The Sheenhunter
Binary tones wash over the mountainside, so briefly that untrained ears hear only static. Pulses of red light paint arcane symbols across the cliff face. The insect drone grows stronger, but the source remains unseen. The giants of the nearby pass murmur among themselves, while rumor of the event passes from kobold mouth to kobold ear across a hundred miles. Eventually, the rumor reaches the Vital League. They immediately dispatch a sheenhunter. The signs are clear to those who know: A machine cyst grows unchecked in the wilderness! The “creatures” of the machine cyst neither breathe nor bleed. Some sages liken them to iron insects, metallic fiends or free-willed golems. The members of the Vital League aspire to the utter eradication of machine cysts. They train special warriors, sheenhunters, in the arts of detecting, tracking, and ultimately eliminating free-roaming machines that have learned the trick of self-replication.


Requirements:
Attack Bonus:
+3
Feats: Great Fortitude and, either Track or Alertness
Skills(Ranks): Disable Device: 3 ranks and, either Spot: 3 ranks or WIlderness Lore: 3 ranks
Special: must have encountered and killed your level worth in HD of sheen.


Hit Die: 1d8

Skill Points: 6 + Int modifier

Class Skills: Climb (Str), Concentration (Con), Craft (Int), Disable Device (int), Heal (Wis), Hide (Dex), Intuit Direction (Wis), Jump (Str), Knowledge (nature) (Int), Knowledge (sheen) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Repair Sheen (int), Ride (Dex), Search (Int), Spot (Wis), Swim (Str), Use Rope (Dex), and Wilderness Lore (Wis).

LevelAttackFortRefWill Special
1
2
3
4
5

+0
+1
+2
+3
+3

+2
+3
+3
+4
+4

+2
+3
+3
+4
+4

+0
+0
+1
+1
+1

Man vs. Machine, Detect Fumes (you can track Sheen)
Digital Persuasion, Salvage*
Artifice (reactivate dead Sheen)
Sheen Savvy
Artifice (improve Sheen), Delude sensors (become displaced to sheen)

*Requires a ‘tiny hands pouch’, which are kind of like, lock picks, but then for sheen.

Class Features:
Weapon and Armor Proficiency:Simple and Martial weapons, Light Armor, medium armor, and shields.

Man vs. Machine: The Sheenhunter considers the sheen as a chosen enemy. She gets +1 to hit and +1 to damage when using melee weapons or ranged weapons within 30'. She also gets +1 to Bluff, Listen, Sense Motive, Spot, and Wilderness Lore checks against sheen.

Detect Fumes: Detect Fumes permits a chance to detect subtle scents -a whiff of oil, the trace of rubber, and the acrid scent of electricity- that indicate the presence of machine life within 200 feet. With this ability you can track sheen (and only sheen) as if you had the track feat. If you already have the tracking feat you get a +4 bonus to tracking Sheen.

Digital persuasion: Short-circuit the intelligence chip of a disabled machine life form. Spend 1d4+2 minutes attempting to affect a disabled sheen at the end of which an Disable Device check DC: 22 is rolled. If successful, the sheen’s base programming has become altered in some fashion (see below). The results of the program change take effect when the sheen’s self-repair subroutines naturally bring it to positive hit points. If the check fails, the Sheen’s AI chip has been permanently scrambled –the self-repair mechanism is also disabled, permanently ‘killing’ the sheen.

Salvage: This ability allows the Sheenhunter to remove useful bits of functional modules from a deactivated sheen. Such items can sometimes be integrated into items capable of aiding a hunter in future sheen hunts. This ability can never be used on an active sheen; it is applicable only on a disabled machine (a machine brought to below 0 hit points).
Particular sheen contain particular modules; see the description of each sheen to determine what type of module each sheen possesses. Moreover, the way in which a machine is ‘deactivated’ determines whether salvage is an option. To use this proficiency, the Sheenhunter must spend 1d4+2 minutes attempting to ‘salvage’ a disabled sheen, at the end of which time a Repair Sheen DC: 22 check is rolled. If successful, the Sheenhunter has managed to safely detach an undamaged module.

Sheen Savvy: The Sheenhunter gets a +2 bonus to all her Digital Persuasion and Repair Sheen checks. (This bonus is cumulative with any skill focus bonuses)

Artifice: This allows the Sheenhunter to repair or cobble together working machines from pre-existing parts, ‘improve’ the capabilities of extant machines (if the requisite material is on hand), and incorporate salvaged machine modules into unique items.
At third level, the Sheenhunter can reactivate a ‘dead’ sheen on a successful repair sheen check DC: 25. Often, the parts of two or more sheens are needed to cobble together a single working unit. On a successful check, the sheen regains basic functionality, although it still might suffer penalties on some actions due to its previous incapacity. With the application of Digital Persuasion prior to bringing the repaired sheen back online, the Sheenhunter has gained a new ally.
A Sheenhunter can have a maximum of twice her Sheenhunter level in HD worth of sheen. If she exceeds this number, the sheen’s ‘collective mind’ trigger a double effect: they act as a beacon for the cyst, who will send a recuperation team; second, bits and pieces of their original memory that didn’t get deleted are joined and become reactivated. The sheen remember their original programming and are no longer under the control of the Sheenhunter. A Sheenhunter of high enough level is considered skilled enough in digital persuasion and notices in time when she needs to fine-tune her sheen.
Upon reaching level 5, the Sheenhunter learns to improve existing sheen (Repair sheen DC 25). The possibilities are: improved intelligence, damage potential, defensive capabilities and HD. Intelligence can go up with d4 points, damage with one step(d4 becomes d6, d6 becomes d8, and so forth) AC can go up with d4 points, HD can be increased by one. Other improvements may be suggested.

Delude Sensors: This allows the Sheenhunter to identify plants and fungi as well as clays, sands and specific minerals. The proper ingredients gathered from natural sources allow her to concoct a special salve that can fool the sensors and optical scanners used by machine life forms. It takes d4 hours and a wilderness lore check (DC 15) to forage for the proper ingredients. With this 1d4+2 doses of a salve can be created that make you appear blurry to the sheen. The Sheenhunter is considered under the effects of a displacement spell in regard to sheen. The salve goes bad after 1 week + d4 days of storage.