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Toptomcat

Toptomcat

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

Toptomcat

Toptomcat

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)

REVISION COMPLETE TO HERE
CMD: 80 (10 +20 BAB +1 epic +13 Str +20 Dex +6 deflection +1 Dodge feat dodge +3 Haste dodge +8 Wild Fire dodge -2 Berserking) (+12 vs. sunder)

Fort: +57 (+10 base, +2 epic, +22 Int, +5 resistance, +2 Great Fortitude, +8 Wild Fire, +8 Staunch Resistance)
Ref: +55 (+10 base, +2 epic, +20 Dex, +5 resistance, +8 Wild Fire +3 dodge [Haste], +8 Staunch Resistance) 
Will: +59 (+12 base, +2 epic, +22 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: 63 (10 +20 Dex +11 armor +6 deflection +6 natural +1 dodge +3 Haste dodge -2 Berserking +8 Wild Fire) (-6 vs. AoOs) Flat-footed: 63 (Uncanny Dodge)
Touch: 57 (10 +20 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: 420 (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) (Lose 96 current and max HP in 25 rounds when the Con enhancement wears off) (86 temp HP) 25 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: +30 (+20 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 +63 ranged, 1d10+35+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
+22 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:
+22 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 +64 (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 +62 (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 +60
Fly +39 (-17 from Wild Magic updraft effect)

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

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

Survival +50
Sleight of Hand +45
Heal +40
Use Magic Device +44 (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:
2/32 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: 29 +9 [-8 size]
Dexterity: 59 +24 [+8 size]
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!
BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +53
CMD: 70 (10 +20 BAB +1 epic +9 Str +24 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: +52 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance +8 Wild Fire) (Wild Fire expires in 15 rounds.)
Ref: +55 (+10 base, +2 epic, +24 Dex, +3 Haste dodge, +8 Staunch Resistance +8 Wild Fire) (Evasion) (Wild Fire expires in 15 rounds.)
Will: +59 (+12 base, +2 epic, +22 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: 77 (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: 77 (Uncanny Dodge)
Touch: 71 (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: 420 (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) (Lose 96 current and max HP in 25 rounds when the Con enhancement wears off) (86 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: +38 (+24 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 +68 ranged touch*, 1d4+2d4+35 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)

+22 Int [Primal Blast]
+3 Haste
+8 size

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

Damage:
+22 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:

Perception +56 (darkvision 60', low-light vision, extraordinary True Seeing, +15 morale when Berserking)
Stealth +69 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +64

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

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +44 (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:
2/32 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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +46
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +45 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 447/452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (66 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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+31 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 40 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 48 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 40 half (Dex-based) 

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

Skills:
Perception +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +46
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +45 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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: Toop traits, gas masks

AC: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 414/452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (173 temp HP: includes 25 Rousing Klaxon temp lasting 7 rounds, and ephemeral 22 [should be 23, oops] Berserker temp)
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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+31 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 40 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 48 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 40 half (Dex-based) 

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

Skills:

Perception +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +46
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +45 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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: Toop traits, gas masks

AC: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (196 temp HP: 22 ephemeral Berserker ones, 25 Rousing Claxon temp HP expiring in 7 rounds.)
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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+31 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 40 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 48 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 40 half (Dex-based) 

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

Skills:

Perception +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 37 +13
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18 (Richtofen: 63 +31)
Note: All ability scores -12 in 24 rounds!
BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +34 (non-finesse weapon), +41 (finesse weapon) (Richtofen: +3 Haste)
CMD: 69 (10 +20 BAB +1 epic +13 Str +20 Dex +1 dodge -2 berserking +6 deflection) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection after 3 rounds)

Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance) (All but Richtofen lose Staunch Resistance in 3 rounds)
Ref: +40 (+10 base, +2 epic, +20 Dex, +8 Staunch Resistance) (Richtofen: +3 Haste, all but Richtofen lose Staunch Resistance in 3 rounds)
Will: +49 (+12 base, +2 epic, +22 Int, +5 resistance, +8 Staunch Resistance) (+8 vs. mind-affecting or +13 against fear, +2 Iron Will) (+20 vs. illusions) (All but Richtofen lose Staunch Resistance in 3 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
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: 52 (10 +20 Dex +11 armor +1 dodge -2 berserking +6 deflection +6 natural) (-6 vs. AoOs) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds) (Kleist and von Zeiten only: +10 Aid Another for 1r)
Flat-footed: 52 (Uncanny Dodge) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds)
Touch: 45 (10 +20 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds)
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]
RICHTOFEN ONLY: 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: 3d10+24+3+3+12+18+9 (99 HP) (Lose 18 current and max HP when Con gets -12 in 25 rounds) (86 temp HP)
Barrier HP: 250
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: +30 (+20 Dex, +10 Superior Initiative)

Speed: 95' (+35' competence, +30' Fast) (Richtofen: +60' Haste)

Attacks:
Karabiner 23k +55 ranged, 1d10+35+2d10 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +55 melee, 1d6+35+2d6 piercing + 14d4 untyped, 19-20/x2 crit

Struck target 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]
+3 Haste (Richtofen only!)
+6 enhancement
+3 insight [Prescience] (May expend as a free for +26 to one attack) [Everyone but Richtofen loses in 4 rounds]

+3 (Swords motif) (May expend as an immediate for +13 on crit confirms and ignoring concealment-related msis chances for 1 minute) [Everyone but Richtofen loses in 4 rounds]
(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+22 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:

Perception +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

Disguise +46 (Richtofen: +8)
Bluff +46 (Richtofen: +8)
Diplomacy +46 (Richtofen: +8)
Sense Motive +50 (5e-style Disadvantage on hunches)
Intimidate +50 (Richtofen: +8)

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 37 +13
Dexterity: 51 +20
Constitution: 39 +14
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: +33 (non-finesse weapon), +41 (finesse weapon)
CMD: 69 (10 +20 BAB +1 epic +13 Str +20 Dex +1 dodge -2 berserking +6 deflection) (All lose +6 deflection after 3 rounds)

Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance) (All lose Staunch Resistance in 3 rounds)
Ref: +40 (+10 base, +2 epic, +20 Dex, +8 Staunch Resistance) (All lose Staunch Resistance in 3 rounds)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +8 Staunch Resistance) (+8 vs. mind-affecting or +13 against fear, +2 Iron Will) (+20 vs. illusions) (All lose Staunch Resistance in 3 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
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: 52 (10 +20 Dex +11 armor +1 dodge -2 berserking +6 deflection +6 natural) (-6 vs. AoOs) (Richtofen: +3 Haste, everyone loses +6 deflection in 3 rounds)
Flat-footed: 52 (Uncanny Dodge) (Richtofen: +3 Haste, everyone loses +6 deflection in 3 rounds)
Touch: 46 (10 +20 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking +6 deflection) (Everyone loses +6 deflection in 3 rounds)
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: 42 (1d10+8+1+1+1+12+6+3) (290-HP Greater Barrier) (Lose 6 current and max HP in 25r when ability enhancement drops) (86 temp HP, Gun Crew 5 and 6 down 35 temp HP, Gun Crew 10 down 63)
Barrier HP: 250 max [Gun Crew 1-3 203, Gun Crew 4 198, Gun Crew 6-10 200]

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

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

Attacks:
Karabiner 23k +55 ranged, 1d10+35+2d10 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +55 melee, 1d6+35+2d6 piercing + 14d4 untyped, 19-20/x2 crit

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

Hotchkiss 6-pounder: +55 ranged, 8d6+13+16d6 slashing, piercing and bludgeoning +1d6 fire +1d6 dessication in a 30' radius, DC 20 Reflex half: any damage inflicts 5 rounds of Faerie Fire, range 300', misfire 0, load 2

The field gun of both gun crews is now nearly out of action, since between the fire, the lightning bolt, and all the explosions, both ammunition wagons have been smashed to Hell and scattered from there to breakfast. Each crew can recover 1d3-1 shells in usable condition per full-round action of searching
East Hotchkiss is loaded, West isn't.

Attack:
+20 BAB
+1 epic
+22 Int [Primal Blast]
+6 enhancement
+3 insight [Prescience] (May expend as a free for +26 to one attack) [Expires in 4 rounds]
+3 (Swords motif) (May expend as an immediate for +13 on crit confirms and ignoring concealment-related msis chances for 1 minute) [Expires in 4 rounds]

(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+22 Int [Primal Blast]
+6 enhancement

+7 circumstance
+2d[weapon dice size] for non-
siege weapons
(+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 +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS) -16 for Gun Crew 4 only
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

Disguise +46 (Richtofen: +8)
Bluff +46 (Richtofen: +8)
Diplomacy +46 (Richtofen: +8)
Sense Motive +50 (5e-style Disadvantage on hunches)
Intimidate +50 (Richtofen: +8)

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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

Toptomcat

Toptomcat

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, +2 (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 Latent Healing (Invigorate option)+Deeper Healing+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 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

+12 untyped to all six ability scores, ignore the first 6 points of damage to any ability score from any source. Lasts 25 rounds for Squadron members, 4 for non-Squadron members.

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 squadron members, 4 rounds for gun crew and musicians.

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, 4 rounds for gun crew and musicians.

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, 4 rounds for gun crew and musicians.

ALL 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

EVERYONE OTHER THAN VISHA, TANYA, THE TANK, AND THE MORTAR TROOPS:
A 250-HP, selectively permeable barrier- invisible and requiring a DC 49 Perception check to percieve, and not breaking line of sight, but breaking line of effect until destroyed.

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: 37 +13
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 50 +20 (+16 for 1 minute)
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +44 (non-finesse weapon), +59 (finesse weapon) (+20 BAB +1 epic +3 Haste +8 Wild Fire, +13 Str or +20 Dex as appropriate)
CMD: 80 (10 +20 BAB +1 epic +13 Str +20 Dex +6 deflection +1 Dodge feat dodge +3 Haste dodge +8 Wild Fire dodge -2 Berserking) (+12 vs. sunder)

Fort: +57 (+10 base, +2 epic, +22 Int, +5 resistance, +2 Great Fortitude, +8 Wild Fire, +8 Staunch Resistance)
Ref: +55 (+10 base, +2 epic, +20 Dex, +5 resistance, +8 Wild Fire +3 dodge [Haste], +8 Staunch Resistance) 
Will: +59 (+12 base, +2 epic, +22 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: 63 (10 +20 Dex +11 armor +6 deflection +6 natural +1 dodge +3 Haste dodge -2 Berserking +8 Wild Fire) (-6 vs. AoOs) Flat-footed: 63 (Uncanny Dodge)
Touch: 57 (10 +20 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: 420 (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) (Lose 96 current and max HP in 25 rounds when the Con enhancement wears off) (86 temp HP) 25 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: +30 (+20 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 +63 ranged, 1d10+35+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
+22 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:
+22 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 +64 (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 +62 (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 +60
Fly +39 (-17 from Wild Magic updraft effect)

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

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

Survival +50
Sleight of Hand +45
Heal +40
Use Magic Device +44 (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:
2/32 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: 29 +9 [-8 size]
Dexterity: 59 +24 [+8 size]
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!
BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +53
CMD: 70 (10 +20 BAB +1 epic +9 Str +24 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: +52 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance +8 Wild Fire) (Wild Fire expires in 15 rounds.)
Ref: +55 (+10 base, +2 epic, +24 Dex, +3 Haste dodge, +8 Staunch Resistance +8 Wild Fire) (Evasion) (Wild Fire expires in 15 rounds.)
Will: +59 (+12 base, +2 epic, +22 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: 77 (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: 77 (Uncanny Dodge)
Touch: 71 (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: 420 (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) (Lose 96 current and max HP in 25 rounds when the Con enhancement wears off) (86 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: +38 (+24 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 +68 ranged touch*, 1d4+2d4+35 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)

+22 Int [Primal Blast]
+3 Haste
+8 size

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

Damage:
+22 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:

Perception +56 (darkvision 60', low-light vision, extraordinary True Seeing, +15 morale when Berserking)
Stealth +69 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +64

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

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +44 (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:
2/32 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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +46
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +45 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 447/452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (66 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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+31 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 40 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 48 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 40 half (Dex-based) 

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

Skills:
Perception +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +46
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +45 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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: Toop traits, gas masks

AC: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 414/452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (173 temp HP: includes 25 Rousing Klaxon temp lasting 7 rounds, and ephemeral 22 [should be 23, oops] Berserker temp)
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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+31 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 40 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 48 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 40 half (Dex-based) 

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

Skills:

Perception +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +46
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +45 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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: Toop traits, gas masks

AC: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (196 temp HP: 22 ephemeral Berserker ones, 25 Rousing Claxon temp HP expiring in 7 rounds.)
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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+31 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 40 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 48 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 40 half (Dex-based) 

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

Skills:

Perception +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 37 +13
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18 (Richtofen: 63 +31)
Note: All ability scores -12 in 24 rounds!
BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +34 (non-finesse weapon), +41 (finesse weapon) (Richtofen: +3 Haste)
CMD: 69 (10 +20 BAB +1 epic +13 Str +20 Dex +1 dodge -2 berserking +6 deflection) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection after 3 rounds)

Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance) (All but Richtofen lose Staunch Resistance in 3 rounds)
Ref: +40 (+10 base, +2 epic, +20 Dex, +8 Staunch Resistance) (Richtofen: +3 Haste, all but Richtofen lose Staunch Resistance in 3 rounds)
Will: +49 (+12 base, +2 epic, +22 Int, +5 resistance, +8 Staunch Resistance) (+8 vs. mind-affecting or +13 against fear, +2 Iron Will) (+20 vs. illusions) (All but Richtofen lose Staunch Resistance in 3 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
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: 52 (10 +20 Dex +11 armor +1 dodge -2 berserking +6 deflection +6 natural) (-6 vs. AoOs) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds) (Kleist and von Zeiten only: +10 Aid Another for 1r)
Flat-footed: 52 (Uncanny Dodge) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds)
Touch: 45 (10 +20 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds)
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]
RICHTOFEN ONLY: 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: 3d10+24+3+3+12+18+9 (99 HP) (Lose 18 current and max HP when Con gets -12 in 25 rounds) (86 temp HP)
Barrier HP: 250
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: +30 (+20 Dex, +10 Superior Initiative)

Speed: 95' (+35' competence, +30' Fast) (Richtofen: +60' Haste)

Attacks:
Karabiner 23k +55 ranged, 1d10+35+2d10 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +55 melee, 1d6+35+2d6 piercing + 14d4 untyped, 19-20/x2 crit

Struck target 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]
+3 Haste (Richtofen only!)
+6 enhancement
+3 insight [Prescience] (May expend as a free for +26 to one attack) [Everyone but Richtofen loses in 4 rounds]

+3 (Swords motif) (May expend as an immediate for +13 on crit confirms and ignoring concealment-related msis chances for 1 minute) [Everyone but Richtofen loses in 4 rounds]
(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+22 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:

Perception +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

Disguise +46 (Richtofen: +8)
Bluff +46 (Richtofen: +8)
Diplomacy +46 (Richtofen: +8)
Sense Motive +50 (5e-style Disadvantage on hunches)
Intimidate +50 (Richtofen: +8)

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 37 +13
Dexterity: 51 +20
Constitution: 39 +14
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: +33 (non-finesse weapon), +41 (finesse weapon)
CMD: 69 (10 +20 BAB +1 epic +13 Str +20 Dex +1 dodge -2 berserking +6 deflection) (All lose +6 deflection after 3 rounds)

Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance) (All lose Staunch Resistance in 3 rounds)
Ref: +40 (+10 base, +2 epic, +20 Dex, +8 Staunch Resistance) (All lose Staunch Resistance in 3 rounds)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +8 Staunch Resistance) (+8 vs. mind-affecting or +13 against fear, +2 Iron Will) (+20 vs. illusions) (All lose Staunch Resistance in 3 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
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: 52 (10 +20 Dex +11 armor +1 dodge -2 berserking +6 deflection +6 natural) (-6 vs. AoOs) (Richtofen: +3 Haste, everyone loses +6 deflection in 3 rounds)
Flat-footed: 52 (Uncanny Dodge) (Richtofen: +3 Haste, everyone loses +6 deflection in 3 rounds)
Touch: 46 (10 +20 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking +6 deflection) (Everyone loses +6 deflection in 3 rounds)
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: 42 (1d10+8+1+1+1+12+6+3) (290-HP Greater Barrier) (Lose 6 current and max HP in 25r when ability enhancement drops) (86 temp HP, Gun Crew 5 and 6 down 35 temp HP, Gun Crew 10 down 63)
Barrier HP: 250 max [Gun Crew 1-3 203, Gun Crew 4 198, Gun Crew 6-10 200]

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

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

Attacks:
Karabiner 23k +55 ranged, 1d10+35+2d10 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +55 melee, 1d6+35+2d6 piercing + 14d4 untyped, 19-20/x2 crit

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

Hotchkiss 6-pounder: +55 ranged, 8d6+13+16d6 slashing, piercing and bludgeoning +1d6 fire +1d6 dessication in a 30' radius, DC 20 Reflex half: any damage inflicts 5 rounds of Faerie Fire, range 300', misfire 0, load 2

The field gun of both gun crews is now nearly out of action, since between the fire, the lightning bolt, and all the explosions, both ammunition wagons have been smashed to Hell and scattered from there to breakfast. Each crew can recover 1d3-1 shells in usable condition per full-round action of searching
East Hotchkiss is loaded, West isn't.

Attack:
+20 BAB
+1 epic
+22 Int [Primal Blast]
+6 enhancement
+3 insight [Prescience] (May expend as a free for +26 to one attack) [Expires in 4 rounds]
+3 (Swords motif) (May expend as an immediate for +13 on crit confirms and ignoring concealment-related msis chances for 1 minute) [Expires in 4 rounds]

(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+22 Int [Primal Blast]
+6 enhancement

+7 circumstance
+2d[weapon dice size] for non-
siege weapons
(+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 +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS) -16 for Gun Crew 4 only
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

Disguise +46 (Richtofen: +8)
Bluff +46 (Richtofen: +8)
Diplomacy +46 (Richtofen: +8)
Sense Motive +50 (5e-style Disadvantage on hunches)
Intimidate +50 (Richtofen: +8)

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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

Toptomcat

Toptomcat

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, +2 (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 Latent Healing (Invigorate option)+Deeper Healing+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 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

+12 untyped to all six ability scores, ignore the first 6 points of damage to any ability score from any source. Lasts 25 rounds for Squadron members, 4 for non-Squadron members.

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 squadron members, 4 rounds for gun crew and musicians.

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, 4 rounds for gun crew and musicians.

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, 4 rounds for gun crew and musicians.

ALL 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

EVERYONE OTHER THAN VISHA, TANYA, THE TANK, AND THE MORTAR TROOPS:
A 250-HP, selectively permeable barrier- invisible and requiring a DC 49 Perception check to percieve, and not breaking line of sight, but breaking line of effect until destroyed.

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: 37 +13
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 50 +20 (+16 for 1 minute)
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +44 (non-finesse weapon), +59 (finesse weapon) (+20 BAB +1 epic +3 Haste +8 Wild Fire, +13 Str or +20 Dex as appropriate)
CMD: 80 (10 +20 BAB +1 epic +13 Str +20 Dex +6 deflection +1 Dodge feat dodge +3 Haste dodge +8 Wild Fire dodge -2 Berserking) (+12 vs. sunder)

Fort: +57 (+10 base, +2 epic, +22 Int, +5 resistance, +2 Great Fortitude, +8 Wild Fire, +8 Staunch Resistance)
Ref: +55 (+10 base, +2 epic, +20 Dex, +5 resistance, +8 Wild Fire +3 dodge [Haste], +8 Staunch Resistance) 
Will: +59 (+12 base, +2 epic, +22 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: 63 (10 +20 Dex +11 armor +6 deflection +6 natural +1 dodge +3 Haste dodge -2 Berserking +8 Wild Fire) (-6 vs. AoOs) Flat-footed: 63 (Uncanny Dodge)
Touch: 57 (10 +20 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: 420 (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) (Lose 96 current and max HP in 25 rounds when the Con enhancement wears off) (86 temp HP) 25 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: +30 (+20 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 +63 ranged, 1d10+28+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
+22 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:
+22 Int [Primal Blast]
+6 enhancement
+4d6 electricity [Crackling, 6 rounds]
(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 +64 (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 +62 (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 +60
Fly +39 (-17 from Wild Magic updraft effect)

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

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

Survival +50
Sleight of Hand +45
Heal +40
Use Magic Device +44 (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:
2/32 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: 29 +9 [-8 size]
Dexterity: 59 +24 [+8 size]
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!
BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +53
CMD: 70 (10 +20 BAB +1 epic +9 Str +24 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: +52 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance +8 Wild Fire) (Wild Fire expires in 15 rounds.)
Ref: +55 (+10 base, +2 epic, +24 Dex, +3 Haste dodge, +8 Staunch Resistance +8 Wild Fire) (Evasion) (Wild Fire expires in 15 rounds.)
Will: +59 (+12 base, +2 epic, +22 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: 77 (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: 77 (Uncanny Dodge)
Touch: 71 (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: 420 (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) (Lose 96 current and max HP in 25 rounds when the Con enhancement wears off) (86 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: +38 (+24 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 +68 ranged touch*, 1d4+35 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)

+22 Int [Primal Blast]
+3 Haste
+8 size

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

Damage:
+22 Int [Primal Blast]
+6 enhancement
+7 circumstance [Totem of War]
-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:

Perception +56 (darkvision 60', low-light vision, extraordinary True Seeing, +15 morale when Berserking)
Stealth +69 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +64

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

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +44 (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:
2/32 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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +46
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +45 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 447/452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (66 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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+31 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 40 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 48 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 40 half (Dex-based) 

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

Skills:
Perception +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +46
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +45 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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: Toop traits, gas masks

AC: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 414/452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (173 temp HP: includes 25 Rousing Klaxon temp lasting 7 rounds, and ephemeral 22 [should be 23, oops] Berserker temp)
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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+31 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 40 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 48 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 40 half (Dex-based) 

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

Skills:

Perception +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +46
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +45 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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: Toop traits, gas masks

AC: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (196 temp HP: 22 ephemeral Berserker ones, 25 Rousing Claxon temp HP expiring in 7 rounds.)
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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+31 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 40 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 48 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 40 half (Dex-based) 

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

Skills:

Perception +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 37 +13
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18 (Richtofen: 63 +31)
Note: All ability scores -12 in 24 rounds!
BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +34 (non-finesse weapon), +41 (finesse weapon) (Richtofen: +3 Haste)
CMD: 69 (10 +20 BAB +1 epic +13 Str +20 Dex +1 dodge -2 berserking +6 deflection) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection after 3 rounds)

Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance) (All but Richtofen lose Staunch Resistance in 3 rounds)
Ref: +40 (+10 base, +2 epic, +20 Dex, +8 Staunch Resistance) (Richtofen: +3 Haste, all but Richtofen lose Staunch Resistance in 3 rounds)
Will: +49 (+12 base, +2 epic, +22 Int, +5 resistance, +8 Staunch Resistance) (+8 vs. mind-affecting or +13 against fear, +2 Iron Will) (+20 vs. illusions) (All but Richtofen lose Staunch Resistance in 3 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
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: 52 (10 +20 Dex +11 armor +1 dodge -2 berserking +6 deflection +6 natural) (-6 vs. AoOs) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds) (Kleist and von Zeiten only: +10 Aid Another for 1r)
Flat-footed: 52 (Uncanny Dodge) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds)
Touch: 45 (10 +20 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds)
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]
RICHTOFEN ONLY: 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: 3d10+24+3+3+12+18+9 (99 HP) (Lose 18 current and max HP when Con gets -12 in 25 rounds) (86 temp HP)
Barrier HP: 250
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: +30 (+20 Dex, +10 Superior Initiative)

Speed: 95' (+35' competence, +30' Fast) (Richtofen: +60' Haste)

Attacks:
Karabiner 23k +55 ranged, 1d10+35 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +55 melee, 1d6+35 piercing + 14d4 untyped, 19-20/x2 crit

Struck target 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]
+3 Haste (Richtofen only!)
+6 enhancement
+3 insight [Prescience] (May expend as a free for +26 to one attack) [Everyone but Richtofen loses in 4 rounds]

+3 (Swords motif) (May expend as an immediate for +13 on crit confirms and ignoring concealment-related msis chances for 1 minute) [Everyone but Richtofen loses in 4 rounds]
(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+22 Int [Primal Blast]
+6 enhancement
+7 circumstance
(+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 +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

Disguise +46 (Richtofen: +8)
Bluff +46 (Richtofen: +8)
Diplomacy +46 (Richtofen: +8)
Sense Motive +50 (5e-style Disadvantage on hunches)
Intimidate +50 (Richtofen: +8)

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 37 +13
Dexterity: 51 +20
Constitution: 39 +14
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: +33 (non-finesse weapon), +41 (finesse weapon)
CMD: 69 (10 +20 BAB +1 epic +13 Str +20 Dex +1 dodge -2 berserking +6 deflection) (All lose +6 deflection after 3 rounds)

Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance) (All lose Staunch Resistance in 3 rounds)
Ref: +40 (+10 base, +2 epic, +20 Dex, +8 Staunch Resistance) (All lose Staunch Resistance in 3 rounds)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +8 Staunch Resistance) (+8 vs. mind-affecting or +13 against fear, +2 Iron Will) (+20 vs. illusions) (All lose Staunch Resistance in 3 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
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: 52 (10 +20 Dex +11 armor +1 dodge -2 berserking +6 deflection +6 natural) (-6 vs. AoOs) (Richtofen: +3 Haste, everyone loses +6 deflection in 3 rounds)
Flat-footed: 52 (Uncanny Dodge) (Richtofen: +3 Haste, everyone loses +6 deflection in 3 rounds)
Touch: 46 (10 +20 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking +6 deflection) (Everyone loses +6 deflection in 3 rounds)
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: 42 (1d10+8+1+1+1+12+6+3) (290-HP Greater Barrier) (Lose 6 current and max HP in 25r when ability enhancement drops) (86 temp HP, Gun Crew 5 and 6 down 35 temp HP, Gun Crew 10 down 63)
Barrier HP: 250 max [Gun Crew 1-4 203, Gun Crew 6-10 200]

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

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

Attacks:
Karabiner 23k +55 ranged, 1d10+35 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +55 melee, 1d6+35 piercing + 14d4 untyped, 19-20/x2 crit

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

Hotchkiss 6-pounder: +55 ranged, 8d6+13 slashing, piercing and bludgeoning +1d6 fire +1d6 dessication in a 30' radius, DC 20 Reflex half: any damage inflicts 5 rounds of Faerie Fire, range 300', misfire 0, load 2

The field gun of both gun crews is now nearly out of action, since between the fire, the lightning bolt, and all the explosions, both ammunition wagons have been smashed to Hell and scattered from there to breakfast. Each crew can recover 1d3-1 shells in usable condition per full-round action of searching
East Hotchkiss is loaded, West isn't.

Attack:
+20 BAB
+1 epic
+22 Int [Primal Blast] [or +20 Dex for the Hotchkiss, which I'm pretty sure doesn't work with Spell Attack]
+6 enhancement
+3 insight [Prescience] (May expend as a free for +26 to one attack) [Expires in 4 rounds]
+3 (Swords motif) (May expend as an immediate for +13 on crit confirms and ignoring concealment-related msis chances for 1 minute) [Expires in 4 rounds]

(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+22 Int [Primal Blast] [not for the Hotchkiss]
+6 enhancement
+7 circumstance
(+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 +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS) -16 for Gun Crew 4 only
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

Disguise +46 (Richtofen: +8)
Bluff +46 (Richtofen: +8)
Diplomacy +46 (Richtofen: +8)
Sense Motive +50 (5e-style Disadvantage on hunches)
Intimidate +50 (Richtofen: +8)

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +49 melee, 1d6+28 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

Toptomcat

Toptomcat

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, +2 (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
Latent Healing (Invigorate option)+Deeper Healing+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 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

+12 untyped to all six ability scores, ignore the first 6 points of damage to any ability score from any source. Lasts 25 rounds for Squadron members, 4 for non-Squadron members.

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 squadron members, 4 rounds for gun crew and musicians.

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, 4 rounds for gun crew and musicians.

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, 4 rounds for gun crew and musicians.

ALL 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

EVERYONE OTHER THAN VISHA, TANYA, THE TANK, AND THE MORTAR TROOPS:
A 250-HP, selectively permeable barrier- invisible and requiring a DC 49 Perception check to percieve, and not breaking line of sight, but breaking line of effect until destroyed.

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 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

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.

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

 

Oberstleutnant Tanya Degurecheff (S)

Strength: 37 +13
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 50 +20 (+16 for 1 minute)
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +44 (non-finesse weapon), +59 (finesse weapon) (+20 BAB +1 epic +3 Haste +8 Wild Fire, +13 Str or +20 Dex as appropriate)
CMD: 80 (10 +20 BAB +1 epic +13 Str +20 Dex +6 deflection +1 Dodge feat dodge +3 Haste dodge +8 Wild Fire dodge -2 Berserking) (+12 vs. sunder)

Fort: +57 (+10 base, +2 epic, +22 Int, +5 resistance, +2 Great Fortitude, +8 Wild Fire, +8 Staunch Resistance)
Ref: +55 (+10 base, +2 epic, +20 Dex, +5 resistance, +8 Wild Fire +3 dodge [Haste], +8 Staunch Resistance) 
Will: +59 (+12 base, +2 epic, +22 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: 63 (10 +20 Dex +11 armor +6 deflection +6 natural +1 dodge +3 Haste dodge -2 Berserking +8 Wild Fire) (-6 vs. AoOs) Flat-footed: 63 (Uncanny Dodge)
Touch: 57 (10 +20 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: 420 (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) (Lose 96 current and max HP in 25 rounds when the Con enhancement wears off) (86 temp HP) 25 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: +30 (+20 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 +63 ranged, 1d10+28+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 46 Fortitude save or treat all creatures as if they had concealment for 1r [Int-based]

Attack:
+20 BAB
+1 epic
+22 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:
+22 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:
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 +64 (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 +62 (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 +60
Fly +39 (-17 from Wild Magic updraft effect)

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

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

Survival +50
Sleight of Hand +45
Heal +40
Use Magic Device +44 (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:
2/32 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: 29 +9 [-8 size]
Dexterity: 59 +24 [+8 size]
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!
BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +53
CMD: 70 (10 +20 BAB +1 epic +9 Str +24 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: +52 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance +8 Wild Fire) (Wild Fire expires in 15 rounds.)
Ref: +55 (+10 base, +2 epic, +24 Dex, +3 Haste dodge, +8 Staunch Resistance +8 Wild Fire) (Evasion) (Wild Fire expires in 15 rounds.)
Will: +59 (+12 base, +2 epic, +22 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: 77 (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: 77 (Uncanny Dodge)
Touch: 71 (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: 420 (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) (Lose 96 current and max HP in 25 rounds when the Con enhancement wears off) (86 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: +38 (+24 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 +68 ranged touch*, 1d4+28 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)

+22 Int [Primal Blast]
+3 Haste
+8 size

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

Damage:
+22 Int [Primal Blast]
+6 enhancement
-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:

Perception +56 (darkvision 60', low-light vision, extraordinary True Seeing, +15 morale when Berserking)
Stealth +69 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +64

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

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +44 (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:
2/32 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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +46
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +45 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (0 temp HP)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100, 27/100 [fire damage]
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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+24 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+12 bludgeoning and peircing damage, Ref DC 40 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+6 piercing and slashing damage, Ref DC 48 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+6 bludgeoning, peircing and slashing damage, Ref DC 40 half (Dex-based) 

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

Skills:
Perception +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +46
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +45 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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: Toop traits, gas masks

AC: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (0 temp HP)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100, 60/100 [fire damage]
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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+24 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+12 bludgeoning and peircing damage, Ref DC 40 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+6 piercing and slashing damage, Ref DC 48 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+6 bludgeoning, peircing and slashing damage, Ref DC 40 half (Dex-based) 

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

Skills:

Perception +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +46
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +45 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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: Toop traits, gas masks

AC: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (11 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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+24 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+12 bludgeoning and peircing damage, Ref DC 40 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+6 piercing and slashing damage, Ref DC 48 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+6 bludgeoning, peircing and slashing damage, Ref DC 40 half (Dex-based) 

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

Skills:

Perception +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 37 +13
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18 (Richtofen: 63 +31)
Note: All ability scores -12 in 24 rounds!
BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +34 (non-finesse weapon), +41 (finesse weapon) (Richtofen: +3 Haste)
CMD: 69 (10 +20 BAB +1 epic +13 Str +20 Dex +1 dodge -2 berserking +6 deflection) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection after 3 rounds)

Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance) (All but Richtofen lose Staunch Resistance in 3 rounds)
Ref: +40 (+10 base, +2 epic, +20 Dex, +8 Staunch Resistance) (Richtofen: +3 Haste, all but Richtofen lose Staunch Resistance in 3 rounds)
Will: +49 (+12 base, +2 epic, +22 Int, +5 resistance, +8 Staunch Resistance) (+8 vs. mind-affecting or +13 against fear, +2 Iron Will) (+20 vs. illusions) (All but Richtofen lose Staunch Resistance in 3 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
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: 52 (10 +20 Dex +11 armor +1 dodge -2 berserking +6 deflection +6 natural) (-6 vs. AoOs) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds) (Kleist and von Zeiten only: +10 Aid Another for 1r)
Flat-footed: 52 (Uncanny Dodge) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds)
Touch: 45 (10 +20 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds)
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]
RICHTOFEN ONLY: 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: 3d10+24+3+3+12+18+9 (99 HP) (Lose 18 current and max HP when Con gets -12 in 25 rounds) (86 temp HP)
Barrier HP: 250
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: +30 (+20 Dex, +10 Superior Initiative)

Speed: 95' (+35' competence, +30' Fast) (Richtofen: +60' Haste)

Attacks:
Karabiner 23k +55 ranged, 1d10+28 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +55 melee, 1d6+28 piercing + 14d4 untyped, 19-20/x2 crit

Struck target 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]
+3 Haste (Richtofen only!)
+6 enhancement
+3 insight [Prescience] (May expend as a free for +26 to one attack) [Everyone but Richtofen loses in 4 rounds]

+3 (Swords motif) (May expend as an immediate for +13 on crit confirms and ignoring concealment-related msis chances for 1 minute) [Everyone but Richtofen loses in 4 rounds]
(-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 +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

Disguise +46 (Richtofen: +8)
Bluff +46 (Richtofen: +8)
Diplomacy +46 (Richtofen: +8)
Sense Motive +50 (5e-style Disadvantage on hunches)
Intimidate +50 (Richtofen: +8)

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 37 +13
Dexterity: 51 +20
Constitution: 39 +14
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: +33 (non-finesse weapon), +41 (finesse weapon)
CMD: 69 (10 +20 BAB +1 epic +13 Str +20 Dex +1 dodge -2 berserking +6 deflection) (All lose +6 deflection after 3 rounds)

Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance) (All lose Staunch Resistance in 3 rounds)
Ref: +40 (+10 base, +2 epic, +20 Dex, +8 Staunch Resistance) (All lose Staunch Resistance in 3 rounds)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +8 Staunch Resistance) (+8 vs. mind-affecting or +13 against fear, +2 Iron Will) (+20 vs. illusions) (All lose Staunch Resistance in 3 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
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: 52 (10 +20 Dex +11 armor +1 dodge -2 berserking +6 deflection +6 natural) (-6 vs. AoOs) (Richtofen: +3 Haste, everyone loses +6 deflection in 3 rounds)
Flat-footed: 52 (Uncanny Dodge) (Richtofen: +3 Haste, everyone loses +6 deflection in 3 rounds)
Touch: 46 (10 +20 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking +6 deflection) (Everyone loses +6 deflection in 3 rounds)
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: 42 (1d10+8+1+1+1+12+6+3) (290-HP Greater Barrier) (Lose 6 current and max HP in 25r when ability enhancement drops) (86 temp HP, Gun Crew 5 and 6 down 35 temp HP, Gun Crew 10 down 63)
Barrier HP: 250 max [Gun Crew 1-4 203, Gun Crew 6-10 200]

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

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

Attacks:
Karabiner 23k +55 ranged, 1d10+28 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +55 melee, 1d6+28 piercing + 14d4 untyped, 19-20/x2 crit

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

Hotchkiss 6-pounder: +55 ranged, 8d6+6 slashing, piercing and bludgeoning +1d6 fire +1d6 dessication in a 30' radius, DC 20 Reflex half: any damage inflicts 5 rounds of Faerie Fire, range 300', misfire 0, load 2

The field gun of both gun crews is now nearly out of action, since between the fire, the lightning bolt, and all the explosions, both ammunition wagons have been smashed to Hell and scattered from there to breakfast. Each crew can recover 1d3-1 shells in usable condition per full-round action of searching

Attack:
+20 BAB
+1 epic
+22 Int [Primal Blast] [or +20 Dex for the Hotchkiss, which I'm pretty sure doesn't work with Spell Attack]
+6 enhancement
+3 insight [Prescience] (May expend as a free for +26 to one attack) [Expires in 4 rounds]
+3 (Swords motif) (May expend as an immediate for +13 on crit confirms and ignoring concealment-related msis chances for 1 minute) [Expires in 4 rounds]

(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+22 Int [Primal Blast] [not for the Hotchkiss]
+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 +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

Disguise +46 (Richtofen: +8)
Bluff +46 (Richtofen: +8)
Diplomacy +46 (Richtofen: +8)
Sense Motive +50 (5e-style Disadvantage on hunches)
Intimidate +50 (Richtofen: +8)

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +49 melee, 1d6+28 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+28+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+6 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

Toptomcat

Toptomcat

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, +2 (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 Latent Healing (Invigorate option)+Deeper Healing+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 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

+12 untyped to all six ability scores, ignore the first 6 points of damage to any ability score from any source. Lasts 25 rounds for Squadron members, 4 for non-Squadron members.

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 squadron members, 4 rounds for gun crew and musicians.

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, 4 rounds for gun crew and musicians.

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, 4 rounds for gun crew and musicians.

ALL 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

EVERYONE OTHER THAN VISHA, TANYA, THE TANK, AND THE MORTAR TROOPS:
A 250-HP, selectively permeable barrier- invisible and requiring a DC 49 Perception check to percieve, and not breaking line of sight, but breaking line of effect until destroyed.

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 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

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.

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

 

Oberstleutnant Tanya Degurecheff (S)

Strength: 37 +13
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 50 +20 (+16 for 1 minute)
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +44 (non-finesse weapon), +59 (finesse weapon) (+20 BAB +1 epic +3 Haste +8 Wild Fire, +13 Str or +20 Dex as appropriate)
CMD: 80 (10 +20 BAB +1 epic +13 Str +20 Dex +6 deflection +1 Dodge feat dodge +3 Haste dodge +8 Wild Fire dodge -2 Berserking) (+12 vs. sunder)

Fort: +57 (+10 base, +2 epic, +22 Int, +5 resistance, +2 Great Fortitude, +8 Wild Fire, +8 Staunch Resistance)
Ref: +55 (+10 base, +2 epic, +20 Dex, +5 resistance, +8 Wild Fire +3 dodge [Haste], +8 Staunch Resistance) 
Will: +59 (+12 base, +2 epic, +22 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: 63 (10 +20 Dex +11 armor +6 deflection +6 natural +1 dodge +3 Haste dodge -2 Berserking +8 Wild Fire) (-6 vs. AoOs) Flat-footed: 63 (Uncanny Dodge)
Touch: 57 (10 +20 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: 420 (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) (Lose 96 current and max HP in 25 rounds when the Con enhancement wears off) (86 temp HP) 25 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: +30 (+20 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 +63 ranged, 1d10+28+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 46 Fortitude save or treat all creatures as if they had concealment for 1r [Int-based]

Attack:
+20 BAB
+1 epic
+22 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:
+22 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:
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 +64 (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 +62 (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 +60
Fly +39 (-17 from Wild Magic updraft effect)

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

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

Survival +50
Sleight of Hand +45
Heal +40
Use Magic Device +44 (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:
2/32 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: 29 +9 [-8 size]
Dexterity: 59 +24 [+8 size]
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!
BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +53
CMD: 70 (10 +20 BAB +1 epic +9 Str +24 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: +52 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance +8 Wild Fire) (Wild Fire expires in 15 rounds.)
Ref: +55 (+10 base, +2 epic, +24 Dex, +3 Haste dodge, +8 Staunch Resistance +8 Wild Fire) (Evasion) (Wild Fire expires in 15 rounds.)
Will: +59 (+12 base, +2 epic, +22 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: 77 (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: 77 (Uncanny Dodge)
Touch: 71 (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: 420 (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) (Lose 96 current and max HP in 25 rounds when the Con enhancement wears off) (86 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: +38 (+24 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 +68 ranged touch*, 1d4+28 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)

+22 Int [Primal Blast]
+3 Haste
+8 size

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

Damage:
+22 Int [Primal Blast]
+6 enhancement
-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:

Perception +56 (darkvision 60', low-light vision, extraordinary True Seeing, +15 morale when Berserking)
Stealth +69 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +64

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

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +44 (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:
2/32 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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +46
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +45 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (0 temp HP)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100, 27/100 [fire damage]
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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+24 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+12 bludgeoning and peircing damage, Ref DC 40 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+6 piercing and slashing damage, Ref DC 48 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+6 bludgeoning, peircing and slashing damage, Ref DC 40 half (Dex-based) 

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

Skills:
Perception +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +46
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +45 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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: Toop traits, gas masks

AC: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (0 temp HP)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100, 60/100 [fire damage]
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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+24 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+12 bludgeoning and peircing damage, Ref DC 40 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+6 piercing and slashing damage, Ref DC 48 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+6 bludgeoning, peircing and slashing damage, Ref DC 40 half (Dex-based) 

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

Skills:

Perception +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +46
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +45 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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: Toop traits, gas masks

AC: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (11 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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+24 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+12 bludgeoning and peircing damage, Ref DC 40 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+6 piercing and slashing damage, Ref DC 48 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+6 bludgeoning, peircing and slashing damage, Ref DC 40 half (Dex-based) 

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

Skills:

Perception +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 37 +13
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18 (Richtofen: 63 +31)
Note: All ability scores -12 in 24 rounds!
BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +34 (non-finesse weapon), +41 (finesse weapon) (Richtofen: +3 Haste)
CMD: 69 (10 +20 BAB +1 epic +13 Str +20 Dex +1 dodge -2 berserking +6 deflection) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection after 3 rounds)

Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance) (All but Richtofen lose Staunch Resistance in 3 rounds)
Ref: +40 (+10 base, +2 epic, +20 Dex, +8 Staunch Resistance) (Richtofen: +3 Haste, all but Richtofen lose Staunch Resistance in 3 rounds)
Will: +49 (+12 base, +2 epic, +22 Int, +5 resistance, +8 Staunch Resistance) (+8 vs. mind-affecting or +13 against fear, +2 Iron Will) (+20 vs. illusions) (All but Richtofen lose Staunch Resistance in 3 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
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: 52 (10 +20 Dex +11 armor +1 dodge -2 berserking +6 deflection +6 natural) (-6 vs. AoOs) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds) (Kleist and von Zeiten only: +10 Aid Another for 1r)
Flat-footed: 52 (Uncanny Dodge) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds)
Touch: 45 (10 +20 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds)
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]
RICHTOFEN ONLY: 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: 3d10+24+3+3+12+18+9 (99 HP) (Lose 18 current and max HP when Con gets -12 in 25 rounds) (86 temp HP)
Barrier HP: 250
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: +30 (+20 Dex, +10 Superior Initiative)

Speed: 95' (+35' competence, +30' Fast) (Richtofen: +60' Haste)

Attacks:
Karabiner 23k +55 ranged, 1d10+28 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +55 melee, 1d6+28 piercing + 14d4 untyped, 19-20/x2 crit

Struck target 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]
+3 Haste (Richtofen only!)
+6 enhancement
+3 insight [Prescience] (May expend as a free for +26 to one attack) [Everyone but Richtofen loses in 4 rounds]

+3 (Swords motif) (May expend as an immediate for +13 on crit confirms and ignoring concealment-related msis chances for 1 minute) [Everyone but Richtofen loses in 4 rounds]
(-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 +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

Disguise +46 (Richtofen: +8)
Bluff +46 (Richtofen: +8)
Diplomacy +46 (Richtofen: +8)
Sense Motive +50 (5e-style Disadvantage on hunches)
Intimidate +50 (Richtofen: +8)

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 37 +13
Dexterity: 51 +20
Constitution: 39 +14
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: +33 (non-finesse weapon), +41 (finesse weapon)
CMD: 69 (10 +20 BAB +1 epic +13 Str +20 Dex +1 dodge -2 berserking +6 deflection) (All lose +6 deflection after 3 rounds)

Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance) (All lose Staunch Resistance in 3 rounds)
Ref: +40 (+10 base, +2 epic, +20 Dex, +8 Staunch Resistance) (All lose Staunch Resistance in 3 rounds)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +8 Staunch Resistance) (+8 vs. mind-affecting or +13 against fear, +2 Iron Will) (+20 vs. illusions) (All lose Staunch Resistance in 3 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
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: 52 (10 +20 Dex +11 armor +1 dodge -2 berserking +6 deflection +6 natural) (-6 vs. AoOs) (Richtofen: +3 Haste, everyone loses +6 deflection in 3 rounds)
Flat-footed: 52 (Uncanny Dodge) (Richtofen: +3 Haste, everyone loses +6 deflection in 3 rounds)
Touch: 46 (10 +20 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking +6 deflection) (Everyone loses +6 deflection in 3 rounds)
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: 42 (1d10+8+1+1+1+12+6+3) (290-HP Greater Barrier) (Lose 6 current and max HP in 25r when ability enhancement drops) (86 temp HP, Gun Crew 5 and 6 down 35 temp HP, Gun Crew 10 down 63)
Barrier HP: 250 max [Gun Crew 1-4 203, Gun Crew 6-10 200]

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

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

Attacks:
Karabiner 23k +55 ranged, 1d10+28 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +55 melee, 1d6+28 piercing + 14d4 untyped, 19-20/x2 crit

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

Hotchkiss 6-pounder: +55 ranged, 8d6+6 slashing, piercing and bludgeoning +1d6 fire +1d6 dessication in a 30' radius, DC 20 Reflex half: any damage inflicts 5 rounds of Faerie Fire, range 300', misfire 0, load 2

The field gun of both gun crews is now nearly out of action, since between the fire, the lightning bolt, and all the explosions, both ammunition wagons have been smashed to Hell and scattered from there to breakfast. Each crew can recover 1d3-1 shells in usable condition per full-round action of searching

Attack:
+20 BAB
+1 epic
+22 Int [Primal Blast] [or +20 Dex for the Hotchkiss, which I'm pretty sure doesn't work with Spell Attack]
+6 enhancement
+3 insight [Prescience] (May expend as a free for +26 to one attack) [Expires in 4 rounds]
+3 (Swords motif) (May expend as an immediate for +13 on crit confirms and ignoring concealment-related msis chances for 1 minute) [Expires in 4 rounds]

(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+22 Int [Primal Blast] [not for the Hotchkiss]
+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 +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

Disguise +46 (Richtofen: +8)
Bluff +46 (Richtofen: +8)
Diplomacy +46 (Richtofen: +8)
Sense Motive +50 (5e-style Disadvantage on hunches)
Intimidate +50 (Richtofen: +8)

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +49 melee, 1d6+28 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+28+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+6 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

Toptomcat

Toptomcat

IT BEGINS

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, +2 (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 Latent Healing (Invigorate option)+Deeper Healing+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 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

+12 untyped to all six ability scores, ignore the first 6 points of damage to any ability score from any source. Lasts 25 rounds for Squadron members, 4 for non-Squadron members.

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 squadron members, 4 rounds for gun crew and musicians.

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, 4 rounds for gun crew and musicians.

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, 4 rounds for gun crew and musicians.

ALL 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

EVERYONE OTHER THAN VISHA, TANYA, THE TANK, AND THE MORTAR TROOPS:
A 250-HP, selectively permeable barrier- invisible and requiring a DC 49 Perception check to percieve, and not breaking line of sight, but breaking line of effect until destroyed.

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 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

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.

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

 

Oberstleutnant Tanya Degurecheff (S)

Strength: 37 +13
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 50 +20 (+16 for 1 minute)
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +44 (non-finesse weapon), +59 (finesse weapon) (+20 BAB +1 epic +3 Haste +8 Wild Fire, +13 Str or +20 Dex as appropriate)
CMD: 80 (10 +20 BAB +1 epic +13 Str +20 Dex +6 deflection +1 Dodge feat dodge +3 Haste dodge +8 Wild Fire dodge -2 Berserking) (+12 vs. sunder)

Fort: +57 (+10 base, +2 epic, +22 Int, +5 resistance, +2 Great Fortitude, +8 Wild Fire, +8 Staunch Resistance)
Ref: +55 (+10 base, +2 epic, +20 Dex, +5 resistance, +8 Wild Fire +3 dodge [Haste], +8 Staunch Resistance) 
Will: +59 (+12 base, +2 epic, +22 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: 63 (10 +20 Dex +11 armor +6 deflection +6 natural +1 dodge +3 Haste dodge -2 Berserking +8 Wild Fire) (-6 vs. AoOs) Flat-footed: 63 (Uncanny Dodge)
Touch: 57 (10 +20 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: 420 (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) (Lose 96 current and max HP in 25 rounds when the Con enhancement wears off) (86 temp HP) 25 Nonlethal
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: +30 (+20 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 +63 ranged, 1d10+28+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 46 Fortitude save or treat all creatures as if they had concealment for 1r [Int-based]

Attack:
+20 BAB
+1 epic
+22 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:
+22 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:
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 +64 (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 +62 (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 +60
Fly +39 (-17 from Wild Magic updraft effect)

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

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

Survival +50
Sleight of Hand +45
Heal +40
Use Magic Device +44 (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:
2/32 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: 29 +9 [-8 size]
Dexterity: 59 +24 [+8 size]
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!
BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +53
CMD: 70 (10 +20 BAB +1 epic +9 Str +24 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: +52 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance +8 Wild Fire) (Wild Fire expires in 15 rounds.)
Ref: +55 (+10 base, +2 epic, +24 Dex, +3 Haste dodge, +8 Staunch Resistance +8 Wild Fire) (Evasion)
(Wild Fire expires in 15 rounds.)
Will: +59 (+12 base, +2 epic, +22 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: 77 (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: 77 (Uncanny Dodge)
Touch: 71 (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: 420 (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) (Lose 96 current and max HP in 25 rounds when the Con enhancement wears off) (86 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: +38 (+24 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 +68 ranged touch*, 1d4+28 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)

+22 Int [Primal Blast]
+3 Haste
+8 size

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

Damage:
+22 Int [Primal Blast]
+6 enhancement
-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:

Perception +56 (darkvision 60', low-light vision, extraordinary True Seeing, +15 morale when Berserking)
Stealth +69 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +64

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

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +44 (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:
2/32 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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +46
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +45 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (0 temp HP)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100, 27/100 [fire damage]
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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+24 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+12 bludgeoning and peircing damage, Ref DC 40 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+6 piercing and slashing damage, Ref DC 48 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+6 bludgeoning, peircing and slashing damage, Ref DC 40 half (Dex-based) 

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

Skills:
Perception +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +46
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area

Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +45 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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: Toop traits, gas masks

AC: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (0 temp HP)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100, 60/100 [fire damage]
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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+24 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+12 bludgeoning and peircing damage, Ref DC 40 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+6 piercing and slashing damage, Ref DC 48 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+6 bludgeoning, peircing and slashing damage, Ref DC 40 half (Dex-based) 

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

Skills:

Perception +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +46
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area

Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +45 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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: Toop traits, gas masks

AC: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (11 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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+24 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+12 bludgeoning and peircing damage, Ref DC 40 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+6 piercing and slashing damage, Ref DC 48 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+6 bludgeoning, peircing and slashing damage, Ref DC 40 half (Dex-based) 

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

Skills:

Perception +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 37 +13
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18 (Richtofen: 63 +31)
Note: All ability scores -12 in 24 rounds!
BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +34 (non-finesse weapon), +41 (finesse weapon) (Richtofen: +3 Haste)
CMD: 69 (10 +20 BAB +1 epic +13 Str +20 Dex +1 dodge -2 berserking +6 deflection) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection after 3 rounds)

Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance) (All but Richtofen lose Staunch Resistance in 3 rounds)
Ref: +40 (+10 base, +2 epic, +20 Dex, +8 Staunch Resistance
) (Richtofen: +3 Haste, all but Richtofen lose Staunch Resistance in 3 rounds)
Will: +49 (+12 base, +2 epic, +22 Int, +5 resistance, +8 Staunch Resistance
) (+8 vs. mind-affecting or +13 against fear, +2 Iron Will) (+20 vs. illusions) (All but Richtofen lose Staunch Resistance in 3 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
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: 52 (10 +20 Dex +11 armor +1 dodge -2 berserking +6 deflection +6 natural) (-6 vs. AoOs) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds) (Kleist and von Zeiten only: +10 Aid Another for 1r)
Flat-footed: 52 (Uncanny Dodge) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds)
Touch: 45 (10 +20 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds)
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]
RICHTOFEN ONLY: 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: 3d10+24+3+3+12+18+9 (99 HP) (Lose 18 current and max HP when Con gets -12 in 25 rounds) (86 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: +30 (+20 Dex, +10 Superior Initiative)

Speed: 95' (+35' competence, +30' Fast) (Richtofen: +60' Haste)

Attacks:
Karabiner 23k +55 ranged, 1d10+28 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +55 melee, 1d6+28 piercing + 14d4 untyped, 19-20/x2 crit

Struck target 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]
+3 Haste (Richtofen only!)
+6 enhancement
+3 insight [Prescience] (May expend as a free for +26 to one attack)
[Everyone but Richtofen loses in 4 rounds]
+3 (Swords motif) (May expend as an immediate for +13 on crit confirms and ignoring concealment-related msis chances for 1 minute) [Everyone but Richtofen loses in 4 rounds]
(-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 +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

Disguise +46 (Richtofen: +8)
Bluff +46 (Richtofen: +8)

Diplomacy +46 (Richtofen: +8)
Sense Motive +50 (5e-style Disadvantage on hunches)
Intimidate +50 (Richtofen: +8)

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 37 +13
Dexterity: 51 +20
Constitution: 39 +14
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: +33 (non-finesse weapon), +41 (finesse weapon)
CMD: 69 (10 +20 BAB +1 epic +13 Str +20 Dex +1 dodge -2 berserking +6 deflection) (All lose +6 deflection after 3 rounds)

Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance) (All lose Staunch Resistance in 3 rounds)
Ref: +40 (+10 base, +2 epic, +20 Dex, +8 Staunch Resistance) (All lose Staunch Resistance in 3 rounds)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +8 Staunch Resistance) (+8 vs. mind-affecting or +13 against fear, +2 Iron Will) (+20 vs. illusions) (All lose Staunch Resistance in 3 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
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: 52 (10 +20 Dex +11 armor +1 dodge -2 berserking +6 deflection +6 natural) (-6 vs. AoOs) (Richtofen: +3 Haste, everyone loses +6 deflection in 3 rounds)
Flat-footed: 52 (Uncanny Dodge) (Richtofen: +3 Haste, everyone loses +6 deflection in 3 rounds)
Touch: 46 (10 +20 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking +6 deflection) (Everyone loses +6 deflection in 3 rounds)
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: 42 (1d10+8+1+1+1+12+6+3) (290-HP Greater Barrier) (Lose 6 current and max HP in 25r when ability enhancement drops) (86 temp HP, Gun Crew 5 and 6 down 35 temp HP, Gun Crew 10 down 63)

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

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

Attacks:
Karabiner 23k +55 ranged, 1d10+28 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +55 melee, 1d6+28 piercing + 14d4 untyped, 19-20/x2 crit

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

Hotchkiss 6-pounder: +55 ranged, 8d6+6 slashing, piercing and bludgeoning +1d6 fire +1d6 dessication in a 30' radius, DC 20 Reflex half: any damage inflicts 5 rounds of Faerie Fire, range 300', misfire 0, load 2

The field gun of both gun crews is now nearly out of action, since between the fire, the lightning bolt, and all the explosions, both ammunition wagons have been smashed to Hell and scattered from there to breakfast. Each crew can recover 1d3-1 shells in usable condition per full-round action of searching

Attack:
+20 BAB
+1 epic
+22 Int [Primal Blast] [or +20 Dex for the Hotchkiss, which I'm pretty sure doesn't work with Spell Attack]
+6 enhancement
+3 insight [Prescience] (May expend as a free for +26 to one attack) [Expires in 4 rounds]
+3 (Swords motif) (May expend as an immediate for +13 on crit confirms and ignoring concealment-related msis chances for 1 minute) [Expires in 4 rounds]

(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+22 Int [Primal Blast] [not for the Hotchkiss]
+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 +55 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

Disguise +46 (Richtofen: +8)
Bluff +46 (Richtofen: +8)

Diplomacy +46 (Richtofen: +8)
Sense Motive +50 (5e-style Disadvantage on hunches)
Intimidate +50 (Richtofen: +8)

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +49 melee, 1d6+28 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)

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+28+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+6 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

Toptomcat

Toptomcat

IT BEGINS

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, +2 (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 Latent Healing (Invigorate option)+Deeper Healing+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 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)
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

+12 untyped to all six ability scores, ignore the first 6 points of damage to any ability score from any source. Lasts 25 rounds for Squadron members, 4 for non-Squadron members.

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 checks for 33 minutes for Squadron members and 4 rounds for non-Squadron members.

CL 33 casting of Divination/Prescience: +3 insight to attack, expend as a free for +26 insight to one attack. Lasts 33 hours for squadron members, 4 rounds for gun crew and musicians.

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, 4 rounds for gun crew and musicians.

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, 4 rounds for gun crew and musicians.

ALL 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
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

EVERYONE OTHER THAN VISHA, TANYA, THE TANK, AND THE MORTAR TROOPS:
A 250-HP, selectively permeable barrier- invisible and requiring a DC 49 Perception check to percieve, and not breaking line of sight, but breaking line of effect until destroyed.

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 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

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.

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

 

Oberstleutnant Tanya Degurecheff (S)

Strength: 37 +13
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 50 +20 (+16 for 1 minute)
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +52 (non-finesse weapon), +59 (finesse weapon) (+20 BAB +1 epic +3 Haste +8 Wild Fire, +13 Str or +20 Dex as appropriate, +8 morale)
CMD: 80 (10 +20 BAB +1 epic +13 Str +20 Dex +6 deflection +1 Dodge feat dodge +3 Haste dodge +8 Wild Fire dodge -2 Berserking) (+12 vs. sunder)

Fort: +64 (+10 base, +2 epic, +22 Int, +5 resistance, +2 Great Fortitude, +8 Wild Fire, +8 Staunch Resistance, +7 morale)
Ref: +62 (+10 base, +2 epic, +20 Dex, +5 resistance, +8 Wild Fire +3 dodge [Haste], +8 Staunch Resistance, +7 morale) 
Will: +66 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Wild Fire, +8 Staunch Resistance, +7 morale) (+8 vs. mind-affecting or +13 against fear) (+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)
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: 63 (10 +20 Dex +11 armor +6 deflection +6 natural +1 dodge +3 Haste dodge -2 Berserking +8 Wild Fire) (-6 vs. AoOs) Flat-footed: 63 (Uncanny Dodge)
Touch: 57 (10 +20 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: 420 (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) (Lose 96 current and max HP in 25 rounds when the Con enhancement wears off) (86 temp HP) 25 Nonlethal
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: +30 (+20 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 +73 ranged, 1d10+28+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 46 Fortitude save or treat all creatures as if they had concealment for 1r [Int-based]

Attack:
+20 BAB
+1 epic
+22 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)
+7 morale

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

Damage:
+22 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:
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 +73 (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 +69 (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 +67
Fly +46 (-17 from Wild Magic updraft effect)

Knowledge (engineering): +66 (+68 for spellcasting)
Knowledge (arcana) +77
Knowledge (everything else, including martial) +60
Spellcraft +77

Disguise +53
Bluff +53
Diplomacy +53
Sense Motive +57 (5e-style Disadvantage on hunches)
Intimidate +57

Survival +57
Sleight of Hand +52
Heal +47
Use Magic Device +51 (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:
2/32 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: 29 +9 [-8 size]
Dexterity: 59 +24 [+8 size]
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!
BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +52
CMD: 62 (10 +20 BAB +1 epic +9 Str +24 Dex +1 dodge Dodge feat +2 dodge Alteration trait +3 Haste dodge -2 berserking +6 deflection -8 size)

Fort: +51 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance +7 morale)
Ref: +54 (+10 base, +2 epic, +24 Dex, +3 Haste dodge, +8 Staunch Resistance +7 morale) (Evasion)
Will: +56 (+12 base, +2 epic, +22 Int, +5 resistance, +8 Staunch Resistance +7 morale) (+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

AC: 69 (10 +24 Dex +11 armor +1 Dodge feat dodge +2 Alteration trait dodge +3 Haste dodge -2 berserking +8 size +6 deflection +6 natural) (-6 vs. AoOs)
Flat-footed: 69 (Uncanny Dodge)
Touch: 63 (10 +24 Dex +11 armor [special, Unarmored Training], +1 Dodge feat dodge +2 Alteration trait dodge +3 Haste dodge -2 berserking +6 deflection)
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: 420 (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) (Lose 96 current and max HP in 25 rounds when the Con enhancement wears off) (86 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: +38 (+24 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 +67 ranged touch*, 1d4+28 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)

+22 Int [Primal Blast]
+3 Haste
+8 size

+7 morale
-2 scatter
-4 nonproficiency
(+8 for 15r w/Wild Fire)

Damage:
+22 Int [Primal Blast]
+6 enhancement
-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:

Perception +63 (darkvision 60', low-light vision, extraordinary True Seeing, +15 morale when Berserking)
Stealth +75 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +67
Fly +71

Knowledge (engineering): +66 (+68 for spellcasting)
Knowledge (arcana) +77
Knowledge (everything else, including martial) +60
Spellcraft +77

Disguise +53
Bluff +53
Diplomacy +53
Sense Motive +57 (5e-style Disadvantage on hunches)
Intimidate +57

Survival +57
Sleight of Hand +55
Heal +47
Use Magic Device +51 (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:
2/32 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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +46
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +51 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance, +7 morale)
Ref: +52 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance, +7 morale)
Will: +58 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance, +7 morale) (+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)
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: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (44 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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+24 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+12 bludgeoning and peircing damage, Ref DC 40 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+6 piercing and slashing damage, Ref DC 48 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+6 bludgeoning, peircing and slashing damage, Ref DC 40 half (Dex-based) 

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

Skills:
Perception +62 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +75 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +67
Fly +63

Knowledge (engineering): +66 (+68 for spellcasting)
Knowledge (arcana) +76
Knowledge (everything else, including martial) +60
Spellcraft +77

Disguise +53
Bluff +
53
Diplomacy +53
Sense Motive +57 (5e-style Disadvantage on hunches)
Intimidate +57

Survival +57
Sleight of Hand +55
Heal +47
Use Magic Device +53 (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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +46
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +51 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance, +7 morale)
Ref: +52 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance, +7 morale)
Will: +58 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance, +7 morale) (+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)
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: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (86 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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+24 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+12 bludgeoning and peircing damage, Ref DC 40 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+6 piercing and slashing damage, Ref DC 48 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+6 bludgeoning, peircing and slashing damage, Ref DC 40 half (Dex-based) 

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

Skills:
Perception +63 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +75 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +67
Fly +63

Knowledge (engineering): +66 (+68 for spellcasting)
Knowledge (arcana) +75
Knowledge (everything else, including martial) +60
Spellcraft +77

Disguise +53
Bluff +53
Diplomacy +53
Sense Motive +57 (5e-style Disadvantage on hunches)
Intimidate +57

Survival +57
Sleight of Hand +54
Heal +47
Use Magic Device +53 (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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +46
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +51 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance, +8 morale)
Ref: +52 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance, +8 morale)
Will: +58 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance, +8 morale) (+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)
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: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (86 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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+24 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+12 bludgeoning and peircing damage, Ref DC 40 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+6 piercing and slashing damage, Ref DC 48 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+6 bludgeoning, peircing and slashing damage, Ref DC 40 half (Dex-based) 

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

Skills:
Perception +63 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +75 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +67
Fly +63

Knowledge (engineering): +66 (+68 for spellcasting)
Knowledge (arcana) +75
Knowledge (everything else, including martial) +60
Spellcraft +77

Disguise +53
Bluff +
53
Diplomacy +53
Sense Motive +57 (5e-style Disadvantage on hunches)
Intimidate +57

Survival +57
Sleight of Hand +55
Heal +47
Use Magic Device +53 (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: 37 +13
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18 (Richtofen: 63 +31)
Note: All ability scores -12 in 24 rounds!
BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +41 (non-finesse weapon), +48 (finesse weapon) (Richtofen: +3 Haste) (Everyone not Richtofen loses +7 morale after 4 rounds)
CMD: 69 (10 +20 BAB +1 epic +13 Str +20 Dex +1 dodge -2 berserking +6 deflection) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection after 3 rounds)

Fort: +51 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance, +7 morale) (All but Richtofen lose Staunch Resistance in 3 rounds and Courage morale in 4)
Ref: +47 (+10 base, +2 epic, +20 Dex, +8 Staunch Resistance
, +7 morale) (Richtofen: +3 Haste, all but Richtofen lose Staunch Resistance in 3 rounds and Courage morale in 4)
Will: +56 (+12 base, +2 epic, +22 Int, +5 resistance, +8 Staunch Resistance
, +7 morale) (+8 vs. mind-affecting or +13 against fear, +2 Iron Will) (+20 vs. illusions) (All but Richtofen lose Staunch Resistance in 3 rounds and Courage morale in 4)
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: 52 (10 +20 Dex +11 armor +1 dodge -2 berserking +6 deflection +6 natural) (-6 vs. AoOs) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds) (Kleist and von Zeiten only: +10 Aid Another for 1r)
Flat-footed: 52 (Uncanny Dodge) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds)
Touch: 45 (10 +20 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds)
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]
RICHTOFEN ONLY: 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: 3d10+24+3+3+12+18+9 (99 HP) (Lose 18 current and max HP when Con gets -12 in 25 rounds) (86 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: +30 (+20 Dex, +10 Superior Initiative)

Speed: 95' (+35' competence, +30' Fast) (Richtofen: +60' Haste)

Attacks:
Karabiner 23k +62 ranged, 1d10+28 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +62 melee, 1d6+28 piercing + 14d4 untyped, 19-20/x2 crit

Struck target 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]
+3 Haste (Richtofen only!)
+6 enhancement
+3 insight [Prescience] (May expend as a free for +26 to one attack)
[Everyone but Richtofen loses in 4 rounds]
+3 (Swords motif) (May expend as an immediate for +13 on crit confirms and ignoring concealment-related msis chances for 1 minute) [Everyone but Richtofen loses in 4 rounds]
+7 morale [Everyone but Richtofen loses in 4 rounds]
(-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 +63 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +75 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +67
Fly +63

Knowledge (engineering): +66 (+68 for spellcasting)
Knowledge (arcana) +75
Knowledge (everything else, including martial) +60
Spellcraft +77

Disguise +53 (Richtofen: +8)
Bluff +53 (Richtofen: +8)
Diplomacy +53 (Richtofen: +8)
Sense Motive +57 (5e-style Disadvantage on hunches)
Intimidate +57 (Richtofen: +8)

Survival +57
Sleight of Hand +55
Heal +47
Use Magic Device +53 (Richtofen: +8) (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: 37 +13
Dexterity: 51 +20
Constitution: 39 +14
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: +40 (non-finesse weapon), +48 (finesse weapon) [Lose +7 morale after 4 rounds]
CMD: 69 (10 +20 BAB +1 epic +13 Str +20 Dex +1 dodge -2 berserking +6 deflection) (All lose +6 deflection after 3 rounds)

Fort: +51 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance, +7 morale) (All lose Staunch Resistance in 3 rounds and Courage morale in 4)
Ref: +47 (+10 base, +2 epic, +20 Dex, +8 Staunch Resistance, +7 morale) (All lose Staunch Resistance in 3 rounds and Courage morale in 4)
Will: +58 (+12 base, +2 epic, +22 Int, +5 resistance, +8 Staunch Resistance) (+8 vs. mind-affecting or +13 against fear, +2 Iron Will) (+20 vs. illusions) (All lose Staunch Resistance in 3 rounds and Courage morale in 4)
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: 52 (10 +20 Dex +11 armor +1 dodge -2 berserking +6 deflection +6 natural) (-6 vs. AoOs) (Richtofen: +3 Haste, everyone loses +6 deflection in 3 rounds)
Flat-footed: 52 (Uncanny Dodge) (Richtofen: +3 Haste, everyone loses +6 deflection in 3 rounds)
Touch: 46 (10 +20 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking +6 deflection) (Everyone loses +6 deflection in 3 rounds)
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: 42 (1d10+8+1+1+1+12+6+3) (290-HP Greater Barrier) (Lose 6 current and max HP in 25r when ability enhancement drops) (86 temp HP, Gun Crew 5 and 6 down 35 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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Karabiner 23k +62 ranged, 1d10+28 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +62 melee, 1d6+28 piercing + 14d4 untyped, 19-20/x2 crit

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

Hotchkiss 6-pounder: +60 ranged, 8d6+6 slashing, piercing and bludgeoning +1d6 fire +1d6 dessication in a 30' radius, DC 20 Reflex half: any damage inflicts 5 rounds of Faerie Fire, range 300', misfire 0, load 2

The field gun of both gun crews is now nearly out of action, since between the fire, the lightning bolt, and all the explosions, both ammunition wagons have been smashed to Hell and scattered from there to breakfast. Each crew can recover 1d3-1 shells in usable condition per full-round action of searching

Attack:
+20 BAB
+1 epic
+22 Int [Primal Blast] [or +20 Dex for the Hotchkiss, which I'm pretty sure doesn't work with Spell Attack]
+6 enhancement
+3 insight [Prescience] (May expend as a free for +26 to one attack) [Expires in 4 rounds]
+3 (Swords motif) (May expend as an immediate for +13 on crit confirms and ignoring concealment-related msis chances for 1 minute) [Expires in 4 rounds]

+7 morale [Expires in 4 rounds]
(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+22 Int [Primal Blast] [not for the Hotchkiss]
+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 +63 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +75 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +67
Fly +63

Knowledge (engineering): +66 (+68 for spellcasting)
Knowledge (arcana) +75
Knowledge (everything else, including martial) +60
Spellcraft +77

Disguise +53
Bluff +53
Diplomacy +53
Sense Motive +57 (5e-style Disadvantage on hunches)
Intimidate +57

Survival +57
Sleight of Hand +55
Heal +47
Use Magic Device +53 (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: 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 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +49 melee, 1d6+28 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)

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+28+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+6 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

Toptomcat

Toptomcat

IT BEGINS

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, +2 (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 Latent Healing (Invigorate option)+Deeper Healing+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 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)
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

+12 untyped to all six ability scores, ignore the first 6 points of damage to any ability score from any source. Lasts 25 rounds for Squadron members, 4 for non-Squadron members.

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 casting of Divination/Prescience: +3 insight to attack, expend as a free for +26 insight to one attack. Lasts 33 hours for squadron members, 4 rounds for gun crew and musicians.

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, 4 rounds for gun crew and musicians.

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, 4 rounds for gun crew and musicians.

ALL 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 deflected. This effect triggers before an attack roll is made. Lasts 35 minutes for Richtofen, and 4 rounds for the rest.

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
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

EVERYONE OTHER THAN VISHA, TANYA, THE TANK, AND THE MORTAR TROOPS:
A 250-HP, selectively permeable barrier- invisible and requiring a DC 49 Perception check to percieve, and not breaking line of sight, but breaking line of effect until destroyed.

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 5
Down 35 temporary HP, putting him at 73 after the Invigorate and Berserker temp HP

GUN CREW 6
Down 35 temporary HP, putting him at 73 after the Invigorate and Berserker temp HP

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

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.

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

 

Oberstleutnant Tanya Degurecheff (S)

Strength: 37 +13
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 50 +20 (+16 for 1 minute)
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +45 (non-finesse weapon), +52 (finesse weapon) (+20 BAB +1 epic +3 Haste +8 Wild Fire, +13 Str or +20 Dex as appropriate)
CMD: 80 (10 +20 BAB +1 epic +13 Str +20 Dex +6 deflection +1 Dodge feat dodge +3 Haste dodge +8 Wild Fire dodge -2 Berserking) (+12 vs. sunder)

Fort: +57 (+10 base, +2 epic, +22 Int, +5 resistance, +2 Great Fortitude, +8 Wild Fire, +8 Staunch Resistance)
Ref: +55 (+10 base, +2 epic, +20 Dex, +5 resistance, +8 Wild Fire +3 dodge [Haste], +8 Staunch Resistance) 
Will: +59 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Wild Fire, +8 Staunch Resistance) (+8 vs. mind-affecting or +13 against fear) (+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)
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: 63 (10 +20 Dex +11 armor +6 deflection +6 natural +1 dodge +3 Haste dodge -2 Berserking +8 Wild Fire) (-6 vs. AoOs) Flat-footed: 63 (Uncanny Dodge)
Touch: 57 (10 +20 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: 420 (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) (Lose 96 current and max HP in 25 rounds when the Con enhancement wears off) (86 temp HP) 25 Nonlethal
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: +30 (+20 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 +66 ranged, 1d10+28+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 46 Fortitude save or treat all creatures as if they had concealment for 1r [Int-based]

Attack:
+20 BAB
+1 epic
+22 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:
+22 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:
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 +56 (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 +62 (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 +60
Fly +39 (-17 from Wild Magic updraft effect)

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

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

Survival +50
Sleight of Hand +45
Heal +40
Use Magic Device +44 (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:
2/32 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: 29 +9 [-8 size]
Dexterity: 59 +24 [+8 size]
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!
BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +45
CMD: 62 (10 +20 BAB +1 epic +9 Str +24 Dex +1 dodge Dodge feat +2 dodge Alteration trait +3 Haste dodge -2 berserking +6 deflection -8 size)

Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +47 (+10 base, +2 epic, +24 Dex, +3 Haste dodge, +8 Staunch Resistance) (Evasion)
Will: +49 (+12 base, +2 epic, +22 Int, +5 resistance, +8 Staunch 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

AC: 69 (10 +24 Dex +11 armor +1 Dodge feat dodge +2 Alteration trait dodge +3 Haste dodge -2 berserking +8 size +6 deflection +6 natural) (-6 vs. AoOs)
Flat-footed: 69 (Uncanny Dodge)
Touch: 63 (10 +24 Dex +11 armor [special, Unarmored Training], +1 Dodge feat dodge +2 Alteration trait dodge +3 Haste dodge -2 berserking +6 deflection)
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: 420 (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) (Lose 96 current and max HP in 25 rounds when the Con enhancement wears off) (86 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: +38 (+24 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 +60 ranged touch*, 1d4+28 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)

+22 Int [Primal Blast]
+3 Haste
+8 size

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

Damage:
+22 Int [Primal Blast]
+6 enhancement
-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:

Perception +56 (darkvision 60', low-light vision, extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +64

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

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +44 (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:
2/32 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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +39
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +45 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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)
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: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (86 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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+24 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+12 bludgeoning and peircing damage, Ref DC 40 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+6 piercing and slashing damage, Ref DC 48 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+6 bludgeoning, peircing and slashing damage, Ref DC 40 half (Dex-based) 

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

Skills:
Perception +56 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +39
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +45 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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)
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: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (86 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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+24 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+12 bludgeoning and peircing damage, Ref DC 40 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+6 piercing and slashing damage, Ref DC 48 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+6 bludgeoning, peircing and slashing damage, Ref DC 40 half (Dex-based) 

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

Skills:
Perception +56 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 46 +18
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18
Note: All ability scores -12 in 24 rounds!

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

CMB: +39
CMD: 77 (10 +20 BAB +1 epic +18 Str +20 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +45 (+10 base, +2 epic, +20 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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)
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: 65 (10 +20 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 65 (Uncanny Dodge)
Touch: 49 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 452 (16d8+128+16+8+16+12+96+48) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (86 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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+24 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+12 bludgeoning and peircing damage, Ref DC 40 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+6 piercing and slashing damage, Ref DC 48 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+6 bludgeoning, peircing and slashing damage, Ref DC 40 half (Dex-based) 

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

Skills:
Perception +56 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

Knowledge (engineering): +59 (+61 for spellcasting)
Knowledge (arcana) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

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

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (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: 37 +13
Dexterity: 51 +20
Constitution: 45 +17
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18 (Richtofen: 63 +31)
Note: All ability scores -12 in 24 rounds!
BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +34 (non-finesse weapon), +41 (finesse weapon) (Richtofen: +3 Haste)
CMD: 69 (10 +20 BAB +1 epic +13 Str +20 Dex +1 dodge -2 berserking +6 deflection) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection after 3 rounds)

Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance) (All but Richtofen lose Staunch Resistance in 3 rounds)
Ref: +40 (+10 base, +2 epic, +20 Dex, +8 Staunch Resistance) (Richtofen: +3 Haste, all but Richtofen lose Staunch Resistance in 3 rounds)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +8 Staunch Resistance) (+8 vs. mind-affecting or +13 against fear, +2 Iron Will) (+20 vs. illusions) (All but Richtofen lose Staunch Resistance in 3 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)
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: 52 (10 +20 Dex +11 armor +1 dodge -2 berserking +6 deflection +6 natural) (-6 vs. AoOs) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds) (Kleist and von Zeiten only: +10 Aid Another for 1r)
Flat-footed: 52 (Uncanny Dodge) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds)
Touch: 45 (10 +20 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 3 rounds)
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]
RICHTOFEN ONLY: 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: 3d10+24+3+3+12+18+9 (99 HP) (Lose 18 current and max HP when Con gets -12 in 25 rounds) (86 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: +30 (+20 Dex, +10 Superior Initiative)

Speed: 95' (+35' competence, +30' Fast) (Richtofen: +60' Haste)

Attacks:
Karabiner 23k +55 ranged, 1d10+28 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +55 melee, 1d6+28 piercing + 14d4 untyped, 19-20/x2 crit

Struck target 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]
+3 Haste (Richtofen only!)
+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)

(-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 +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

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

Disguise +46 (Richtofen: +8)
Bluff +46 (Richtofen: +8)
Diplomacy +46 (Richtofen: +8)
Sense Motive +50 (5e-style Disadvantage on hunches)
Intimidate +50 (Richtofen: +8)

Survival +50
Sleight of Hand +48
Heal +40
Use Magic Device +46 (Richtofen: +8) (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: 37 +13
Dexterity: 51 +20
Constitution: 39 +14
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: 69 (10 +20 BAB +1 epic +13 Str +20 Dex +1 dodge -2 berserking +6 deflection) (All lose +6 deflection after 3 rounds)

Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance) (All lose Staunch Resistance in 3 rounds)
Ref: +40 (+10 base, +2 epic, +20 Dex, +8 Staunch Resistance) (Richtofen: All lose Staunch Resistance in 3 rounds)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +8 Staunch Resistance) (+8 vs. mind-affecting or +13 against fear, +2 Iron Will) (+20 vs. illusions) (All lose Staunch Resistance in 3 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)
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: 52 (10 +20 Dex +11 armor +1 dodge -2 berserking +6 deflection +6 natural) (-6 vs. AoOs) (Richtofen: +3 Haste, everyone loses +6 deflection in 3 rounds)
Flat-footed: 52 (Uncanny Dodge) (Richtofen: +3 Haste, everyone loses +6 deflection in 3 rounds)
Touch: 46 (10 +20 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking +6 deflection) (Everyone loses +6 deflection in 3 rounds)
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: 42 (1d10+8+1+1+1+12+6+3) (290-HP Greater Barrier) (Lose 6 current and max HP in 25r when ability enhancement drops) (86 temp HP, Gun Crew 5 and 6 down 35 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: +30 (+20 Dex, +10 Superior Initiative)

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

Attacks:
Karabiner 23k +55 ranged, 1d10+28 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +55 melee, 1d6+28 piercing + 14d4 untyped, 19-20/x2 crit

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

Hotchkiss 6-pounder: +53 ranged, 8d6+6 slashing, piercing and bludgeoning +1d6 fire +1d6 dessication in a 30' radius, DC 20 Reflex half: any damage inflicts 5 rounds of Faerie Fire, range 300', misfire 0, load 2

The field gun of both gun crews is now nearly out of action, since between the fire, the lightning bolt, and all the explosions, both ammunition wagons have been smashed to Hell and scattered from there to breakfast. Each crew can recover 1d3-1 shells in usable condition per full-round action of searching

Attack:
+20 BAB
+1 epic
+22 Int [Primal Blast] [or +20 Dex for the Hotchkiss, which I'm pretty sure doesn't work with Spell Attack]
+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)


(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+22 Int [Primal Blast] [not for the Hotchkiss]
+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 +68 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +60
Fly +56

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 +48
Heal +40
Use Magic Device +46 (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: 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 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +49 melee, 1d6+28 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)

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+28+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+6 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

Toptomcat

Toptomcat

IT BEGINS

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, +2 (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 Latent Healing (Invigorate option)+Deeper Healing+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 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)
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. 

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 Katari's square via Storm Lord, 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.

TO INCORPORATE

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. Squadron+Richtofen [4r]

Wild Magic: Tanya [only] gets +16 to Wis for 1 minute, Tanya has -16 to Stealth for tens of minutes, pillar of light following Tanya at 110/rnd, 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!].

CL 33 casting of Divination/Prescience: +3 insight to attack, expend as a free for +26 insight to one attack. Lasts 33 hours. Squadron+Richtofen [4r]

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.

CL 33 casting of the Motif the Hermit: targets may Aid themselves for +10 as a swift action, can't Aid others

Auras, effectively my entire deployment zone and 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.

Aura, just my deployment zone: 5e-style Advantage on all rolls

Just Kleist and von Zeiten: +10 AC for 1 round, Aid Another

Gun crew:

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

 

 

Wide-area battlefield control, effectively the whole south half of the map and a separate instance radiating 105' from Tanya:
Tug Fate, CL 33.

 

 


 

EVERYONE

+12 untyped to all six ability scores, ignore the first 6 points of damage to any ability score from any source. Lasts 25 rounds for Squadron members, 4 for non-Squadron members.

+8 untyped to all saves. Lasts 250 minutes for Squadron members, 4 rounds for non-Squadron members.

+6 deflection to AC. Lasts 25 hours for Squadron members, 4 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.

ALL 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 deflected. This effect triggers before an attack roll is made. Lasts 35 minutes for Richtofen, and 4 rounds for the rest.

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

VISHA
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

ALL THREE REGIMENTAL MUSICIANS
7 temporary spell points that must be spent on only one effect, expiring in 4 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

EVERYONE OTHER THAN VISHA, TANYA, THE TANK, AND THE MORTAR TROOPS:
A 250-HP, selectively permeable barrier- invisible and requiring a DC 49 Perception check to percieve, and not breaking line of sight, but breaking line of effect until destroyed.

GUN CREW 1
Will leak antimagic goop on Round 3 and Round 4, if he's still alive

GUN CREW 3
Recieving magical healing nausates for 1d4 rounds

GUN CREW 5
Down 35 temporary HP, putting him at 73 after the Invigorate and Berserker temp HP

GUN CREW 6
Down 35 temporary HP, putting him at 73 after the Invigorate and Berserker temp HP

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

AREA WILD MAGIC EFFECTS, APPLYING TO PRETTY MUCH 10' FROM 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

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

 

Oberstleutnant Tanya Degurecheff (S)

Strength: 37 +13
Dexterity: 45 +17
Constitution: 39 +14
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: +45 (non-finesse weapon), +49 (finesse weapon) (+20 BAB +1 epic +3 Haste +8 Wild Fire, +13 Str or +17 Dex as appropriate)
CMD: 77 (10 +20 BAB +1 epic +13 Str +17 Dex +6 deflection +1 Dodge feat dodge +3 Haste dodge +8 Wild Fire dodge -2 Berserking) (+12 vs. sunder)

Fort: +57 (+10 base, +2 epic, +22 Int, +5 resistance, +2 Great Fortitude, +8 Wild Fire, +8 Staunch Resistance)
Ref: +53 (+10 base, +2 epic, +17 Dex, +5 resistance, +8 Wild Fire +3 dodge [Haste], +8 Staunch Resistance) 
Will: +59 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Wild Fire, +8 Staunch Resistance) (+8 vs. mind-affecting or +13 against fear) (+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)
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: 60 (10 +17 Dex +11 armor +6 deflection +6 natural +1 dodge +3 Haste dodge -2 Berserking +8 Wild Fire) (-6 vs. AoOs) CL 25 Temporal Haste. +60' enhancement to speed,
Flat-footed: 60 (Uncanny Dodge)
Touch: 54 (10 +17 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: 372 (16d6+128+8+16+16+12+96) (290-HP Greater Barrier, reduces all damage dealt to it by 14, recovers 14 HP at the start of each turn) (Lose 96 current and max HP in 25 rounds when the Con enhancement wears off) (86 temp HP)
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: +27 (+17 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 +60 ranged, 1d10+28+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 46 Fortitude save or treat all creatures as if they had concealment for 1r [Int-based]

Attack:
+20 BAB
+1 epic
+22 Int [Primal Blast]
+6 enhancement
+3 Haste
(+8 for 15r w/Wild Fire)
(+1d6 w/Heroic Destiny)

Damage:
+22 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:
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 +56 (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 +75 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS. Invisible: +20 except vs. See Invisible, True Seeing, etc.)
Acrobatics +57
Fly +36 (-17 from Wild Magic updraft effect)

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

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

Survival +50
Sleight of Hand +45
Heal +40
Use Magic Device +44 (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:
2/32 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: 29 +9 [-8 size]
Dexterity: 53 +21 [+8 size]
Constitution: 39 +14
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: +42
CMD: 59 (10 +20 BAB +1 epic +9 Str +21 Dex +1 dodge Dodge feat +2 dodge Alteration trait +3 Haste dodge -2 berserking +6 deflection -8 size)

Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +44 (+10 base, +2 epic, +21 Dex, +3 Haste dodge, +8 Staunch Resistance) (Evasion)
Will: +49 (+12 base, +2 epic, +22 Int, +5 resistance, +8 Staunch 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

AC: 66 (10 +21 Dex +11 armor +1 Dodge feat dodge +2 Alteration trait dodge +3 Haste dodge -2 berserking +8 size +6 deflection +6 natural) (-6 vs. AoOs)
Flat-footed: 66 (Uncanny Dodge)
Touch: 60 (10 +11 Dex +11 armor [special, Unarmored Training], +1 Dodge feat dodge +2 Alteration trait dodge +3 Haste dodge -2 berserking +6 deflection)
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: 372 (16d6+128+8+16+16+12+96) (290-HP Greater Barrier, reduces all damage dealt to it by 14, recovers 14 HP at the start of each turn) (Lose 96 current and max HP in 25 rounds when the Con enhancement wears off) (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: +35 (+21 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 +46 ranged touch*, 3d6+28 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
+22 Int [Primal Blast]
+3 Haste
-2 scatter
-4 nonproficiency
(+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 (darkvision 60', low-light vision, extraordinary True Seeing, +15 morale when Berserking)
Stealth +65 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +57
Fly +61

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

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

Survival +50
Sleight of Hand +45
Heal +40
Use Magic Device +44 (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:
2/32 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: 46 +18
Dexterity: 45 +17
Constitution: 39 +14
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: +39
CMD: 74 (10 +20 BAB +1 epic +18 Str +17 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +42 (+10 base, +2 epic, +17 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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)
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: 62 (10 +17 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 62 (Uncanny Dodge)
Touch: 46 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 404 (16d8+128+16+8+16+12+96) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (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: +27 (+17 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+24 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+12 bludgeoning and peircing damage, Ref DC 37 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+6 piercing and slashing damage, Ref DC 35 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+6 bludgeoning, peircing and slashing damage, Ref DC 37 half (Dex-based) 

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

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) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

Disguise +46
Bluff +46
Diplomacy +46
Sense Motive +50 (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)

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: 46 +18
Dexterity: 45 +17
Constitution: 39 +14
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: +39
CMD: 74 (10 +20 BAB +1 epic +18 Str +17 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +42 (+10 base, +2 epic, +17 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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)
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: 62 (10 +17 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to natural -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 62 (Uncanny Dodge)
Touch: 46 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 404 (16d8+128+16+8+16+12+96) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (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: +27 (+17 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+24 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+12 bludgeoning and peircing damage, Ref DC 37 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6+6 piercing and slashing damage, Ref DC 35 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6+6 bludgeoning, peircing and slashing damage, Ref DC 37 half (Dex-based) 

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

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) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

Disguise +46
Bluff +46
Diplomacy +46
Sense Motive +50 (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)

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: 46 +18
Dexterity: 45 +17
Constitution: 39 +14
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: +39
CMD: 74 (10 +20 BAB +1 epic +18 Str +17 Dex +1 Dodge feat dodge +3 Haste dodge -2 Berserking +6 deflection)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance)
Ref: +42 (+10 base, +2 epic, +17 Dex, +3 Haste dodge, +8 Staunch Resistance)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +2 Iron Will, +8 Staunch Resistance) (+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)
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: 62 (10 +17 Dex +11 armor +1 Dodge feat dodge +3 Haste dodge +10 natural +6 enhancement to armor -2 Berserking +6 deflection) (-6 vs. AoOs)
Flat-footed: 62 (Uncanny Dodge)
Touch: 46 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking +6 deflection)
Notes:
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: 404 (16d8+128+16+8+16+12+96) (Lose 96 current and max HP when my ability-score enhancement wears off in 25r) (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: +27 (+17 Dex, +10 Superior Initiative)

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

Attacks:
Troop, 4d6+18 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 37 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 35 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 37 half (Dex-based) 

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

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) +69
Knowledge (everything else, including martial) +53
Spellcraft +70

Disguise +46
Bluff +46
Diplomacy +46
Sense Motive +50 (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)

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: 37 +13
Dexterity: 45 +17
Constitution: 39 +14
Intelligence: 54 +22
Wisdom: 34 +12
Charisma: 47 +18 (Richtofen: 63 +31)
Note: All ability scores -12 in 25 rounds!
BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +34 (non-finesse weapon), +38 (finesse weapon) (Richtofen: +3 Haste)
CMD: 66 (10 +20 BAB +1 epic +13 Str +17 Dex +1 dodge -2 berserking +6 deflection) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection after 4 rounds)

Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance) (All but Richtofen lose Staunch Resistance in 4 rounds)
Ref: +37 (+10 base, +2 epic, +17 Dex, +8 Staunch Resistance) (Richtofen: +3 Haste, all but Richtofen lose Staunch Resistance in 4 rounds)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +8 Staunch Resistance) (+8 vs. mind-affecting or +13 against fear, +2 Iron Will) (+20 vs. illusions) (All but Richtofen lose Staunch Resistance in 4 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)
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: 49 (10 +17 Dex +11 armor +1 dodge -2 berserking +6 deflection +6 natural) (-6 vs. AoOs) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 4 rounds)
Flat-footed: 49 (Uncanny Dodge) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 4 rounds)
Touch: 43 (10 +17 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking) (Richtofen: +3 Haste, everyone not Richtofen loses +6 deflection in 4 rounds)
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]
RICHTOFEN ONLY: 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: 3d10+24+3+3+12+18 (90 HP) (Lose 18 current and max HP when Con gets -12 in 25 rounds) (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: +28 (+17 Dex, +10 Superior Initiative)

Speed: 95' (+35' competence, +30' Fast) (Richtofen: +60' Haste)

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

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

Struck target 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]
+3 Haste (Richtofen only!)
+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 (Richtofen: +8)
Bluff +46 (Richtofen: +8)
Diplomacy +46 (Richtofen: +8)
Sense Motive +50 (5e-style Disadvantage on hunches)
Intimidate +50 (Richtofen: +8)

Survival +50
Sleight of Hand +45
Heal +40
Use Magic Device +46 (Richtofen: +8) (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: 37 +13
Dexterity: 45 +17
Constitution: 39 +14
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), +38 (finesse weapon)
CMD: 66 (10 +20 BAB +1 epic +13 Str +17 Dex +1 dodge -2 berserking +6 deflection) (All lose +6 deflection after 4 rounds)

Fort: +44 (+10 base, +2 epic, +22 Int, +2 Great Fortitude, +8 Staunch Resistance) (All lose Staunch Resistance in 4 rounds)
Ref: +37 (+10 base, +2 epic, +17 Dex, +8 Staunch Resistance) (Richtofen: All lose Staunch Resistance in 4 rounds)
Will: +51 (+12 base, +2 epic, +22 Int, +5 resistance, +8 Staunch Resistance) (+8 vs. mind-affecting or +13 against fear, +2 Iron Will) (+20 vs. illusions) (All lose Staunch Resistance in 4 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)
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: 49 (10 +17 Dex +11 armor +1 dodge -2 berserking +6 deflection +6 natural) (-6 vs. AoOs) (Richtofen: +3 Haste, everyone loses +6 deflection in 4 rounds)
Flat-footed: 49 (Uncanny Dodge) (Richtofen: +3 Haste, everyone loses +6 deflection in 4 rounds)
Touch: 43 (10 +17 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking) (Everyone loses +6 deflection in 4 rounds)
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: 39 (1d10+8+1+1+1+12+6) (290-HP Greater Barrier) (Lose 6 current and max HP in 25r when ability enhancement drops) (86 temp HP, Gun Crew 5 and 6 down 35 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: +27 (+17 Dex, +10 Superior Initiative)

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

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

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

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

Hotchkiss 6-pounder: +44 ranged, 8d6+6 slashing, piercing and bludgeoning +1d6 fire +1d6 dessication in a 30' radius, DC 20 Reflex half: any damage inflicts 5 rounds of Faerie Fire, range 300', misfire 0, load 2

Attack:
+20 BAB
+1 epic
+22 Int [Primal Blast] [or +17 Dex for the Hotchkiss, which I'm pretty sure doesn't work with Spell Attack]
+6 enhancement
(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+22 Int [Primal Blast] [not for the Hotchkiss]
+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)

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: 45 +17
Constitution: 39 +14
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), +38 (finesse weapon)
CMD: 61 (10 +20 BAB +1 epic +13 Str +17 Dex +1 dodge -2 berserking)

Fort: +36 (+10 base, +2 epic, +22 Int, +2 Great Fortitude)
Ref: +29 (+10 base, +2 epic, +17 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: 43 (10 +17 Dex +11 armor +1 dodge -2 berserking +6 natural) (-6 vs. AoOs)
Flat-footed: 43 (Uncanny Dodge)
Touch: 37 (10 +17 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: 38 (1d10+8+1+1+12+6) (-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: +27 (+17 Dex, +10 Superior Initiative)

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

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

Socket bayonet +49 melee, 1d6+28 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: 23 +6
Constitution: --
Intelligence: --
Wisdom: --
Charisma: --
All ability scores -12 in 25 rounds!

AC 56 (10 +6 Dex -8 size +7 armor +26 natural +6 enhancement to natural +3 Haste dodge +6 deflection)
Touch: 17
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)

Fort +26 (+6 base, +12 Artifact Lord, +8 Staunch Resistance) (Construct immunities)
Ref +35 (+6 base, +12 Artifact Lord, +3 dodge, +8 Staunch Resistance, +6 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 +44 ranged, 12d6+28+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 +40/+40 ranged, 2d8+6 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

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