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SKITARII RANGER CR 6
XP 2,400
Augmented Ranger (Skirmisher) 5, Gunslinger (Techslinger) 1
LE Medium Augmented humanoid
Init +1; Senses Perception +2
DEFENSE
Acid, cold, fire, sonic resistance 5
AC 16, touch 11, flat-footed 15 (+1 armor, +1 nat armor, +2 Dex)
hp 40 (6d10-12) DR 6 (bypassed by adamantine)
Fort +2, Ref +5, Will +1
**+4 competence bonus on saving throws against disease and poison. In addition, when the user attempts such a saving throw, she rolls twice and takes the higher result.
**+5 bonus to CMD against trip attempts and a +5 circumstance bonus on Acrobatics checks.
**Can lift and carry double the normal maximum weight for that creature’s Strength and size, and it gains a +5 circumstance bonus on Climb checks. A character who wields a one-handed or light weapon with a cybernetic arm gains a +5 bonus to CMD against disarm attempts; two cybernetic arms do not increase this bonus, but do allow the bonus to apply to two-handed weapons.
Offense
Speed 30 ft.(+10 ft cybernetic legs)
Melee Slam +7/+2 (1d6+1 X2)
Melee TaserGoad +7/+2 (1d8 electric + 1d6 Bludgeoning/nonlethal +1 X2)
Ranged Galvanic Rifle +6/+1+7/+2w/in 30 ft (3d6 +1 w/in 30 ft X4) 80 ft range
Ranged Transuranic Arquebus +6/+1 +7/+2w/in 30 ft (3D10 X4 +1 w/in 30 ft) 200 ft range. Shots fired from a rail gun bypass an object’s first 10 points of hardness, and can completely penetrate targets without hardness.When making an attack with a rail gun, make a single attack roll and compare that result to the ACs of all creatures in a line extending out to the weapon’s maximum range. This weapon damages all targets with an AC equal to or lower than the attack roll. However, if the attack’s damage fails to penetrate any target’s hardness or damage reduction, this shot is blocked and cannot damage targets that are farther away.
Ranged Frag Grenade +6/+1 +7/+2w/in 30 ft, 15 ft radius)15 Ref Save ½ dmg
Space 5 ft.; Reach 5 ft. (10 ft. with Tasergoad)
Statistics
Str 12, Dex 14, Con 7, Int 12, Wis 14, Cha 8
Base Atk: +6/+1; CMB +17; CMD 18
Feats: Track, Endurance, Simple Weapons, Martial Weapons, Firearms, Light Armor, Medium Armor, Point Blank Shot, Technologist, Long Shot
SQ: Favored Enemy (______) + (______), Combat style: Firearms, Hunter’s Bond, Favored Terrain (______), Deeds, Gunsmith, Grit X3, Skirmisher Tricks X5, Electricity Vulnerability (Ex), Of Two Worlds (Ex), Augmentation Psychosis (Ex), Repairs (Ex)
Skills Craft (weapons) +3, Profession (soldier) +4, Survival +1
Languages Common, Bineric and Bineric Hymnal
Combat Gear:
Galvanic Rifle
Transuranic Arquebus (optional)
Frag Grenade
Other Gear:
Skitarii Ranger's cloak (armored coat)
Biofilter
Battery X5 (10 charges per battery
Filter Mask: While the mask has power, the wearer is completely immune to inhaled toxins or diseases. Even when the mask has no power, it grants the wearer a +3 resistance bonus on all saving throws made to resist airborne toxins and diseases
Comm Set
Cybernetic Eye
Spiderbot Companion
Implants:
Cybernetic Arms X2
Cybernetic Legs X2
Wirejack Tendons Mk I
Dermal Plating Mk I
Cyberfiber Muscles Mk I
Limb Defense (Ex)
Against damage directed specifically at a limbjack’s replaced limb (for example, attempts to sunder a limb, or attacks from foes that deal damage to the limbjack touching or attacking it), the limbjack gains DR 20/adamantine, and resist acid, cold, and fire 30.
Metal Body (Ex)
Though only some of a limbjack is replaced with metal, it’s enough to make it vulnerable to effects that target metals. It counts as a ferrous creature for the purposes of rusting grasp and other spells that have special effects on metal.
Electricity Vulnerability (Ex)
Electricity damage stuns an augmented creature for 1d4 rounds and bypasses its regeneration but not its spell resistance. A Fortitude save vs. a DC equal to half the damage taken negates the stunning effect.
Tireless (Ex)
The limbjack does not have a limit to how long it can run, nor does it risk fatigue or exhaustion from forced marching.
Of Two Worlds (Ex)
An augmented creature counts as both a creature of its type and a construct against effects specific to type. Any healing effects or repairs to an augmented only heal half damage, as they each only apply to the flesh or machine part of the creature. Spells only affecting objects can affect an augmented as well. Damaging magical effects must still overcome an augmented’s spell resistance.
Augmentation Psychosis (Ex)
An augmented creature that has a Wisdom score of 2 or less (including no score), is overcome with rage and gains the ferocity universal monster ability. This rage is identical to the barbarian’s rage ability, but it is permanent. When in a state of rage, effects that remove rage or calm rage make the augmented creature staggered for one round. Effects that raise the augmented creature’s Wisdom above 2 cure the rage and ferocity.
If an augmented creature’s Wisdom score ever reaches 0, it becomes insane. The insanity, but not the rage, can be cured with appropriate healing magic.
Repairs (Ex)
An augmented creature can be healed by making an appropriate Craft check against a DC of 15 and paying a cost for materials of 10 gp per hit point to be healed. The repairs can heal no more than half of the creature’s total damage taken, and repairing the creature requires a full day.
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Spoiler: Robot, Arachnid (companion)
Show
This dog-sized, spider-like robot has a plasma torch mounted on a stinger-like limb and gripping claws on its forelegs.
Arachnid Robot CR 1
XP 200
N Small construct (robot)
Init +1; Senses darkvision 60 ft., low-light vision; Perception +5
DEFENSE
AC 16, touch 12, flat-footed 14 (+1 Dex, +4 natural, +1 size, )
hp 20 (3d10)
Fort +0, Ref +1, Will +1
Immune construct traits; Resist fire 5,
Weaknesses fragile, vulnerable to critical hits, vulnerable to electricity
OFFENSE
Speed 40 ft., climb 20 ft.
Melee 2 claws +4 (1d3+0)
Special Attacks explode, plasma torch
STATISTICS
Str 9, Dex 13, Con —, Int 10, Wis 12, Cha 1
Base Atk +2; CMB –1; CMD 10 (18 vs. trip)
Feats Weapon Finesse, Stealthy
Skills Climb +7, Disable Device +10, Perception +5, Stealth +12; Racial Modifiers +5 Disable Device, +5 Stealth, +3 Survival
Languages Common, +1 additional
SPECIAL ABILITIES
Tricks:
Sneak (DC 15): The animal can be ordered to make Stealth checks in order to stay hidden and to continue using Stealth even when circumstances or its natural instincts would normally cause it to abandon secrecy.
Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.
Link (Ex): A Ranger can handle their animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The ranger gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex): The Ranger may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A ranger may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Explode (Ex): If an arachnid robot is destroyed or takes damage while below half its maximum hit points, it must attempt a Fortitude saving throw with a DC equal to the amount of damage taken. If it fails, the robot explodes, dealing 2d4 points of plasma damage to all targets in a 10-foot-radius burst (Reflex DC 10 half). Half the damage dealt by plasma is fire damage, and half is electricity damage. This destroys the robot if it was still animate. The save DC is Dexterity-based.
Fragile (Ex): When badly damaged, arachnid robots function poorly. An arachnid robot reduced to fewer than half its maximum hit points is staggered and moves at half speed. Further damage may cause the robot to explode.
Plasma Torch (Ex): An arachnid robot can use its arm-mounted plasma torch in two ways. First, it can use the torch to make a ranged touch attack against a target within 15 feet, dealing 1d6 points of plasma damage on a successful hit. Alternatively, the robot can emit a 15-foot cone from its torch, dealing 1d4 points of plasma damage to all targets in the area of effect (Reflex DC 10 half). The robot’s plasma torch requires 1 full round to recharge between uses. Half the damage dealt by plasma is fire damage, and half is electricity damage.
Ubiquitous pets of technologists, arachnid robots also serve as sentinels and spies. Arachnid robots come equipped with a plasma welding torch that resembles a scorpion’s tail stinger and doubles as a weapon. Under stress, an arachnid robot’s plasma core can overload, destroying the robot in a fiery blast. This tendency inspired the practice of using the robots as suicide drones. An arachnid robot is intelligent enough to have a sense of self-preservation, however, and one can be made to undertake such a mission only through trickery.
Despite their scorpion-like appearance, arachnid robots’ ability to use their claws as an additional pair of legs when climbing or moving quickly has earned the robots the name “spiderbots”.