Custom changes

Weapons:

Modern Guns

1. Burst: (-2 to-hit) (3 shots) When making an attack against an opponent with a burst weapon, make one attack roll. On a hit, you score an additional hit for each 5 by which you exceed the target’s AC, to a maximum of 3 hits, or the total number of remaining rounds of ammunition, whichever is lower. You may make as many burst fire attacks as you have attacks in a turn.

2. Gets Hot: A weapon with the gets hot quality has its misfire chance increase by 1 for each continuous turn of operation.

When a Gets Hot weapon misfires, it inflicts 1d6 damage to the user(s) and gains the broken condition.

3. Scatter: A weapon with the scatter weapon quality can shoot two different types of ammunition. It can fire normal shots that target one creature, or it can make a scattering shot, attacking all creatures within a cone. When a scatter weapon attacks all creatures within a cone, it makes a separate attack roll against each creature within the cone. Each attack roll takes a –2 penalty, and its attack damage cannot be modified by precision damage or damage-increasing feats such as Vital Strike Effects that grant concealment such as fog or smoke, or the blur, invisibility, or mirror image spells, do not foil a scatter attack. If any of the attack rolls threaten a critical, confirm the critical for that attack roll alone. A firearm that makes a scatter shot misfires only if all of the attack rolls made misfire. If a scatter weapon explodes on a misfire, it deals triple its damage to all creatures within the misfire radius. 4. Semi-Auto: This weapon may be fired as many times per turn as you have ranged attacks, so long as there is still ammunition or sufficient power for you to do so. A semi-auto weapon misfires only if all shots made with it misfire. 5. Automatic: (-4 to-hit) (2 shots / square) Target adjacent squares, each additional square after the first gains +2 cumulative AC (Square #1 has AC 5, square #2 has AC 7, square 3 has AC 9, etc.) make attack rolls against each square independently. Targets in squares attacked in this manner take one hit on a successful attack roll. An attack made with a weapon using full automatic fire is a full round action.
Custom Armor / Armor modification

Kevlar Vest or Kevlar Ceramic plates
Provides DR 5 against modern ballistic weapons. Can be hidden under clothes or sewn into plate armor.
Price $500 – 1000.00 depending on type and covering

Mopp Gear
Provides DR 10 against biological and chemical agents.
Price $250 – $3000 depending on type and covering

Magic Changes

Scrying and Teleportation is subject to a DC specified by the DM at the time of attempt.

Custom changes

The sun sets in the windy city xenoclaws