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Toptomcat

Toptomcat

To do: Teamwork feats!

Oberstleutnant Tanya Degurecheff

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Traits:
Steel Body
Resurrected

Class Features:
32 independent spell points

TELEKINESIS (Sphere Drawback: Flight)
    Flight
    Greater Speed

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

DESTRUCTION
    Energy Strike (blast shape)

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

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

Martial talents:

EQUIPMENT
    Firearm Proficiency (discipline)
    Unarmored Training

SNIPER
    Perfect Shot
    Unblockable
    Hindering Projectiles (snipe)    
Targeted Assault

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

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

Soldier's uniform

Web gear (as adventurer's sash)

Shrink Item'd concrete bunker/hat Antimagic Field defense

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

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

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

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

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

Traveler's Any-Tool

Mess kit and canteen

Handy Haversack

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


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


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


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

Gas mask and 2 replacement canisters

Grants to the gestalt, will be lost if killed:

Telekinesis talents Flight and Greater Speed (shared with Visha)

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

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

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

!All of the counterspelling capability!

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

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

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

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

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

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

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

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

Oberleutnant Viktoriya 'Visha' Serebryakov

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Skills:

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

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

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

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

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

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

Traits:
Steel Body, Resurrected

Class Features:
32 independent spell points

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

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

DESTRUCTION
    Energy Strike (blast shape)

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

LIFE
    Esoteric Healing
    Greater Restore

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

Equipment:

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

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

Soldier's uniform

Web gear (as adventurer's sash)

Shrink Item'd concrete bunker/hat Antimagic Field defense

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

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

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

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

Traveler's Any-Tool

Mess kit and canteen

Handy Haversack

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


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


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


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

Gas mask and 2 replacement canisters

Amulet of Second Chances

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

3,000 cubic feet worth of alchemical concrete

3,000 cubic feet of sand in sandbags

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

Grants to the gestalt, will be lost if killed:

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

Telekinesis talents Flight and Greater Speed (shared with Tanya)

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

Life sphere, Esoteric Healing, Greater Restore

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

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

I Kompanie, 'Rock of the Rhine'

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

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

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

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

Defensive Abilities: Toop traits, gas masks

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

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

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

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

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

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

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

Skills:

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

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

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

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

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

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

Traits:
Steel Body, Resurrected

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

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

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

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

Shared with Visha:

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

Unique:

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

II Kompanie, 'Totenkopf'

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

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

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

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

Defensive Abilities: Troop traits, gas masks

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

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

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

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

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

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

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

Skills:

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

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

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

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

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

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

Traits:
Steel Body, Resurrected

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

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

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

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

Unique:

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

III Kompanie, 'Wiesel'

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

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

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

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

Defensive Abilities: Troop traits, gas masks

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

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

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

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

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

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

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

Skills:

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

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

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

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

Craft (traps) +43

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

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

Traits:
Steel Body, Resurrected

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

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

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

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

Unique:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Skills:

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

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

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

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

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

Feats: Extra Combat Talent x4 

Traits:
Savant, Agent of Chance

Class Features:
EQUIPMENT

Firearm Proficiency (discipline)
Unarmored Training

WARLEADER

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

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

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

Soldier's uniform

Web gear (as adventurer's sash)

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

115 rifle rounds

2x M24 Stielhandgranate (as M1919 fragmentation grenade)

Folding shovel

Mess kit and canteen

Common backpack

Healer's kit and 1 dose of opium

Gas mask and 2 replacement canisters

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

Grants to the gestalt, will be lost if killed:

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

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

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

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

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

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

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

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

HP: 33 (1d10+8+1+1+1+12)

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

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

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

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

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

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

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

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

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

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

Skills:

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

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

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

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

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

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

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

Class Features:
EQUIPMENT

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

SNIPER

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

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

Soldier's uniform

Web gear (as adventurer's sash)

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

115 rifle rounds

2x M24 Stielhandgranate (as M1919 fragmentation grenade)

Folding shovel

Mess kit and canteen

Common backpack

Healer's kit and 1 dose of opium

Gas mask and 2 replacement canisters

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

Whitmann and Bäke, tank crewmen

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

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

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

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

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

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

HP: 32 (1d10+8+1+1+12)

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

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

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

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

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

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

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

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

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

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

Skills:

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

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

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

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

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

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

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

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

BARRAGE

Driver:

EQUIPMENT

Firearm Proficiency (discipline)

ATHLETICS (Driver drawback, run package)

Ace Pilot
Swift Movement
Shoot and Scoot
 

Equipment:

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

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

Soldier's uniform

Web gear (as adventurer's sash)

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

115 rifle rounds

2x M24 Stielhandgranate (as M1919 fragmentation grenade)

Folding shovel

Mess kit and canteen

Common backpack

Healer's kit and 1 dose of opium

Gas mask and 2 replacement canisters

Panzer IIz light tank. Crewed statistics are:

PzKpfw IIz, Colossal construct

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

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

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

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

Speed 65'

Space 30', Reach 20'

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

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

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

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

Grants to the gestalt, will be lost if killed:

Kobold Confidence feat

Barrage sphere

Athletics talents: Ace Pilot, Shoot and Scoot

 

 

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

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

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

Toptomcat

Toptomcat

Oberstleutnant Tanya Degurecheff

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Traits:
Steel Body
Resurrected

Class Features:
32 independent spell points

TELEKINESIS (Sphere Drawback: Flight)
    Flight
    Greater Speed

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

DESTRUCTION
    Energy Strike (blast shape)

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

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

Martial talents:

EQUIPMENT
    Firearm Proficiency (discipline)
    Unarmored Training

SNIPER
    Perfect Shot
    Unblockable
    Hindering Projectiles (snipe)    
Targeted Assault

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

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

Soldier's uniform

Web gear (as adventurer's sash)

Shrink Item'd concrete bunker/hat Antimagic Field defense

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

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

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

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

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

Traveler's Any-Tool

Mess kit and canteen

Handy Haversack

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


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


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


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

Gas mask and 2 replacement canisters

Grants to the gestalt, will be lost if killed:

Telekinesis talents Flight and Greater Speed (shared with Visha)

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

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

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

!All of the counterspelling capability!

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

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

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

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

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

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

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

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

Oberleutnant Viktoriya 'Visha' Serebryakov

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Skills:

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

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

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

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

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

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

Traits:
Steel Body, Resurrected

Class Features:
32 independent spell points

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

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

DESTRUCTION
    Energy Strike (blast shape)

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

LIFE
    Esoteric Healing
    Greater Restore

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

Equipment:

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

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

Soldier's uniform

Web gear (as adventurer's sash)

Shrink Item'd concrete bunker/hat Antimagic Field defense

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

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

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

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

Traveler's Any-Tool

Mess kit and canteen

Handy Haversack

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


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


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


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

Gas mask and 2 replacement canisters

Amulet of Second Chances

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

3,000 cubic feet worth of alchemical concrete

3,000 cubic feet of sand in sandbags

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

Grants to the gestalt, will be lost if killed:

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

Telekinesis talents Flight and Greater Speed (shared with Tanya)

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

Life sphere, Esoteric Healing, Greater Restore

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

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

I Kompanie, 'Rock of the Rhine'

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

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

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

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

Defensive Abilities: Toop traits, gas masks

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

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

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

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

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

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

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

Skills:

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

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

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

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

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

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

Traits:
Steel Body, Resurrected

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

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

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

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

Shared with Visha:

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

Unique:

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

II Kompanie, 'Totenkopf'

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

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

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

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

Defensive Abilities: Troop traits, gas masks

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

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

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

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

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

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

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

Skills:

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

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

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

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

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

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

Traits:
Steel Body, Resurrected

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

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

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

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

Unique:

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

III Kompanie, 'Wiesel'

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

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

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

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

Defensive Abilities: Troop traits, gas masks

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

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

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

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

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

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

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

Skills:

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

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

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

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

Craft (traps) +43

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

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

Traits:
Steel Body, Resurrected

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

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

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

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

Unique:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Skills:

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

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

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

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

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

Feats: Extra Combat Talent x4 

Traits:
Savant, Agent of Chance

Class Features:
EQUIPMENT

Firearm Proficiency (discipline)
Unarmored Training

WARLEADER

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

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

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

Soldier's uniform

Web gear (as adventurer's sash)

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

115 rifle rounds

2x M24 Stielhandgranate (as M1919 fragmentation grenade)

Folding shovel

Mess kit and canteen

Common backpack

Healer's kit and 1 dose of opium

Gas mask and 2 replacement canisters

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

Grants to the gestalt, will be lost if killed:

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

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

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

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

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

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

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

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

HP: 33 (1d10+8+1+1+1+12)

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

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

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

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

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

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

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

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

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

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

Skills:

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

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

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

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

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

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

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

Class Features:
EQUIPMENT

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

SNIPER

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

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

Soldier's uniform

Web gear (as adventurer's sash)

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

115 rifle rounds

2x M24 Stielhandgranate (as M1919 fragmentation grenade)

Folding shovel

Mess kit and canteen

Common backpack

Healer's kit and 1 dose of opium

Gas mask and 2 replacement canisters

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

Whitmann and Bäke, tank crewmen

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

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

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

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

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

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

HP: 32 (1d10+8+1+1+12)

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

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

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

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

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

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

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

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

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

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

Skills:

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

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

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

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

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

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

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

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

BARRAGE

Driver:

EQUIPMENT

Firearm Proficiency (discipline)

ATHLETICS (Driver drawback, run package)

Ace Pilot
Swift Movement
Shoot and Scoot
 

Equipment:

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

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

Soldier's uniform

Web gear (as adventurer's sash)

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

115 rifle rounds

2x M24 Stielhandgranate (as M1919 fragmentation grenade)

Folding shovel

Mess kit and canteen

Common backpack

Healer's kit and 1 dose of opium

Gas mask and 2 replacement canisters

Panzer IIz light tank. Crewed statistics are:

PzKpfw IIz, Colossal construct

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

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

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

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

Speed 65'

Space 30', Reach 20'

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

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

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

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

Grants to the gestalt, will be lost if killed:

Kobold Confidence feat

Barrage sphere

Athletics talents: Ace Pilot, Shoot and Scoot

 

 

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

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

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

Toptomcat

Toptomcat

Oberstleutnant Tanya Degurecheff

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

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

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

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

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

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

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

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

Speed: 195', fly 195' (perfect) (Base 30', +35' competence from Swift Movement for 65' total- then tripled by Angel Rings to 195 and turned into a Perfect maneuverability fly speed)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Traits:
Steel Body
Resurrected

Class Features:
32 independent spell points

TELEKINESIS (Sphere Drawback: Flight)
    Flight
    Greater Speed

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

DESTRUCTION
    Energy Strike (blast shape)

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

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

Martial talents:

EQUIPMENT
    Firearm Proficiency (discipline)
    Unarmored Training

SNIPER
    Perfect Shot
    Unblockable
    Hindering Projectiles (snipe)    
Targeted Assault

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

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

Soldier's uniform

Web gear (as adventurer's sash)

Shrink Item'd concrete bunker/hat Antimagic Field defense

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

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

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

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

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

Traveler's Any-Tool

Mess kit and canteen

Handy Haversack

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


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


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


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

Gas mask and 2 replacement canisters

Grants to the gestalt, will be lost if killed:

Telekinesis talents Flight and Greater Speed (shared with Visha)

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

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

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

!All of the counterspelling capability!

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

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

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

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

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

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

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

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

Oberleutnant Viktoriya 'Visha' Serebryakov

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

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

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

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

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

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

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

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

Speed: 65' (+35' competence)

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

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

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

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

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

Skills:

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

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

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

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

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

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

Traits:
Steel Body, Resurrected

Class Features:
32 independent spell points

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

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

DESTRUCTION
    Energy Strike (blast shape)

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

LIFE
    Esoteric Healing
    Greater Restore

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

Equipment:

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

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

Soldier's uniform

Web gear (as adventurer's sash)

Shrink Item'd concrete bunker/hat Antimagic Field defense

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

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

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

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

Traveler's Any-Tool

Mess kit and canteen

Handy Haversack

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


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


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


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

Gas mask and 2 replacement canisters

Amulet of Second Chances

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

3,000 cubic feet worth of alchemical concrete

3,000 cubic feet of sand in sandbags

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

Grants to the gestalt, will be lost if killed:

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

Telekinesis talents Flight and Greater Speed (shared with Tanya)

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

Life sphere, Esoteric Healing, Greater Restore

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

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

I Kompanie, 'Rock of the Rhine'

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

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

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

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

Defensive Abilities: Toop traits, gas masks

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

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

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

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

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

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

Skills:

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

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

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

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

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

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

Traits:
Steel Body, Resurrected

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

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

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

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

Shared with Visha:

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

Unique:

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

II Kompanie, 'Totenkopf'

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

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

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

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

Defensive Abilities: Troop traits, gas masks

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

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

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

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

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

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

Skills:

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

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

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

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

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

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

Traits:
Steel Body, Resurrected

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

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

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

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

Unique:

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

III Kompanie, 'Wiesel'

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

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

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

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

Defensive Abilities: Troop traits, gas masks

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

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

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

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

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

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

Skills:

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

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

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

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

Craft (traps) +43

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

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

Traits:
Steel Body, Resurrected

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

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

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

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

Unique:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Skills:

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

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

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

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

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

Feats: Extra Combat Talent x4 

Traits:
Savant, Agent of Chance

Class Features:
EQUIPMENT

Firearm Proficiency (discipline)
Unarmored Training

WARLEADER

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

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

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

Soldier's uniform

Web gear (as adventurer's sash)

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

115 rifle rounds

2x M24 Stielhandgranate (as M1919 fragmentation grenade)

Folding shovel

Mess kit and canteen

Common backpack

Healer's kit and 1 dose of opium

Gas mask and 2 replacement canisters

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

Grants to the gestalt, will be lost if killed:

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

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

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

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

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

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

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

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

HP: 33 (1d10+8+1+1+1+12)

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

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

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

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

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

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

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

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

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

Skills:

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

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

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

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

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

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

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

Class Features:
EQUIPMENT

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

SNIPER

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

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

Soldier's uniform

Web gear (as adventurer's sash)

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

115 rifle rounds

2x M24 Stielhandgranate (as M1919 fragmentation grenade)

Folding shovel

Mess kit and canteen

Common backpack

Healer's kit and 1 dose of opium

Gas mask and 2 replacement canisters

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

Whitmann and Bäke, tank crewmen

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

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

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

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

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

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

HP: 32 (1d10+8+1+1+12)

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

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

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

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

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

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

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

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

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

Skills:

 

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

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

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

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

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

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

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

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

BARRAGE

Driver:

EQUIPMENT

Firearm Proficiency (discipline)

ATHLETICS (Driver drawback, run package)

Ace Pilot
Swift Movement
Shoot and Scoot
 

Equipment:

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

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

Soldier's uniform

Web gear (as adventurer's sash)

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

115 rifle rounds

2x M24 Stielhandgranate (as M1919 fragmentation grenade)

Folding shovel

Mess kit and canteen

Common backpack

Healer's kit and 1 dose of opium

Gas mask and 2 replacement canisters

Panzer IIz light tank. Crewed statistics are:

PzKpfw IIz, Colossal construct

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

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

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

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

Speed 65'

Space 30', Reach 20'

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

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

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

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

Grants to the gestalt, will be lost if killed:

Kobold Confidence feat

Barrage sphere

Athletics talents: Ace Pilot, Shoot and Scoot

 

 

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

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

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

Toptomcat

Toptomcat

Oberstleutnant Tanya Degurecheff

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

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

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

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

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

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

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

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

Speed: 195', fly 195' (perfect) (Base 30', +35' competence from Swift Movement for 65' total- then tripled by Angel Rings to 195 and turned into a Perfect maneuverability fly speed)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Traits:
Steel Body
Resurrected

Class Features:
32 independent spell points

TELEKINESIS (Sphere Drawback: Flight)
    Flight
    Greater Speed

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

DESTRUCTION
    Energy Strike (blast shape)

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

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

Martial talents:

EQUIPMENT
    Firearm Proficiency (discipline)
    Unarmored Training

SNIPER
    Perfect Shot
    Unblockable
    Hindering Projectiles (snipe)    
Targeted Assault

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

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

Soldier's uniform

Web gear (as adventurer's sash)

Shrink Item'd concrete bunker/hat Antimagic Field defense

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

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

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

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

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

Traveler's Any-Tool

Mess kit and canteen

Handy Haversack

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


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


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


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

Gas mask and 2 replacement canisters

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

Telekinesis talents Flight and Greater Speed (shared with Visha)

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

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

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

!All of the counterspelling capability!

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

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

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

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

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

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

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

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

Oberleutnant Viktoriya 'Visha' Serebryakov

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

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 49 (10 +20 BAB +1 epic +7 Str +11 Dex +1 dodge -2 berserking)

Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance) (+3 vs. mind-affecting, +2 Iron Will) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

AC: 31 (10 +11 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs)
Flat-footed: 31 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 276 (16d6+128+8+16+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Speed: 65' (+35' competence)

Attacks:
Vortex gun +32 ranged touch*, 10d6+16 force + 14d4 untyped, 19-20/x2 crit (and make a trip check at +35 on target), range 100' cone [scatter only], effective capacity 3 [reload standard]

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r, and a DC 18 Fortitude save vs. 1 round of nausea

Attack:
+20 BAB
+1 epic
+1 masterwork
+16 Int [Primal Blast]
-2 scatter
-4 nonproficiency
(+8 for 15r w/Wild Fire)

Damage:
+16 Int [Primal Blast]
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
-12 to enemy energy resistance, DR and Hardness
With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round
A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail
Struck target takes -2 to attacks, CMD and AC until they dig the... 'bullet'... out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em
Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

Skills:

Perception +50 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Extra Magic Talent (x6), Extra Combat Talent (x5), True Believer (Kurrulmak), Inspired Surge [Wild Magic], Manipulate Result [Wild Magic], Risk Management [Wild Magic], Careful Caster [Wild Magic], Overpower Resistance [Wild Magic]

Traits:
Steel Body, Resurrected

Class Features:
32 independent spell points

Casting Talents:
TELEKINESIS (Sphere Drawback: Flight)
    Flight
    Greater Speed

PROTECTION (Sphere Drawback: Limited Protection, Ward)
    Greater Barrier
    Mobile Ward

DESTRUCTION
    Energy Strike (blast shape)

ALTERATION
    Elemental Transformation
    Elemental Purity
    Size Change
    Greater Changes
    Extreme Changes
    Lingering Transformation    
    Animalistic Transformation (transformation)

LIFE
    Esoteric Healing
    Greater Restore

Martial Talents:
GUARDIAN (Indifferent Defender)
    Greater Delayed Damage x2
    Durable
    Cold Iron Call
    Indomitable

Equipment:

Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Soldier's uniform

Web gear (as adventurer's sash)

Shrink Item'd concrete bunker/hat Antimagic Field defense

Masterwork Vortex Gun, waist pack of six extra Batteries connected by Power Cable

CL 25 Destruction sphere scroll-grenade:
Spend a standard action and pick a point within 85'. Everyone within a 170' radius, except the caster and seven other creatures they select, take 187 + (25d6)*0.5 untyped damage: they must make *two* Reflex saves, DC 28, to halve that damage. If they failed either, they must also make two DC 28 Fortitude saves or be blinded for 13 rounds and deafened for 12. Furthermore, whether or not they made any of those saves, they also take 50 bleed damage...but a target who fails *any* of those saving throws can't heal hit point damage by any means, including fast healing or regeneration, for 12 rounds. Even if they made 'em, the bleed can be negated only through a magical skill/caster level/class level check against DC 35, or a DC 40 Heal check.

If the target is undead or in any way vulnerable to sunlight, the damage is 275 + (25d8)*0.5 instead. 

The blast hits ethereal or incorporeal targets as if they weren't, and is not subject to spell resistance.

Traveler's Any-Tool

Mess kit and canteen

Handy Haversack

Scroll-autoinjector A:
As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, heal all ability damage to any ability score as well as all ability drain to one ability score, remove 2 temporary negative levels or suppress 2 permanent ones for 8 minutes, and make a check at +8 against the CL of each negative magical effect that has a duration or can be removed with Break Enchantment or Remove Curse, dispelling it on a success. Gain DR 4/-- and immmunity to any spell so removed for 2 rounds: if *all* negative levels were removed, also gain immunity to them for the same duration. This is not a positive energy effect and works on undead just as well as the living.
Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed.


Scroll-autoinjector B:
As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, negate the dazzled, shaken, frightened, panicked, confused, dazed, staggered, battered, fatigued, exhausted, sickened, or nauseated condition, as well as any temporary/magical removal of senses- and make a check at +8 against the DC of any poison or disease I'm suffering from to negate it as well. Gain DR 4/-- and immunity to any removed condition, poison or disease for 2 rounds. This is not a positive energy effect and works on undead just as well as the living.
Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed.


Scroll-autoinjector C:
As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, gain an immediate Escape Artist check at a +12 circumstance bonus to any applicable condition such as entangled or grappled, remove the stunned condition, and negate any lessening of a movement speed, removal of a movement type, or loss of the power of speech. If under a paralysis effect, make a check at +8 against it, removing it on a success. Gain DR 4/-- and immunity to any condition so negated for 2 rounds. This is not a positive energy effect and works on undead just as well as the living.
Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed- and the next time a negative condition which could be removed by a Life sphere restore or Break Enchantment would affect me, it's delayed by 2 rounds before taking effect. 


Scroll-autoinjector D:
As a swift action targeting only myself which can be accomplished even if the damage it would cure killed me within the last 4 rounds, cure 84 + (3d8 * 0.5) HP, and gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed.

Gas mask and 2 replacement canisters

Amulet of Second Chances

Enveloping Pit
Contents:
20-ft long, 2 inch thick solid obdurium flagpole flying a silk Imperial flag, freestanding with a one-ton concrete base, with a CL 11 casting of Hardening on it: serves as the target for War sphere talent Monument

3,000 cubic feet worth of alchemical concrete

3,000 cubic feet of sand in sandbags

A great deal of lumber for concrete molds, duckboards, reinforcement of trench positions and miscellaneous construction, a few hundred pounds of iron nails and other odd metal reinforcements, and miscellaneous tools collectively amounting to a Trap Bag

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

True Believer (Kurrulmak) and the ability to remove things from the Enveloping Pit

Telekinesis talents Flight and Greater Speed (shared with Tanya)

Alteration talents: Size Change, Greater Changes, Extreme Changes, Lingering Transformation, Animalistic Transformation (transformation)

Life sphere, Esoteric Healing, Greater Restore

Guardian sphere (no package), Greater Delayed Damage x2, Durable, Cold Iron Call, Indomitable

!Virtually all my Wild Magic feats!
Inspired Surge: When using a spherecasting effect, +100% WM for +2 talents known in a base sphere I've already got
Manipulate Result: When a non-major WM effect is triggered, spend an immediate to roll twice and pick the best 6/day
Risk Management: After triggering a non-major WM event, spend a spell point to ignore it and roll once on the universal WM table: after triggering a major one, spend a spell point to roll four times on the universal WM table
Careful Caster: Increase casting time of a sphere effect to reduce WM chance by 50%
Overpower Resistance: +50% to WM chance of a spherecasting effect for +5 on SR penetration rolls
 

I Kompanie, 'Rock of the Rhine'

Strength: 34 +12
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 42 +16
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +33
CMD: 53 (10 +20 BAB +1 epic +12 Str +11 Dex +1 dodge -2 Berserking)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

Defensive Abilities: Toop traits, gas masks

AC: 41 (10 +11 Dex +11 armor +1 dodge +10 natural -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking)

HP: 308 (16d8+128+16+8+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:
Troop, 4d6+12 slashing, bludgeoning and peircing

Special Attacks:
Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+6 bludgeoning and peircing damage, Ref DC 31 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6 piercing and slashing damage, Ref DC 29 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6 bludgeoning, peircing and slashing damage, Ref DC 31 half (Dex-based) 

Space/Reach: 20' space, 5' reach: freely, amorphously reshapable

Skills:

Perception +50 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Fearless, Heroic Destiny, Fearless Destiny, Ability Focus (mortar), Endurance, Remain Conscious, Extra Combat Talent [Guardian sphere, Indifferent Defender drawback], Extra Combat Talent [Durable], Protected Destiny

Traits:
Steel Body, Resurrected

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:
Shared with every other Mortar Troop:

Combat Reflexes
Dodge
Great Fortitude, Iron Will
Skill Focus (Perception, Stealth)
Toughness

Shared with Visha:

Extra Combat Talent [Guardian sphere, Indifferent Defender drawback], Extra Combat Talent [Durable]

Unique:

Fearless, Heroic Destiny, Fearless Destiny, Ability Focus (mortar), Endurance, Remain Conscious, Protected Destiny

II Kompanie, 'Totenkopf'

Strength: 34 +12
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 42 +16
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +33
CMD: 53 (10 +20 BAB +1 epic +12 Str +11 Dex +1 dodge -2 Berserking)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

Defensive Abilities: Troop traits, gas masks

AC: 41 (10 +11 Dex +11 armor +1 dodge +10 natural -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -1 Berserking)

HP: 308 (16d8+128+16+8+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:
Troop, 4d6+12 slashing, bludgeoning and peircing

Special Attacks:
Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+6 bludgeoning and peircing damage, Ref DC 31 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6 piercing and slashing damage, Ref DC 29 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6 bludgeoning, peircing and slashing damage, Ref DC 31 half (Dex-based) 

Space/Reach: 20' space, 5' reach: freely, amorphously reshapable

Skills:

Perception +50 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Extra Combat Talent (Berserker sphere), Extra Combat Talent (Deathless), Extra Combat Talent (Atavism), Extra Combat Talent (Warp Spasm), Improved Atavism (Magical Beast), True Rage, Improved Toughness, Dragon's Toughness

Traits:
Steel Body, Resurrected

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:
Shared with every other Mortar Troop:

Combat Reflexes
Dodge
Great Fortitude, Iron Will
Skill Focus (Perception, Stealth)
Toughness

Unique:

Berserker sphere, talents Deathless, Atavism [Magical Beast: Perception], Warp Spasm
Improved Atavism (Magical Beast)
True Rage
Improved Toughness
Dragon's Toughness

III Kompanie, 'Wiesel'

Strength: 34 +12
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 42 +16
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +33
CMD: 53 (10 +20 BAB +1 epic +12 Str +11 Dex +1 dodge -2 Berserking)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

Defensive Abilities: Troop traits, gas masks

AC: 41 (10 +11 Dex +11 armor +1 dodge +10 natural -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -1 Berserking)

HP: 308 (16d8+128+16+8+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:
Troop, 4d6+12 slashing, bludgeoning and peircing

Special Attacks:
Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+6 bludgeoning and peircing damage, Ref DC 31 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6 piercing and slashing damage, Ref DC 29 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6 bludgeoning, peircing and slashing damage, Ref DC 31 half (Dex-based) 

Space/Reach: 20' space, 5' reach: freely, amorphously reshapable

Skills:

Perception +50 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

Craft (traps) +43

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Extra Combat Talent (Trap sphere), Extra Combat Talent (Persistent Trap I), Extra Combat Talent (Persistent Trap II), Extra Combat Talent (Razor Wire), Extra Combat Talent (Terrain Trap), Extra Combat Talent (Opportunist), Extra Combat Talent (Penetrating Trap), Extra Combat Talent (Gladiator sphere, Humble Combatant: Uncowed)

Traits:
Steel Body, Resurrected

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:
Shared with every other Mortar Troop:

Combat Reflexes
Dodge
Great Fortitude, Iron Will
Skill Focus (Perception, Stealth)
Toughness

Unique:

Gladiator sphere (Humble Combatant drawback), Uncowed talent
Trap sphere, talents Persistent Trap II, Razor Wire, Terrain Trap, Opportunist, Penetrating Trap (and the Craft (traps) ranks that come with 'em)

Razor Wire: may place as a full-round action- or a standard, with martial focus- with a DC 5 Craft (traps) check. Persists for 1 round per point by which I beat the DC, or 10 minutes per if I instead place it as a 1-minute action, or 1 hour per if I instead place it as a 10-minute action. Occupies 6 contiguous 5' squares of my choice, and the DC to detect it is 53*. Creatures who see me set it are aware of the square I set it in, and get +5 on Perception checks against it and Reflex saves against it. If it's detected with a Perception check, it can be deactivated as a full-round action with a DC 53* Disable Device check- or attacked. It has Hardness 25, AC 35 and 65 HP.
A creature who triggers it must make a DC 37 Reflex save or fall prone, take 12d6 slashing damage which overcomes magic, cold iron, silver, adamantine, and alignment-based DR. Running and charging creatures take -2 to their save.

Terrain Trap: may place as a full-round action- or a standard, with martial focus- with a DC 5 Craft (traps) check.
This creates a 35' radius of difficult terrain which deals 5d6 slashing and piercing damage to anyone who enters the area or ends their turn there, Reflex DC 37 for half. This damage overcomes magic, cold iron, silver, adamantine, and alignment-based DR. It returns to normal after 1 minute.

Feldwebele Richtofen, Kleist and von Zeiten, regimental musicians (3)

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 42 +16
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 49 (10 +20 BAB +1 epic +7 Str +11 Dex +1 dodge -2 berserking)

Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance) (+3 vs. mind-affecting, +2 Iron Will) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

AC: 31 (10 +11 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs)
Flat-footed: 31 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 3d10+24+3+3+12 (72 HP)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:
Karabiner 23k +37 ranged, 1d10+16 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +37 melee, 1d6+16 piercing + 14d4 untyped, 20/x2 crit

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r

Attack:
+20 BAB
+1 epic
+16 Int [Primal Blast]
(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+16 Int [Primal Blast]
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
-12 to enemy energy resistance, DR and Hardness

With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round
A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail
Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em
Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

Skills:

Perception +50 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Extra Combat Talent x4 

Traits:
Savant, Agent of Chance

Class Features:
EQUIPMENT

Firearm Proficiency (discipline)
Unarmored Training

WARLEADER

Bandmaster
Rousing Claxon (shout)
Persisting Influence
Semaphore
Strategically Distant Examination
Rallying Speech (shout)

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Soldier's uniform

Web gear (as adventurer's sash)

Karabiner 23k (as M1891 Mosin-Nagant) with socket bayonet

115 rifle rounds

2x M24 Stielhandgranate (as M1919 fragmentation grenade)

Folding shovel

Mess kit and canteen

Common backpack

Healer's kit and 1 dose of opium

Gas mask and 2 replacement canisters

Lyre of Building
Notes:
'2 cubic feet a minute' is the rate given for Shovel, '30 minutes of playing is equal to the work of 100 humans laboring for 3 days' implies 30 minutes of playing produces 300 man-days = 7,200 man-hours = 432,000 man-minutes = 30 minutes of playing to 432,000 man-minutes of construction work = 1 minute of playing to 14,400 man-minutes of construction work = 1 minute of playing to 28,800 cubic feet a minute = 1 round of playing to 2,880 cubic feet a round = one serviceable two-foot wide, five-foot deep, 290-ft long trench in one six-second round per Lyre of Building

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

The Warleader talents Bandmaster, Rousing Claxon (shout), Rallying Speech (shout), Persisting Influence, Semaphore, and Strategically Distant Examination (redundantly provided by all three regimental musicians: only lost if all three are dead)

Gun crew, 7.7 cm field gun #1 and #2 (10)

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 42 +16
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 49 (10 +20 BAB +1 epic +7 Str +11 Dex +1 dodge -2 berserking)

Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance) (+3 vs. mind-affecting, +2 Iron Will) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

AC: 31 (10 +11 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs)
Flat-footed: 31 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 33 (1d10+8+1+1+1+12)

Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:
Karabiner 23k +37 ranged, 1d10+16 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +37 melee, 1d6+16 piercing + 14d4 untyped, 20/x2 crit

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r

Attack:
+20 BAB
+1 epic
+16 Int [Primal Blast]
(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+16 Int [Primal Blast]
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
-12 to enemy energy resistance, DR and Hardness

With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round
A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail
Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em
Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

Skills:

Perception +50 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (Reflex save on 6-pounder shell explosion) for gunner, Skill Focus (Profession: Seige Engineer) for everyone else: human bonus feat is Rapid Reload.

Traits: Steel Body, Patient Calm (Profession: Seige Engineer)

Class Features:
EQUIPMENT

Firearm Proficiency (discipline)
Custom Training (Hotchkiss 6 pounder, Aasen mortar, Lawrence 1917 flamethrower)
Unarmored Training

SNIPER

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Soldier's uniform

Web gear (as adventurer's sash)

Karabiner 23k (as M1891 Mosin-Nagant) with socket bayonet

115 rifle rounds

2x M24 Stielhandgranate (as M1919 fragmentation grenade)

Folding shovel

Mess kit and canteen

Common backpack

Healer's kit and 1 dose of opium

Gas mask and 2 replacement canisters

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:
Next to nothing- they're pretty much just there as bodies and artillery crewmen, not feat-and-talent engines. I guess they grant the base Sniper sphere, but nothing else, redundantly with Tanya. And proficiency with their own artillery piece and the Profession (siege engineer) ranks required to use it.

Whitmann and Bäke, tank crewmen

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 42 +16
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 49 (10 +20 BAB +1 epic +7 Str +11 Dex +1 dodge -2 berserking)

Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance) (+3 vs. mind-affecting, +2 Iron Will) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

AC: 31 (10 +11 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs)
Flat-footed: 31 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 32 (1d10+8+1+1+12)

Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:
Karabiner 23k +37 ranged, 1d10+16 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +37 melee, 1d6+16 piercing + 14d4 untyped, 20/x2 crit

Struck target of anything but Maxim must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r

Attack:
+20 BAB
+1 epic
+16 Int [Primal Blast]
(-2 w/fixed bayonet)
(-8 size w/tank weapons)
(-2 for automatic fire w/Maxim, and another -2 for Barrage sphere)
(+8 for 15r w/Wild Fire)
(+1 within 30')

Damage:
+16 Int [Primal Blast] (doesn't apply w/Maxim: automatic fire)
(+6d6 if expending martial focus on a Deadly Shot)
(+1 within 30')

Notes:
No penalty for firing into melee
-12 to enemy energy resistance, DR and Hardness

With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round
A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail
Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em
Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)
None of the above applies to the Maxim gun

Skills:

 

Perception +50 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

Profession (driver) +10 (+2 when taking 10)

Feats: Racial Heritage (Kobold) and Kobold Confidence for driver: Ability Focus (Reflex save on cannon shell) and Rapid Reload for gunner

Traits: Steel Body, Patient Calm (Profession: Driver)

Class Features:
Gunner:
EQUIPMENT
Firearm Proficiency (discipline)
Custom Training (Hotchkiss 6 pounder, Maxim gun, Cannon)

BARRAGE

Driver:

EQUIPMENT

Firearm Proficiency (discipline)

ATHLETICS (Driver drawback, run package)

Ace Pilot
Swift Movement
Shoot and Scoot
 

Equipment:

Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Soldier's uniform

Web gear (as adventurer's sash)

Karabiner 23k (as M1891 Mosin-Nagant) with socket bayonet

115 rifle rounds

2x M24 Stielhandgranate (as M1919 fragmentation grenade)

Folding shovel

Mess kit and canteen

Common backpack

Healer's kit and 1 dose of opium

Gas mask and 2 replacement canisters

Panzer IIz light tank. Crewed statistics are:

PzKpfw IIz, Colossal construct

Strength: 46 +18
Dexterity: 11 +0
Constitution: --
Intelligence: --
Wisdom: --
Charisma: --

AC 35 (10 +0 Dex -8 size +7 armor +26 natural)
Touch: 2
Flat-footed: 35

HP 280 (Hardness 41, DR 3/-- until that DR blocks 30 damage, Regeneration 3/acid: becomes helpless at 0 HP instead of 'unconcious')

Fort +18 (+6 base, +12 Artifact Lord) (Construct immunities)
Ref +18 (+6 base, +12 Artifact Lord)
Will +18 (+6 base, +12 Artifact Lord) (Construct immunities: really, truly no-joke mindless)

Speed 65'

Space 30', Reach 20'

Ranged Attacks:
Cannon +29 ranged, 12d6+16+10d6 [not multiplied on a crit] bludgeoning and peircing +14d4 untyped, 20/x3 crit, range increment 400'. Reload takes 4 rounds, but happens automatically without needing to spend actions on it so long as at least one move action was spent to move: otherwise, 1 move action. Does not target touch AC, but all those within 15' of the target suffer half damage, DC 24 Reflex save negates. 40 rounds.

Maxim gun +25/+25 ranged, 2d8 bludgeoning and piercing, 20/x4 crit, range 120', misfire 1-2. Targets touch within first range increment. Attacks all creatures in a line, making a separate attack roll against each until striking an impenetrable barrier or a range of 1200' is reached: concealment doesn't apply, misfire occurs only if all attacks misfire.

Special Qualities:
DC 10 Profession (driver) check from at least one crew member required for it to be able to take actions

Treated as a quadruped for carrying capacity, fully encloses all occupants and crewmen granting total cover

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

Kobold Confidence feat

Barrage sphere

Athletics talents: Ace Pilot, Shoot and Scoot

 

 

SHARED PHYLACTERY DOLL BENEFITS
Mind Blank from Cowl of Warding
+5 resistance bonus to Will saves from Cloak
+6 enhancement bonus to Strength, Dex and Con from Belt
+2 to Con from Silithar Bones graft
+4 to MSB from Otherworldly Kimono 
Mettle to Will saves if under Half HP, from Tabard of Valor
The ability to auto-pass a Will save 1/day by expending a charge from the Ring of Nine Lives as an immediate action [except, uniquely, Visha, who has a different neck-slot item and so can't use the extra ring slot from the Hand of Glory]
Immunity to mind-affecting from Ring of Mental Fortitude
The ability to treat the dazed condition as confused for 5 rounds/day instead from the Steel-Mind Cap
+6 enhancement to Int, Wis and Cha from headband
The ability to invoke the Hand of Glory for Daylight and See Invisibility 1/day each
Immunity to death/energy drain/negative energy effects from Soulfire quality of Bracers of Armor
Immunity to sleep and stunning from Wakeful Mind graft
+5 competence to Knowledge (engineering) from Mossy Disk Ioun Stone
+5 inherent to all ability scores from Tomes

TANYA-ONLY PHYLACTERY DOLL BENFITS
Freedom of Movement and 6 levels' worth of Spell Turning from Cowl of Warding
+5 deflection to AC from Cloak
+5 resistance bonus to Reflex and Fortitude saves from Cloak
Mettle to Fort saves if under half HP, from Tabard of Valor
Darkvision 120', blindsense 60', double low-light vision, and halved range penalties to Perception from Eyes of the Dragon
Tripling of movement speed and fly speed from Angel Rings
The ability to be healed for 20 by my Ring of Nine Lives when brought to 0 HP, as well as the 1/day ability to use an immediate action to auto-pass a Fortitude or Reflex save
+5 enhancement bonus to natural armor from Hand of Glory
Immunity to energy damage from Ring of Universal Energy Immunity
Immunity to polymorph/transmutation effects from Proof against Transmutation property of Bracers of Armor
Immunity to bleed effects, and resistance to blood-related Con damage, from Styptic property of Bracers of Armor
Immunities to disease, paralysis and poison from Heart of Steel graft
+10 enhancement to Stealth checks from Psychoactive Skin of the Chameleon

Other notes: 
The +4 CL to the Destruction and Protection spheres from my Implement probably only applies to sphere effects physically originating from the body holding it

Toptomcat

Toptomcat

Oberstleutnant Tanya Degurecheff

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 42 +16
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 53 (10 +20 BAB +1 epic +7 Str +11 Dex +5 deflection +1 dodge -2 Berserking) (+12 vs. sunder)

Fort: +35 (+10 base, +2 epic, +16 Int, +5 resistance, +2 Great Fortitude)
Ref: +28 (+10 base, +2 epic, +11 Dex, +5 resistance) 
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), death effects, energy drain, negative energy, sleep and stunning, any magic which impedes movement [paralysis, solid fog, slow, web...], grappling, underwater movement penalties, polymorph and transmutation effects, bleed effects, disease, paralysis, poison, fear, inhaled poisons and other nonmagical effects that require breathing
25% chance to negate a Con-damage effect reflecting blood loss
6 levels' worth of Spell Turning
+1 to all saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+4 vs. energy drain, death effects: +2 vs. necromancy. Which I'm immune to, but shit happens.
Held items automatically negate and reflect any attempt to make them nonmagical: non-held owned items recieve saves vs. effects as if attended, and get +12 on all saves.
Mettle when under half HP
1/day, autopass a failed save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny
Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

AC: 41 (10 +11 Dex +11 armor +5 deflection +5 natural +1 dodge -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 36 (10 +11 Dex +11 armor [special, Unarmored Training] +5 deflection +1 dodge -2 Berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5'

HP: 276 (16d6+128+8+16+16+12)
Notes:
Delayed damage pool 100
DR 2/--

Immunities: Energy damage, crits and precision [when berserking only]
Upon dropping below 0 HP, heal for 20 HP and expend a charge of Ring of Nine Lives
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Speed: 195', fly 195' (perfect) (Base 30', +35' competence from Swift Movement for 65' total- then tripled by Angel Rings to 195 and turned into a Perfect maneuverability fly speed)

Attacks:
Elektrokarabiner 43 +43 ranged, 1d10+22+2d10 piercing and bludgeoning + 14d4 untyped, 20/x4 crit, range 640', misfire 0, capacity 5 [reload swift, magazine]: touch attack within first range increment, only -1 range penalty per increment rather than 2

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r

Attack:
+20 BAB
+1 epic
+16 Int [Primal Blast]
+6 enhancement
(+8 for 15r w/Wild Fire)
(+1d6 w/Heroic Destiny)

Damage:
+16 Int [Primal Blast]
+6 enhancement
(Sneak attack +1d6)
(+10d6 w/Pressurized Shot: takes a move action to recharge)
(In precipitation severity 4 or higher, may hold up as a full-round action to gain +[Severity - 3]d6 electricity damage for 6 rounds)
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
-12 to enemy energy resistance, DR and Hardness
With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round
A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail
Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em
Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar
Far-Sight Scope grants +4 to attack and halved range penalties for a move action
Far-Reaching Sight permits a full-round action attack to hit touch AC regardless of range

First five shots are Greater Burrowing Bullets that render the opponent staggered with pain for 1d3+2 rounds or until they make a DC 20 Heal check as a full-round action, and carry Megapede Venom forcing a DC 50 Fort save vs. 2d6 Con damage + 1d4 Dex damage, and another vs. the same in 1 minute.

May subtract 6 from attack and damage at the start of the round to add the same to any Destructive Blast, and increase its save DC by 3.

On hit, target glows for 1 round- illuminating as a torch, suppressing any active concealment or invisibility effects, and making stealth impossible

1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

Skills:
Perception +50 (extraordinary True Seeing, darkvision 120', blindsense 60', -1 to visual Per checks every 20' rather than 10', double low-light vision, +15 morale when Berserking)
Stealth +69 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats:
Extra Casting Talent x7, Extra Combat Talent x3, Spell Attack, Counterspell, Improved Counterspell, Greater Counterspell, Harmonic Counter, Counterspell Mastery, Chaotic Counter [Wild Magic], Spellthief

Traits:
Steel Body
Resurrected

Class Features:
32 independent spell points

TELEKINESIS (Sphere Drawback: Flight)
    Flight
    Greater Speed

PROTECTION (Sphere Drawback: Limited Protection, Ward)
    Mobile Ward

DESTRUCTION
    Energy Strike (blast shape)

MIND (Sphere Drawback: Empath)
    Mind Shield (charm)
    Powerful Charm

DIVINATION
    Fast Divinations
    Greater Divine
    Lingering Divination
    Sniper's Eye (sense)
    Cartographer's Divinations (divine)

Martial talents:

EQUIPMENT
    Firearm Proficiency (discipline)
    Unarmored Training

SNIPER
    Perfect Shot
    Unblockable
    Hindering Projectiles (snipe)    
Targeted Assault

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Soldier's uniform

Web gear (as adventurer's sash)

Shrink Item'd concrete bunker/hat Antimagic Field defense

Elektrokarabiner 43 Ausf. E (as dwarvencraft M1891 Mosin-Nagant with five permanent Technician inventions using the Greater Craftsman and Aesthetic Insight Technician Insights: Railgun, Enhanced Reliability, Pressurized Shot, Improved Rifling, and Far-Sight Scope improvements taken. The scope is also a Far-Reaching Sight and a Modern Firearms-style Scope, a vial of Oil of Silence is taped to the stock, and it's enchanted as a +4 caster-level Implement for the Destruction and Protection spheres, as well as a Weapon +6 of Distance, Greater Destructive Focus, and Assassination, with additional flat-rate enchantments Attendant, Crackling, Impervious, and Spellblade (Epic Counterspell). A Weapon Augment Crystal of Greater Revelation is attached. It's loaded with a 5-round clip of Greater Burrowing Bullets, each poisoned with Megapede Venom. 30 regular rounds in reloads are available.

Hardness 31, HP 44: cannot rot or warp, even magically

CL 25 Destruction sphere scroll-grenade:
Spend a standard action and pick a point within 85'. Everyone within a 170' radius, except the caster and seven other creatures they select, take 187 + (25d6)*0.5 untyped damage: they must make *two* Reflex saves, DC 28, to halve that damage. If they failed either, they must also make two DC 28 Fortitude saves or be blinded for 13 rounds and deafened for 12. Furthermore, whether or not they made any of those saves, they also take 50 bleed damage...but a target who fails *any* of those saving throws can't heal hit point damage by any means, including fast healing or regeneration, for 12 rounds. Even if they made 'em, the bleed can be negated only through a magical skill/caster level/class level check against DC 35, or a DC 40 Heal check.

If the target is undead or in any way vulnerable to sunlight, the damage is 275 + (25d8)*0.5 instead. 

The blast hits ethereal or incorporeal targets as if they weren't, and is not subject to spell resistance.

Traveler's Any-Tool

Mess kit and canteen

Handy Haversack

Scroll-autoinjector A:
As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, heal all ability damage to any ability score as well as all ability drain to one ability score, remove 2 temporary negative levels or suppress 2 permanent ones for 8 minutes, and make a check at +8 against the CL of each negative magical effect that has a duration or can be removed with Break Enchantment or Remove Curse, dispelling it on a success. Gain DR 4/-- and immmunity to any spell so removed for 2 rounds: if *all* negative levels were removed, also gain immunity to them for the same duration. This is not a positive energy effect and works on undead just as well as the living.
Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed.


Scroll-autoinjector B:
As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, negate the dazzled, shaken, frightened, panicked, confused, dazed, staggered, battered, fatigued, exhausted, sickened, or nauseated condition, as well as any temporary/magical removal of senses- and make a check at +8 against the DC of any poison or disease I'm suffering from to negate it as well. Gain DR 4/-- and immunity to any removed condition, poison or disease for 2 rounds. This is not a positive energy effect and works on undead just as well as the living.
Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed.


Scroll-autoinjector C:
As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, gain an immediate Escape Artist check at a +12 circumstance bonus to any applicable condition such as entangled or grappled, remove the stunned condition, and negate any lessening of a movement speed, removal of a movement type, or loss of the power of speech. If under a paralysis effect, make a check at +8 against it, removing it on a success. Gain DR 4/-- and immunity to any condition so negated for 2 rounds. This is not a positive energy effect and works on undead just as well as the living.
Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed- and the next time a negative condition which could be removed by a Life sphere restore or Break Enchantment would affect me, it's delayed by 2 rounds before taking effect. 


Scroll-autoinjector D:
As a swift action targeting only myself which can be accomplished even if the damage it would cure killed me within the last 4 rounds, cure 84 + (3d8 * 0.5) HP, and gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed.

Gas mask and 2 replacement canisters

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

Telekinesis talents Flight and Greater Speed (shared with Visha)

Mind sphere (Empath drawback), Mind Shield talent, Greater Charm talent

Divination sphere, Fast Divinations, Greater Divine, Lingering Divination, Sniper's Eye sense, Cartographer's Divinations

Sniper sphere, Perfect Shot, Unblockable, Hindering Projectiles (snipe), Targeted Assault

!All of the counterspelling capability!

Counterspell: Spend a spell point as a standard action to dispel a magical effect on a creature, item or location within 350'- or ready an action to counter a spell or sphere effect as someone casts it. When targeting a creature, item, or location, I can target a specific effect if I've ID'd it, otherwise the one with the highest CL is automatically targeted. Make a check at +31 against their Magic Skill Defense (levels in a spellcasting class + 11: permanent general bonuses to caster level like that of an orange ioun stone generally apply, and so do increases to CL specific to dispel resistance, like that of a Ring of Enduring Arcana. Temporary bonuses to CL, or bonuses to CL specific to a particular school of magic or spell, generally do not apply. On a success, the targeted effect is destroyed- or, in the case of a non-artifact magic item, suppressed for 1d4 rounds.

When targeting a creature or object, I can spend an additional spell point to target an additional 5 effects, for a total of 6.

Alternatively, I can spend an additional spell point to affect multiple effects in a 20' burst. Roll one check at +31 and apply it to every creature in the area [once], every object with a spell or effect active on it [but not permanent magic items], and every area effect with an origin in that area. Also roll to dispel area effects covering that area with an origin outside, but only dispel them for that area.

Alternatively, I can spend two additional spell points to attempt to dispel every effect on every creature, every ongoing magical effect, and every magic item within 40'. This, uniquely, has a 25% chance to dispel an antimagic field. Permanent magic items dispelled this way have their benefits return in 1 minute, not 1d4 rounds.

Alternatively, I can spend two additional spell points to target one item. I make a check at +36 against it: a success renders it permanently nonmagical. This has a 25% chance of working against artifacts, but if I do it, I need to make a DC 25 Will save vs. permanently losing all spherecasting and have a 95% chance of attracting unwanted extraplanar attention.

Alternatively, I can spend an additional spell point to perform a counterspell as an immediate action. This one only works for countering an effect as it's being cast.

Whenever I would counterspell an effect on a creature or object, I may instead choose to reassign its targets, taking over concentration for it if concentration is required: the effect's originator loses any ability to dismiss it that they may have had.

Whenever I would counterspell anything, the caster suffers a 100% increase in their wild magic chance until end of turn. They are not aware of this increase.

Oberleutnant Viktoriya 'Visha' Serebryakov

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 42 +16
Wisdom: 22 +6 (Native Wisdom actually higher, but the rules for Possession aren't 'best of the two')
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 49 (10 +20 BAB +1 epic +7 Str +11 Dex +1 dodge -2 berserking)

Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance) (+3 vs. mind-affecting, +2 Iron Will) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

AC: 31 (10 +11 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs)
Flat-footed: 31 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 276 (16d6+128+8+16+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Speed: 65' (+35' competence)

Attacks:
Vortex gun +32 ranged touch*, 10d6+16 force + 14d4 untyped, 19-20/x2 crit (and make a trip check at +35 on target), range 100' cone [scatter only], effective capacity 3 [reload standard]

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r, and a DC 18 Fortitude save vs. 1 round of nausea

Attack:
+20 BAB
+1 epic
+1 masterwork
+16 Int [Primal Blast]
-2 scatter
-4 nonproficiency
(+8 for 15r w/Wild Fire)

Damage:
+16 Int [Primal Blast]
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
-12 to enemy energy resistance, DR and Hardness
With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round
A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail
Struck target takes -2 to attacks, CMD and AC until they dig the... 'bullet'... out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em
Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

Skills:

Perception +50 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Extra Magic Talent (x6), Extra Combat Talent (x5), True Believer (Kurrulmak), Inspired Surge [Wild Magic], Manipulate Result [Wild Magic], Risk Management [Wild Magic], Careful Caster [Wild Magic], Overpower Resistance [Wild Magic]

Traits:
Steel Body, Resurrected

Class Features:
32 independent spell points

Casting Talents:
TELEKINESIS (Sphere Drawback: Flight)
    Flight
    Greater Speed

PROTECTION (Sphere Drawback: Limited Protection, Ward)
    Greater Barrier
    Mobile Ward

DESTRUCTION
    Energy Strike (blast shape)

ALTERATION
    Elemental Transformation
    Elemental Purity
    Size Change
    Greater Changes
    Extreme Changes
    Lingering Transformation    
    Animalistic Transformation (transformation)

LIFE
    Esoteric Healing
    Greater Restore

Martial Talents:
GUARDIAN (Indifferent Defender)
    Greater Delayed Damage x2
    Durable
    Cold Iron Call
    Indomitable

Equipment:

Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Soldier's uniform

Web gear (as adventurer's sash)

Shrink Item'd concrete bunker/hat Antimagic Field defense

Masterwork Vortex Gun, waist pack of six extra Batteries connected by Power Cable

CL 25 Destruction sphere scroll-grenade:
Spend a standard action and pick a point within 85'. Everyone within a 170' radius, except the caster and seven other creatures they select, take 187 + (25d6)*0.5 untyped damage: they must make *two* Reflex saves, DC 28, to halve that damage. If they failed either, they must also make two DC 28 Fortitude saves or be blinded for 13 rounds and deafened for 12. Furthermore, whether or not they made any of those saves, they also take 50 bleed damage...but a target who fails *any* of those saving throws can't heal hit point damage by any means, including fast healing or regeneration, for 12 rounds. Even if they made 'em, the bleed can be negated only through a magical skill/caster level/class level check against DC 35, or a DC 40 Heal check.

If the target is undead or in any way vulnerable to sunlight, the damage is 275 + (25d8)*0.5 instead. 

The blast hits ethereal or incorporeal targets as if they weren't, and is not subject to spell resistance.

Traveler's Any-Tool

Mess kit and canteen

Handy Haversack

Scroll-autoinjector A:
As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, heal all ability damage to any ability score as well as all ability drain to one ability score, remove 2 temporary negative levels or suppress 2 permanent ones for 8 minutes, and make a check at +8 against the CL of each negative magical effect that has a duration or can be removed with Break Enchantment or Remove Curse, dispelling it on a success. Gain DR 4/-- and immmunity to any spell so removed for 2 rounds: if *all* negative levels were removed, also gain immunity to them for the same duration. This is not a positive energy effect and works on undead just as well as the living.
Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed.


Scroll-autoinjector B:
As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, negate the dazzled, shaken, frightened, panicked, confused, dazed, staggered, battered, fatigued, exhausted, sickened, or nauseated condition, as well as any temporary/magical removal of senses- and make a check at +8 against the DC of any poison or disease I'm suffering from to negate it as well. Gain DR 4/-- and immunity to any removed condition, poison or disease for 2 rounds. This is not a positive energy effect and works on undead just as well as the living.
Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed.


Scroll-autoinjector C:
As a swift action targeting only myself which can be accomplished even if normally unable to cast due to a condition which this could restore, cure 84 + (3d8 * 0.5) HP, gain an immediate Escape Artist check at a +12 circumstance bonus to any applicable condition such as entangled or grappled, remove the stunned condition, and negate any lessening of a movement speed, removal of a movement type, or loss of the power of speech. If under a paralysis effect, make a check at +8 against it, removing it on a success. Gain DR 4/-- and immunity to any condition so negated for 2 rounds. This is not a positive energy effect and works on undead just as well as the living.
Additionally, gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed- and the next time a negative condition which could be removed by a Life sphere restore or Break Enchantment would affect me, it's delayed by 2 rounds before taking effect. 


Scroll-autoinjector D:
As a swift action targeting only myself which can be accomplished even if the damage it would cure killed me within the last 4 rounds, cure 84 + (3d8 * 0.5) HP, and gain a +2 circumstance bonus to AC and saves for 1 minute or until hit by the next attack or the next save is failed.

Gas mask and 2 replacement canisters

Amulet of Second Chances

Enveloping Pit
Contents:
20-ft long, 2 inch thick solid obdurium flagpole flying a silk Imperial flag, freestanding with a one-ton concrete base, with a CL 11 casting of Hardening on it: serves as the target for War sphere talent Monument

3,000 cubic feet worth of alchemical concrete

3,000 cubic feet of sand in sandbags

A great deal of lumber for concrete molds, duckboards, reinforcement of trench positions and miscellaneous construction, a few hundred pounds of iron nails and other odd metal reinforcements, and miscellaneous tools collectively amounting to a Trap Bag

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

True Believer (Kurrulmak) and the ability to remove things from the Enveloping Pit

Telekinesis talents Flight and Greater Speed (shared with Tanya)

Alteration talents: Size Change, Greater Changes, Extreme Changes, Lingering Transformation, Animalistic Transformation (transformation)

Life sphere, Esoteric Healing, Greater Restore

Guardian sphere (no package), Greater Delayed Damage x2, Durable, Cold Iron Call, Indomitable

!Virtually all my Wild Magic feats!
Inspired Surge: When using a spherecasting effect, +100% WM for +2 talents known in a base sphere I've already got
Manipulate Result: When a non-major WM effect is triggered, spend an immediate to roll twice and pick the best 6/day
Risk Management: After triggering a non-major WM event, spend a spell point to ignore it and roll once on the universal WM table: after triggering a major one, spend a spell point to roll four times on the universal WM table
Careful Caster: Increase casting time of a sphere effect to reduce WM chance by 50%
Overpower Resistance: +50% to WM chance of a spherecasting effect for +5 on SR penetration rolls
 

I Kompanie, 'Rock of the Rhine'

Strength: 34 +12
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 42 +16
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +33
CMD: 53 (10 +20 BAB +1 epic +12 Str +11 Dex +1 dodge -2 Berserking)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

Defensive Abilities: Toop traits, gas masks

AC: 41 (10 +11 Dex +11 armor +1 dodge +10 natural -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking)

HP: 308 (16d8+128+16+8+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:
Troop, 4d6+12 slashing, bludgeoning and peircing

Special Attacks:
Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+6 bludgeoning and peircing damage, Ref DC 31 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6 piercing and slashing damage, Ref DC 29 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6 bludgeoning, peircing and slashing damage, Ref DC 31 half (Dex-based) 

Space/Reach: 20' space, 5' reach: freely, amorphously reshapable

Skills:

Perception +50 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Fearless, Heroic Destiny, Fearless Destiny, Ability Focus (mortar), Endurance, Remain Conscious, Extra Combat Talent [Guardian sphere, Indifferent Defender drawback], Extra Combat Talent [Durable], Protected Destiny

Traits:
Steel Body, Resurrected

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:
Shared with every other Mortar Troop:

Combat Reflexes
Dodge
Great Fortitude, Iron Will
Skill Focus (Perception, Stealth)
Toughness

Shared with Visha:

Extra Combat Talent [Guardian sphere, Indifferent Defender drawback], Extra Combat Talent [Durable]

Unique:

Fearless, Heroic Destiny, Fearless Destiny, Ability Focus (mortar), Endurance, Remain Conscious, Protected Destiny

II Kompanie, 'Totenkopf'

Strength: 34 +12
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 42 +16
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +33
CMD: 53 (10 +20 BAB +1 epic +12 Str +11 Dex +1 dodge -2 Berserking)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

Defensive Abilities: Troop traits, gas masks

AC: 41 (10 +11 Dex +11 armor +1 dodge +10 natural -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -1 Berserking)

HP: 308 (16d8+128+16+8+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:
Troop, 4d6+12 slashing, bludgeoning and peircing

Special Attacks:
Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+6 bludgeoning and peircing damage, Ref DC 31 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6 piercing and slashing damage, Ref DC 29 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6 bludgeoning, peircing and slashing damage, Ref DC 31 half (Dex-based) 

Space/Reach: 20' space, 5' reach: freely, amorphously reshapable

Skills:

Perception +50 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Extra Combat Talent (Berserker sphere), Extra Combat Talent (Deathless), Extra Combat Talent (Atavism), Extra Combat Talent (Warp Spasm), Improved Atavism (Magical Beast), True Rage, Improved Toughness, Dragon's Toughness

Traits:
Steel Body, Resurrected

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:
Shared with every other Mortar Troop:

Combat Reflexes
Dodge
Great Fortitude, Iron Will
Skill Focus (Perception, Stealth)
Toughness

Unique:

Berserker sphere, talents Deathless, Atavism [Magical Beast: Perception], Warp Spasm
Improved Atavism (Magical Beast)
True Rage
Improved Toughness
Dragon's Toughness

III Kompanie, 'Wiesel'

Strength: 34 +12
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 42 +16
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +33
CMD: 53 (10 +20 BAB +1 epic +12 Str +11 Dex +1 dodge -2 Berserking)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

Defensive Abilities: Troop traits, gas masks

AC: 41 (10 +11 Dex +11 armor +1 dodge +10 natural -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -1 Berserking)

HP: 308 (16d8+128+16+8+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:
Troop, 4d6+12 slashing, bludgeoning and peircing

Special Attacks:
Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+6 bludgeoning and peircing damage, Ref DC 31 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6 piercing and slashing damage, Ref DC 29 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6 bludgeoning, peircing and slashing damage, Ref DC 31 half (Dex-based) 

Space/Reach: 20' space, 5' reach: freely, amorphously reshapable

Skills:

Perception +50 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

Craft (traps) +43

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Extra Combat Talent (Trap sphere), Extra Combat Talent (Persistent Trap I), Extra Combat Talent (Persistent Trap II), Extra Combat Talent (Razor Wire), Extra Combat Talent (Terrain Trap), Extra Combat Talent (Opportunist), Extra Combat Talent (Penetrating Trap), Extra Combat Talent (Gladiator sphere, Humble Combatant: Uncowed)

Traits:
Steel Body, Resurrected

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Shared Equipment Bonuses:

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 damage to anyone who enters the area or ends their turn there, Reflex DC 37 for half. It returns to normal after 1 minute.

Feldwebele Richtofen, Kleist and von Zeiten, regimental musicians (3)

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 42 +16
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 49 (10 +20 BAB +1 epic +7 Str +11 Dex +1 dodge -2 berserking)

Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance) (+3 vs. mind-affecting, +2 Iron Will) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

AC: 31 (10 +11 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs)
Flat-footed: 31 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 3d10+24+3+3+12 (72 HP)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:
Karabiner 23k +37 ranged, 1d10+16 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +37 melee, 1d6+16 piercing + 14d4 untyped, 20/x2 crit

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r

Attack:
+20 BAB
+1 epic
+16 Int [Primal Blast]
(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+16 Int [Primal Blast]
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
-12 to enemy energy resistance, DR and Hardness

With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round
A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail
Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em
Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

Skills:

Perception +50 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Extra Combat Talent x4 

Traits:
Savant, Agent of Chance

Class Features:
EQUIPMENT

Firearm Proficiency (discipline)
Unarmored Training

WARLEADER

Bandmaster
Rousing Claxon (shout)
Persisting Influence
Semaphore
Strategically Distant Examination
Rallying Speech (shout)

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Soldier's uniform

Web gear (as adventurer's sash)

Karabiner 23k (as M1891 Mosin-Nagant) with socket bayonet

115 rifle rounds

2x M24 Stielhandgranate (as M1919 fragmentation grenade)

Folding shovel

Mess kit and canteen

Common backpack

Healer's kit and 1 dose of opium

Gas mask and 2 replacement canisters

Lyre of Building
Notes:
'2 cubic feet a minute' is the rate given for Shovel, '30 minutes of playing is equal to the work of 100 humans laboring for 3 days' implies 30 minutes of playing produces 300 man-days = 7,200 man-hours = 432,000 man-minutes = 30 minutes of playing to 432,000 man-minutes of construction work = 1 minute of playing to 14,400 man-minutes of construction work = 1 minute of playing to 28,800 cubic feet a minute = 1 round of playing to 2,880 cubic feet a round = one serviceable two-foot wide, five-foot deep, 290-ft long trench in one six-second round per Lyre of Building

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

The Warleader talents Bandmaster, Rousing Claxon (shout), Rallying Speech (shout), Persisting Influence, Semaphore, and Strategically Distant Examination (redundantly provided by all three regimental musicians: only lost if all three are dead)

Gun crew, 7.7 cm field gun #1 and #2 (10)

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 42 +16
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 49 (10 +20 BAB +1 epic +7 Str +11 Dex +1 dodge -2 berserking)

Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance) (+3 vs. mind-affecting, +2 Iron Will) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

AC: 31 (10 +11 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs)
Flat-footed: 31 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 33 (1d10+8+1+1+1+12)

Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:
Karabiner 23k +37 ranged, 1d10+16 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +37 melee, 1d6+16 piercing + 14d4 untyped, 20/x2 crit

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r

Attack:
+20 BAB
+1 epic
+16 Int [Primal Blast]
(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+16 Int [Primal Blast]
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
-12 to enemy energy resistance, DR and Hardness

With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round
A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail
Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em
Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

Skills:

Perception +50 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (Reflex save on 6-pounder shell explosion) for gunner, Skill Focus (Profession: Seige Engineer) for everyone else: human bonus feat is Rapid Reload.

Traits: Steel Body, Patient Calm (Profession: Seige Engineer)

Class Features:
EQUIPMENT

Firearm Proficiency (discipline)
Custom Training (Hotchkiss 6 pounder, Aasen mortar, Lawrence 1917 flamethrower)
Unarmored Training

SNIPER

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Soldier's uniform

Web gear (as adventurer's sash)

Karabiner 23k (as M1891 Mosin-Nagant) with socket bayonet

115 rifle rounds

2x M24 Stielhandgranate (as M1919 fragmentation grenade)

Folding shovel

Mess kit and canteen

Common backpack

Healer's kit and 1 dose of opium

Gas mask and 2 replacement canisters

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:
Next to nothing- they're pretty much just there as bodies and artillery crewmen, not feat-and-talent engines. I guess they grant the base Sniper sphere, but nothing else, redundantly with Tanya. And proficiency with their own artillery piece and the Profession (siege engineer) ranks required to use it.

Whitmann and Bäke, tank crewmen

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 42 +16
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 49 (10 +20 BAB +1 epic +7 Str +11 Dex +1 dodge -2 berserking)

Fort: +30 (+10 base, +2 epic, +16 Int, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +37 (+12 base, +2 epic, +16 Int, +5 resistance) (+3 vs. mind-affecting, +2 Iron Will) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
1/day, reroll a nat 1 on a save from Fearless Destiny

Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

AC: 31 (10 +11 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs)
Flat-footed: 31 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 32 (1d10+8+1+1+12)

Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -92, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -46
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:
Karabiner 23k +37 ranged, 1d10+16 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +37 melee, 1d6+16 piercing + 14d4 untyped, 20/x2 crit

Struck target of anything but Maxim must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r

Attack:
+20 BAB
+1 epic
+16 Int [Primal Blast]
(-2 w/fixed bayonet)
(-8 size w/tank weapons)
(-2 for automatic fire w/Maxim, and another -2 for Barrage sphere)
(+8 for 15r w/Wild Fire)
(+1 within 30')

Damage:
+16 Int [Primal Blast] (doesn't apply w/Maxim: automatic fire)
(+6d6 if expending martial focus on a Deadly Shot)
(+1 within 30')

Notes:
No penalty for firing into melee
-12 to enemy energy resistance, DR and Hardness

With martial focus, a 1 doesn't automiss, and reroll a natural 1 1/round
A supernatural ability or spell that negates my attack, like Wind Wall, has to make a CL check against my attack roll or get ignored: an extraordinary ability, like Deflect Arrows, needs to make a combat maneuver check or likewise fail
Struck target takes -2 to attacks, CMD and AC until they dig the bullet out: the penalty stacks indefinitely, one takes a move action, more take a single full-round action for all of 'em
Piercing Eye permits reduction of concealment miss chance by 60% as a move action, as well as rolling twice and choosing the most favorable result when attacking Mirror Image or similar
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)
None of the above applies to the Maxim gun

Skills:

 

Perception +50 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +53 (+55 for spellcasting)
Knowledge (arcana) +62
Knowledge (everything else, including martial) +47
Spellcraft +64

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +44 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +44
Sleight of Hand +39
Heal +34
Use Magic Device +38 (all checks are automatically a natural 20)

Profession (driver) +10 (+2 when taking 10)

Feats: Racial Heritage (Kobold) and Kobold Confidence for driver: Ability Focus (Reflex save on cannon shell) and Rapid Reload for gunner

Traits: Steel Body, Patient Calm (Profession: Driver)

Class Features:
Gunner:
EQUIPMENT
Firearm Proficiency (discipline)
Custom Training (Hotchkiss 6 pounder, Maxim gun, Cannon)

BARRAGE

Driver:

EQUIPMENT

Firearm Proficiency (discipline)

ATHLETICS (Driver drawback, run package)

Ace Pilot
Swift Movement
Shoot and Scoot
 

Equipment:

Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Soldier's uniform

Web gear (as adventurer's sash)

Karabiner 23k (as M1891 Mosin-Nagant) with socket bayonet

115 rifle rounds

2x M24 Stielhandgranate (as M1919 fragmentation grenade)

Folding shovel

Mess kit and canteen

Common backpack

Healer's kit and 1 dose of opium

Gas mask and 2 replacement canisters

Panzer IIz light tank. Crewed statistics are:

PzKpfw IIz, Colossal construct

Strength: 46 +18
Dexterity: 11 +0
Constitution: --
Intelligence: --
Wisdom: --
Charisma: --

AC 35 (10 +0 Dex -8 size +7 armor +26 natural)
Touch: 2
Flat-footed: 35

HP 280 (Hardness 41, DR 3/-- until that DR blocks 30 damage, Regeneration 3/acid: becomes helpless at 0 HP instead of 'unconcious')

Fort +18 (+6 base, +12 Artifact Lord) (Construct immunities)
Ref +18 (+6 base, +12 Artifact Lord)
Will +18 (+6 base, +12 Artifact Lord) (Construct immunities: really, truly no-joke mindless)

Speed 65'

Space 30', Reach 20'

Ranged Attacks:
Cannon +29 ranged, 12d6+16+10d6 [not multiplied on a crit] bludgeoning and peircing +14d4 untyped, 20/x3 crit, range increment 400'. Reload takes 4 rounds, but happens automatically without needing to spend actions on it so long as at least one move action was spent to move: otherwise, 1 move action. Does not target touch AC, but all those within 15' of the target suffer half damage, DC 24 Reflex save negates. 40 rounds.

Maxim gun +25/+25 ranged, 2d8 bludgeoning and piercing, 20/x4 crit, range 120', misfire 1-2. Targets touch within first range increment. Attacks all creatures in a line, making a separate attack roll against each until striking an impenetrable barrier or a range of 1200' is reached: concealment doesn't apply, misfire occurs only if all attacks misfire.

Special Qualities:
DC 10 Profession (driver) check from at least one crew member required for it to be able to take actions

Treated as a quadruped for carrying capacity, fully encloses all occupants and crewmen granting total cover

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

Kobold Confidence feat

Barrage sphere

Athletics talents: Ace Pilot, Shoot and Scoot

 

 

SHARED PHYLACTERY DOLL BENEFITS
Mind Blank from Cowl of Warding
+5 resistance bonus to Will saves from Cloak
+6 enhancement bonus to Strength, Dex and Con from Belt
+2 to Con from Silithar Bones graft
+4 to MSB from Otherworldly Kimono 
Mettle to Will saves if under Half HP, from Tabard of Valor
The ability to auto-pass a Will save 1/day by expending a charge from the Ring of Nine Lives as an immediate action [except, uniquely, Visha, who has a different neck-slot item and so can't use the extra ring slot from the Hand of Glory]
Immunity to mind-affecting from Ring of Mental Fortitude
The ability to treat the dazed condition as confused for 5 rounds/day instead from the Steel-Mind Cap
+6 enhancement to Int, Wis and Cha from headband
The ability to invoke the Hand of Glory for Daylight and See Invisibility 1/day each
Immunity to death/energy drain/negative energy effects from Soulfire quality of Bracers of Armor
Immunity to sleep and stunning from Wakeful Mind graft
+5 competence to Knowledge (engineering) from Mossy Disk Ioun Stone
+5 inherent to all ability scores from Tomes

TANYA-ONLY PHYLACTERY DOLL BENFITS
Freedom of Movement and 6 levels' worth of Spell Turning from Cowl of Warding
+5 deflection to AC from Cloak
+5 resistance bonus to Reflex and Fortitude saves from Cloak
Mettle to Fort saves if under half HP, from Tabard of Valor
Darkvision 120', blindsense 60', double low-light vision, and halved range penalties to Perception from Eyes of the Dragon
Tripling of movement speed and fly speed from Angel Rings
The ability to be healed for 20 by my Ring of Nine Lives when brought to 0 HP, as well as the 1/day ability to use an immediate action to auto-pass a Fortitude or Reflex save
+5 enhancement bonus to natural armor from Hand of Glory
Immunity to energy damage from Ring of Universal Energy Immunity
Immunity to polymorph/transmutation effects from Proof against Transmutation property of Bracers of Armor
Immunity to bleed effects, and resistance to blood-related Con damage, from Styptic property of Bracers of Armor
Immunities to disease, paralysis and poison from Heart of Steel graft
+10 enhancement to Stealth checks from Psychoactive Skin of the Chameleon

Other notes: 
The +4 CL to the Destruction and Protection spheres from my Implement probably only applies to sphere effects physically originating from the body holding it

Toptomcat

Toptomcat

Oberstleutnant Tanya Degurecheff

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 40 +15
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 53 (10 +20 BAB +1 epic +7 Str +11 Dex +5 deflection +1 dodge -2 Berserking) (+12 vs. sunder)

Fort: +27 (+10 base, +2 epic, +8 Con, +5 resistance, +2 Great Fortitude)
Ref: +28 (+10 base, +2 epic, +11 Dex, +5 resistance) 
Will: +36 (+12 base, +2 epic, +15 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), death effects, energy drain, negative energy, sleep and stunning, any magic which impedes movement [paralysis, solid fog, slow, web...], grappling, underwater movement penalties, polymorph and transmutation effects, bleed effects, disease, paralysis, poison, fear, inhaled poisons and other nonmagical effects that require breathing
25% chance to negate a Con-damage effect reflecting blood loss
6 levels' worth of Spell Turning
+1 to all saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+4 vs. energy drain, death effects: +2 vs. necromancy. Which I'm immune to, but shit happens.
Held items automatically negate and reflect any attempt to make them nonmagical: non-held owned items recieve saves vs. effects as if attended, and get +12 on all saves.
Mettle when under half HP
1/day, autopass a failed save as an immediate action with Ring of Nine Lives
Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

AC: 41 (10 +11 Dex +11 armor +5 deflection +5 natural +1 dodge -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 36 (10 +11 Dex +11 armor [special, Unarmored Training] +5 deflection +1 dodge -2 Berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 276 (16d6+128+8+16+16+12)
Notes:
Delayed damage pool 100
DR 2/--

Immunities: Energy damage, crits and precision [when berserking only]
Upon dropping below 0 HP, heal for 20 HP and expend a charge of Ring of Nine Lives
With martial focus, die at -62, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -31
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Speed: 90', fly 90' (perfect)

Attacks:
Elektrokarabiner 43 +42 ranged, 1d10+21+2d10 piercing and bludgeoning + 14d4 untyped, 20/x4 crit, range 640', misfire 0, capacity 5 [reload swift, magazine]: touch attack within first range increment, only -1 range penalty per increment rather than 2

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r

Attack:
+20 BAB
+1 epic
+15 Int [Primal Blast]
+6 enhancement
(+8 for 15r w/Wild Fire)
(+1d6 w/Heroic Destiny)

Damage:
+15 Int [Primal Blast]
+6 enhancement
(Sneak attack +1d6)
(+10d6 w/Pressurized Shot: takes a move action to recharge)
(In precipitation severity 4 or higher, may hold up as a full-round action to gain +[Severity - 3]d6 electricity damage for 6 rounds)
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
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 +49 (extraordinary True Seeing, darkvision 120', blindsense 60', -1 to visual Per checks every 20' rather than 10', double low-light vision, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +52 (+54 for spellcasting)
Knowledge (arcana) +61
Knowledge (everything else, including martial) +46
Spellcraft +63

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +43
Sleight of Hand +39
Heal +33
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:
31 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)    

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 😄
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 😧
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

Shared Equipment Bonuses:

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)

!All of the counterspelling capability!

Counterspell: Spend a spell point as a standard action to dispel a magical effect on a creature, item or location within 350'- or ready an action to counter a spell or sphere effect as someone casts it. When targeting a creature, item, or location, I can target a specific effect if I've ID'd it, otherwise the one with the highest CL is automatically targeted. Make a check at +31 against their Magic Skill Defense (levels in a spellcasting class + 11: permanent general bonuses to caster level like that of an orange ioun stone generally apply, and so do increases to CL specific to dispel resistance, like that of a Ring of Enduring Arcana. Temporary bonuses to CL, or bonuses to CL specific to a particular school of magic or spell, generally do not apply. On a success, the targeted effect is destroyed- or, in the case of a non-artifact magic item, suppressed for 1d4 rounds.

When targeting a creature or object, I can spend an additional spell point to target an additional 5 effects, for a total of 6.

Alternatively, I can spend an additional spell point to affect multiple effects in a 20' burst. Roll one check at +31 and apply it to every creature in the area [once], every object with a spell or effect active on it [but not permanent magic items], and every area effect with an origin in that area. Also roll to dispel area effects covering that area with an origin outside, but only dispel them for that area.

Alternatively, I can spend two additional spell points to attempt to dispel every effect on every creature, every ongoing magical effect, and every magic item within 40'. This, uniquely, has a 25% chance to dispel an antimagic field. Permanent magic items dispelled this way have their benefits return in 1 minute, not 1d4 rounds.

Alternatively, I can spend two additional spell points to target one item. I make a check at +36 against it: a success renders it permanently nonmagical. This has a 25% chance of working against artifacts, but if I do it, I need to make a DC 25 Will save vs. permanently losing all spherecasting and have a 95% chance of attracting unwanted extraplanar attention.

Alternatively, I can spend an additional spell point to perform a counterspell as an immediate action. This one only works for countering an effect as it's being cast.

Whenever I would counterspell an effect on a creature or object, I may instead choose to reassign its targets, taking over concentration for it if concentration is required: the effect's originator loses any ability to dismiss it that they may have had.

Whenever I would counterspell anything, the caster suffers a 100% increase in their wild magic chance until end of turn. They are not aware of this increase.

 

Oberleutnant Viktoriya 'Visha' Serebryakov

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 40 +15
Wisdom: 22 +6 (Native Wisdom actually higher, but the rules for Possession aren't 'best of the two')
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 49 (10 +20 BAB +1 epic +7 Str +11 Dex +1 dodge -2 berserking)

Fort: +22 (+10 base, +2 epic, +8 Con, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +36 (+12 base, +2 epic, +15 Int, +5 resistance) (+3 vs. mind-affecting, +2 Iron Will) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
Most natural, supernatural, or extrarordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

AC: 31 (10 +11 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs)
Flat-footed: 31 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 276 (16d6+128+8+16+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -62, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -31
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Speed: Boring base 30' human, to start

Attacks:
Vortex gun +31 ranged touch*, 10d6+15 force + 14d4 untyped, 19-20/x2 crit (and make a trip check at +35 on target), range 100' cone [scatter only], effective capacity 3 [reload standard]

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r, and a DC 18 Fortitude save vs. 1 round of nausea

Attack:
+20 BAB
+1 epic
+1 masterwork
+15 Int [Primal Blast]
-2 scatter
-4 nonproficiency
(+8 for 15r w/Wild Fire)

Damage:
+15 Int [Primal Blast]
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
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 +49 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +52 (+54 for spellcasting)
Knowledge (arcana) +61
Knowledge (everything else, including martial) +46
Spellcraft +63

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +43
Sleight of Hand +39
Heal +33
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:
31 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 😄
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 😧
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

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

Telekinesis talents Flight and Greater Speed (shared with Tanya)

Alteration talents: Size Change, Greater Changes, Extreme Changes, Lingering Transformation, Animalistic Transformation (transformation)

Life sphere, Esoteric Healing, Greater Restore

Guardian sphere (no package), Greater Delayed Damage x2, Durable, Cold Iron Call, Indomitable

!Virtually all my Wild Magic feats!
Inspired Surge: When using a spherecasting effect, +100% WM for +2 talents known in a base sphere I've already got
Manipulate Result: When a non-major WM effect is triggered, spend an immediate to roll twice and pick the best 6/day
Risk Management: After triggering a non-major WM event, spend a spell point to ignore it and roll once on the universal WM table: after triggering a major one, spend a spell point to roll four times on the universal WM table
Careful Caster: Increase casting time of a sphere effect to reduce WM chance by 50%
Overpower Resistance: +50% to WM chance of a spherecasting effect for +5 on SR penetration rolls
 

I Kompanie, 'Rock of the Rhine'

Strength: 34 +12
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 40 +15
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +33
CMD: 53 (10 +20 BAB +1 epic +12 Str +11 Dex +1 dodge -2 Berserking)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +22 (+10 base, +2 epic, +8 Con, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +36 (+12 base, +2 epic, +15 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
Most natural, supernatural, or extrarordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

Defensive Abilities: Troop traits, gas masks

AC: 41 (10 +11 Dex +11 armor +1 dodge +10 natural -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking)

HP: 308 (16d8+128+16+8+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -62, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -31
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:
Troop, 4d6+12 slashing, bludgeoning and peircing

Special Attacks:
Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+6 bludgeoning and peircing damage, Ref DC 31 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6 piercing and slashing damage, Ref DC 29 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6 bludgeoning, peircing and slashing damage, Ref DC 31 half (Dex-based) 

Space/Reach: 20' space, 5' reach: freely, amorphously reshapable

Skills:

Perception +49 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +52 (+54 for spellcasting)
Knowledge (arcana) +61
Knowledge (everything else, including martial) +46
Spellcraft +63

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +43
Sleight of Hand +39
Heal +33
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Fearless, Heroic Destiny, Fearless Destiny, Ability Focus (mortar), Endurance, Remain Conscious, Extra Combat Talent [Guardian sphere, Indifferent Defender drawback], Extra Combat Talent [Durable], Protected Destiny

Traits:
Steel Body, Resurrected

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:
Shared with every other Mortar Troop:

Combat Reflexes
Dodge
Great Fortitude, Iron Will
Skill Focus (Perception, Stealth)
Toughness

Shared with Visha:

Extra Combat Talent [Guardian sphere, Indifferent Defender drawback], Extra Combat Talent [Durable]

Unique:

Fearless, Heroic Destiny, Fearless Destiny, Ability Focus (mortar), Endurance, Remain Conscious, Protected Destiny

II Kompanie, 'Totenkopf'

Strength: 34 +12
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 40 +15
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +33
CMD: 53 (10 +20 BAB +1 epic +12 Str +11 Dex +1 dodge -2 Berserking)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +22 (+10 base, +2 epic, +8 Con, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +36 (+12 base, +2 epic, +15 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
Most natural, supernatural, or extrarordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

Defensive Abilities: Troop traits, gas masks

AC: 41 (10 +11 Dex +11 armor +1 dodge +10 natural -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -1 Berserking)

HP: 308 (16d8+128+16+8+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -62, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -31
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:
Troop, 4d6+12 slashing, bludgeoning and peircing

Special Attacks:
Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+6 bludgeoning and peircing damage, Ref DC 31 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6 piercing and slashing damage, Ref DC 29 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6 bludgeoning, peircing and slashing damage, Ref DC 31 half (Dex-based) 

Space/Reach: 20' space, 5' reach: freely, amorphously reshapable

Skills:
Perception +43 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +53 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +52 (+54 for spellcasting)
Knowledge (arcana) +61
Knowledge (everything else, including martial) +46
Spellcraft +63

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +43
Sleight of Hand +39
Heal +33
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Extra Combat Talent (Berserker sphere), Extra Combat Talent (Deathless), Extra Combat Talent (Atavism), Extra Combat Talent (Warp Spasm), Improved Atavism (Magical Beast), True Rage, Improved Toughness, Dragon's Toughness

Traits:
Steel Body, Resurrected

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:
Shared with every other Mortar Troop:

Combat Reflexes
Dodge
Great Fortitude, Iron Will
Skill Focus (Perception, Stealth)
Toughness

Unique:

Berserker sphere, talents Deathless, Atavism [Magical Beast: Perception], Warp Spasm
Improved Atavism (Magical Beast)
True Rage
Improved Toughness
Dragon's Toughness

III Kompanie, 'Wiesel'

Strength: 34 +12
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 40 +15
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +33
CMD: 53 (10 +20 BAB +1 epic +12 Str +11 Dex +1 dodge -2 Berserking)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +22 (+10 base, +2 epic, +8 Con, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +36 (+12 base, +2 epic, +15 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
Most natural, supernatural, or extrarordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

Defensive Abilities: Troop traits, gas masks

AC: 41 (10 +11 Dex +11 armor +1 dodge +10 natural -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -1 Berserking)

HP: 308 (16d8+128+16+8+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -62, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -31
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:
Troop, 4d6+12 slashing, bludgeoning and peircing

Special Attacks:
Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+6 bludgeoning and peircing damage, Ref DC 31 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6 piercing and slashing damage, Ref DC 29 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6 bludgeoning, peircing and slashing damage, Ref DC 31 half (Dex-based) 

Space/Reach: 20' space, 5' reach: freely, amorphously reshapable

Skills:
Perception +43 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +53 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +52 (+54 for spellcasting)
Knowledge (arcana) +61
Knowledge (everything else, including martial) +46
Spellcraft +63

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +43
Sleight of Hand +39
Heal +33
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Extra Combat Talent (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)

Shared Equipment Bonuses:

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

 

Feldwebele Richtofen, Kleist and von Zeiten, regimental musicians (3)

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 40 +15
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 49 (10 +20 BAB +1 epic +7 Str +11 Dex +1 dodge -2 berserking)

Fort: +22 (+10 base, +2 epic, +8 Con, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +36 (+12 base, +2 epic, +15 Int, +5 resistance) (+3 vs. mind-affecting, +2 Iron Will) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
Most natural, supernatural, or extrarordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

AC: 31 (10 +11 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs)
Flat-footed: 31 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 3d10+24+3+3+12 (72 HP)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -62, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -31
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:
Karabiner 23k +36 ranged, 1d10+15 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +36 melee, 1d6+15 piercing + 14d4 untyped, 20/x2 crit

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r

Attack:
+20 BAB
+1 epic
+15 Int [Primal Blast]
(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+15 Int [Primal Blast]
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
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 +43 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +53 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +52 (+54 for spellcasting)
Knowledge (arcana) +61
Knowledge (everything else, including martial) +46
Spellcraft +63

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +43
Sleight of Hand +39
Heal +33
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Extra Combat Talent x4 

Traits:
Savant, Agent of Chance

Class Features:
EQUIPMENT

Firearm Proficiency (discipline)
Unarmored Training

WARLEADER

Bandmaster
Rousing Claxon (shout)
Persisting Influence
Semaphore
Strategically Distant Examination
Rallying Speech (shout)

Equipment:
Elinium Type 97 Mobile Assault Computation Jewel (Masterwork tool for Knowledge: Engineering checks made for my spherecasting, and my Focus for my Focus Casting drawback.)

Elinium Type 96 Emergency Backup Computation Jewel (Standard tool for making Knowledge: Engineering checks made for my spherecasting, and a backup Focus)

Soldier's uniform

Web gear (as adventurer's sash)

Karabiner 23k (as M1891 Mosin-Nagant) with socket bayonet

115 rifle rounds

2x M24 Stielhandgranate (as M1919 fragmentation grenade)

Folding shovel

Mess kit and canteen

Common backpack

Healer's kit and 1 dose of opium

Gas mask and 2 replacement canister

Shared Equipment Bonuses:

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:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

BAB:

CMB: 
CMD:

Fort:
Ref:
Will:

AC:
Flat-footed:
Touch:

HP: 

Initiative:

Attacks:

Skills:

Feats:

Traits:

Class Features:

Equipment:

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

 

 

Whitmann and Bäke, tank crewmen

Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

BAB:

CMB: 
CMD:

Fort:
Ref:
Will:

AC:
Flat-footed:
Touch:

HP: 

Initiative:

Attacks:

Skills:

Feats:

Traits:

Class Features:

Equipment:

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

Toptomcat

Toptomcat

Oberstleutnant Tanya Degurecheff

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 40 +15
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 53 (10 +20 BAB +1 epic +7 Str +11 Dex +5 deflection +1 dodge -2 Berserking) (+12 vs. sunder)

Fort: +27 (+10 base, +2 epic, +8 Con, +5 resistance, +2 Great Fortitude)
Ref: +28 (+10 base, +2 epic, +11 Dex, +5 resistance) 
Will: +36 (+12 base, +2 epic, +15 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), death effects, energy drain, negative energy, sleep and stunning, any magic which impedes movement [paralysis, solid fog, slow, web...], grappling, underwater movement penalties, polymorph and transmutation effects, bleed effects, disease, paralysis, poison, fear, inhaled poisons and other nonmagical effects that require breathing
25% chance to negate a Con-damage effect reflecting blood loss
6 levels' worth of Spell Turning
+1 to all saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+4 vs. energy drain, death effects: +2 vs. necromancy. Which I'm immune to, but shit happens.
Held items automatically negate and reflect any attempt to make them nonmagical: non-held owned items recieve saves vs. effects as if attended, and get +12 on all saves.
Mettle when under half HP
1/day, autopass a failed save as an immediate action with Ring of Nine Lives
Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

AC: 41 (10 +11 Dex +11 armor +5 deflection +5 natural +1 dodge -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 36 (10 +11 Dex +11 armor [special, Unarmored Training] +5 deflection +1 dodge -2 Berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 276 (16d6+128+8+16+16+12)
Notes:
Delayed damage pool 100
DR 2/--

Immunities: Energy damage, crits and precision [when berserking only]
Upon dropping below 0 HP, heal for 20 HP and expend a charge of Ring of Nine Lives
With martial focus, die at -62, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -31
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Speed: 90', fly 90' (perfect)

Attacks:
Elektrokarabiner 43 +42 ranged, 1d10+21+2d10 piercing and bludgeoning + 14d4 untyped, 20/x4 crit, range 640', misfire 0, capacity 5 [reload swift, magazine]: touch attack within first range increment, only -1 range penalty per increment rather than 2

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r

Attack:
+20 BAB
+1 epic
+15 Int [Primal Blast]
+6 enhancement
(+8 for 15r w/Wild Fire)
(+1d6 w/Heroic Destiny)

Damage:
+15 Int [Primal Blast]
+6 enhancement
(Sneak attack +1d6)
(+10d6 w/Pressurized Shot: takes a move action to recharge)
(In precipitation severity 4 or higher, may hold up as a full-round action to gain +[Severity - 3]d6 electricity damage for 6 rounds)
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
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 +49 (extraordinary True Seeing, darkvision 120', blindsense 60', -1 to visual Per checks every 20' rather than 10', double low-light vision, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +52 (+54 for spellcasting)
Knowledge (arcana) +61
Knowledge (everything else, including martial) +46
Spellcraft +63

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +43
Sleight of Hand +39
Heal +33
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:
31 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)    

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 😄
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 😧
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

Shared Equipment Bonuses:

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)

!All of the counterspelling capability!

Counterspell: Spend a spell point as a standard action to dispel a magical effect on a creature, item or location within 350'- or ready an action to counter a spell or sphere effect as someone casts it. When targeting a creature, item, or location, I can target a specific effect if I've ID'd it, otherwise the one with the highest CL is automatically targeted. Make a check at +31 against their Magic Skill Defense (levels in a spellcasting class + 11: permanent general bonuses to caster level like that of an orange ioun stone generally apply, and so do increases to CL specific to dispel resistance, like that of a Ring of Enduring Arcana. Temporary bonuses to CL, or bonuses to CL specific to a particular school of magic or spell, generally do not apply. On a success, the targeted effect is destroyed- or, in the case of a non-artifact magic item, suppressed for 1d4 rounds.

When targeting a creature or object, I can spend an additional spell point to target an additional 5 effects, for a total of 6.

Alternatively, I can spend an additional spell point to affect multiple effects in a 20' burst. Roll one check at +31 and apply it to every creature in the area [once], every object with a spell or effect active on it [but not permanent magic items], and every area effect with an origin in that area. Also roll to dispel area effects covering that area with an origin outside, but only dispel them for that area.

Alternatively, I can spend two additional spell points to attempt to dispel every effect on every creature, every ongoing magical effect, and every magic item within 40'. This, uniquely, has a 25% chance to dispel an antimagic field. Permanent magic items dispelled this way have their benefits return in 1 minute, not 1d4 rounds.

Alternatively, I can spend two additional spell points to target one item. I make a check at +36 against it: a success renders it permanently nonmagical. This has a 25% chance of working against artifacts, but if I do it, I need to make a DC 25 Will save vs. permanently losing all spherecasting and have a 95% chance of attracting unwanted extraplanar attention.

Alternatively, I can spend an additional spell point to perform a counterspell as an immediate action. This one only works for countering an effect as it's being cast.

Whenever I would counterspell an effect on a creature or object, I may instead choose to reassign its targets, taking over concentration for it if concentration is required: the effect's originator loses any ability to dismiss it that they may have had.

Whenever I would counterspell anything, the caster suffers a 100% increase in their wild magic chance until end of turn. They are not aware of this increase.

 

Oberleutnant Viktoriya 'Visha' Serebryakov

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 40 +15
Wisdom: 22 +6 (Native Wisdom actually higher, but the rules for Possession aren't 'best of the two')
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 49 (10 +20 BAB +1 epic +7 Str +11 Dex +1 dodge -2 berserking)

Fort: +22 (+10 base, +2 epic, +8 Con, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +36 (+12 base, +2 epic, +15 Int, +5 resistance) (+3 vs. mind-affecting, +2 Iron Will) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
Most natural, supernatural, or extrarordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

AC: 31 (10 +11 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs)
Flat-footed: 31 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 276 (16d6+128+8+16+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -62, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -31
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Speed: Boring base 30' human, to start

Attacks:
Vortex gun +31 ranged touch*, 10d6+15 force + 14d4 untyped, 19-20/x2 crit (and make a trip check at +35 on target), range 100' cone [scatter only], effective capacity 3 [reload standard]

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r, and a DC 18 Fortitude save vs. 1 round of nausea

Attack:
+20 BAB
+1 epic
+1 masterwork
+15 Int [Primal Blast]
-2 scatter
-4 nonproficiency
(+8 for 15r w/Wild Fire)

Damage:
+15 Int [Primal Blast]
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
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

Skills:
Perception +49 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +52 (+54 for spellcasting)
Knowledge (arcana) +61
Knowledge (everything else, including martial) +46
Spellcraft +63

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +43
Sleight of Hand +39
Heal +33
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:
31 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 😄
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 😧
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

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

Telekinesis talents Flight and Greater Speed (shared with Tanya)

Alteration talents: Size Change, Greater Changes, Extreme Changes, Lingering Transformation, Animalistic Transformation (transformation)

Life sphere, Esoteric Healing, Greater Restore

Guardian sphere (no package), Greater Delayed Damage x2, Durable, Cold Iron Call, Indomitable

!Virtually all my Wild Magic feats!
Inspired Surge: When using a spherecasting effect, +100% WM for +2 talents known in a base sphere I've already got
Manipulate Result: When a non-major WM effect is triggered, spend an immediate to roll twice and pick the best 6/day
Risk Management: After triggering a non-major WM event, spend a spell point to ignore it and roll once on the universal WM table: after triggering a major one, spend a spell point to roll four times on the universal WM table
Careful Caster: Increase casting time of a sphere effect to reduce WM chance by 50%
Overpower Resistance: +50% to WM chance of a spherecasting effect for +5 on SR penetration rolls
 

I Kompanie, 'Rock of the Rhine'

Strength: 34 +12
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 40 +15
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +33
CMD: 53 (10 +20 BAB +1 epic +12 Str +11 Dex +1 dodge -2 Berserking)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +22 (+10 base, +2 epic, +8 Con, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +36 (+12 base, +2 epic, +15 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
Most natural, supernatural, or extrarordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

Defensive Abilities: Troop traits, gas masks

AC: 41 (10 +11 Dex +11 armor +1 dodge +10 natural -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking)

HP: 308 (16d8+128+16+8+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -62, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -31
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:
Troop, 4d6+12 slashing, bludgeoning and peircing

Special Attacks:
Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+6 bludgeoning and peircing damage, Ref DC 31 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6 piercing and slashing damage, Ref DC 29 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6 bludgeoning, peircing and slashing damage, Ref DC 31 half (Dex-based) 

Space/Reach: 20' space, 5' reach: freely, amorphously reshapable

Skills:

Perception +49 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +52 (+54 for spellcasting)
Knowledge (arcana) +61
Knowledge (everything else, including martial) +46
Spellcraft +63

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +43
Sleight of Hand +39
Heal +33
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Fearless, Heroic Destiny, Fearless Destiny, Ability Focus (mortar), Endurance, Remain Conscious, Extra Combat Talent [Guardian sphere, Indifferent Defender drawback], Extra Combat Talent [Durable], Protected Destiny

Traits:
Steel Body, Resurrected

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:
Shared with every other Mortar Troop:

Combat Reflexes
Dodge
Great Fortitude, Iron Will
Skill Focus (Perception, Stealth)
Toughness

Shared with Visha:

Extra Combat Talent [Guardian sphere, Indifferent Defender drawback], Extra Combat Talent [Durable]

Unique:

Fearless, Heroic Destiny, Fearless Destiny, Ability Focus (mortar), Endurance, Remain Conscious, Protected Destiny

II Kompanie, 'Totenkopf'

Strength: 34 +12
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 40 +15
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +33
CMD: 53 (10 +20 BAB +1 epic +12 Str +11 Dex +1 dodge -2 Berserking)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +22 (+10 base, +2 epic, +8 Con, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +36 (+12 base, +2 epic, +15 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
Most natural, supernatural, or extrarordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

Defensive Abilities: Troop traits, gas masks

AC: 41 (10 +11 Dex +11 armor +1 dodge +10 natural -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -1 Berserking)

HP: 308 (16d8+128+16+8+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -62, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -31
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:
Troop, 4d6+12 slashing, bludgeoning and peircing

Special Attacks:
Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+6 bludgeoning and peircing damage, Ref DC 31 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6 piercing and slashing damage, Ref DC 29 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6 bludgeoning, peircing and slashing damage, Ref DC 31 half (Dex-based) 

Space/Reach: 20' space, 5' reach: freely, amorphously reshapable

Skills:
Perception +43 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +53 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +52 (+54 for spellcasting)
Knowledge (arcana) +61
Knowledge (everything else, including martial) +46
Spellcraft +63

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +43
Sleight of Hand +39
Heal +33
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Extra Combat Talent (Berserker sphere), Extra Combat Talent (Deathless), Extra Combat Talent (Atavism), Extra Combat Talent (Warp Spasm), Improved Atavism (Magical Beast), True Rage, Improved Toughness, Dragon's Toughness

Traits:
Steel Body, Resurrected

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:
Shared with every other Mortar Troop:

Combat Reflexes
Dodge
Great Fortitude, Iron Will
Skill Focus (Perception, Stealth)
Toughness

Unique:

Berserker sphere, talents Deathless, Atavism [Magical Beast: Perception], Warp Spasm
Improved Atavism (Magical Beast)
True Rage
Improved Toughness
Dragon's Toughness

III Kompanie, 'Wiesel'

Strength: 34 +12
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 40 +15
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +33
CMD: 53 (10 +20 BAB +1 epic +12 Str +11 Dex +1 dodge -2 Berserking)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +22 (+10 base, +2 epic, +8 Con, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +36 (+12 base, +2 epic, +15 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
Most natural, supernatural, or extrarordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

Defensive Abilities: Troop traits, gas masks

AC: 41 (10 +11 Dex +11 armor +1 dodge +10 natural -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -1 Berserking)

HP: 308 (16d8+128+16+8+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -62, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -31
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:
Troop, 4d6+12 slashing, bludgeoning and peircing

Special Attacks:
Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+6 bludgeoning and peircing damage, Ref DC 31 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6 piercing and slashing damage, Ref DC 29 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6 bludgeoning, peircing and slashing damage, Ref DC 31 half (Dex-based) 

Space/Reach: 20' space, 5' reach: freely, amorphously reshapable

Skills:
Perception +43 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +53 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +52 (+54 for spellcasting)
Knowledge (arcana) +61
Knowledge (everything else, including martial) +46
Spellcraft +63

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +43
Sleight of Hand +39
Heal +33
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Extra Combat Talent (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

Shared Equipment Bonuses:

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

 

Feldwebele Richtofen, Kleist and von Zeiten, regimental musicians (3)

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 40 +15
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 49 (10 +20 BAB +1 epic +7 Str +11 Dex +1 dodge -2 berserking)

Fort: +22 (+10 base, +2 epic, +8 Con, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +36 (+12 base, +2 epic, +15 Int, +5 resistance) (+3 vs. mind-affecting, +2 Iron Will) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
Most natural, supernatural, or extrarordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

AC: 31 (10 +11 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs)
Flat-footed: 31 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 3d10+24+3+3+12 (72 HP)

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:

Karabiner 23k +36 ranged, 1d10+15 bludgeoning and piercing + 14d4 untyped, 20/x4 crit, range 80', misfire 1, capacity 5 (reload swift, magazine)

Socket bayonet +36 melee, 1d6+15 piercing + 14d4 untyped, 20/x2 crit

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r

Attack:
+20 BAB
+1 epic
+15 Int [Primal Blast]
(-2 w/fixed bayonet)
(+8 for 15r w/Wild Fire)

Damage:
+15 Int [Primal Blast]
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
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

Skills:
Perception +43 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +53 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +52 (+54 for spellcasting)
Knowledge (arcana) +61
Knowledge (everything else, including martial) +46
Spellcraft +63

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +43
Sleight of Hand +39
Heal +33
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Extra Combat Talent x4 

Traits:
Savant, Agent of Chance

Class Features:
EQUIPMENT

Firearm Proficiency (discipline)
Unarmored Training

WARLEADER

Bandmaster
Rousing Claxon (shout)
Persisting Influence
Semaphore
Strategically Distant Examination
Rallying Speech (shout)

Equipment:

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

 

Gun crew, 7.7 cm field gun #1 and #2 (10)

 

Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

BAB:

CMB: 
CMD:

Fort:
Ref:
Will:

AC:
Flat-footed:
Touch:

HP: 

Initiative:

Attacks:

Skills:

Feats:

Traits:

Class Features:

Equipment:

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

 

 

Whitmann and Bäke, tank crewmen

Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

BAB:

CMB: 
CMD:

Fort:
Ref:
Will:

AC:
Flat-footed:
Touch:

HP: 

Initiative:

Attacks:

Skills:

Feats:

Traits:

Class Features:

Equipment:

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

Toptomcat

Toptomcat

Oberstleutnant Tanya Degurecheff

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 40 +15
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 53 (10 +20 BAB +1 epic +7 Str +11 Dex +5 deflection +1 dodge -2 Berserking) (+12 vs. sunder)

Fort: +27 (+10 base, +2 epic, +8 Con, +5 resistance, +2 Great Fortitude)
Ref: +28 (+10 base, +2 epic, +11 Dex, +5 resistance) 
Will: +36 (+12 base, +2 epic, +15 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), death effects, energy drain, negative energy, sleep and stunning, any magic which impedes movement [paralysis, solid fog, slow, web...], grappling, underwater movement penalties, polymorph and transmutation effects, bleed effects, disease, paralysis, poison, fear, inhaled poisons and other nonmagical effects that require breathing
25% chance to negate a Con-damage effect reflecting blood loss
6 levels' worth of Spell Turning
+1 to all saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+4 vs. energy drain, death effects: +2 vs. necromancy. Which I'm immune to, but shit happens.
Held items automatically negate and reflect any attempt to make them nonmagical: non-held owned items recieve saves vs. effects as if attended, and get +12 on all saves.
Mettle when under half HP
1/day, autopass a failed save as an immediate action with Ring of Nine Lives
Most natural, supernatural, or extraordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

AC: 41 (10 +11 Dex +11 armor +5 deflection +5 natural +1 dodge -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 36 (10 +11 Dex +11 armor [special, Unarmored Training] +5 deflection +1 dodge -2 Berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 276 (16d6+128+8+16+16+12)
Notes:
Delayed damage pool 100
DR 2/--

Immunities: Energy damage, crits and precision [when berserking only]
Upon dropping below 0 HP, heal for 20 HP and expend a charge of Ring of Nine Lives
With martial focus, die at -62, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -31
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Speed: 90', fly 90' (perfect)

Attacks:
Elektrokarabiner 43 +42 ranged, 1d10+21+2d10 piercing and bludgeoning + 14d4 untyped, 20/x4 crit, range 640', misfire 0, capacity 5 [reload swift, magazine]: touch attack within first range increment, only -1 range penalty per increment rather than 2

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r

Attack:
+20 BAB
+1 epic
+15 Int [Primal Blast]
+6 enhancement
(+8 for 15r w/Wild Fire)
(+1d6 w/Heroic Destiny)

Damage:
+15 Int [Primal Blast]
+6 enhancement
(Sneak attack +1d6)
(+10d6 w/Pressurized Shot: takes a move action to recharge)
(In precipitation severity 4 or higher, may hold up as a full-round action to gain +[Severity - 3]d6 electricity damage for 6 rounds)
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
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 +49 (extraordinary True Seeing, darkvision 120', blindsense 60', -1 to visual Per checks every 20' rather than 10', double low-light vision, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +52 (+54 for spellcasting)
Knowledge (arcana) +61
Knowledge (everything else, including martial) +46
Spellcraft +63

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +43
Sleight of Hand +39
Heal +33
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:
31 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)    

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 😄
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 😧
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

Shared Equipment Bonuses:

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)

!All of the counterspelling capability!

Counterspell: Spend a spell point as a standard action to dispel a magical effect on a creature, item or location within 350'- or ready an action to counter a spell or sphere effect as someone casts it. When targeting a creature, item, or location, I can target a specific effect if I've ID'd it, otherwise the one with the highest CL is automatically targeted. Make a check at +31 against their Magic Skill Defense (levels in a spellcasting class + 11: permanent general bonuses to caster level like that of an orange ioun stone generally apply, and so do increases to CL specific to dispel resistance, like that of a Ring of Enduring Arcana. Temporary bonuses to CL, or bonuses to CL specific to a particular school of magic or spell, generally do not apply. On a success, the targeted effect is destroyed- or, in the case of a non-artifact magic item, suppressed for 1d4 rounds.

When targeting a creature or object, I can spend an additional spell point to target an additional 5 effects, for a total of 6.

Alternatively, I can spend an additional spell point to affect multiple effects in a 20' burst. Roll one check at +31 and apply it to every creature in the area [once], every object with a spell or effect active on it [but not permanent magic items], and every area effect with an origin in that area. Also roll to dispel area effects covering that area with an origin outside, but only dispel them for that area.

Alternatively, I can spend two additional spell points to attempt to dispel every effect on every creature, every ongoing magical effect, and every magic item within 40'. This, uniquely, has a 25% chance to dispel an antimagic field. Permanent magic items dispelled this way have their benefits return in 1 minute, not 1d4 rounds.

Alternatively, I can spend two additional spell points to target one item. I make a check at +36 against it: a success renders it permanently nonmagical. This has a 25% chance of working against artifacts, but if I do it, I need to make a DC 25 Will save vs. permanently losing all spherecasting and have a 95% chance of attracting unwanted extraplanar attention.

Alternatively, I can spend an additional spell point to perform a counterspell as an immediate action. This one only works for countering an effect as it's being cast.

Whenever I would counterspell an effect on a creature or object, I may instead choose to reassign its targets, taking over concentration for it if concentration is required: the effect's originator loses any ability to dismiss it that they may have had.

Whenever I would counterspell anything, the caster suffers a 100% increase in their wild magic chance until end of turn. They are not aware of this increase.

 

Oberleutnant Viktoriya 'Visha' Serebryakov

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 40 +15
Wisdom: 22 +6 (Native Wisdom actually higher, but the rules for Possession aren't 'best of the two')
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 49 (10 +20 BAB +1 epic +7 Str +11 Dex +1 dodge -2 berserking)

Fort: +22 (+10 base, +2 epic, +8 Con, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +36 (+12 base, +2 epic, +15 Int, +5 resistance) (+3 vs. mind-affecting, +2 Iron Will) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, inhaled poisons and other nonmagical effects that require breathing, fear
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
Most natural, supernatural, or extrarordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny
1/rnd, when berserking, upon a successful crit or an enemy's failed save against a Spheres of Might effect, 'rend' for normal weapon damage + (1.5x Int mod, instead of any Str mod or Dex mod which would apply to the attack)

AC: 31 (10 +11 Dex +11 armor +1 dodge -2 berserking) (-6 vs. AoOs)
Flat-footed: 31 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training], +1 dodge -2 berserking)
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 276 (16d6+128+8+16+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -62, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -31
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Speed: Boring base 30' human, to start

Attacks:
Vortex gun +31 ranged touch*, 10d6+15 force + 14d4 untyped, 19-20/x2 crit (and make a trip check at +35 on target), range 100' cone [scatter only], effective capacity 3 [reload standard]

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r, and a DC 18 Fortitude save vs. 1 round of nausea

*Includes scatter and nonproficiency penalties

Attack:
+20 BAB
+1 epic
+1 masterwork
+15 Int [Primal Blast]
(+8 for 15r w/Wild Fire)

Damage:
+15 Int [Primal Blast]
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
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

Skills:
Perception +49 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +52 (+54 for spellcasting)
Knowledge (arcana) +61
Knowledge (everything else, including martial) +46
Spellcraft +63

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +43
Sleight of Hand +39
Heal +33
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:
31 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 😄
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 😧
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

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

Telekinesis talents Flight and Greater Speed (shared with Tanya)

Alteration talents: Size Change, Greater Changes, Extreme Changes, Lingering Transformation, Animalistic Transformation (transformation)

Life sphere, Esoteric Healing, Greater Restore

Guardian sphere (no package), Greater Delayed Damage x2, Durable, Cold Iron Call, Indomitable

!Virtually all my Wild Magic feats!
Inspired Surge: When using a spherecasting effect, +100% WM for +2 talents known in a base sphere I've already got
Manipulate Result: When a non-major WM effect is triggered, spend an immediate to roll twice and pick the best 6/day
Risk Management: After triggering a non-major WM event, spend a spell point to ignore it and roll once on the universal WM table: after triggering a major one, spend a spell point to roll four times on the universal WM table
Careful Caster: Increase casting time of a sphere effect to reduce WM chance by 50%
Overpower Resistance: +50% to WM chance of a spherecasting effect for +5 on SR penetration rolls
 

I Kompanie, 'Rock of the Rhine'

Strength: 34 +12
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 40 +15
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +33
CMD: 53 (10 +20 BAB +1 epic +12 Str +11 Dex +1 dodge -2 Berserking)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +22 (+10 base, +2 epic, +8 Con, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +36 (+12 base, +2 epic, +15 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
Most natural, supernatural, or extrarordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

Defensive Abilities: Troop traits, gas masks

AC: 41 (10 +11 Dex +11 armor +1 dodge +10 natural -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -2 Berserking)

HP: 308 (16d8+128+16+8+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -62, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -31
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:
Troop, 4d6+12 slashing, bludgeoning and peircing

Special Attacks:
Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+6 bludgeoning and peircing damage, Ref DC 31 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6 piercing and slashing damage, Ref DC 29 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6 bludgeoning, peircing and slashing damage, Ref DC 31 half (Dex-based) 

Space/Reach: 20' space, 5' reach: freely, amorphously reshapable

Skills:

Perception +49 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +59 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +52 (+54 for spellcasting)
Knowledge (arcana) +61
Knowledge (everything else, including martial) +46
Spellcraft +63

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +43
Sleight of Hand +39
Heal +33
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Fearless, Heroic Destiny, Fearless Destiny, Ability Focus (mortar), Endurance, Remain Conscious, Extra Combat Talent [Guardian sphere, Indifferent Defender drawback], Extra Combat Talent [Durable], Protected Destiny

Traits:
Steel Body, Resurrected

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:
Shared with every other Mortar Troop:

Combat Reflexes
Dodge
Great Fortitude, Iron Will
Skill Focus (Perception, Stealth)
Toughness

Shared with Visha:

Extra Combat Talent [Guardian sphere, Indifferent Defender drawback], Extra Combat Talent [Durable]

Unique:

Fearless, Heroic Destiny, Fearless Destiny, Ability Focus (mortar), Endurance, Remain Conscious, Protected Destiny

II Kompanie, 'Totenkopf'

Strength: 34 +12
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 40 +15
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +33
CMD: 53 (10 +20 BAB +1 epic +12 Str +11 Dex +1 dodge -2 Berserking)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +22 (+10 base, +2 epic, +8 Con, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +36 (+12 base, +2 epic, +15 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
Most natural, supernatural, or extrarordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

Defensive Abilities: Troop traits, gas masks

AC: 41 (10 +11 Dex +11 armor +1 dodge +10 natural -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -1 Berserking)

HP: 308 (16d8+128+16+8+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -62, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -31
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:
Troop, 4d6+12 slashing, bludgeoning and peircing

Special Attacks:
Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+6 bludgeoning and peircing damage, Ref DC 31 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6 piercing and slashing damage, Ref DC 29 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6 bludgeoning, peircing and slashing damage, Ref DC 31 half (Dex-based) 

Space/Reach: 20' space, 5' reach: freely, amorphously reshapable

Skills:
Perception +43 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +53 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +52 (+54 for spellcasting)
Knowledge (arcana) +61
Knowledge (everything else, including martial) +46
Spellcraft +63

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +43
Sleight of Hand +39
Heal +33
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Extra Combat Talent (Berserker sphere), Extra Combat Talent (Deathless), Extra Combat Talent (Atavism), Extra Combat Talent (Warp Spasm), Improved Atavism (Magical Beast), True Rage, Improved Toughness, Dragon's Toughness

Traits:
Steel Body, Resurrected

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:
Shared with every other Mortar Troop:

Combat Reflexes
Dodge
Great Fortitude, Iron Will
Skill Focus (Perception, Stealth)
Toughness

Unique:

Berserker sphere, talents Deathless, Atavism [Magical Beast: Perception], Warp Spasm
Improved Atavism (Magical Beast)
True Rage
Improved Toughness
Dragon's Toughness

III Kompanie, 'Wiesel'

Strength: 34 +12
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 40 +15
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +33
CMD: 53 (10 +20 BAB +1 epic +12 Str +11 Dex +1 dodge -2 Berserking)
Notes:
Immune to combat maneuver attempts that are not applied to every creature in an area
Fort: +22 (+10 base, +2 epic, +8 Con, +2 Great Fortitude)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +36 (+12 base, +2 epic, +15 Int, +5 resistance, +2 Iron Will) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects, anything targeting a single creature, inhaled poisons and other nonmagical effects that require breathing
+1 to Will saves with a 'passenger' in my Otherworldly Kimono, +8 to all saves for 15r w/Wild Fire
+2 vs. mind-affecting necromancy. Which I'm immune to, but shit happens.
Items get +12 on all saves.
Mettle of Will when under half HP
1/day, autopass a failed Will save as an immediate action with Ring of Nine Lives
Most natural, supernatural, or extrarordinary abilities not dealing outright HP damage, as well as any targeted spell or SLA, can be delayed for 1 round, taking up [attacker's HD] HP worth of 'virtual' HP in delayed damage pool for a nonspell and [Caster Level] worth for a spell
1/day, +1d6 to an attack, save or check from Heroic Destiny

Defensive Abilities: Troop traits, gas masks

AC: 41 (10 +11 Dex +11 armor +1 dodge +10 natural -2 Berserking) (-6 vs. AoOs)
Flat-footed: 41 (Uncanny Dodge)
Touch: 31 (10 +11 Dex +11 armor [special, Unarmored Training] +1 dodge -1 Berserking)

HP: 308 (16d8+128+16+8+16+12)
Notes:
Immunity: crits and precision [when berserking only]
Delayed damage pool 100
With martial focus, die at -62, not -27, and act as if staggered and disabled rather than unconscious when negative: without it, die at -31
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus
1/day, any effect that would reduce me to -10 or fewer instead leaves me at -9 and stable. Effects which kill without reducing to -Con HP, like Disintegrate, work fine.
Staggered rather than unconscious at -1 to -9 HP, or -1 to -[Con - 1] HP, depending on which interpretation of a 3.0 feat which names that as the death threshold is 'not homebrew'
Gain 22 temp HP/round w/Berserking

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Attacks:
Troop, 4d6+12 slashing, bludgeoning and peircing

Special Attacks:
Fusillade: As a standard action, create four 200' lines originating from any corner of the troop's space: anyone in 'em takes 6d10+6 bludgeoning and peircing damage, Ref DC 31 half (Dex-based)
Grenade Volley: As a move action, pick a 30' radius burst within 60' to get 12d6 piercing and slashing damage, Ref DC 29 half (Dex-based)
Mortar Barrage: As a swift action, pick a 30' radius burst within 400' and at least 50' away to get 6d6 bludgeoning, peircing and slashing damage, Ref DC 31 half (Dex-based) 

Space/Reach: 20' space, 5' reach: freely, amorphously reshapable

Skills:
Perception +43 (extraordinary True Seeing, +15 morale when Berserking)
Stealth +53 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +52 (+54 for spellcasting)
Knowledge (arcana) +61
Knowledge (everything else, including martial) +46
Spellcraft +63

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +43
Sleight of Hand +39
Heal +33
Use Magic Device +38 (all checks are automatically a natural 20)

When berserking: +12 to fixed-DC skill checks against me, like Perception when I'm not hiding, Knowledge checks to ID weaknesses, Spellcraft checks to ID my stuff, etc. And +6 to my opposed skill checks.

Feats: Ability Focus (fusillade), Combat Reflexes, Dodge, Great Fortitude, Iron Will, Skill Focus (Perception), Skill Focus (Stealth), Toughness, Extra Combat Talent (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

Shared Equipment Bonuses:

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

 

Feldwebele Richtofen, Kleist and von Zeiten, regimental musicians (3)

 

Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

BAB:

CMB: 
CMD:

Fort:
Ref:
Will:

AC:
Flat-footed:
Touch:

HP: 

Initiative:

Attacks:

Skills:

Feats:

Traits:

Class Features:

Equipment:

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

 

Gun crew, 7.7 cm field gun #1 and #2 (10)

 

Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

BAB:

CMB: 
CMD:

Fort:
Ref:
Will:

AC:
Flat-footed:
Touch:

HP: 

Initiative:

Attacks:

Skills:

Feats:

Traits:

Class Features:

Equipment:

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

 

 

Whitmann and Bäke, tank crewmen

Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

BAB:

CMB: 
CMD:

Fort:
Ref:
Will:

AC:
Flat-footed:
Touch:

HP: 

Initiative:

Attacks:

Skills:

Feats:

Traits:

Class Features:

Equipment:

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

Toptomcat

Toptomcat

Oberstleutnant Tanya Degurecheff

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 40 +15
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 54 (10 +20 BAB +1 epic +7 Str +11 Dex +5 deflection) (+12 vs. sunder)

Fort: +25 (+10 base, +2 epic, +8 Con, +5 resistance)
Ref: +28 (+10 base, +2 epic, +11 Dex, +5 resistance) 
Will: +34 (+12 base, +2 epic, +15 Int, +5 resistance) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), death effects, energy drain, negative energy, sleep and stunning, any magic which impedes movement [paralysis, solid fog, slow, web...], grappling, underwater movement penalties, polymorph and transmutation effects, bleed effects, disease, paralysis, poison
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
Most natural, supernatural, or extrarordinary 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

AC: 42 (10 +11 Dex +11 armor +5 deflection +5 natural) (-6 vs. AoOs)
Flat-footed: 42 (Uncanny Dodge)
Touch: 37 (10 +11 Dex +11 armor [special, Unarmored Training] +5 deflection)
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 232 (16d6+128+8)
Notes:
Delayed damage pool 100
DR 2/--

Immunities: Energy damage
Upon dropping below 0 HP, heal for 20 HP and expend a charge of Ring of Nine Lives
Die at -31, not -27
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Speed: 90', fly 90' (perfect)

Attacks:
Elektrokarabiner 43 +42 ranged, 1d10+21+2d10 piercing and bludgeoning + 14d4 untyped, 20/x4 crit, range 640', misfire 0, capacity 5 [reload swift, magazine]: touch attack within first range increment, only -1 range penalty per increment rather than 2

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r

Attack:
+20 BAB
+1 epic
+15 Int [Primal Blast]
+6 enhancement
(+8 for 15r w/Wild Fire)

Damage:
+15 Int [Primal Blast]
+6 enhancement
(Sneak attack +1d6)
(+10d6 w/Pressurized Shot: takes a move action to recharge)
(In precipitation severity 4 or higher, may hold up as a full-round action to gain +[Severity - 3]d6 electricity damage for 6 rounds)
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
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
Peircing 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

Skills:
Perception +43 (extraordinary True Seeing, darkvision 120', blindsense 60', -1 to visual Per checks every 20' rather than 10', double low-light vision)
Stealth +53 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +52 (+54 for spellcasting)
Knowledge (arcana) +61
Knowledge (everything else, including martial) +46
Spellcraft +63

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +43
Sleight of Hand +39
Heal +33
Use Magic Device +38 (all checks are automatically a natural 20)

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:
31 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)    

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 😄
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 😧
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.

 

Shared Equipment Bonuses:

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)

!All of the counterspelling capability!

Counterspell: Spend a spell point as a standard action to dispel a magical effect on a creature, item or location within 350'- or ready an action to counter a spell or sphere effect as someone casts it. When targeting a creature, item, or location, I can target a specific effect if I've ID'd it, otherwise the one with the highest CL is automatically targeted. Make a check at +31 against their Magic Skill Defense (levels in a spellcasting class + 11: permanent general bonuses to caster level like that of an orange ioun stone generally apply, and so do increases to CL specific to dispel resistance, like that of a Ring of Enduring Arcana. Temporary bonuses to CL, or bonuses to CL specific to a particular school of magic or spell, generally do not apply. On a success, the targeted effect is destroyed- or, in the case of a non-artifact magic item, suppressed for 1d4 rounds.

When targeting a creature or object, I can spend an additional spell point to target an additional 5 effects, for a total of 6.

Alternatively, I can spend an additional spell point to affect multiple effects in a 20' burst. Roll one check at +31 and apply it to every creature in the area [once], every object with a spell or effect active on it [but not permanent magic items], and every area effect with an origin in that area. Also roll to dispel area effects covering that area with an origin outside, but only dispel them for that area.

Alternatively, I can spend two additional spell points to attempt to dispel every effect on every creature, every ongoing magical effect, and every magic item within 40'. This, uniquely, has a 25% chance to dispel an antimagic field. Permanent magic items dispelled this way have their benefits return in 1 minute, not 1d4 rounds.

Alternatively, I can spend two additional spell points to target one item. I make a check at +36 against it: a success renders it permanently nonmagical. This has a 25% chance of working against artifacts, but if I do it, I need to make a DC 25 Will save vs. permanently losing all spherecasting and have a 95% chance of attracting unwanted extraplanar attention.

Alternatively, I can spend an additional spell point to perform a counterspell as an immediate action. This one only works for countering an effect as it's being cast.

Whenever I would counterspell an effect on a creature or object, I may instead choose to reassign its targets, taking over concentration for it if concentration is required: the effect's originator loses any ability to dismiss it that they may have had.

Whenever I would counterspell anything, the caster suffers a 100% increase in their wild magic chance until end of turn. They are not aware of this increase.

 

Oberleutnant Viktoriya 'Visha' Serebryakov

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 40 +15
Wisdom: 22 +6 (Native Wisdom actually higher, but the rules for Possession aren't 'best of the two')
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 50 (10 +20 BAB +1 epic +7 Str +11 Dex)

Fort: +20 (+10 base, +2 epic, +8 Con)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +34 (+12 base, +2 epic, +15 Int, +5 resistance) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects,
+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
Most natural, supernatural, or extrarordinary 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

AC: 32 (10 +11 Dex +11 armor) (-6 vs. AoOs)
Flat-footed: 32 (Uncanny Dodge)
Touch: 32 (10 +11 Dex +11 armor [special, Unarmored Training])
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 232 (16d6+128+8)
Notes:
Delayed damage pool 100
Die at -31, not -27
May delay death from HP damage, and unconsciousness from negative HP, for 1 round by expending martial focus

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Speed: Boring base 30' human, to start

Attacks:
Vortex gun +31 ranged touch*, 10d6+15 force + 14d4 untyped, 19-20/x2 crit (and make a trip check at +35 on target), range 100' cone [scatter only], effective capacity 3 [reload standard]

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r, and a DC 18 Fortitude save vs. 1 round of nausea

*Includes scatter and nonproficiency penalties

Attack:
+20 BAB
+1 epic
+1 masterwork
+15 Int [Primal Blast]
(+8 for 15r w/Wild Fire)

Damage:
+15 Int [Primal Blast]
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
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

Skills:
Perception +43 (extraordinary True Seeing)
Stealth +53 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +52 (+54 for spellcasting)
Knowledge (arcana) +61
Knowledge (everything else, including martial) +46
Spellcraft +63

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +43
Sleight of Hand +39
Heal +33
Use Magic Device +38 (all checks are automatically a natural 20)

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:
31 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 😄
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 😧
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.

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

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

Telekinesis talents Flight and Greater Speed (shared with Tanya)

Alteration talents: Size Change, Greater Changes, Extreme Changes, Lingering Transformation, Animalistic Transformation (transformation)

Life sphere, Esoteric Healing, Greater Restore

Guardian sphere (no package), Greater Delayed Damage x2, Durable, Cold Iron Call, Indomitable

!Virtually all my Wild Magic feats!
Inspired Surge: When using a spherecasting effect, +100% WM for +2 talents known in a base sphere I've already got
Manipulate Result: When a non-major WM effect is triggered, spend an immediate to roll twice and pick the best 6/day
Risk Management: After triggering a non-major WM event, spend a spell point to ignore it and roll once on the universal WM table: after triggering a major one, spend a spell point to roll four times on the universal WM table
Careful Caster: Increase casting time of a sphere effect to reduce WM chance by 50%
Overpower Resistance: +50% to WM chance of a spherecasting effect for +5 on SR penetration rolls
 

I Kompanie, 'Rock of the Rhine'

Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

BAB:

CMB: 
CMD:

Fort:
Ref:
Will:

Defensive Abilities:

AC:
Flat-footed:
Touch:

HP: 

Initiative:

Attacks:

Space/Reach:

Special Attacks:

Skills:

Feats:

Traits:

Class Features:

Equipment:

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

 

 

II Kompanie, 'Totenkopf'

Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

BAB:

CMB: 
CMD:

Fort:
Ref:
Will:

Defensive Abilities:

AC:
Flat-footed:
Touch:

HP: 

Initiative:

Attacks:

Space/Reach:

Special Attacks:

Skills:

Feats:

Traits:

Class Features:

Equipment:

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

 

 

III Kompanie, 'Wiesel'

Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

BAB:

CMB: 
CMD:

Fort:
Ref:
Will:

Defensive Abilities:

AC:
Flat-footed:
Touch:

HP: 

Initiative:

Attacks:

Space/Reach:

Special Attacks:

Skills:

Feats:

Traits:

Class Features:

Equipment:

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

 

Feldwebele Richtofen, Kleist and von Zeiten, regimental musicians (3)

 

Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

BAB:

CMB: 
CMD:

Fort:
Ref:
Will:

AC:
Flat-footed:
Touch:

HP: 

Initiative:

Attacks:

Skills:

Feats:

Traits:

Class Features:

Equipment:

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

 

Gun crew, 7.7 cm field gun #1 and #2 (10)

 

Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

BAB:

CMB: 
CMD:

Fort:
Ref:
Will:

AC:
Flat-footed:
Touch:

HP: 

Initiative:

Attacks:

Skills:

Feats:

Traits:

Class Features:

Equipment:

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

 

 

Whitmann and Bäke, tank crewmen

Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:

BAB:

CMB: 
CMD:

Fort:
Ref:
Will:

AC:
Flat-footed:
Touch:

HP: 

Initiative:

Attacks:

Skills:

Feats:

Traits:

Class Features:

Equipment:

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

Toptomcat

Toptomcat

Oberstleutnant Tanya Degurecheff

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 40 +15
Wisdom: 22 +6
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 54 (10 +20 BAB +1 epic +7 Str +11 Dex +5 deflection) (+12 vs. sunder)

Fort: +25 (+10 base, +2 epic, +8 Con, +5 resistance)
Ref: +28 (+10 base, +2 epic, +11 Dex, +5 resistance) 
Will: +34 (+12 base, +2 epic, +15 Int, +5 resistance) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), death effects, energy drain, negative energy, sleep and stunning, any magic which impedes movement [paralysis, solid fog, slow, web...], grappling, underwater movement penalties, polymorph and transmutation effects, bleed effects, disease, paralysis, poison
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

AC: 42 (10 +11 Dex +11 armor +5 deflection +5 natural) (-6 vs. AoOs)
Flat-footed: 42 (Uncanny Dodge)
Touch: 37 (10 +11 Dex +11 armor [special, Unarmored Training] +5 deflection)
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 232 (16d6+128+8)
Notes:
DR 2/--
Immunities: Energy damage
Upon dropping below 0 HP, heal for 20 HP and expend a charge of Ring of Nine Lives
Die at -31, not -27

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Speed: 90', fly 90' (perfect)

Attacks:
Elektrokarabiner 43 +42 ranged, 1d10+21+2d10 piercing and bludgeoning + 14d4 untyped, 20/x4 crit, range 640', misfire 0, capacity 5 [reload swift, magazine]: touch attack within first range increment, only -1 range penalty per increment rather than 2

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r

Attack:
+20 BAB
+1 epic
+15 Int [Primal Blast]
+6 enhancement
(+8 for 15r w/Wild Fire)

Damage:
+15 Int [Primal Blast]
+6 enhancement
(Sneak attack +1d6)
(+10d6 w/Pressurized Shot: takes a move action to recharge)
(In precipitation severity 4 or higher, may hold up as a full-round action to gain +[Severity - 3]d6 electricity damage for 6 rounds)
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
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
Peircing 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

Skills:
Perception +43 (extraordinary True Seeing, darkvision 120', blindsense 60', -1 to visual Per checks every 20' rather than 10', double low-light vision)
Stealth +53 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +52 (+54 for spellcasting)
Knowledge (arcana) +61
Knowledge (everything else, including martial) +46
Spellcraft +63

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +43
Sleight of Hand +39
Heal +33
Use Magic Device +38 (all checks are automatically a natural 20)

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:
31 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)    

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 😄
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 😧
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.

 

Shared Equipment Bonuses:

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)

!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 60% increase in their wild magic chance until end of turn. They are not aware of this increase.

 

Oberleutnant Viktoriya 'Visha' Serebryakov

Strength: 25 +7
Dexterity: 33 +11
Constitution: 27 +8
Intelligence: 40 +15
Wisdom: 22 +6 (Native Wisdom actually higher, but the rules for Possession aren't 'best of the two')
Charisma: 35 +12

BAB: +20/+16/+10/+5 (Prowess to +15)

CMB: +28 (non-finesse weapon), +32 (finesse weapon)
CMD: 50 (10 +20 BAB +1 epic +7 Str +11 Dex)

Fort: +20 (+10 base, +2 epic, +8 Con)
Ref: +23 (+10 base, +2 epic, +11 Dex)
Will: +34 (+12 base, +2 epic, +15 Int, +5 resistance) (+3 vs. mind-affecting) (+20 vs. illusions)
Notes:
Immunities: Mind-affecting, divination magic, automatically disbelieve disbelievable illusions, the dazed condition (automatically becomes confused instead), sleep and stunning, mind-affecting polymorph and transmutation effects,
+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

AC: 32 (10 +11 Dex +11 armor) (-6 vs. AoOs)
Flat-footed: 32 (Uncanny Dodge)
Touch: 32 (10 +11 Dex +11 armor [special, Unarmored Training])
Notes:
20% miss chance vs. ranged in a round I move more than 5' while flying

HP: 232 (16d6+128+8)
Notes:
Die at -31, not -27

Initiative: +21 (+11 Dex, +10 Superior Initiative)

Speed: Boring base 30' human, to start

Attacks:
Vortex gun +31 ranged touch*, 10d6+15 force + 14d4 untyped, 19-20/x2 crit (and make a trip check at +35 on target), range 100' cone [scatter only], effective capacity 3 [reload standard]

Struck target must make a DC 40 Fortitude save or treat all creatures as if they had concealment for 1r, and a DC 18 Fortitude save vs. 1 round of nausea

*Includes scatter and nonproficiency penalties

Attack:
+20 BAB
+1 epic
+1 masterwork
+15 Int [Primal Blast]
(+8 for 15r w/Wild Fire)

Damage:
+15 Int [Primal Blast]
(+6d6 if expending martial focus on a Deadly Shot)

Notes:
No penalty for firing into melee
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

Skills:
Perception +43 (extraordinary True Seeing)
Stealth +53 (Lurker: exotic senses don't automatically negate Stealth. Vanish: HIPS)
Acrobatics +51
Fly +47

Knowledge (engineering): +52 (+54 for spellcasting)
Knowledge (arcana) +61
Knowledge (everything else, including martial) +46
Spellcraft +63

Disguise +40
Bluff +40
Diplomacy +40
Sense Motive +43 (5e-style Disadvantage on hunches)
Intimidate +44

Survival +43
Sleight of Hand +39
Heal +33
Use Magic Device +38 (all checks are automatically a natural 20)

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:
31 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.
 

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

Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

 

I Kompanie, 'Rock of the Rhine'

Strength:
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Constitution:
Intelligence:
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CMB: 
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Space/Reach:

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Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

 

 

II Kompanie, 'Totenkopf'

Strength:
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Constitution:
Intelligence:
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BAB:

CMB: 
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Fort:
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Space/Reach:

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Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

 

 

III Kompanie, 'Wiesel'

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Intelligence:
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Grants to the gestalt, will be lost if killed:

 

Feldwebele Richtofen, Kleist and von Zeiten, regimental musicians (3)

 

Strength:
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Intelligence:
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Grants to the gestalt, will be lost if killed:

 

Gun crew, 7.7 cm field gun #1 and #2 (10)

 

Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
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Grants to the gestalt, will be lost if killed:

 

 

Whitmann and Bäke, tank crewmen

Strength:
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Constitution:
Intelligence:
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Shared Equipment Bonuses:

Grants to the gestalt, will be lost if killed:

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