 43. On a failure, the magic effect excludes the target from its effects, otherwise functioning normally.
Physical Barrier: The next time the target is attacked by a weapon attack, the attacker must succeed at a magic skill check against MSD 43. The attacker may substitute their CR (or total hit dice, if they possess no racial hit dice) for their MSB on this check. On a failure, the attack is deflected. This effect triggers before an attack roll is made.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Whitmann (Tank):

15 SP
Standard:
A casting of Control Weather, CL 25. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Volcano Lord and Fire Tornadoes talents. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Volcano Lord to let me control Ash and Vog- increasing Heat, Ash and Vog to category 7 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius.

A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it.
The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement], then increased to a standard action with Careful Caster to reduce the wild magic chance effect of the effect by 50%- for a total wild magic chance of 10% (base) + 100% (Wild Surge) - 50% = 60%. 

Via the Boiling Lord talent, once Heat and Precipitation hit category 4, all creatures in the affected area take 6 fire damage per Precipitation severity level from boiling rain.

Via the Fire Tornadoes talent, once Wind and Heat hit severity 7, anything affected by a tornado also takes 36 fire damage. (Yes, while it's raining. Little particles of Caesium-137 mixed in with the fallout? Who knows.)

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.


Move:
Swift: Deluxe Mage Barrier on the tank.
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Bäke (Tank):

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Panzer IIz: (S)

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

 

Edited by Toptomcat (see edit history)
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Opposition Research

Kazuya Mishima is a martial-arts beatstick drawing heavily from Librim Eterna content. Whole lotta stuff from a whole lotta disciplines, at least partially so as to take full advantage of Proof of Victory.

Justice is an enormous statstick and heavily fear-oriented.

At first glance, it doesn't look like either of them have much ability to deal with weather or catch Tanya in a power climb.

Edited by Toptomcat (see edit history)
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No wide-area BFC during buff rounds, even if not damaging or hindering enemy at start of play! I'm putting a new Buff Round's worth of actions here without removing the last one so as to be able to use the old one as a reference.

(S) denotes a Squadron member.

Overmind (S)

Standard: A casting of the Clear Skies mantle on squadron member Tanya: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. One spell point for the base effect, another to mirror the effect across every member of the squadron via the Mass Command feat- reducing the effect's duration to an hour. She, and every other squadron member, treats the weather as five steps less severe.
Another spell point has been spent on the Tenacious Spell metamagic, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed and increasing the casting time to a full-round action- and another two (reduced with Metamagic Enhancement) to bump the casting time down from a full-round to a standard action with Quicken Spell.
Swift: CL 25 casting of the Time sphere Haste ability on squadron member Tanya: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Improved Haste and Temporal Haste talents. A spell point has been spent to enable it to last 25 rounds without concentration, another for Temporal Haste to work and another to mirror the effect across every member of the squadron via the Mass Command feat. The casting has been decreased to a swift action with 2 spell points (reduced with Metamagic Enhancement class feature)
Move: Use Directed Motion to grant all cohorts an extra move action that can only be used to move.
Move 2 (Directed Motion):
Swift 2 (Twist Time):
Use Deluxe Mage Barrier sphere-like ability on Tanya-self. This breaks line of effect for anything that requires it until you chew through 290 HP, and requires a DC 49 Perception check to perceive: see the Other Notes section of my sheet for full details.
Move/Swift 3 (Temporal Haste): CL 25 casting of the Flow manabond. One spell point spent to get it going, a second to permit me to target both my Tanya-self and Visha-self via Magical Conduit, and persists indefinitely at infinite range via Infinite Bond.
Its ordinary effects are made pretty much irrelevant by the effects of the Vassalize talent, which permit the overmind to use the spell points of the targets as they were its own on spherecasting effects- which it does in preference to its own, since they're effectively lost if they're taken out. [Note: Switch out this one for the default Mystical Bond for free CL boosts, or maybe Inspired Surge up another.]
Multispell:

 

Visha (S):

Standard: Empty held Portable Hole, dumping its contents- 3,000 cubic feet of sand in sandbags, a great deal of lumber for concrete molds, duckboards, reinforcement of trench positions and miscellaneous construction, a few hundred pounds of iron nails and other odd metal reinforcements, and miscellaneous tools collectively amounting to a Trap Bag- and a 20-foot long, 2-inch thick flagpole flying a silk Imperial flag on a one-ton concrete base, shaped to be self-righting.

Move: Draw Vortex Gun.
Swift: Use Deluxe Mage Barrier sphere-like ability on self. This breaks line of effect for anything that requires it until you chew through 290 HP, and requires a DC 49 Perception check to perceive: see the Other Notes section of my sheet for full details.
Swift 2 (Twist Time): A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Size Change and Size Mastery talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Size Mastery, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Earth variation of the Elemental Movement trait of Elemental Transformation, giving me a 100' burrow speed and Earth Glide
Trait 2: The Earth variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my Burrow move to 150'
Trait 3: A Size Change to Fine
Trait 4: The Dodge trait from Agile
Trait 5: The Evasion trait from Agile
Trait 6: The Initiative trait from Agile
Trait 7: Darkvision 60'
Trait 8: Low-light vision

Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Multispell:

 

Richtofen (Musician 1): (S)

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

This barrier breaks Line of Effect for any effect requiring it until it's busted!
Swift: CL 25 casting of a manabond. +100% Wild magic chance to gain the effects of the Soulmate (manabond) talent and What's Yours is Ours via Inspired Surge. One spell point spent to get it going, a second to permit me to target each other regimental musician and all 10 of the gunnery crew, and persists indefinitely at infinite range via Infinite Bond.
Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on fortifying the start zone. Lay down sandbag walls in central area.
Swift 2 (Twist Time):
Multispell:
Move 2/Swift 3 (Temporal Haste):

Kleist (Musician 2):

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
This barrier breaks Line of Effect for any effect requiring it until it's busted!

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on fortifying the start zone. Bridge outlying pillars.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2/Swift 3 (Temporal Haste):

von Zeiten (Musician 3):

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 
This barrier breaks Line of Effect for any effect requiring it until it's busted!

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on fortifying the start zone. Secure each end of the bridge with pitons and alchemical concrete, lay sandbag walls on outlying pillars.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2/Swift 3 (Temporal Haste):

I Kompanie (S)

Move: Move into position now that bridges are in place.
Standard: Trigger Mustard Gas cylinder.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

II Kompanie (S)

Move: Move into position now that bridges are in place.
Standard: Trigger Mustard Gas cylinder.
Swift: Use a CL 25 Quicken Spell'd application of Telekinesis on self for 2 SP, reduced by Metamagic Enhancement- spending a spell point on Sustained Force to let it apply for 25 minutes, and spending another on Mass Command to clone the effect across every Squadron member- gaining them all a fly speed of 90'. They're still manning the sandbag line, for now- this is just in case someone has the bright idea of wrecking the bridges.
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

III Kompanie: (S)

Move: Move into position now that bridges are in place.
Standard: Trigger Mustard Gas cylinder.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

 

Tanya (S)

Swift: A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Cosmic Body and Star-Spawn Body talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Star-Spawn Body traits, another to use the Ethereal trait, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Fire variation of the Elemental Movement trait of Elemental Transformation, replacing my base racial 30' movement speed with a 100' one
Trait 2: The Fire variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my base move to 150'
Trait 3: The Sprint trait of Animalistic Transformation: 1/minute as a free action, increase one base move speed by +70'
Trait 4: Ethereal, via Cosmic Body
Trait 5: Spiritual Touch, via Cosmic Body: weapons and natural weapons have Ghost Touch
Trait 6: Shadow Blend, via Cosmic Body: concealment in normal light, though not bright light
Trait 7: Impossible Geometries, via Star-Spawn Body: 50% miss chance against all attacks. True Seeing negates, but anyone who does has to make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds
Trait 8: Air Mastery: airborne targets have -3 on attack and damage towards me

Standard: Ready action: full move straight up the moment my initiative hits.
Move: 
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste): 

 

 

  • Author
Posted August 12 (edited)

Prefight buffs for everyone:

CL 25 casting of Greater Enhance Equipment on every item of weaponry except the grenades, another of Natural Enhancement on everyone's natural armor. Effect: +6 enhancement bonus to attack and damage and +6 to natural armor for everyone, lasting 25h

CL 35 casting of the Invigorate ability of the Life sphere, augmented by the Chaotic Flexibility'd talents Deeper Healing and Greater Invigorate. 86 temp HP for everyone, lasting 35 hours (WM Chance: 270%, reduced by 50% w/Careful Caster, 2/5 of yesterday's Manipulate Result used for 5e-style Advantage on wild magic rolls, extra spell point spent on Risk Management for four rolls on the Universal table rather than a major event if the 70% shakes out badly)

CL 33 casting of the Chaotic Flexibility'd talent Latent Healing (cure option)+Deeper Healing, with the help of two Inspired Surge'd (cure) talents- everyone has one application of 6d8+99 HP healing they can activate as a swift action (WM Chance 220%, rolled upon use rather than upon buffing)

CL 33 casting of the Chaotic Flexibility'd talent Latent Healing (Invigorate option)+Deeper Healing, with the help of an Inspired Surge'd Greater Invigorate- everyone has one application of 82 temp HP they can activate as a swift action (WM Chance 220%, rolled upon use rather than upon buffing)

CL 25 casting of the Inspired Surge'd Mind sphere talent Terrifying Mind- +5 morale against mind-affecting, +10 morale vs. fear (WM chance 110%)

CL 25 casting of the Inspired Surge'd Protection (ward) talent Inner Peace- +4 morale against fear, emotional and mind-affecting, all such affects permit a save even if not normally allowed. If it doesn't normally grant one, default to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) (WM chance 110%)

CL 25 casting of the Inspired Surge'd Protection (ward) talent Mystic Shell- 3 layers, whenever a magical effect on me would be successfully dispelled, a layer is lost instead. (WM chance 110%)

CL 25 casting of Totem of Tactical Coordination, augmented by Monument and the Inspired Surge'd War sphere talents Penetrating Totems and Totem Merger, attached to the ornate, obdurium flagpole on a big 'ol concrete base kept in Visha's Enveloping Pit. (WM chance 110%)

CL 33 Contingency on the Tanya-self body: Warp effect. A Chaotic Flexibility'd Distant Teleport + Unseeing Teleport and an Inspired Surge'd True Teleport+Recall effect combine to produce the following effect: whenever Tanya identifies an opponent using a Disjunction or Antimagic Field effect, teleport two miles straight up, leaving behind a beacon she can choose to teleport back to without spending an action at any point in the next 33 rounds. This takes up 3 spell points. (WM chance 175%, reduced by -50% w/Careful Caster: WM effect doesn't happen until the Contingency triggers)

PLANNED 1ST-ROUND BUFF ROUTINE
Recheck SP counts.

Overmind (S)

24 SP
Standard:
A casting of Control Weather, base 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, total WM chance 120%. [A use of the Wild Fire invocation is used off of the Tap Chaos to add +8 to attacks, saves and AC for 15 rounds.]. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Radiation Lord to let me control Fallout- increasing Precipitation, Wind and Fallout to Category 7+2 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius.

A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it.
The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a standard action with 2 spell points (reduced with Metamagic Enhancement class feature) and a use of Quicken Spell.  

2 spell points have been spent on Baleful Storm. Once Precipitation hits severity 4, I can reanimate any number of corpses within the area as a move action without paying the Reanimate ability's base cost: they only last as long as the rain does. Such undead creatures will get a +8 enhancement bonus to their Dexerity via Superior Reanimation, and are raised as Fast, Relentless, Gasburst (Mustard Gas) Zombies via Expanded Necromancy.

The wind is set to blow towards my opponent, bypassing the usual 1d4 roll to determine the wind's direction when releasing mustard gas from a gas cylinder.

DCs to avoid being blown away in the area, to move against the wind when checked, and the wind-based penalty to Perception checks are increased by +16, and wind-based penalties to ranged attacks are increased by -8. 

When lightning strikes begin when Wind and Precipitation hit severity 4, they happen once a round, not once a minute, and I can dictate where they go.

Via the Contamination Lord talent, once Wind and Fallout hit severity 4, the fallout ignores immunity to poison, ability damage, and ability drain. Creatures without Strength or Constitution scores take 8 points of fire damage for every point of ability damage that they would otherwise take.

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.
Swift: CL 25 casting of the Time sphere Haste ability on squadron member Richtofen: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Improved Haste and Temporal Haste talents. A spell point has been spent to enable it to last 25 rounds without concentration, another for Temporal Haste to work and another to mirror the effect across every member of the squadron via the Mass Command feat. The casting has been decreased to a swift action with 2 spell points (reduced with Metamagic Enhancement class feature)
Move: Directed Motion: every cohort gets a move action which can be used only to move
Swift 2 (Twist Time):
Swift/Move 2 (Temporal Haste): 
CL 25 casting of the Flow manabond. One spell point spent to get it going, a second to permit me to target both my Tanya-self and Visha-self via Magical Conduit, and persists indefinitely at infinite range via Infinite Bond.
Its ordinary effects are made pretty much irrelevant by the effects of the Vassalize talent, which permit the overmind to use the spell points of the targets as they were its own on spherecasting effects- which it does in preference to its own, since they're effectively lost if they're taken out. [Note: Switch out this one for the default Mystical Bond for free CL boosts, or maybe Inspired Surge up another.]
Multispell: Use Deluxe Mage Barrier sphere-like ability on Tanya-self.

Tanya (S)

9 SP
Delays until after Visha if higher Initiative

Swift: A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Cosmic Body and Star-Spawn Body talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Star-Spawn Body traits, another to use the Ethereal trait, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Fire variation of the Elemental Movement trait of Elemental Transformation, replacing my base racial 30' movement speed with a 100' one
Trait 2: The Fire variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my base move to 150'
Trait 3: The Sprint trait of Animalistic Transformation: 1/minute as a free action, increase one base move speed by +70'
Trait 4: Ethereal, via Cosmic Body
Trait 5: Spiritual Touch, via Cosmic Body: weapons and natural weapons have Ghost Touch
Trait 6: Shadow Blend, via Cosmic Body: concealment in normal light, though not bright light
Trait 7: Impossible Geometries, via Star-Spawn Body: 50% miss chance against all attacks. True Seeing negates, but anyone who does has to make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds
Trait 8: Air Mastery: airborne targets have -3 on attack and damage towards me


Multispell:
Free Action
: Activate Sprint, boosting fly speed to 1,035' (base land speed 150', +60' enhancement from Temporal Haste, +35' competence from Swift Movement, +30' from Time sphere Incanter specialization, +70' from Haste, 345' total- tripled to 1,035' w/Angel Rings)
Full-Round: Run action straight up. This gets me to an altitude of 5,175 ft.
Swift 2 (Twist Time): Use Illusion. One spell point to create a Glamer (of self moving in a wide, clockwise circle over the ground) incorporating all five senses plus magical aura, another to make it a Lingering Illusion, and two on Archwizard-cost-reduced Quicken Spell to make it a swift action.
Move: Move straight up.
Move 2 (Directed Motion): Move straight up
Move/Swift 3 (Temporal Haste): Move at a 45' angle up and southeast. Altitude should be 7,760', 530' southeast from starting location.

Visha (S):

12 SP
Move/Swift 3 (Temporal Haste): A casting of the Clear Skies mantle on squadron member Tanya: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. One spell point for the base effect, another to mirror the effect across every member of the squadron via the Mass Command feat- reducing the effect's duration to an hour. She, and every other squadron member, treats the weather as five steps less severe.
Another spell point has been spent on the Tenacious Spell metamagic, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed and increasing the casting time to a full-round action- and another two (reduced with Metamagic Enhancement) to bump the casting time down from a full-round to a move action.
Swift 2 (Twist Time): A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Size Change and Size Mastery talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Size Mastery, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Earth variation of the Elemental Movement trait of Elemental Transformation, giving me a 100' burrow speed and Earth Glide
Trait 2: The Earth variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my Burrow move to 150'
Trait 3: A Size Change to Fine
Transformation: The shape of a pygmy mouse via Animalistic Transformation
Trait 4: The Dodge trait from Agile
Trait 5: The Evasion trait from Agile
Trait 6: The Initiative trait from Agile
Trait 7: Darkvision 60'
Trait 8: Low-light vision

Standard: Empty Portable Hole
Move: Earth Glide 150'- initially straight downwards for 100', then northwest 45'.
Swift: Use Deluxe Mage Barrier sphere-like ability on self.
Multispell:
Move 2 (Directed Motion):
 

I Kompanie (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

II Kompanie (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

III Kompanie: (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Richtofen (Musician 1): (S)

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Kleist (Musician 2):

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift: CL 25 casting of a manabond. +100% Wild magic chance to gain the effects of the Soulmate (manabond) talent and What's Yours is Ours via Inspired Surge. One spell point spent to get it going, a second to permit me to target each other regimental musician and all 10 of the gunnery crew, and persists indefinitely at infinite range via Infinite Bond.
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

von Zeiten (Musician 3):

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #1:

Standard: +100% Wild magic chance via Inspired Surge to gain the effects of the Transfer and Retained Imbuement Mana talents via Inspired Surge. Spend a spell point to target Richtofen with Transfer, granting him seven temporary spell points that can only be spent on the next Spherecasting effect he uses, otherwise lasting 25 minutes. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

  • Author
Posted August 12 (edited)

Prefight buffs for everyone:

CL 25 casting of Greater Enhance Equipment on every item of weaponry except the grenades, another of Natural Enhancement on everyone's natural armor. Effect: +6 enhancement bonus to attack and damage and +6 to natural armor for everyone, lasting 25h

CL 35 casting of the Invigorate ability of the Life sphere, augmented by the Chaotic Flexibility'd talents Deeper Healing and Greater Invigorate. 86 temp HP for everyone, lasting 35 hours (WM Chance: 270%, reduced by 50% w/Careful Caster, 2/5 of yesterday's Manipulate Result used for 5e-style Advantage on wild magic rolls, extra spell point spent on Risk Management for four rolls on the Universal table rather than a major event if the 70% shakes out badly)

CL 33 casting of the Chaotic Flexibility'd talent Latent Healing (cure option)+Deeper Healing, with the help of two Inspired Surge'd (cure) talents- everyone has one application of 6d8+99 HP healing they can activate as a swift action (WM Chance 220%, rolled upon use rather than upon buffing)

CL 33 casting of the Chaotic Flexibility'd talent Latent Healing (Invigorate option)+Deeper Healing, with the help of an Inspired Surge'd Greater Invigorate- everyone has one application of 82 temp HP they can activate as a swift action (WM Chance 220%, rolled upon use rather than upon buffing)

CL 25 casting of the Inspired Surge'd Mind sphere talent Terrifying Mind- +5 morale against mind-affecting, +10 morale vs. fear (WM chance 110%)

CL 25 casting of the Inspired Surge'd Protection (ward) talent Inner Peace- +4 morale against fear, emotional and mind-affecting, all such affects permit a save even if not normally allowed. If it doesn't normally grant one, default to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) (WM chance 110%)

CL 25 casting of the Inspired Surge'd Protection (ward) talent Mystic Shell- 3 layers, whenever a magical effect on me would be successfully dispelled, a layer is lost instead. (WM chance 110%)

CL 25 casting of Totem of Tactical Coordination, augmented by Monument and the Inspired Surge'd War sphere talents Penetrating Totems and Totem Merger, attached to the ornate, obdurium flagpole on a big 'ol concrete base kept in Visha's Enveloping Pit. (WM chance 110%)

CL 33 Contingency on the Tanya-self body: Warp effect. A Chaotic Flexibility'd Distant Teleport + Unseeing Teleport and an Inspired Surge'd True Teleport+Recall effect combine to produce the following effect: whenever Tanya identifies an opponent using a Disjunction or Antimagic Field effect, teleport two miles straight up, leaving behind a beacon she can choose to teleport back to without spending an action at any point in the next 33 rounds. This takes up 3 spell points. (WM chance 175%, reduced by -50% w/Careful Caster: WM effect doesn't happen until the Contingency triggers)

PLANNED 1ST-ROUND BUFF ROUTINE
Recheck SP counts.

Overmind (S)

24 SP
Standard:
A casting of Control Weather, base 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, total WM chance 120%. [A use of the Wild Fire invocation is used off of the Tap Chaos to add +8 to attacks, saves and AC for 15 rounds.]. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and another two on Radiation Lord to let me control Fallout- increasing Precipitation, Wind and Fallout to Category 7+2 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius.

A spell point has been spent on Ectoplasmic Spell: the unnatural weather extends to the Astral and Ethereal and has full effect against incorporeal creatures. One has been spent for Disruptive Spell: to use a spherecasting effect or spell, anyone affected by a weather effect must make a Concentration check with a DC equal to that weather effect + 1/2 the CL of the sphere ability or spell. Three have been spent on Burrowing Magic: the unnatural weather ignores all barriers and there is no shelter against it.
The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a standard action with 2 spell points (reduced with Metamagic Enhancement class feature) and a use of Quicken Spell.  

2 spell points have been spent on Baleful Storm. Once Precipitation hits severity 4, I can reanimate any number of corpses within the area as a move action without paying the Reanimate ability's base cost: they only last as long as the rain does. Such undead creatures will get a +8 enhancement bonus to their Dexerity via Superior Reanimation, and are raised as Fast, Relentless, Gasburst (Mustard Gas) Zombies via Expanded Necromancy.

The wind is set to blow towards my opponent, bypassing the usual 1d4 roll to determine the wind's direction when releasing mustard gas from a gas cylinder.

DCs to avoid being blown away in the area, to move against the wind when checked, and the wind-based penalty to Perception checks are increased by +16, and wind-based penalties to ranged attacks are increased by -8. 

When lightning strikes begin when Wind and Precipitation hit severity 4, they happen once a round, not once a minute, and I can dictate where they go.

Via the Contamination Lord talent, once Wind and Fallout hit severity 4, the fallout ignores immunity to poison, ability damage, and ability drain. Creatures without Strength or Constitution scores take 8 points of fire damage for every point of ability damage that they would otherwise take.

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.
Swift: CL 25 casting of the Time sphere Haste ability on squadron member Richtofen: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Improved Haste and Temporal Haste talents. A spell point has been spent to enable it to last 25 rounds without concentration, another for Temporal Haste to work and another to mirror the effect across every member of the squadron via the Mass Command feat. The casting has been decreased to a swift action with 2 spell points (reduced with Metamagic Enhancement class feature)
Move: Directed Motion: every cohort gets a move action which can be used only to move
Swift 2 (Twist Time):
Swift/Move 2 (Temporal Haste): 
CL 25 casting of the Flow manabond. One spell point spent to get it going, a second to permit me to target both my Tanya-self and Visha-self via Magical Conduit, and persists indefinitely at infinite range via Infinite Bond.
Its ordinary effects are made pretty much irrelevant by the effects of the Vassalize talent, which permit the overmind to use the spell points of the targets as they were its own on spherecasting effects- which it does in preference to its own, since they're effectively lost if they're taken out. [Note: Switch out this one for the default Mystical Bond for free CL boosts, or maybe Inspired Surge up another.]
Multispell: Use Deluxe Mage Barrier sphere-like ability on Tanya-self.

Tanya (S)

9 SP
Delays until after Visha if higher Initiative

Swift: A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Cosmic Body and Star-Spawn Body talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Star-Spawn Body traits, another to use the Ethereal trait, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Fire variation of the Elemental Movement trait of Elemental Transformation, replacing my base racial 30' movement speed with a 100' one
Trait 2: The Fire variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my base move to 150'
Trait 3: The Sprint trait of Animalistic Transformation: 1/minute as a free action, increase one base move speed by +70'
Trait 4: Ethereal, via Cosmic Body
Trait 5: Spiritual Touch, via Cosmic Body: weapons and natural weapons have Ghost Touch
Trait 6: Shadow Blend, via Cosmic Body: concealment in normal light, though not bright light
Trait 7: Impossible Geometries, via Star-Spawn Body: 50% miss chance against all attacks. True Seeing negates, but anyone who does has to make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds
Trait 8: Air Mastery: airborne targets have -3 on attack and damage towards me


Multispell:
Free Action
: Activate Sprint, boosting fly speed to 1,035' (base land speed 150', +60' enhancement from Temporal Haste, +35' competence from Swift Movement, +30' from Time sphere Incanter specialization, +70' from Haste, 345' total- tripled to 1,035' w/Angel Rings)
Full-Round: Run action straight up. This gets me to an altitude of 5,175 ft.
Swift 2 (Twist Time): Use Illusion. One spell point to create a Glamer (of self moving in a wide, clockwise circle over the ground) incorporating all five senses plus magical aura, another to make it a Lingering Illusion, and two on Archwizard-cost-reduced Quicken Spell to make it a swift action.
Move: Move straight up.
Move 2 (Directed Motion): Move straight up
Move/Swift 3 (Temporal Haste): Move at a 45' angle up and southeast. Altitude should be 7,760', 530' southeast from starting location.

Visha (S):

12 SP
Move/Swift 3 (Temporal Haste): A casting of the Clear Skies mantle on squadron member Tanya: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. One spell point for the base effect, another to mirror the effect across every member of the squadron via the Mass Command feat- reducing the effect's duration to an hour. She, and every other squadron member, treats the weather as five steps less severe.
Another spell point has been spent on the Tenacious Spell metamagic, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed and increasing the casting time to a full-round action- and another two (reduced with Metamagic Enhancement) to bump the casting time down from a full-round to a move action.
Swift 2 (Twist Time): A CL 25 use of the Alteration sphere Shapeshift ability on herself: the Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Size Change and Size Mastery talents. A spell point has been spent to let the effect last 250 minutes without concentration, another to use Size Mastery, and another two to decrease the casting time to a swift action with Quicken Spell (cost reduced with Metamagic Enhancement class feature).
This grants 1 trait (base) + 5 (1 per 5 CL) + 1 (Greater Changes) + 1 (Extreme Changes) = 8 traits.
Trait 1: The Earth variation of the Elemental Movement trait of Elemental Transformation, giving me a 100' burrow speed and Earth Glide
Trait 2: The Earth variation of the Elemental Movement trait of Elemental Transformation, using the option to boost a movement speed rather than replacing it to boost my Burrow move to 150'
Trait 3: A Size Change to Fine
Transformation: The shape of a pygmy mouse via Animalistic Transformation
Trait 4: The Dodge trait from Agile
Trait 5: The Evasion trait from Agile
Trait 6: The Initiative trait from Agile
Trait 7: Darkvision 60'
Trait 8: Low-light vision

Standard: Empty Portable Hole
Move: Earth Glide 150'- initially straight downwards for 100', then northwest 45'.
Swift: Use Deluxe Mage Barrier sphere-like ability on self.
Multispell:
Move 2 (Directed Motion):
 

I Kompanie (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

II Kompanie (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

III Kompanie: (S)

Standard: Trigger Mustard Gas cylinder.
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Richtofen (Musician 1): (S)

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

Kleist (Musician 2):

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift: CL 25 casting of a manabond. +100% Wild magic chance to gain the effects of the Soulmate (manabond) talent and What's Yours is Ours via Inspired Surge. One spell point spent to get it going, a second to permit me to target each other regimental musician and all 10 of the gunnery crew, and persists indefinitely at infinite range via Infinite Bond.
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

von Zeiten (Musician 3):

6 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. 

Standard: Begin playing Lyre of Building, accomplish 14,400 man-rounds of construction work on a trench/fortification system
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #1:

1 SP
Standard: +100% Wild magic chance via Inspired Surge to gain the effects of the Transfer and Retained Imbuement Mana talents via Inspired Surge. Spend a spell point to target Richtofen with Transfer, granting him seven temporary spell points that can only be spent on the next Spherecasting effect he uses, otherwise lasting 25 minutes. Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #2:

Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Chaotic Flexibility invocation to get 1d3 of the following talents in this order: Mental Enhancement, Physical Enhancement, Inherent Enhancement.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

 

Gun Crew #3:

4 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Constitution.
Spend another on Dual Enhancement to also grant one to Dexterity.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Dex or Con damage by 6 each via Supply Vigor.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #4:

4 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, +2 CL for +100% Wild Magic chance w/Wild Surge. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Intelligence.
Spend another on Dual Enhancement to also grant one to Wisdom.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #5:

3 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Charisma.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #6:

3 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of two of the following talents in this order, depending on whether 1-3 talents were gained by Gun Crew #1's Invocation: Physical Enhancement, Inherent Enhancement, Supply Vigor.
Spend one spell point to grant a +12 untyped bonus to Strength.
Spend another to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Depending on how Chaotic Flexibility shook out, this may also reduce all incoming instances of Wis or Int damage by 6 each via Supply Vigor.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #7:

2 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen at CL 25, using the Mana Sink enhancement.
Spend a spell point to let it last for 1 round per caster level without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #8:

0 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Staunch Resistance talent.
Spend one spell point to grant a +8 untyped bonus to Fortitude saves.
Spend another with Dual Enhancement to also grant a +8 untyped bonus to Reflex saves.
Spend another to let it last for 250 minutes without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Gun Crew #9:

0 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Standard: Use Enhance on Squadron member Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Staunch Resistance talent.
Spend one spell point to grant a +8 untyped bonus to Will saves.
Spend another to let it last for 250 minutes without concentration.
Spend one more to spread it across all eligible Squadron members via Mass Command Squadron feat.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

 

Gun Crew #10:

0 SP
Move: Cast an instance of the Protection sphere ward Barrier, small enough to cover only himself and moving with him with Mobile Ward, with a spell point spent on it with Greater Barrier to give it 250 HP, a break DC of 35, and weight capacity 17,300 lb, with a spell point spent to allow it to remain for 29 minutes without concentration [via Enduring Protection] and another spent on Selective Barrier to make it one-way going out. The whole thing has Suppressed Spell applied with a spell point to make it require a DC 49 Perception check to perceive, including with Detect Magic or similar effects- or DC 37 if I don't have Atavism up- as well as Tenacious Spell, decreasing the effective MSB of a dispel attempt by 2 and ensuring that it lasts for 1d4 rounds after being dispelled or dismissed. The casting time is increased to a full-round action due to my use of Metamagic effects, then decreased to a move action with 2 spell points and a use of Quicken Spell [reduced with Metamagic Enhancement]. The whole shebang is paid for with the temporary spell points from Transfer. 
Immediate: +100% Wild magic chance via Inspired Surge to gain the effects of the Spell Mastery (amp) Mana talent via Inspired Surge. Using Tap Chaos for +8 to the CL for +110% Wild Magic chance. Using the Durable option to grant the next sphere effect +4 to MSD.
Standard: Use a Mana sphere manipulation on Richtofen: base CL 25, +8 CL for +110% Wild Magic chance w/Tap Chaos. The Wild Magic chance of the casting has been increased by +100% with the Inspired Surge feat to gain the effect of the Bulwark talent, which I spend one spell point to use.
There are two Magical Barriers and two Physical Barriers.
Magical Barrier: The next time a magical effect would affect your target, the caster must succeed at a magic skill check against MSD 43. On a failure, the magic effect excludes the target from its effects, otherwise functioning normally.
Physical Barrier: The next time the target is attacked by a weapon attack, the attacker must succeed at a magic skill check against MSD 43. The attacker may substitute their CR (or total hit dice, if they possess no racial hit dice) for their MSB on this check. On a failure, the attack is deflected. This effect triggers before an attack roll is made.
Richtofen then uses the Soulmate manabond to clone the effect across every regimental musician and every member of the gun crew, with a duration of only 4 rounds.
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Whitmann (Tank):

Standard:
Move:
Swift: Deluxe Mage Barrier on the tank.
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Bäke (Tank):

Standard: Start operating the tank
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):

Panzer IIz: (S)

Standard:
Move:
Swift:
Swift 2 (Twist Time):
Multispell:
Move 2 (Directed Motion):
Move/Swift 3 (Temporal Haste):

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Statblocks with buffs available in current round

LONG-TERM

CL 25 casting of Greater Enhance Equipment on every item of weaponry except the grenades, another of Natural Enhancement on everyone's natural armor. Effect: +6 enhancement bonus to attack and damage and +6 to natural armor for everyone, lasting 25h
CL 35 casting of the
Invigorate ability of the Life sphere, augmented by Deeper Healing and Greater Invigorate. 86 temp HP for everyone, lasting 35 hours.
CL 33 casting of Latent Healing (cure option)+Deeper Healing- everyone has one application of 6d8+33 HP healing they can activate as a swift action (WM Chance 220%, rolled upon use rather than upon buffing)

CL 33 casting of Latent Healing (Invigorate option)+Deeper Healing- everyone has one application of 66 temp HP they can activate as a swift action (WM Chance 220%, rolled upon use rather than upon buffing)

CL 25 casting of the Mind sphere talent
Terrifying Mind- +5 morale against mind-affecting, +10 morale vs. fear
CL 25 casting of the Protection (ward) talent
Inner Peace- +4 morale against fear, emotional and mind-affecting, all such affects permit a save even if not normally allowed. If it doesn't normally grant one, default to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) PROBLEM: Immunity to mind-affecting is immunity to morale bonuses. Edited to remove benefits.
CL 25 casting of the Protection (ward) talent Mystic Shell- 3 layers, whenever a magical effect on me would be successfully dispelled, a layer is lost instead.

CL 33 Contingency on the Tanya-self body: Warp effect. Whenever Tanya identifies an opponent using a Disjunction or Antimagic Field effect, teleport two miles straight up, leaving behind a beacon she can choose to teleport back to without spending an action at any point in the next 33 rounds. (WM chance 175%, reduced by -50% w/Careful Caster: WM effect doesn't happen until the Contingency triggers)

CL 25 casting of Totem of Tactical Coordination, augmented by Monument and the Inspired Surge'd War sphere talents Penetrating Totems and Totem Merger, attached to the ornate, obdurium flagpole on a big 'ol concrete base kept in Visha's Enveloping Pit. Net effect: my allies within 25 miles of the flagpole never deal each other HP damage, and automatically succeed on saving throws forced by allies' effects- and the five-mile range applies to all other Totems cast. 

Totem of Foresight: any ally attacking an enemy can pick two, roll an attack for each, and pick their target after rolling both.


TEMP

WHOLE-MAP BATTLEFIELD CONTROL EFFECTS

CONTROL WEATHER 1, TICKING ON VISHA'S INIT

A casting of Control Weather, base 25, +8 CL for +110% Wild Magic chance w/Tap Chaos, total WM chance 120%. [A use of the Wild Fire invocation is used off of the Tap Chaos to add +8 to attacks, saves and AC for 15 rounds.]. Two spell points have been spent on Greater Weather to allow three categories of weather to be affected at once, another point on Severe Weather to improve the severity level I can raise it to, and  another two on Radiation Lord to let me control Fallout- increasing Precipitation, Wind and Fallout to Category 7+2 at a speed of 3 level changes per round via the Tempestarii's Rapid Weather class feature. Three spell points have been spent via Climatic Shift to make it a permanent, undispellable effect replacing the natural weather, and this change in weather is effective to a 3,500' radius. One has been spent on Impossible Magic to make it uncounterable.

2 spell points have been spent on Baleful Storm. Once Precipitation hits severity 4, I can reanimate any number of corpses within the area as a move action without paying the Reanimate ability's base cost: they only last as long as the rain does. Such undead creatures will get a +8 enhancement bonus to their Dexterity via Superior Reanimation, and are raised as Fast, Relentless, Gasburst (Mustard Gas) Zombies via Expanded Necromancy.

The wind is set to blow towards my opponent, bypassing the usual 1d4 roll to determine the wind's direction when releasing mustard gas from a gas cylinder.

DCs to avoid being blown away in the area, to move against the wind when checked, and the wind-based penalty to Perception checks are increased by +16, and wind-based penalties to ranged attacks are increased by -8. 

When lightning strikes begin when Wind and Precipitation hit severity 4, they happen once a round, not once a minute, and I can dictate where they go. 
Via the Contamination Lord talent, once Wind and Fallout hit severity 4, the fallout ignores immunity to poison, ability damage, and ability drain. Creatures without Strength or Constitution scores take 8 points of fire damage for every point of ability damage that they would otherwise take.

Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.

Via the Contamination Lord talent, once Wind and Fallout hit severity 4, the fallout ignores immunity to poison, ability damage, and ability drain. Creatures without Strength or Constitution scores take 8 points of fire damage for every point of ability damage that they would otherwise take. Damage done to objects by weather effects within the area is doubled: if the damage is area damage, it ignores the halving of energy damage that objects normally experience. All damage dealt by weather effects within the area is maximized.

 

CONTROL WEATHER 2, TICKING ON OVERMIND'S INIT

PREVAILING WEATHER CONDITIONS:
South-to-north Wind of Severity 4. -12 to ranged attacks with normal, but not siege, weapons, and -12 to Perception checks: Small creatures are checked and Tiny creatures blown away, barring a DC 26 Strength check on the ground or a DC 36 Fly check in the air: unprotected nonmagical flames are automatically extinguished, protected ones have a 50% chance to go out.

Precipitation of Severity 4: An additional -4 to Perception checks for a total of -16, and range penalties -2 per 10 feet rather than -1. If you can outright ignore wind but not rain for some bizarre reason, you still suffer the same penalties to ranged attacks and Perception checks as the above, you just aren't checked. Unprotected flames are auto-extinguished, protected ones have a second 50% chance to go out.

Wind+Precipitation: Storm conditions. A lightning bolt strikes in a square of my discretion 1/rnd, dealing 36 electricity damage- Reflex DC 46 half.

Fallout of Severity 4: No immediate effect. 

Category 5 Heat: No immediate consequences.

Category 3 Ash: No immediate consequences.

Category 3 Vog: All sight beyond 5' is obscured. Creatures within 5' have concealment.

EVERYONE

CL 35 Enhancement/Physical Enhancement effect, +12 enhancement to Dex+Con for 350 min overlapping with existing Dex/Con bonuses for an effective further +6.

+8 untyped to all saves. Lasts 250 minutes for Squadron members, 3 more rounds for non-Squadron members.

+6 deflection to AC. Lasts 25 hours for Squadron members, 3 more rounds for non-Squadron members.

Magic Sink: any attempt to counterspell or dispel an effect on me must first roll against the Magic Sink, only rolling against the intended effect once this is a success. Cannot be itself dispelled. Lasts 250 minutes for Squadron members, 4 rounds for non-Squadron members.

CL 33 of Mind (charm) talent Courage, Greater Charm version: +7 morale to attacks, saves and skill/ability checks (not magic skill checks) for 33 minutes for Squadron members and 4 rounds for non-Squadron members. PROBLEM: Immunity to mind-affecting is immunity to morale bonuses. Edited to remove benefits.

CL 33 casting of Divination/Prescience: +3 insight to attack, expend as a free for +26 insight to one attack. Lasts 33 hours for non-resurrected squadron members.

CL 33 casting of the Motif Swords: +3 to attack rolls, expend as a free action to ignore concealment and get +16 to confirm crits for 1 minute. Lasts 33 hours for non-resurrected squadron members.

CL 33 casting of the Motif the Hermit: targets may Aid themselves for +10 as a swift action, can't Aid others Lasts 33 hours for non-resurrected squadron members.

ALL NON-RESURRECTED SQUADRON MEMBERS (Visha, Tanya, Richtofen, the tank, and the three Mortar Troops)
CL 25 Temporal Haste. +60
' enhancement to speed, +3 untyped to attack, +3 dodge to AC and Reflex saves. +6 AoOs per round. One additional move or swift action per round. 25 round duration.

CL 35 Clear Skies mantle from Weather sphere. Tenacious- harder to dispel. -5 steps to experienced weather severity.

CL 25 Flight effect from Telekinesis. Fly 90' (perfect).

CL 25 Decoy effect from Illusion: 10 decoy illusions exist, granting a 50% miss chance. Any miss caused by this destroys 1 decoy illusion. Not automatically negated by blindsense, blindsight, Detect Magic, echolocation, scent, lifesense, or tremorsense: True Seeing or thoughtsense will do it.

THE GUN CREW AND REGIMENTAL MUSICIANS
CL 35 Mana sphere effect: Bulwark. Two layers of Magical Barrier and two of Physical Barrier apiece.
Magical Barrier
: The next time a magical effect would affect your target, the caster must succeed at a magic skill check against MSD 43. On a failure, the magic effect excludes the target from its effects, otherwise functioning normally.
Physical Barrier
: The next time the target is attacked by a weapon attack, the attacker must succeed at a magic skill check against MSD 43. The attacker may substitute their CR (or total hit dice, if they possess no racial hit dice) for their MSB on this check. On a failure, the attack is deflecdted. This effect triggers before an attack roll is made. Lasts 35 minutes for Richtofen, and 4 rounds for the rest.

Gun Crew #6-9: Down 1 Physical Barrier each
Gun Crew #10: Both Physical Barriers down

TANYA, VISHA AND THE OVERMIND
The Overmind hosts a Flow manabond, using Tanya and Visha's spell point pools in preference to its own until they hit 2 spell points [just in case they're somehow cut off and need to save their own hides.]

TANYA
+8 to attacks, saves and AC for 15 rounds from Wild Fire Invocation

110' aura of updraft, imposing -17 to Fly checks [including her own!] and granting all creatures with Fly speeds the ability to hover regardless of maneuverability

Deluxe Mage Barrier

From Alteration traits (all for 25m): base movement speed to 150', Sprint (1/minute as a free action, increase one base move speed by 70'), ethereal, Ghost Touch, concealment in normal light, 50% miss chance penetrated by True Seeing, but anyone who does must make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds, airborne targets have -3 to attack and damage vs. her, +4 to hearing-based Per checks and -4 to saves vs. sonic effects

+16 to Wis for 1 minute

-16 to Stealth for 33 minutes from a cloud of undead insects following

Pillar of light following Tanya at 110/rnd, will blind her if she ends her round within it

Has the Verbal Casting tradition drawback

Hostiles within 105' of Tanya make a DC 42 Will save vs. treating all Lawful Evil creatures (just her) as invisible, inaudible, and otherwise undetectable even with special senses for 16 rounds [Tia failed!]

Auras, effectively my entire deployment zone and 110' from Tanya: Tug Fate. Rolls of a natural 10 get a +26 luck bonus, reroll one natural 1/round per instance. And Cat's Luck- natural rolls of 17, 18 or 19 are treated as natural 20s. Both last 33 rounds.

The next time Tanya's targeted with an attack roll, everyone within 105' needs to make a DC 42 Will save or be confused for 1 round, and all hostile creatures make another or be panicked for 1 round.

All sphere effects Tanya uses are auto-Extended for 2 rounds.

Tanya gains the Plant type for 1 hour. This gives...no immunities I don't already have.

VISHA
+8 to attacks, saves and AC for 15 rounds from Wild Fire Invocation

Deluxe Mage Barrier

From Alteration traits [all for 25m]: Burrow 150', Earth Glide (as an Earth elemental), size change to Fine [+8 AC, -8 CMD, +16 Stealth], +2 Dodge to AC, evasion, +4 initiative, darkvision 60', low-light vision

PANZER IIz
Deluxe Mage Barrier

NON-RICHTOFEN REGIMENTAL MUSICIANS
7 temporary spell points that must be spent on only one effect, expiring in 3 rounds

RICHTOFEN
Hosting the Soulmate manabond, permitting him to clone single-target effects he's subject to to the other [non-Squadron] regimental musicians and gun crew for 4 rounds.
+16 enhancement to Charisma for 35 minutes

GUN CREW 1
Will leak antimagic goop on Round 3 and Round 4, if he's still alive. This is Round 2 for him.
Has the Addictive Casting drawback

GUN CREW 3
Recieving magical healing nausates for 1d4 rounds

GUN CREW 4
The next beneficial spell that is cast upon Gun Crew 4 is instead granted to a random enemy within close range. The caster is not aware of this effect, and the benefiting creature may choose to not activate this ability if the effect does not satisfy them, instead waiting for a different one to apply it to. I think it's fair to treat any effect cloned onto Gun Crew 4 with a Manabond as cast on 'em, because I'm not directly targeting him much.
The first thing Gun Crew 4 must
do with his action next round is to close to an enemy and make a melee attack.
Dead insects animate and follow Gun Crew 4 for 330 minutes
, imposing -16 to Stealth for the duration.

GUN CREW 9
+1 to natural armor for 1 minute

Permanent electric blue anime hair

May recast the CL 35 Mana sphere Bulwark effect once without spending spell points.

Has the Vulnerable Caster tradition drawback

OVERMIND AND II KOMPANIE

Have the Empowered Abilities boon: +1 CL when half out of spell points, +2 when altogether out

II KOMPANIE

Martial Focus expended!

AREA EFFECTS, APPLYING TO PRETTY MUCH MY ENTIRE DEPLOYMENT ZONE
All allies have a 25% miss chance vs. attacks from time stutters and skips for 2 rounds
All applicable weapons gain the Keen quality
All manufactured weapons of
enemies, only, gain the Fragile quality even if magical or masterwork, no save, no SR
All objects multiply their weight by 4

5e-style Advantage on all rolls for 5 rounds
Tug Fate. Rolls of a natural 10 get a +26 luck bonus, reroll one natural 1/round per instance.
Cat's Luck- natural rolls of 17, 18 or 19 are treated as natural 20s. Both last 33 rounds.

All my allies have immunity to the Blood, Conjuration, Dark, Fallen Fey, Light, Bear, Technomancy, and Veilweaving spheres.
All my allies have +6 to saves vs. poison and disease, and -6 to saves against bleed effects, for 33 rounds.
All allies ignore the shaken condition and treat frightened as shaken for 7 rounds.
All enemies whose SR was penetrated by II Kompanie's Scourging Totem lose the benefits of all teamwork feats for 5 rounds
All allies gain fast healing 16 for 33 rounds

All enemies take 12 fire, electricity, cold, and acid damage per round [Cold negated by the following WM effect!]

All creatures have cold resistance 33
All non-native outsiders in the arena have -33 DR, energy resistance, and spell resistance. Energy immunity is treated as resistance equal to twice their Hit Dice, which is then reduced by 33.
Until the end of II Kompanie's next turn, all movement by every ally provokes AoOs without exception, even 5' steps.

+7 circumstance to allied weapon damage, enemy fast healing and regeneration is halved.
 

SMALL ZONES IN MY DEPLOYMENT ZONE
Various effects written on the map.

Underlined: Reflects active and miscellaneous effects not incorporated into the statblocks. All other above buffs are reflected.

Highlighted in yellow on the sheet- results of ridiculous wild magic, not part of the typical buff routine

 

SPELL POINT ACCOUNTING
7 temporary spell points on the non-Richtofen musicians

6 temp spell points on *everyone* but Gun Crew #3 and #4 as well as the Mortar Troops and the Overmind

3 temporary spell points on *everyone* that grant effects I use 'em with +4 CL

Overmind SP 47/135

Oberstleutnant Tanya Degurecheff (S)

Strength: 25 +7
Dexterity: 39 +14
Constitution: 33 +11
Intelligence: 48 +18
Wisdom: 38 +14 (+16 for 1 minute)
Charisma: 35 +12


BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +38 (non-finesse weapon), +53 (finesse weapon) (+20 BAB +1 epic +3 Haste +8 Wild Fire, +7 Str or +14 Dex as appropriate)

CMD: 68 (10 +20 BAB +1 epic +7 Str +14 Dex +6 deflection +1 Dodge feat dodge +3 Haste dodge +8 Wild Fire dodge -2 Berserking) (+12 vs. sunder)


Fort: +51 (+10 base, +2 epic, +16 Int, +5 resistance, +2 Great Fortitude, +8 Wild Fire, +8 Staunch Resistance)
Ref: +49 (+10 base, +2 epic, +14 Dex, +5 resistance, +8 Wild Fire +3 dodge [Haste], +8 Staunch Resistance) 
Will: +53 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will, +8 Wild Fire, +8 Staunch Resistance) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
-4 vs. sonic
If it doesn't normally grant one, all mind-affecting things give a save, defaulting to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) NOPE
Wild Fire active for 15r
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), death effects, energy drain, negative energy, sleep and stunning, any magic which impedes movement [paralysis, solid fog, slow, web...], grappling, underwater movement penalties, polymorph and transmutation effects, bleed effects, disease, paralysis, poison, fear, inhaled poisons and other nonmagical effects that require breathing
25% chance to negate a Con-damage effect reflecting blood loss
6 levels' worth of Spell Turning
+1 to all saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+4 vs. energy drain, death effects: +2 vs. necromancy. Which I'm immune to, but shit happens.
Held items automatically negate and reflect any attempt to make them nonmagical: non-held owned items recieve saves vs. effects as if attended, and get +12 on all saves.
Mettle when under half HP
1/day, autopass a failed save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny
Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

AC: 57 (10 +14 Dex +11 armor +6 deflection +6 natural +1 dodge +3 Haste dodge -2 Berserking +8 Wild Fire) (-6 vs. AoOs)
Flat-footed: 57 (Uncanny Dodge)
Touch: 51 (10 +14 Dex +11 armor [special, Unarmored Training] +6 deflection +1 dodge +3 Haste dodge -2 Berserking +8 dodge from Wild Fire)
Notes:
Non-Concealment 20% miss chance vs. ranged in a round I move more than 5'
Non-Concealment 25% miss chance for all attacks from time stuttering [lost outside deployment zone}
Concealment (20% miss) in normal light
A miss chance that isn't explicitly 'concealment', but certainly seems to be described as one- 50%, penetrated by True Seeing, but anyone who does must make a DC 37 Will save vs. mind-affecting or be staggered for 1d4 rounds
Airborne foes have -3 to attack and damage
Incorporeal: flatly immune to nonmagical corporeal things, 50% miss chance for magic that isn't force effects or specifically corporeal-affecting
Wild Fire active for 15r
10 decoy illusions causing 50% miss chance. Any miss caused by this destroys 1 decoy illusion. Not automatically negated by blindsense, blindsight, Detect Magic, echolocation, scent, lifesense, or tremorsense: True Seeing or thoughtsense will do it.

HP: 324 (16d6+128+8+16+16+12+48) (290-HP Greater Barrier, reduces all damage dealt to it by 14, recovers 14 HP at the start of each turn) (120 temp HP) 9 Nonlethal 
BARRIER HP: 290 (D)
Notes:

Delayed damage pool 100
DR 2/--

Immunities: Energy damage, crits and precision [when berserking only]
Upon dropping below 0 HP, heal for 20 HP and expend a charge of Ring of Nine Lives
With martial focus, die at -98, not -46, and act as if staggered and disabled rather than unconscious when negative: without it, die at -49
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +24 (+14 Dex, +10 Superior Initiative)

Speed: 825', fly 825' (perfect) (Base 150' from Alteration traits, +35' competence from Swift Movement, +30' from Time sphere Incanter specialization, +60' enhancement from Haste, for 275' total- then tripled by Angel Rings to 825' and turned into a Perfect maneuverability fly speed) (Sprint: 1/minute as a free action, increase base move speed by 70' bringing the whole shebang to 1,035')

Attacks:

Elektrokarabiner 43 +57 ranged, 1d10+29+2d10 piercing and bludgeoning + 14d4 untyped + 4d6 electricity, 20/x4 crit, range 640', misfire 0, capacity 5 [reload swift, magazine]: touch attack within first range increment, only -1 range penalty per increment rather than 2

Struck target must make a DC 46 Fortitude save or treat all creatures as if they had concealment for 1r [Int-based]

Attack:
+20 BAB
+1 epic
+16 Int [Primal Blast]

+6 enhancement
+3 Haste
+3 insight [Prescience] (May expend as a free for +26 to one attack)
+3 (Swords motif) (May expend as an immediate for +13 on crit confirms and ignoring concealment-related msis chances for 1 minute)

+8 for 15r w/Wild Fire
(+1d6 w/Heroic Destiny)

Damage:
+16 Int [Primal Blast]
+6 enhancement
+7 competence (Totem of War)
+4d6 electricity [Crackling, 6 rounds]

+2d[weapon dice size] Improved Vital Strike
(Sneak attack +1d6)
(+10d6 w/Pressurized Shot: takes a move action to recharge)
(In precipitation severity 4 or higher, may hold up as a full-round action to gain +[Severity - 3]d6 electricity damage for 6 rounds)
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
Ghost Touch
No penalty for firing into melee
-12 to enemy energy resistance, DR and Hardness
With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round
A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail
Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em
Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar
Far-Sight Scope grants +4 to attack and halved range penalties for a move action
Far-Reaching Sight permits a full-round action attack to hit touch AC regardless of range

First five shots are Greater Burrowing Bullets that render the opponent staggered with pain for 1d3+2 rounds or until they make a DC 20 Heal check as a full-round action, and carry Megapede Venom forcing a DC 50 Fort save vs. 2d6 Con damage + 1d4 Dex damage, and another vs. the same in 1 minute.

May subtract 6 from attack and damage at the start of the round to add the same to any Destructive Blast, and increase its save DC by 3.

On hit, target glows for 1 round- illuminating as a torch, suppressing any active concealment or invisibility effects, and making stealth impossible

1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

Skills:
Perception +58 (extraordinary True Seeing, darkvision 120', blindsense 60', -1 to visual Per checks every 20' rather than 10', double low-light vision, +15 morale when Berserking, +4 on auditory)
Stealth +50 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS. Invisible: +20 except vs. See Invisible, True Seeing, etc.) (-16 for half an hour from cloud of undead insects)
Acrobatics +48
Fly +27 (-17 from Wild Magic updraft effect)

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +64
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +43

Survival +37
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats:
Extra Casting Talent x7, Extra Combat Talent x3, Spell Attack, Counterspell, Improved Counterspell, Greater Counterspell, Harmonic Counter, Counterspell Mastery, Chaotic Counter [Wild Magic], Spellthief

Traits:
Steel Body
Resurrected

Class Features:
0/32 independent spell points

TELEKINESIS (Sphere Drawback: Flight)
    Flight
    Greater Speed

PROTECTION (Sphere Drawback: Limited Protection, Ward)
    Mobile Ward

DESTRUCTION
    Energy Strike (blast shape)

MIND (Sphere Drawback: Empath)
    Mind Shield (charm)
    Powerful Charm

DIVINATION
    Fast Divinations
    Greater Divine
    Lingering Divination
    Sniper's Eye (sense)
    Cartographer's Divinations (divine)

Martial talents:

EQUIPMENT
    Firearm Proficiency (discipline)
    Unarmored Training

SNIPER
    Perfect Shot
    Unblockable
    Hindering Projectiles (snipe)    
Targeted Assault

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Soldier's uniform

Web gear (as adventurer's sash)

Shrink Item'd concrete bunker/hat Antimagic Field defense

Elektrokarabiner 43 Ausf. E (as dwarvencraft M1891 Mosin-Nagant with five permanent Technician inventions using the Greater Craftsman and Aesthetic Insight Technician Insights: Railgun, Enhanced Reliability, Pressurized Shot, Improved Rifling, and Far-Sight Scope improvements taken. The scope is also a Far-Reaching Sight and a Modern Firearms-style Scope, a vial of Oil of Silence is taped to the stock, and it's enchanted as a +4 caster-level Implement for the Destruction and Protection spheres, as well as a Weapon +6 of Distance, Greater Destructive Focus, and Assassination, with additional flat-rate enchantments Attendant, Crackling, Impervious, and Spellblade (Epic Counterspell). A Weapon Augment Crystal of Greater Revelation is attached. It's loaded with a 5-round clip of Greater Burrowing Bullets, each poisoned with Megapede Venom. 30 regular rounds in reloads are available.

Hardness 31, HP 44: cannot rot or warp, even magically

CL 25 Destruction sphere scroll-grenade:
Spend a standard action and pick a point within 85'. Everyone within a 170' radius, except the caster and seven other creatures they select, take 187 + (25d6)*0.5 untyped damage: they must make *two* Reflex saves, DC 28, to halve that damage. If they failed either, they must also make two DC 28 Fortitude saves or be blinded for 13 rounds and deafened for 12. Furthermore, whether or not they made any of those saves, they also take 50 bleed damage...but a target who fails *any* of those saving throws can't heal hit point damage by any means, including fast healing or regeneration, for 12 rounds. Even if they made 'em, the bleed can be negated only through a magical skill/caster level/class level check against DC 35, or a DC 40 Heal check.

If the target is undead or in any way vulnerable to sunlight, the damage is 275 + (25d8)*0.5 instead. 

The blast hits ethereal or incorporeal targets as if they weren't, and is not subject to spell resistance.

Traveler's Any-Tool

Mess kit and canteen

Handy Haversack

Scroll-autoinjector A:
As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, heal all ability damage to any ability score as well as all ability drain to one ability score, remove 2 temporary negative levels or suppress 2 permanent ones for 8 minutes, and make a check at +8 against the CL of each negative magical effect that has a duration or can be removed with Break Enchantment or Remove Curse, dispelling it on a success. Gain DR 4/-- and immmunity to any spell so removed for 2 rounds: if *all* negative levels were removed, also gain immunity to them for the same duration. This is not a positive energy effect and works on undead just as well as the living.
Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed.


Scroll-autoinjector B:
As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, negate the dazzled, shaken, frightened, panicked, confused, dazed, staggered, battered, fatigued, exhausted, sickened, or nauseated condition, as well as any temporary/magical removal of senses- and make a check at +8 against the DC of any poison or disease I'm suffering from to negate it as well. Gain DR 4/-- and immunity to any removed condition, poison or disease for 2 rounds. This is not a positive energy effect and works on undead just as well as the living.
Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed.


Scroll-autoinjector C:
As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, gain an immediate Escape Artist check at a +12 circumstance bonus to any applicable condition such as entangled or grappled, remove the stunned condition, and negate any lessening of a movement speed, removal of a movement type, or loss of the power of speech. If under a paralysis effect, make a check at +8 against it, removing it on a success. Gain DR 4/-- and immunity to any condition so negated for 2 rounds. This is not a positive energy effect and works on undead just as well as the living.
Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed- and the next time a negative condition which could be removed by a Life sphere restore or Break Enchantment would affect me, it's delayed by 2 rounds before taking effect. 


Scroll-autoinjector D:
As a swift action targeting only myself which can be accomplished even if the damage it would cure killed me within the last 4 rounds, cure 84 + (3d8 * 0.5) HP, and gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed.

Gas mask and 2 replacement canisters

Grants to the gestalt, will be lost if killed:

Telekinesis talents Flight and Greater Speed (shared with Visha)

Mind sphere (Empath drawback), Mind Shield talent, Greater Charm talent

Divination sphere, Fast Divinations, Greater Divine, Lingering Divination, Sniper's Eye sense, Cartographer's Divinations

Sniper sphere, Perfect Shot, Unblockable, Hindering Projectiles (snipe), Targeted Assault

!All of the counterspelling capability!

Counterspell: Spend a spell point as a standard action to dispel a magical effect on a creature, item or location within 350'- or ready an action to counter a spell or sphere effect as someone casts it. When targeting a creature, item, or location, I can target a specific effect if I've ID'd it, otherwise the one with the highest CL is automatically targeted. Make a check at +31 against their Magic Skill Defense (levels in a spellcasting class + 11: permanent general bonuses to caster level like that of an orange ioun stone generally apply, and so do increases to CL specific to dispel resistance, like that of a Ring of Enduring Arcana. Temporary bonuses to CL, or bonuses to CL specific to a particular school of magic or spell, generally do not apply. On a success, the targeted effect is destroyed- or, in the case of a non-artifact magic item, suppressed for 1d4 rounds.

When targeting a creature or object, I can spend an additional spell point to target an additional 5 effects, for a total of 6.

Alternatively, I can spend an additional spell point to affect multiple effects in a 20' burst. Roll one check at +31 and apply it to every creature in the area [once], every object with a spell or effect active on it [but not permanent magic items], and every area effect with an origin in that area. Also roll to dispel area effects covering that area with an origin outside, but only dispel them for that area.

Alternatively, I can spend two additional spell points to attempt to dispel every effect on every creature, every ongoing magical effect, and every magic item within 40'. This, uniquely, has a 25% chance to dispel an antimagic field. Permanent magic items dispelled this way have their benefits return in 1 minute, not 1d4 rounds.

Alternatively, I can spend two additional spell points to target one item. I make a check at +36 against it: a success renders it permanently nonmagical. This has a 25% chance of working against artifacts, but if I do it, I need to make a DC 25 Will save vs. permanently losing all spherecasting and have a 95% chance of attracting unwanted extraplanar attention.

Alternatively, I can spend an additional spell point to perform a counterspell as an immediate action. This one only works for countering an effect as it's being cast.

Whenever I would counterspell an effect on a creature or object, I may instead choose to reassign its targets, taking over concentration for it if concentration is required: the effect's originator loses any ability to dismiss it that they may have had.

Whenever I would counterspell anything, the caster suffers a 100% increase in their wild magic chance until end of turn. They are not aware of this increase.

Oberleutnant Viktoriya 'Visha' Serebryakov (S)

Strength: 17 +3 [-8 size]
Dexterity: 47 +18 [+8 size]
Constitution: 39 +11
Intelligence: 48 +16
Wisdom: 28 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +47
CMD: 62 (10 +20 BAB +1 epic +3 Str +18 Dex +1 dodge Dodge feat +2 dodge Alteration trait +3 Haste dodge -2 berserking +6 deflection -8 size +8 Wild Fire) (Wild Fire expires in 15 rounds.)

Fort: +46 (+10 base, +2 epic, +16 Int, +2 Great Fortitude, +8 Staunch Resistance +8 Wild Fire) (Wild Fire expires in 15 rounds.)
Ref: +49 (+10 base, +2 epic, +18 Dex, +3 Haste dodge, +8 Staunch Resistance +8 Wild Fire) (Evasion) (Wild Fire expires in 15 rounds.)
Will: +53 (+12 base, +2 epic, +16 Int, +5 resistance, +8 Staunch Resistance +2 Iron Will +8 Wild Fire) (+3 vs. mind-affecting) (+20 vs. illusions) (Wild Fire expires in 15 rounds.)
Notes:
If it doesn't normally grant one, all mind-affecting things give a save, defaulting to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) NOPE
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

AC: 71 (10 +24 Dex +11 armor +1 Dodge feat dodge +2 Alteration trait dodge +3 Haste dodge -2 berserking +8 size +6 deflection +6 natural +8 Wild Fire) (-6 vs. AoOs) (Wild Fire expires in 15 rounds.)
Flat-footed: 71 (Uncanny Dodge)
Touch: 65 (10 +24 Dex +11 armor [special, Unarmored Training], +1 Dodge feat dodge +2 Alteration trait dodge +3 Haste dodge -2 berserking +6 deflection +8 Wild Fire)
Notes:
20% miss chance vs. ranged in a round I move more than 5'
25% miss chance for all attacks from time stuttering [lost outside deployment zone]
10 decoy illusions causing 50% miss chance. Any miss caused by this destroys 1 decoy illusion. Not automatically negated by blindsense, blindsight, Detect Magic, echolocation, scent, lifesense, or tremorsense: True Seeing or thoughtsense will do it.

HP: 324 (16d6+128+8+16+16+12+96+48) (290-HP Greater Barrier, reduces all damage dealt to it by 14, recovers 14 HP at the start of each turn) (120 temp HP)
BARRIER HP: 290 (D)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -98, not -46, and act as if staggered and disabled rather than unconscious when negative: without it, die at -49
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +32 (+18 Dex, +10 Superior Initiative, +4 Alteration trait)

Speed: 155' (+35' competence, +30' Fast, +60' enhancement) Burrow 240' (100 from Earth Transformation, then +50 for its bonus- then +30' from Fast and +60' enhancement from Haste). Earth Glide (material just has to be earthy/rocky to burrow through, not limited to loose earth)

Attacks:
Vortex gun +61 ranged touch*, 1d4+2d4+29 force + 14d4 untyped, 19-20/x2 crit (and make a trip check at +35 on target), range 100' cone [scatter only], effective capacity 3 [reload standard]

Struck target must make a DC 44 Fortitude save [Int-based] or treat all creatures as if they had concealment for 1r, and a DC 18 Fortitude save vs. 1 round of nausea

Attack:
+20 BAB
+1 epic
+6 enhancement
+3 insight [Prescience] (May expend as a free for +26 to one attack)
+3 (Swords motif) (May expend as an immediate for +13 on crit confirms and ignoring concealment-related msis chances for 1 minute)

+16 Int [Primal Blast]
+3 Haste
+8 size

-2 scatter
-4 nonproficiency
+8 for 15r w/Wild Fire

Damage:
+16 Int [Primal Blast]
+6 enhancement
+7 circumstance [Totem of War]

+2d[weapon dice size] Improved Vital Strike
-many die sizes from size
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
-12 to enemy energy resistance, DR and Hardness
With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round
A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail
Struck target takes -2 to attacks, CMD and AC until they dig the... 'bullet'... out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em
Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

Skills:
Don't forget Tanya's aura of -6 to physical skills, not incorporated here!

Perception +50 (darkvision 60', low-light vision, extraordinary True Seeing, +15 morale when Berserking)
Stealth +63 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +54
Fly +58

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +64
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +42
Heal +32
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Extra Magic Talent (x6), Extra Combat Talent (x5), True Believer (Kurrulmak), Inspired Surge [Wild Magic], Manipulate Result [Wild Magic], Risk Management [Wild Magic], Careful Caster [Wild Magic], Overpower Resistance [Wild Magic]

Traits:
Steel Body, Resurrected

Class Features:
0/32 independent spell points

Casting Talents:
TELEKINESIS (Sphere Drawback: Flight)
    Flight
    Greater Speed

PROTECTION (Sphere Drawback: Limited Protection, Ward)
    Greater Barrier
    Mobile Ward

DESTRUCTION
    Energy Strike (blast shape)

ALTERATION
    Elemental Transformation
    Elemental Purity
    Size Change
    Greater Changes
    Extreme Changes
    Lingering Transformation    
    Animalistic Transformation (transformation)

LIFE
    Esoteric Healing
    Greater Restore

Martial Talents:
GUARDIAN (Indifferent Defender)
    Greater Delayed Damage x2
    Durable
    Cold Iron Call
    Indomitable

Equipment:

Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Soldier's uniform

Web gear (as adventurer's sash)

Shrink Item'd concrete bunker/hat Antimagic Field defense

Masterwork Vortex Gun, waist pack of six extra Batteries connected by Power Cable

CL 25 Destruction sphere scroll-grenade:
Spend a standard action and pick a point within 85'. Everyone within a 170' radius, except the caster and seven other creatures they select, take 187 + (25d6)*0.5 untyped damage: they must make *two* Reflex saves, DC 28, to halve that damage. If they failed either, they must also make two DC 28 Fortitude saves or be blinded for 13 rounds and deafened for 12. Furthermore, whether or not they made any of those saves, they also take 50 bleed damage...but a target who fails *any* of those saving throws can't heal hit point damage by any means, including fast healing or regeneration, for 12 rounds. Even if they made 'em, the bleed can be negated only through a magical skill/caster level/class level check against DC 35, or a DC 40 Heal check.

If the target is undead or in any way vulnerable to sunlight, the damage is 275 + (25d8)*0.5 instead. 

The blast hits ethereal or incorporeal targets as if they weren't, and is not subject to spell resistance.

Traveler's Any-Tool

Mess kit and canteen

Handy Haversack

Scroll-autoinjector A:
As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, heal all ability damage to any ability score as well as all ability drain to one ability score, remove 2 temporary negative levels or suppress 2 permanent ones for 8 minutes, and make a check at +8 against the CL of each negative magical effect that has a duration or can be removed with Break Enchantment or Remove Curse, dispelling it on a success. Gain DR 4/-- and immmunity to any spell so removed for 2 rounds: if *all* negative levels were removed, also gain immunity to them for the same duration. This is not a positive energy effect and works on undead just as well as the living.
Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed.


Scroll-autoinjector B:
As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, negate the dazzled, shaken, frightened, panicked, confused, dazed, staggered, battered, fatigued, exhausted, sickened, or nauseated condition, as well as any temporary/magical removal of senses- and make a check at +8 against the DC of any poison or disease I'm suffering from to negate it as well. Gain DR 4/-- and immunity to any removed condition, poison or disease for 2 rounds. This is not a positive energy effect and works on undead just as well as the living.
Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed.


Scroll-autoinjector C:
As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, gain an immediate Escape Artist check at a +12 circumstance bonus to any applicable condition such as entangled or grappled, remove the stunned condition, and negate any lessening of a movement speed, removal of a movement type, or loss of the power of speech. If under a paralysis effect, make a check at +8 against it, removing it on a success. Gain DR 4/-- and immunity to any condition so negated for 2 rounds. This is not a positive energy effect and works on undead just as well as the living.
Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed- and the next time a negative condition which could be removed by a Life sphere restore or Break Enchantment would affect me, it's delayed by 2 rounds before taking effect. 


Scroll-autoinjector D:
As a swift action targeting only myself which can be accomplished even if the damage it would cure killed me within the last 4 rounds, cure 84 + (3d8 * 0.5) HP, and gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed.

Gas mask and 2 replacement canisters

Amulet of Second Chances

Enveloping Pit
Contents:
20-ft long, 2 inch thick solid obdurium flagpole flying a silk Imperial flag, freestanding with a one-ton concrete base, with a CL 11 casting of Hardening on it: serves as the target for War sphere talent Monument

3,000 cubic feet worth of alchemical concrete

3,000 cubic feet of sand in sandbags

A great deal of lumber for concrete molds, duckboards, reinforcement of trench positions and miscellaneous construction, a few hundred pounds of iron nails and other odd metal reinforcements, and miscellaneous tools collectively amounting to a Trap Bag

Grants to the gestalt, will be lost if killed:

True Believer (Kurrulmak) and the ability to remove things from the Enveloping Pit

Telekinesis talents Flight and Greater Speed (shared with Tanya)

Alteration talents: Size Change, Greater Changes, Extreme Changes, Lingering Transformation, Animalistic Transformation (transformation)

Life sphere, Esoteric Healing, Greater Restore

Guardian sphere (no package), Greater Delayed Damage x2, Durable, Cold Iron Call, Indomitable

!Virtually all my Wild Magic feats!
Inspired Surge: When using a spherecasting effect, +100% WM for +2 talents known in a base sphere I've already got
Manipulate Result: When a non-major WM effect is triggered, spend an immediate to roll twice and pick the best 6/day
Risk Management: After triggering a non-major WM event, spend a spell point to ignore it and roll once on the universal WM table: after triggering a major one, spend a spell point to roll four times on the universal WM table
Careful Caster: Increase casting time of a sphere effect to reduce WM chance by 50%
Overpower Resistance: +50% to WM chance of a spherecasting effect for +5 on SR penetration rolls

 

I Kompanie, 'Rock of the Rhine' (S)

Strength: 34 +12
Dexterity: 39 +14
Constitution: 33 +11
Intelligence: 42 +16
Wisdom: 28 +6
Charisma: 35 +12
Note: All ability scores -12 in 24 rounds!

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +40
CMD: 56 (10 +20 BAB +1 epic +12 Str +14 Dex +1 Dodge feat dodge -2 Berserking)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +26 (+10 base, +2 epic, +14 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
If it doesn't normally grant one, all mind-affecting things give a save, defaulting to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) NOPE
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

Defensive Abilities: Troop traits, gas masks

AC: 44 (10 +14 Dex +11 armor +1 Dodge feat dodge +10 natural -2 Berserking) (-6 vs. AoOs)
Flat-footed: 44 (Uncanny Dodge)
Touch: 34 (10 +14 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking)

HP: 16/356 (16d8+128+16+8+16+12+96+48) (22 temp HP)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100,
With martial focus, die at -98, not -46, and act as if staggered and disabled rather than unconscious when negative: without it, die at -49

May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +24 (+14 Dex, +10 Superior Initiative)

Speed: 155' (+35' competence, +30' Fast, +60' enhancement)

Attacks:
Troop, 4d6+25 slashing, bludgeoning and peircing

Special Attacks:
Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+19 bludgeoning and peircing damage, Ref DC 34 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+13 piercing and slashing damage, Ref DC 32 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+13 bludgeoning, peircing and slashing damage, Ref DC 32 half (Dex-based) 

Space/Reach: 20' space, 5' reach: freely, amorphously reshapable

Skills:
Don't forget Tanya's aura of -6 to physical skills, not incorporated here!
Perception +49 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +62 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +52
Fly +50

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +63
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +42
Heal +34
Use Magic Device +40 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Fearless, Heroic Destiny, Fearless Destiny, Ability Focus (mortar), Endurance, Remain Conscious, Extra Combat Talent [Guardian sphere, Indifferent Defender drawback], Extra Combat Talent [Durable], Protected Destiny

Traits:
Steel Body, Resurrected

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Grants to the gestalt, will be lost if killed:
Shared with every other Mortar Troop:

Combat Reflexes
Dodge
Great Fortitude, Iron Will
Skill Focus (Perception, Stealth)
Toughness

Shared with Visha:

Extra Combat Talent [Guardian sphere, Indifferent Defender drawback], Extra Combat Talent [Durable]

Unique:

Fearless, Heroic Destiny, Fearless Destiny, Ability Focus (mortar), Endurance, Remain Conscious, Protected Destiny

II Kompanie, 'Totenkopf' (S)

Strength: 34 +12
Dexterity: 39 +14
Constitution: 33 +11
Intelligence: 42 +16
Wisdom: 28 +6
Charisma: 35 +12
Note: All ability scores -12 in 24 rounds!
BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +40
CMD: 56 (10 +20 BAB +1 epic +12 Str +14 Dex +1 Dodge feat dodge -2 Berserking)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +26 (+10 base, +2 epic, +14 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
If it doesn't normally grant one, all mind-affecting things give a save, defaulting to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) NOPE
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

Defensive Abilities: Troop traits, gas masks

AC: 44 (10 +14 Dex +11 armor +1 Dodge feat dodge +10 natural -2 Berserking) (-6 vs. AoOs)
Flat-footed: 44 (Uncanny Dodge)
Touch: 34 (10 +14 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking)

HP: 16/356 (16d8+128+16+8+16+12+96+48) (22 temp HP)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100,
With martial focus, die at -98, not -46, and act as if staggered and disabled rather than unconscious when negative: without it, die at -49

May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +24 (+14 Dex, +10 Superior Initiative)

Speed: 155' (+35' competence, +30' Fast, +60' enhancement)

Attacks:
Troop, 4d6+25 slashing, bludgeoning and peircing

Special Attacks:
Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+19 bludgeoning and peircing damage, Ref DC 34 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+13 piercing and slashing damage, Ref DC 32 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+13 bludgeoning, peircing and slashing damage, Ref DC 32 half (Dex-based) 

Space/Reach: 20' space, 5' reach: freely, amorphously reshapable

Skills:
Don't forget Tanya's aura of -6 to physical skills, not incorporated here!
Perception +49 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +62 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +52
Fly +50

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +63
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +42
Heal +34
Use Magic Device +40 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Extra Combat Talent (Berserker sphere), Extra Combat Talent (Deathless), Extra Combat Talent (Atavism), Extra Combat Talent (Warp Spasm), Improved Atavism (Magical Beast), True Rage, Improved Toughness, Dragon's Toughness

Traits:
Steel Body, Resurrected

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Grants to the gestalt, will be lost if killed:
Shared with every other Mortar Troop:

Combat Reflexes
Dodge
Great Fortitude, Iron Will
Skill Focus (Perception, Stealth)
Toughness

Unique:

Berserker sphere, talents Deathless, Atavism [Magical Beast: Perception], Warp Spasm
Improved Atavism (Magical Beast)
True Rage
Improved Toughness
Dragon's Toughness

III Kompanie, 'Wiesel' (S)

Strength: 34 +12
Dexterity: 39 +14
Constitution: 33 +11
Intelligence: 42 +16
Wisdom: 28 +6
Charisma: 35 +12
Note: All ability scores -12 in 24 rounds!
BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +40
CMD: 56 (10 +20 BAB +1 epic +12 Str +14 Dex +1 Dodge feat dodge -2 Berserking)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +26 (+10 base, +2 epic, +14 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
If it doesn't normally grant one, all mind-affecting things give a save, defaulting to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) NOPE
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

Defensive Abilities: Troop traits, gas masks

AC: 44 (10 +14 Dex +11 armor +1 Dodge feat dodge +10 natural -2 Berserking) (-6 vs. AoOs)
Flat-footed: 44 (Uncanny Dodge)
Touch: 34 (10 +14 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking)

HP: 16/356 (16d8+128+16+8+16+12+96+48) (22 temp HP)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100,
With martial focus, die at -98, not -46, and act as if staggered and disabled rather than unconscious when negative: without it, die at -49

May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +24 (+14 Dex, +10 Superior Initiative)

Speed: 155' (+35' competence, +30' Fast, +60' enhancement)

Attacks:
Troop, 4d6+25 slashing, bludgeoning and peircing

Special Attacks:
Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+19 bludgeoning and peircing damage, Ref DC 34 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+13 piercing and slashing damage, Ref DC 32 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+13 bludgeoning, peircing and slashing damage, Ref DC 32 half (Dex-based) 

Space/Reach: 20' space, 5' reach: freely, amorphously reshapable

Skills:
Don't forget Tanya's aura of -6 to physical skills, not incorporated here!
Perception +49 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +62 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +52
Fly +50

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +63
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +42
Heal +34
Use Magic Device +40 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Extra Combat Talent (Trap sphere), Extra Combat Talent (Persistent Trap I), Extra Combat Talent (Persistent Trap II), Extra Combat Talent (Razor Wire), Extra Combat Talent (Terrain Trap), Extra Combat Talent (Opportunist), Extra Combat Talent (Penetrating Trap), Extra Combat Talent (Gladiator sphere, Humble Combatant: Uncowed)

Traits:
Steel Body, Resurrected

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Grants to the gestalt, will be lost if killed:
Shared with every other Mortar Troop:

Combat Reflexes
Dodge
Great Fortitude, Iron Will
Skill Focus (Perception, Stealth)
Toughness

Unique:

Gladiator sphere (Humble Combatant drawback), Uncowed talent
Trap sphere, talents Persistent Trap II, Razor Wire, Terrain Trap, Opportunist, Penetrating Trap (and the Craft (traps) ranks that come with 'em)

Razor Wire: may place as a full-round action- or a standard, with martial focus- with a DC 5 Craft (traps) check. Persists for 1 round per point by which I beat the DC, or 10 minutes per if I instead place it as a 1-minute action, or 1 hour per if I instead place it as a 10-minute action. Occupies 6 contiguous 5' squares of my choice, and the DC to detect it is 53*. Creatures who see me set it are aware of the square I set it in, and get +5 on Perception checks against it and Reflex saves against it. If it's detected with a Perception check, it can be deactivated as a full-round action with a DC 53* Disable Device check- or attacked. It has Hardness 25, AC 35 and 65 HP.
A creature who triggers it must make a DC 37 Reflex save or fall prone, take 12d6 slashing damage which overcomes magic, cold iron, silver, adamantine, and alignment-based DR. Running and charging creatures take -2 to their save.

Terrain Trap: may place as a full-round action- or a standard, with martial focus- with a DC 5 Craft (traps) check.
This creates a 35' radius of difficult terrain which deals 5d6 slashing and piercing damage to anyone who enters the area or ends their turn there, Reflex DC 37 for half. This damage overcomes magic, cold iron, silver, adamantine, and alignment-based DR. It returns to normal after 1 minute.

Feldwebele Richtofen, Kleist and von Zeiten, regimental musicians (3) (Only Richtofen is Squadron member)

Strength: 25 +7
Dexterity: 39 +14
Constitution: 33 +11
Intelligence: 48 +18
Wisdom: 22 +6
Charisma: 35 +12


BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +35 (finesse weapon)
CMD: 51 (10 +20 BAB +1 epic +7 Str +14 Dex +1 dodge -2 berserking)

Fort: +32 (+10 base, +2 epic, +18 Int, +2 Great Fortitude)
Ref: +26 (+10 base, +2 epic, +14 Dex)
Will: +39 (+12 base, +2 epic, +18 Int, +5 resistance, +2 Iron Will) (+8 vs. mind-affecting or +13 against fear) (+20 vs. illusions)
Notes:
If it doesn't normally grant one, all mind-affecting things give a save, defaulting to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) NOPE
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

AC: 34 (10 +14 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs)
Flat-footed: 34 (Uncanny Dodge)
Touch: 34 (10 +14 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5'

HP: 3d10+24+3+3+12+18+9 (16/81 HP)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -98, not -46, and act as if staggered and disabled rather than unconscious when negative: without it, die at -49

May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +24 (+14 Dex, +10 Superior Initiative)

Speed: 95' (+35' competence, +30' Fast)

Attacks:
Karabiner 23k +43 ranged, 1d10+29+2d10 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +43 melee, 1d6+29+2d6 piercing + 14d4 untyped, 19-20/x2 crit

Struck target must make a DC 38 Fortitude save or treat all creatures as if they had concealment for 1r

Attack:
+20 BAB
+1 epic
+16 Int [Primal Blast]
+6 enhancement
(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+16 Int [Primal Blast]
+6 enhancement
+7 circumstance
+2d[weapon dice size] Improved Vital Strike

(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
-12 to enemy energy resistance, DR and Hardness

With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round
A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail
Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em
Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

Skills:
Don't forget Tanya's aura of -6 to physical skills, not incorporated here!

Perception +49 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +62 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +54
Fly +50

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +63
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +43

Survival +43
Sleight of Hand +42
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20) (Richtofen: +8)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Extra Combat Talent x4 

Traits:
Savant, Agent of Chance

Class Features:
EQUIPMENT

Firearm Proficiency (discipline)
Unarmored Training

WARLEADER

Bandmaster
Rousing Claxon (shout)
Persisting Influence
Semaphore
Strategically Distant Examination
Rallying Speech (shout)

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Soldier's uniform

Web gear (as adventurer's sash)

Karabiner 23k (as M1891 Mosin-Nagant) with socket bayonet

115 rifle rounds

2x M24 Stielhandgranate (as M1919 fragmentation grenade)

Folding shovel

Mess kit and canteen

Common backpack

Healer's kit and 1 dose of opium

Gas mask and 2 replacement canisters

Lyre of Building
Notes:
'2 cubic feet a minute' is the rate given for Shovel, '30 minutes of playing is equal to the work of 100 humans laboring for 3 days' implies 30 minutes of playing produces 300 man-days = 7,200 man-hours = 432,000 man-minutes = 30 minutes of playing to 432,000 man-minutes of construction work = 1 minute of playing to 14,400 man-minutes of construction work = 1 minute of playing to 28,800 cubic feet a minute = 1 round of playing to 2,880 cubic feet a round = one serviceable two-foot wide, five-foot deep, 290-ft long trench in one six-second round per Lyre of Building

Grants to the gestalt, will be lost if killed:

The Warleader talents Bandmaster, Rousing Claxon (shout), Rallying Speech (shout), Persisting Influence, Semaphore, and Strategically Distant Examination (redundantly provided by all three regimental musicians: only lost if all three are dead)

Gun crew, 7.7 cm field gun #1 and #2 (10)

Strength: 25 +7
Dexterity: 39 +14
Constitution: 33 +11
Intelligence: 48 +18
Wisdom: 22 +6
Charisma: 35 +12


BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +35 (finesse weapon)
CMD: 51 (10 +20 BAB +1 epic +7 Str +14 Dex +1 dodge -2 berserking)

Fort: +32 (+10 base, +2 epic, +18 Int, +2 Great Fortitude)
Ref: +26 (+10 base, +2 epic, +14 Dex)
Will: +39 (+12 base, +2 epic, +18 Int, +5 resistance, +2 Iron Will) (+8 vs. mind-affecting or +13 against fear) (+20 vs. illusions)
Notes:
If it doesn't normally grant one, all mind-affecting things give a save, defaulting to (10 + 1/2 HD of attacker + attacker's appropriate ability mod) NOPE
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

AC: 34 (10 +14 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs)
Flat-footed: 34 (Uncanny Dodge)
Touch: 34 (10 +14 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5'

HP: 3d10+24+3+3+12+18+9 (16/81 HP)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -98, not -46, and act as if staggered and disabled rather than unconscious when negative: without it, die at -49

May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +24 (+14 Dex, +10 Superior Initiative)

Speed: 95' (+35' competence, +30' Fast)

Attacks:
Karabiner 23k +43 ranged, 1d10+29+2d10 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +43 melee, 1d6+29+2d6 piercing + 14d4 untyped, 19-20/x2 crit

Struck target must make a DC 38 Fortitude save or treat all creatures as if they had concealment for 1r

Attack:
+20 BAB
+1 epic
+16 Int [Primal Blast]
+6 enhancement
(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+16 Int [Primal Blast]
+6 enhancement
+7 circumstance
+2d[weapon dice size] Improved Vital Strike

(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
-12 to enemy energy resistance, DR and Hardness

With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round
A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail
Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em
Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

Skills:
Don't forget Tanya's aura of -6 to physical skills, not incorporated here!

Perception +49 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +62 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +54
Fly +50

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +63
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +43

Survival +43
Sleight of Hand +42
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20) (Richtofen: +8)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (Reflex save on 6-pounder shell explosion) for gunner, Skill Focus (Profession: Seige Engineer) for everyone else: human bonus feat is Rapid Reload.

Traits: Steel Body, Patient Calm (Profession: Seige Engineer)

Class Features:
EQUIPMENT

Firearm Proficiency (discipline)
Custom Training (Hotchkiss 6 pounder, Aasen mortar, Lawrence 1917 flamethrower)
Unarmored Training

SNIPER

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Soldier's uniform

Web gear (as adventurer's sash)

Karabiner 23k (as M1891 Mosin-Nagant) with socket bayonet

115 rifle rounds

2x M24 Stielhandgranate (as M1919 fragmentation grenade)

Folding shovel

Mess kit and canteen

Common backpack

Healer's kit and 1 dose of opium

Gas mask and 2 replacement canisters

Grants to the gestalt, will be lost if killed:
Next to nothing- they're pretty much just there as bodies and artillery crewmen, not feat-and-talent engines. I guess they grant the base Sniper sphere, but nothing else, redundantly with Tanya. And proficiency with their own artillery piece and the Profession (siege engineer) ranks required to use it.

Whitmann and Bäke, tank crewmen

Strength: 37 +13
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 25 rounds

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +34 (non-finesse weapon), +41 (finesse weapon)
CMD: 64 (10 +20 BAB +1 epic +13 Str +20 Dex +1 dodge -2 berserking)

Fort: +36 (+10 base, +2 epic, +22 Int, +2 Great Fortitude)
Ref: +32 (+10 base, +2 epic, +20 Dex)
Will: +43 (+12 base, +2 epic, +22 Int, +5 resistance) (+8 vs. mind-affecting or +13 against fear, +2 Iron Will) (+20 vs. illusions)
Notes:
If it doesn't normally grant one, all mind-affecting things give a save, defaulting to (10 + 1/2 HD of attacker + attacker's appropriate ability mod)
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

AC: 46 (10 +20 Dex +11 armor +1 dodge -2 berserking +6 natural) (-6 vs. AoOs)
Flat-footed: 46 (Uncanny Dodge)
Touch: 40 (10 +20 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5'
25% miss chance for all attacks from time stuttering [lost outside deployment zone]

HP: 41 (1d10+8+1+1+12+6+3) (-6 current and max HP in 25 rounds when Con drops) (86 temp HP)

Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +30 (+20 Dex, +10 Superior Initiative)

Speed: 95' (+35' competence, +30' Fast)

Attacks:
Karabiner 23k +49 ranged, 1d10+28+2d10 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +49 melee, 1d6+28+2d10 piercing + 14d4 untyped, 19-20/x2 crit

Struck target of anything but the Maxim must make a DC 44 Fortitude save or treat all creatures as if they had concealment for 1r

Attack:
+20 BAB
+1 epic
+22 Int [Primal Blast]
+6 enhancement
(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+22 Int [Primal Blast]
+6 enhancement
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
-12 to enemy energy resistance, DR and Hardness

With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round
A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail
Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em
Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

Skills:

Perception +56 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +65 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +57
Fly +53

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +68
Knowledge (everything else, including martial) +53
Spellcraft +70

Disguise +46
Bluff +46
Diplomacy +46
Sense Motive +70 (5e-style Disadvantage on hunches)
Intimidate +50

Survival +50
Sleight of Hand +45
Heal +40
Use Magic Device +46 (all checks are automatically a natural 20)

Profession (driver) +16 (+2 when taking 10)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Racial Heritage (Kobold) and Kobold Confidence for driver: Ability Focus (Reflex save on cannon shell) and Rapid Reload for gunner

Traits: Steel Body, Patient Calm (Profession: Driver)

Class Features:
Gunner:
EQUIPMENT
Firearm Proficiency (discipline)
Custom Training (Hotchkiss 6 pounder, Maxim gun, Cannon)

BARRAGE

Driver:

EQUIPMENT

Firearm Proficiency (discipline)

ATHLETICS (Driver drawback, run package)

Ace Pilot
Swift Movement
Shoot and Scoot

 

Equipment:

Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Soldier's uniform

Web gear (as adventurer's sash)

Karabiner 23k (as M1891 Mosin-Nagant) with socket bayonet

115 rifle rounds

2x M24 Stielhandgranate (as M1919 fragmentation grenade)

Folding shovel

Mess kit and canteen

Common backpack

Healer's kit and 1 dose of opium

Gas mask and 2 replacement canisters

Panzer IIz light tank. Crewed statistics are:

PzKpfw IIz, Colossal construct (S)

Strength: 58 +24
Dexterity: 29 +9
Constitution: --
Intelligence: --
Wisdom: --
Charisma: --
All ability scores -12 in 25 rounds!

AC 59 (10 +9 Dex -8 size +7 armor +26 natural +6 enhancement to natural +3 Haste dodge +6 deflection)
Touch: 20
Flat-footed: 50
25% miss chance for all attacks from time stuttering [lost outside deployment zone]
10 decoy illusions causing 50% miss chance. Any miss caused by this destroys 1 decoy illusion. Not automatically negated by blindsense, blindsight, Detect Magic, echolocation, scent, lifesense, or tremorsense: True Seeing or thoughtsense will do it.

HP 280 (Hardness 41, DR 3/-- until that DR blocks 30 damage, Regeneration 3/acid: becomes helpless at 0 HP instead of 'unconcious') (290-HP Greater Barrier, reduces all damage dealt to it by 14, recovers 14 HP at the start of each turn)
Barrier HP: 250 max

Fort +26 (+6 base, +12 Artifact Lord, +8 Staunch Resistance) (Construct immunities)
Ref +38 (+6 base, +12 Artifact Lord, +3 dodge, +8 Staunch Resistance, +9 Dex)
Will +26 (+6 base, +12 Artifact Lord, +8 Staunch Resistance) (Construct immunities: really, truly no-joke mindless)

Speed 125' (+60' enhancement, Haste)

Space 30', Reach 20'

Ranged Attacks:
Cannon +50 ranged, 12d6+35+10d6 [not multiplied on a crit] bludgeoning and peircing +14d4 untyped, 20/x3 crit, range increment 400'. Reload takes 4 rounds, but happens automatically without needing to spend actions on it so long as at least one move action was spent to move: otherwise, 1 move action. Does not target touch AC, but all those within 15' of the target suffer half damage, DC 24 Reflex save negates. 40 rounds.

Maxim gun +45/+45 ranged, 2d8+13 bludgeoning and piercing, 20/x4 crit, range 120', misfire 1-2. Targets touch within first range increment. Attacks all creatures in a line, making a separate attack roll against each until striking an impenetrable barrier or a range of 1200' is reached: concealment doesn't apply, misfire occurs only if all attacks misfire.

Special Qualities:
DC 10 Profession (driver) check from at least one crew member required for it to be able to take actions

Treated as a quadruped for carrying capacity, fully encloses all occupants and crewmen granting total cover

Grants to the gestalt, will be lost if killed:

Kobold Confidence feat

Barrage sphere

Athletics talents: Ace Pilot, Shoot and Scoot

Edited by Toptomcat (see edit history)
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