Arcenture Science: the Birthing Pod Project (Inactive)

Game Master Seribro

Laboratory is closed!


Ruleset:

Racial: Build a “race” using the Race Builder rules.
You have 30 RP.
You may use monster traits
Undead & constructs are not allowed (or the half-versions), you MUST have a constitution score. Plants however are allowed, since those can actually be grown.

Racial abilities usable 1/day with a duration shorter then 10 minutes/level are upgraded to usable 1/hour

For Spell-like abilities at will:
2RP/level for hour/level abilities
3RP/level for 10min/level abilities
4RP/level for minute/level abilities
6RP/level for round/level abilities
8RP/level for instant abilities
Do keep in mind that there is a max of 5 traits per category. Every SLA counts as a trait!

Weakness: Armless (–3 RP): Prerequisite: must be magical beast, aberrant, dragon or outsider (native);
Weakness: You have no arms. You may take the prehensile tail trait as a hand to manipulate objects but take a -2 for any dex-based skill with it. The tail still can not wield weapons.
Special: If you take this trait and the quadruped trait, you are not required to be large.

Every class in the core rulebook and advanced player guide is allowed, any other class you wish, let me know and I'll give it a look over. (by default they are all allowed, but I retain the right of veto)

2 traits
25 point buy
1st level full HD, then average (full/low/high/low/high)
Level 5

Equipment: 10,500 gp. The scientists equip you with all you need, though whatever gold remains unspent, is lost.

The world: All you know is the Bio-dome. You will be released along with the other experiments into the testing-chambers to see how you will fare against different opponents and challenges. The course includes puzzles, monsters, opposing teams, environmental hazards and a cake in the end for those lucky bastards that manage to complete the course.

Poison houserule: When you are poisoned it takes 2 consecutive saves to shake the poison. Anytime you succeed on your fortitude save to avoid the damage, roll a second save immediately. If you succeed, you shake of the poison. If you fail, you dont get damage that round, but the poison remains active and you have to save anew next round until you do shake it of or its duration runs out.

Make a clear sheet.
I want a detailed breakdown of where every bonus and/or penalty comes from.
Backgrounds would be nice but are no requirement, seeing how all of it is faked by the scientists. Same goes for personality. I do however want a physical description seeing how several of you will probably be different from any being in the bestiary.

List of test subjects:

Team Alpha
Joseph Bonkers - Toxicroak - amphibious stealthy hunter
Elizabeth Grey - Keriann Caitlan - air-born melee blender
Jiraiya22 - Lacuna 6 - Arcane Treeant
Davachido - BLOB - Summoner
Galeigh - Svitz - Heavy Melee

Team Beta
Fallen_Mage - Igeros271 - melee blender
Rhanloi Ehlyss - Devil Dog - hunting dog
DM Jelani - Karnicore - Heavy armoured melee
Bobson - Eapheu Damira - Air-born gunner
Hordshyrd Raijin - tiny wind monk