Requirements: Skills(Ranks): knowledge (engineering): 5 ranks, knowledge (sheen): 5 ranks Special: 5 levels of sheenhunter, must single handedly have fought and defeated a sheen with at least as many HD as your character level. 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).
Class Features: Weapon and Armor Proficiency:no extra proficiencies Destructive Knowledge: choose one device form the list below Sheen defense I: you are incredibly skilled in figuring out and a anticipating on standard attack patterns. Whenever you fight a construct (or similar creature), you can take a full defense action against one such construct. After one round you receive a insight bonus to your AC equal to your sheenslayer level against this opponent for the remainder of combat. When fighting sheen, this bonus is gained against all sheen of the same fabrication. Terminator: Once per day, you can make a terminating attack on any one sheen. This attack gets a bonus to its attack roll equal to your sheenslayer level. For every health point you sacrifice before you attack, you can add 1 to damage. If the attack misses, you need to make a fortitude save DC: number of health points sacrificed, if successful, you do not loose the healthpoints you sacrificed, if it fails, you only loose half the health points you sacrificed. Sheen defense II: You become partially immune to electrical attacks. You get lightning resistance 5. DESTRUCTIVE KNOWLEDGE: (DC of the salvage check) Sheenbuster (EMP-device DC 25): you salvage and rig a small sheen device that can send out bursts of EMP. The EMP-device has 30 charges but can be recharged with a freshly terminated sheen and succesful repair sheen check DC:20. The sheenbuster deactivates up to 10 + twice your sheenslayer level in HD of sheen for d4+2 rounds. (this device is made from an energy field generator) Sensor Scrambler(DC 30): You salvage and rig a small device that sends out a digital frequency that scrambles sheen sensors. Once every encounter, you scramble every sheen sensor within 100 ft. radius. All the affected sheen are rendered blind for d4+2 rounds, which is the time it needs to notice there's something wrong and adjust their sensors. (must be salvaged from a sheen with an electricity generator) Lightning Bomb(DC 25): You salvage and rig a small battery that gives off all of its stored energy in one devastating blast. The lightning bomb is a thrown grenade-like weapon that deals D8 lightning damage per sheenslayer level. (must be salvaged from a sheen with an electricity generator) (sheen killed by electricity have their circuits fried to a crisp and are unsalvageable.) Blade Bomb (DC 20 +3/blade): You salvage a couple of sharp sheenblades (preferably from a Sheen Scavenger) and use the special scavenger hydraulics to create a blade launcher. When activated and thrown (grenade-like weapon), the blade bomb launches its blades at any target in the vicinity. The blades spiral out in a 10 foot radius before dropping to the ground. Anyone in this area must make a reflex save DC 14 +3/blade or suffer D4 damage per blade that was installed in the weapon. Sheen Mine (DC 25 +5/effect): You create a mine that activates in the presence of sheen. The mine can generate any effect of the destructive knowledge devices. (i.e. a lightning mine, a sensor scrambler mine or a sheenbusting and lighting mine). These devices must be made in advance and are used up. Sheen mines can be activated in two ways. Either with a proximity detector, or with a sheen detector. |