Terek

Crash of The Hammer's page

33 posts. Alias of Gobo Horde.


About Crash of The Hammer

Zaun the Metal Man
19, 15, 14, 12, 12, 9

Talents
Deep Enhancement, Greater Enhancement, Mass Enhancement, Natural Enhancement, Animate Object, Ascetic Control(5),
Bestow Intelligence, Energy Weapon, Ragged Edges, Staunch Resistance,
Powerful Limbs, Size Change

Feats
Careful Magic, Transformation, Complex Animations, Mutagenic Enhancements, Power Attack

Drawbacks
Enhancement Dependency, Obvious Enhancements
Unnatural Transformation, Beast Soul
Extended Casting, Painful Magic
Draw Magic

Crash, the Metal Man

1: Feats: 1 Human, 1 Lvl, 1 Incanter. Talents: 2 Bonus, 2 Incanter, Enhancement (bonus)
2: Feats: 1. Talents: 1 Incanter, 1 Armorist. Trick: 1
3: Feats: 1. Talents: 2 Incanter
4: Feats: 1. Talents: 1 Incanter, 1 Armorist. Trick: 1
5: Feats: 1. Talents: 2 Incanter

Level 1:
Feats (3): Transformation, Complex Animations, Gunsmithing
Talents (4): Destruction Sphere, Animate Objects, Bestow Intelligence, Energy Weapon
Bonus (5): Enhancement, Deep Enhancement, Greater Enhancement, Mass Enhancement, Morphic Weapon
Level 2:
Feats (1): Rapid Reload
Talents (2): Energy Blade,
Trick (1): Extradimensional Storage
Level 3:
Feats (1): Mutagenic Enhancements
Talents (2):
Level 4:
Feats (1):
Talents (2):
Trick (1): Arcane Strike/Combat Feat
level 5:
Feats (1): Improved Transformation (Graft Weapon)
Talents (2): Ascetic Control

Feats:
Disarming Transformation, Enchanted Animation, Militant Animation, Tactical Animation

Talents:
Transform Object
Deadly Weapon, Dual Enchantment, Natural Enhancement, Pursuant Ammunition, Ragged Edges, Staunch Resistance,
Greater Blast, Energy Wall, Rebuff, Force Blast, Searing Blast, Shattering Blast, Stone Blast,

Casting Tradition:
Galvanized, Rigorous Concentration, Somatic Casting, Verbal Casting
Unnatural Transformation (Alteration), Energy Focus (Destruction), Enhancement Dependency (Enhancement), Marking Enhancements (Enhancement), Obvious Enhancements (Enhancement),
Draw Magic,

Zaun the Metal Man
Armorist (Whitesmith) 5
LN Medium Humanoid (Human, Shapechanger) Initiative +2 Senses, Perception 9
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Defenses
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AC 25, Touch 12, Flat Footed 23 (+2 dex, +4 armor, +4 armor enhancement, +5 natural armor, -2 ACP)
hp 29/29 (5d10-5) (46/46 Armor)
Fort +3 Ref +3 Will +4
Special Defenses Construct Armor (46/46)
Immune bleed, and you do not need to eat, drink, breathe, or sleep
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Offenses
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Speed 20ft
Melee Razor Arms +11/+11 (1d2+12 17-20/x2)
Mwk (+3, Keen) Longsword +11 (1d8+12 17-20/x2)
Mwk (+3, Keen) Bastard Sword +11 (1d10+12 17-20/x2)
Modifiers +5/+0 BAB, +5/+5 Str, +3/+3 Enhancement, -2/+4 Power Attack

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Spellcasting
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Transform
Transform into the form of a Construct as a full-round action gaining a head, two arms, two legs, 20 ft. move speed, 2 slam attacks (primary, 1d6 Medium), and +5 natural armor. Your natural attacks are treated as silver and cold iron. This is an indefinite polymorph effect until you spend a full-round action to transform back.

Enhance Creature
Grant a creature +3 to 1 saving throw.
1 SP: Effect lasts for 50 minutes.
Apply 1 Alteration Talent to the target.

Enhance Equipment
Grant a piece of equipment (or a natural attack/armor) +3 Enhancement bonus (+4 for your own equipment).
1 SP: Effect lasts for 50 minutes.
1 SP: Enhance +2 objects.

Access Extradimentional Space
Take/Replace an object from your Extradimentional Space as a 1-round action.
1 SP: Access storage as a move action.

MSB: +5 MSD: +16 Concentration: +8
Normal CL: +2
Enhanced CL: +5
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Current Magical Effects

Ascetic Control (30 days), Transformation

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Statistics
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Str 20, Dex 14, Con 9, Int 12, Wis 17, Cha 12
BAB +5 CMB +10 CMD +22

Feats Power Attack (bonus), Complex Animations, Extra Magic Talent (Ascetic Control), Mutagenic Enhancements, Transformation
Talents Enhancement Sphere, Alteration Sphere (bonus), Animate Object, Ascetic Control, Construct Transformation, Deep Enhancement, Greater Enhancement, Mass Enhancement, Natural Enhancement, Powerful Limbs, Size Change, Staunch Resistance
Tricks Combat Feat (Power Attack), Extradimensional Storage
Traits
Drawbacks

Skills 3/lvl
Climb +9 (1 Rank, +3 CS, +5 Str)
Craft: Weapons +10 (4 Ranks, +3 CS, +2 Mwt, +1 Int)
Heal +12 (4 Ranks, +3 CS, +2 Mwt, +3 Wis)
Perception +9 (3 Ranks, +3 CS, +3 Wis)
Sense Motive +9 (3 Ranks, +3 CS, +3 Wis)

Languages Common, Terran

Other Gear
Mwk Longsword 265gp, 4lb
Mwk Bastard Sword 285gp, 6lb
Mwk Chain Shirt 250gp, 25lb

10,500gp

Extradimentional Storage
Mwk Chain Shirt 250gp, 25lb

25/50lb
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TRACKED RESOURCES
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SP (8/8)

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Special Abilities
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Armor Training When you are wearing armor, reduce the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by 1.
Bonus Feats humans get +1 feat, Incanters get +1 magical feat.
Casting use your Wis to determine your spells and class abilities. Gain 2 bonus Talents.
Combat Feat gain Power Attack as a bonus feat.
Complex Animations your Constructs gain +1 creation points.
Exceptional Enhancement you may spend a spell point when enhancing an object to repair the broken condition. You may enhance an additional object whenever yuo use an enhancement effect that solely enhances objects. This ability stacks with the Mass Enhancement talent.
Extra Magic Talent gain +1 Magic Talent (Asetic Control).
Extradimensional Storage You gain the Extradimensional Storage Warp sphere talent, and you may use your armorist level as your caster level for this ability. This is a permanent extradimensional space that may hold up to 50 pounds of non-living material. You can create a portal to this extradimensional space within arm’s reach at will. Placing an object in this space or calling an object from this space requires a full round action, but may be done as a move action by spending a spell point. Living things and attended objects cannot be placed in your extradimensional storage.
FCB gain Exotic Weapon Proficiency (Bastard Sword).
Mutagenic Enhancements whenever you enhance a creature, you may also give them a trait of your choice, just as if you had used shapeshift on them. Doing so makes the enhancement into a polymorph effect. A creature may only be under the effects of one enhancement modified in this way.
Personal Refinement whenever you enhance a piece of equipment you are holding or wearing, you do not need to concentrate to maintain the enhancement so long as the item is on your person. Whenever you use enhance equipment on a piece of equipment you are holding or wearing you grant it an additional +1 enhancement bonus.
Power Attack you may take a -2 penalty to attack to gain +4 damage. This is increased by 50% for 2-handed weapons and reduced by 50% for light weapons.
Spell Pool gain a Spell pool that you can spend to augment your spells equal to your Class level + your Wis mod (+1 Casting Tradition) (8).
Talents gain 2 talents from Class Levels, +2 Bonus, +2 from Alteration Drawbacks, + from Enhancement Drawbacks, +2 from Feats (8).
The Mystic Crucible gain the Enhancement sphere as a bonus magic talent, treating your Class level as your CS. You may spend up to +2 of the enhancement bonuses from Enhance Equipment on special qualities.
Transformation as a full-round action, you may assume the form of a medium construct per the shapeshift ability of the Alteration sphere as a supernatural ability. The same construct is mimicked and the appearance of that construct is retained each time. This transformation lasts until you choose to revert to your original form as a full-round action. You gain all the abilities granted by this form (movement modes, natural attacks, special abilities, etc.) but but do not gain any additional traits. Treat your HD as your caster level for the purposes of this effect and this is a polymorph effect. You gain the Shapechanger subtype. This feat counts as possessing the Alteration sphere and the chosen form-granting talent for the purpose of meeting feat prerequisites.

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Spheres
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Alteration Sphere
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Construct
You may grant the form of a construct with your shapeshift. The form has a head, two arms, two legs, and a 20 ft. move speed. The target gains 2 slam attacks (primary, 1d6 Medium, 1d4 Small, treated as Cold Iron and Silver), and +5 natural.
---Traits:
•Construct Plating: The target gains DR 3/adamantine.
•Spell Resistance: The target gains 15 spell resistance. This trait costs an additional spell point.
Powerful Limbs
---Traits:
•Powerful Arms: Choose one pair of limbs the target possesses capable of wielding a weapon. With these limbs, you may wield weapons of one size larger without penalty. This does not stack with other effects that allow you to wield larger weapons without penalty, such as powerful build. Additionally, the target increases its overhead lifting capacity by 50%.
•Powerful Claws: Choose one natural attack the target possesses (or pair of natural attacks if granted in pairs such as claws, talons, pincers, etc.). The selected attack or attacks deals damage as if it were one size larger. This size increase stacks with other effects that increase actual and effective size, such as the Size Change Alteration sphere talent or the Encompassing Light talent of the Light sphere.
•Powerful Legs: The target is always considered to have a running start when making Acrobatics checks to jump and treat its move speed as if it were 15ft higher when determining the bonus or penalty to jump checks from movement speed. Additionally, the target’s carrying capacity is increased by 50%.
Size Change
---Traits
•Increased Size: Increase a creatures size by 1 catagory (max huge). Adjust ability scores according to the chart here.
•Decreased Size: Decrease a creatures size by 1 catagory (min diminutive). Adjust ability scores according to the chart here.

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Enhancement Sphere
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Animate Object You may spend a spell point to enhance an object, bestowing movement and a semblance of life. The object obeys your command and understands your language, but as it is not intelligent, it can only obey simple commands such as ‘move’, ‘fight’, ‘guard’, ‘stop’, etc.
If you animate an enemy’s weapon, the weapon cannot move and attack while it is being held, but the wielder must pass a DC 15 Reflex save (DC 10+1/2 CL+Wis) each round they hold the item or lose their action fighting their weapon for control. If you animate an enemy’s armor or clothing, the enemy becomes entangled and must pass a DC 15 Reflex save each round or also be staggered that round.
Animated objects are constructs, and gain Hit Dice according to their size.
Ascetic Control By spending 10 minutes and a spell point, you no longer bleed, and do not need to eat, drink, breathe, or sleep for one month.
Deep Enhancement your Enhancements last 10 minutes per caster level (50 minutes).
Greater Enhancement When using the Enhance Equipment enhancement, increase the enhancement bonus granted by 1.
Mass Enhancement you may spend an additional spell point to enhance 2 additional targets. All targets must be within range and must receive the same enhancement.
Natural Enhancement You may enhance a creature with enhancements that normally only apply to weapons or armor. If it applies to weapons, it applies to one of the creature’s natural weapons, as well as its unarmed strikes; if it applies to armor, it applies to any natural armor bonus that the creature possesses.
Staunch Resistance You may enhance creatures, granting them a +3 bonus to one saving throw.

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Encumbrance 0lb
Light 43lb, Medium 86lb, Heavy 130lb
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Casting Tradition:

Zaun is entirely dependent on his magic to get around. Having no arms or legs, and therefore no physical ability to interact with the world around him without it has left his body with a deep sensation of dependency on his Enchantment magic empowering his metal limbs. This dependency has had a significant reverse effect on Zaun himself as he desperately (and unconsciously) tries to become more and more like the metal he relies on. Cold, durable, repairable, immune to pain. This mindset has caused Zaun's magic to take on significant metallic properties and every effect he creates with his magic also creates a metallic sheen or covering over everything it effects, indeed Zaun himself has undergone such an extreme and complete transformation that there is very little organic left of him, the machine having nearly completely replaced flesh. While this has the positive effect of every creature he empowers around him taking on the properties of metal and resonating with him to increase the metals potency, it is more difficult and time consuming to actually channel the magic when you cannot feel your fingers move and have to carefully watch to make sure you are casting your magic correctly.

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Bonus Spell Points
Gain +1, +1 per 6 levels bonus Spell Points.
Extended Casting
Your magic takes longer to use than normal. When using an ability gained from a sphere or talent, increase the casting time to 1 full-round action.
Somatic Casting
You must gesture to cast spells—you must have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure.
Draw Magic
You gain a +1 bonus to your caster level whenever at least 3 creatures under the effects of your sphere abilities are within 30 ft. of you. This bonus increases to +2 if there are at least 6 such creatures within 30 ft.
Beast Soul
You cannot bestow the Blank Form.
Unnatural Transformation
Creatures under the effect of your shapeshift bear obvious indicators of their metal origins (Metallic sheen on their skin, metal outcroppings, ragged edges, ect). Your shapeshift never grants a bonus to Disguise checks due to the obviously unnatural nature of the transformation. When struck by a silver weapon a creature under the effect of your shapeshift must make a Will save with a DC equal to the damage dealt or have the shapeshift end immediately.
Enhancement Dependency
Your body has become dependent on enhancement magic. You suffer a -2 penalty to Fortitude saves as long as you are not under the effects of an enhancement.
Obvious Enhancements
Your enhancements are incredibly obvious to anyone paying attention due to the metallic nature and coloration of your enhancements. Any creature within 30 ft. knows that the creature or object is enhanced, and is considered to have automatically succeeded on a Spellcraft check to determine its effects.


Equipment Enhancements:

Left Arm
Tiny Animated Construct with +3 Keen Slashing Attack (1d2/17-20)
65/65 1d10+60hp, Hardness 16, AC 23,
Str 6, Dex 14, Con -, Int -, Wis 1, Cha 1
---Construction Points (+2)---
•Graft (-1)
•Immobile (+2)
•Metal (-2)
•Slashing Attack (-1)
---Enhancements---
Enhance Natural Attack +3 Keen
Enhance Natural Armor +3, Impervious

Right Arm
Tiny Animated Construct with +3 Keen Slashing Attack (1d2/17-20)
65/65 1d10+60hp, Hardness 16, AC 23,
Str 6, Dex 14, Con -, Int -, Wis 1, Cha 1
---Construction Points (+2)---
•Graft (-1)
•Immobile (+2)
•Metal (-2)
•Slashing Attack (-1)
---Enhancements---
Enhance Natural Attack ++3 Keen
Enhance Natural Armor +3, Impervious

Left Leg
Tiny Animated Construct with +3 Keen Slashing Attack (1d2/17-20)
65/65 1d10+60hp, Hardness 16, AC 23,
Str 6, Dex 14, Con -, Int -, Wis 1, Cha 1
---Construction Points (+2)---
•Graft (-1)
•Immobile (+2)
•Metal (-2)
•Slashing Attack (-1)
---Enhancements---
Enhance Natural Attack +3 Keen
Enhance Natural Armor +3, Impervious

Right Leg
Tiny Animated Construct with +3 Keen Slashing Attack (1d2/17-20)
65/65 1d10+60hp, Hardness 16, AC 23,
Str 6, Dex 14, Con -, Int -, Wis 1, Cha 1
---Construction Points (+2)---
•Graft (-1)
•Immobile (+2)
•Metal (-2)
•Slashing Attack (-1)
---Enhancements---
Enhance Natural Attack +# Keen
Enhance Natural Armor +3, Impervious

Armor
Medium Animated Construct () with +0 Slam Attack (1d6)
46/46 3d10+30hp, Hardness 10, AC 25,
Str 14, Dex 10, Con —, Int —, Wis 1, Cha 1
---Construction Points (+2)---
•Armor (-1)
•Durable (-1)
•Immobile (+2)
•Metal (-2)
---Enhancements---
Enhance Natural Attack +3, Defending
Enhance Natural Armor +4

Crash of the Hammer
Male Two-Handed Fighter 21, Raging Vivisectionist 4
LN large Humanoid (Human) Initiative +5 Senses 180ft Darkvision, 4x Low-light Vision, Double Normal Vision, 20ft X-Ray Vision, 60ft Blindsense, 20ft Blindsight, All-Around Vision, Sent, Can See All Invisible and Etherial Creatures Within 120ft Preception 65
Deity Hadregash
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Defenses
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AC 36, Touch 20, Flat Footed 31 (+5 dex, +11 Armor, +5 deflection, +5 enhancement, +1 insight, -1 size)
hp 342/342 (21d10 +4d8 +100) Death Threshold -84
Immunities Disarm (Dwarven Longhammer only), 50% immune to gaze attacks, immune to rusting (Defiance and Destruction only),
Resistances Fire, Cold: 30
Fort 24 Ref 19 Will 22 (+2 against poison. +4 against ongoing effects, patterns, visual figments and vision based effects and attacks. +6 against fear)
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Offenses
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Speed 30ft
Melee Devastating Blow +49 (16d6 +236 +blinded (DC 34 Fort reduces to 1d4 rounds of dazzled), +deafened (DC 34 Fort reduces to 1 round) + immobilized (as a swift action) +2d6 sneak attack) or
Full Round Attack +50/43/38/38/33/33/28 (4d6 +41 19-20/x4 (first attack)/4d6 +49 19-20/x4(rest of attacks) +2d6 sneak attack +blinding/deafening critical(DC 34 Fort))

To Hit and Damage Modifiers:

To hit 24 BAB, +16 Str mod, +4 weapon enchant, -1 size, +1 weapon focus, +3 morale, -7 power attack, +7 furious focus, -4 TWF, +5 weapon training, +2 gloves of dueling, +2 deathless initiate (when less than 0hp), -5 devastating blow, +1 against magical beasts and monstrous humanoids (after first hit)
Damage +24 Str mod (x1 1/2) OR +32 Str mod (x2), +4 weapon enchant, +14 power attack, +2 weapon specialization, +5 weapon training, +2 gloves of dueling, +2 deathless initiate (when less than 0hp), +5 shattering strike (against objects only), +2d6 sneak attack, +1 against magical beasts and monstrous humanoids

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Extracts
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Extracts Per Day 1 (4/4) 2 (2/2)
Extracts Prepared
Free:6
Current magical effects Ant-Haul (continuous), Deathwatch (continuous), Enlarge Person (Continuous), Locate Weakness (melee only, continuous),
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Statistics
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Str 42, Dex 18 Con 20 Int 16, Wis 18 Cha 16
Base Atk +24 CMB 37 CMD 52 (+4 against sunder (weapon only), disarm and effects that would cause you to drop your weapon)

Feats skill focus: survival (bonus), skill focus: perception (bonus), skill focus: Acrobatics (bonus), alertness (bonus), weapon focus (bonus), throw anything (bonus), brew potion (bonus), endurance (bonus), power attack, furious focus, TWF, imp TWF, Gtr TWF, eldrich heritage (orc), imp eldrich heritage, gtr eldrich heritage, racial heratige (orc), diehard, deathless initiate, tenacious survivor, critical focus, critical mastery, blinding critical, deafening critical, strong comeback, improved bull rush, bull rush strike, destroy identity, self-sufficient, keen sent, iron will, improved iron will, weapon specialization, heroic defiance, extra discovery (x2)
Discoveries extra arms (2), lingering spirit, tumor familiar
Traits Wisdom in the Flesh,
Skills
Acrobatics: +43 (25 Ranks, +3 CS, +6 Skill Focus, +3 Morale, +2 MWT, +4 Wis)
Climb: +28 (5 Ranks, +3 CS, +3 Morale, +2 MWT, +16 Str, -1 ACP)
Craft (Alchemy): +17 (1 Rank, +3 CS, +4 Competence, +3 Morale, +2 MWT, +4 Wis)
Knowledge (Arcana): +21 (+10 Ranks, +3 CS, +3 Morale, +2 MWT, +3 Int)
Knowledge (Local): +14 (5 Ranks, +3 Morale, +2 MWT, +4 Wis)
Knowledge (Nature): +27 (15 Ranks, +3 CS, +3 Morale, +2 MWT, +4 Wis)
Perception: +65 (25 Ranks, +3 CS, +8 Racial, +10 circumstance, +6 Skill Focus, +4 Alertness, +3 Morale, +2 MWT, +4 Wis)
Sense Motive +23 (10 Ranks, +4 Alertness, +3 Morale, +2 MWT, +4 Wis)
Stealth +5 (0 Ranks, +3 Morale, +3 Dex, -1 ACP)
Survival: +59 (25 Ranks, +3 CS, +12 Racial, +6 Skill Focus, +4 Self-Sufficent, +3 Morale, +2 MWT, +4 Wis)
Swim +27 (4 Ranks, +3 CS, +3 Morale, +2 MWT, +16 Str, -1 ACP)

Languages Common
Other Gear Defiance, Destruction, Shiversheen, Belt of Physical Perfection (+6), Headband of Mental Superiority (+6), Juggernaut's Pauldrons, Gloves of Dueling, Robe of Eyes, Mask of the Skull, Cats Eye Crown, Veil of Fleeting Glances, Band of the Stalwart Warrior, +5 Amulet of Natural Armor, Muleback Chords, Heavyload Belt, Manual of War, +5 Ring of Protection, Greater Ring of Fire Resist, Ring of X-ray Vision, Demon Senses, Ring of Minor Inner Fortitude, +4 Manual of Bodily Health, +4 Tome of Understanding, +1 Tome of Leadership and Influence, Wayfinder with Cracked Opalescent White Pyramid, Implanted Scarlet and Green Cabochon, Implanted Dusty Rose Prisim, Implanted Amber Spindle (x5), Implanted Pale Green Prisim (flawed)
-54630gp.

Deathwatch Eyes, Eyes of Keen Sight, hyberdization funnel, silk rope, twine, whistle, alchemical glue, thunderstones (10), hammer, pitons (10), campfire bead, snapleaf, feather tolken, tree (25), insistant doorknocker, 1 505 000 gp

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TRACKED RESOURCES
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Touch of Rage (6/6) standard action touch attack granting +12 moral bonus to attack, damage and will saves (+14 on self).
Power of the Giants (25/25 minutes) standard action to grow to large size gaining +6 str, +4 con and -2 dex as size bonuses and gain +4 natural armour bonus. Standard to shrink back to normal. Must be used in 1 minute increments.
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Special Abilities
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Alchemy +4 competence bonus to Craft: Alchemy. Use Craft: Alchemy to identify potions (as detect magic) by holding potion for 1 round.
Backswing add double str mod on all attacks after the first when full attacking.
Bonus Feats fighters gain 11 bonus feats.
Cruel Anatomist use Knowledge (nature) skill bonus in place of Heal skill bonus.
Devastating Blow melee attack as a standard at -5 to hit. Automatic critical, weapon effects that activate on a critical do not activate for this attack.
Favoured Class Bonus (Orc) Add +42 to the Fighter's Constitution score for the purpose of determining when he dies from negative hit points. (-84 death threshold)
Focused Study gain Skill Focus: Survival, Perception and Acrobatics as bonus feats.
Greater Power Attack double bonus of power attack when wielding a weapon two-handed.
Heart of the Wilderness +12 racial bonus to survival. +12 to their Constitution score when determining the negative hit point total necessary to kill them. (-84 death threshold).
Lingering Spirit constitution score counts as 10 higher for negative hp threshold before death. Must be brought to -5 constitution to be killed. (-84 death threshold)
Overhand Chop when making a single attack, add double your str mod on damage rolls.
Piledriver melee attack as a standard. If it hits gain free bullrush or trip maneuver against target, no AOO.
Poison Resistance +2 on saving throws against poison.
Power of the Giants 25 minutes/day, standard action to grow to large size gaining +6 str, +4 con, +2 dex and -2 dex as size bonuses and gain +4 natural armour bonus. Standard to shrink back to normal. Must be used in 1 minute increments.
Rage Mutagen +6 alchemical bonus to str, +2 natural armor bonus and -2 intelligence for 40 minutes. At end of turn that you take damage make a DC 15 (20 if hit by a crit) Will save or take -2 penalty to intelligence and will saves until 1 hour after mutagen ends.
Shattering Strike +6 CMB and CMD on/against sunder attempts. +6 damage against objects.
Sneak Attack +2d6 precision damage anytime his target would be denied a Dexterity bonus to AC or when flanking her target.
Strength of the Beast +6 inherent bonus to Str.
Swift Alchemy create alchemical items in half normal time.
Torturer’s Eye add deathwatch to formula book as a 1st-level extract.
Touch of Rage 6/day, standard action touch attack granting +14 moral bonus to attack, damage and will saves (+16 on self).
Tumor Familiar introducing Bristleback! Standard action to detach/attach to body. While attached, tumor has fast healing 5.
Vestigial Arms gain 2 additional arms XD Grants no additional attacks or ring/ glove slots.
Weapon Mastery Dwarven Longhammers crit mod is 20/x4. Automatically confirm all crit hits. Immune to disarm.
Weapon Training +5 attack and damage when wielding 2 handed weapons.

Items:

Amulet of Natural Armor +5 enhancement bonus to natural armor.
Band of the Stalwart Warrior reduce frightened and panicked to shaken, +2 competence bonus on will saves vs fear.
Belt of Physical Perfection +6 Str, Dex, Con.
Cat's Eye Crown increase Darkvision by 60ft (180ft), detachable, 1/day cast clairaudience/clairvoyance on eye. If on a creature, gain that creatures vision.
Demon Senses +8 racial bonus to perception. Eyes look demonic.
Gloves of Dueling +4 CMD against disarm, sunder (weapon only) and effects that would make him drop his weapon. Dont drop weapon when stunned or panicked. +2 attack and damage.
Heavyload Belt affected by a permanent ant haul spell.
Implanted Ioun Stones Amber Spindle (x5): +5 restance bonus to saves. Dusty Rose Prisim: +1 AC. cracked Pale Green Prisim: +3 moral bonus to attack, saves, skill checks and ability checks. Scarlet and Green Cabochon: endurance (bonus feat).
Juggernauts Pauldron's on command enlarge person. +4 CMD and ferocity ability. 3/day gain benefit of deadly juggernaut spell for 1 minute as an immediate action after killing something.
Manual of Bodily Health +4 Con.
Manual of War Once per day, after studying the manual for 1 hour, exchange one fighter bonus feat for another combat feat. This change persists for 24 hours then returns to normal. May spend 10 minutes studying the manual to end its effects early.
Mask of the Skull 1/day 50ft touch attack with 23 to hit, inflict 130 damage (DC 20 Fort reduces to 3d6+13) as a finger of death. Mask has 16 AC, 10hp and 6 hardness.
Minor Ring of Fortitude reduces ability damage or temporary ability penalties by 2 points and ability drain by 1 point.
Muleback Cords +8 str for carrying capacity purposes only.
Ring of Fire Resist fire resistance 30.
Ring of Protection +5 deflection bonus to AC.
Ring of X-Ray Vision see through objects within 20ft. Penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Take 1 point of Constitution damage per minute after the first 10 minutes of use in a single day. The ring must be used in 1-minute increments.
Robe of Eyes 120ft Darkvision, all-around vision, +10 competence bonus to perception, can see all forms of invisible or ethereal creatures or objects within 120 feet. Retains Dexterity bonus to AC even when flat-footed, and can't be flanked. Blinded for 1d3 minutes by a light or continual flame spell cast directly on the robe of eyes. Blinded for 2d4 minutes by a daylight spell cast directly on the robe of eyes.
Swordmasters Blindfold 20ft blindsight. Effected by constant locate weakness (melee only). Natural eyes are blinded.
Tome of Leadership and Influence +1 Cha.
Tome of Understanding +4 Wis.
Veil of Fleeting Glances 50% chance to avoid gaze attacks, +4 circumstance bonus against patterns, visual figments and vision based effects and attacks.
Wayfinder with Cracked Opalescent White Pyramid weapon focus (bonus feat) and weapon proficiency with Dwarven Longhammers.

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Alchemical weapons

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Encumbrance xxxlb
Light 100lb, Medium 200lb, Heavy 300lb
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Defiance
Large +4 Courageously Defiant Impact Dwarven Longhammer
Made of Impervious Elysian Bronze
166 440gp
__4d6__19-20/x4__40lb__B__reach
Hardness 26 , Hps 120
Immune to rusting, +8 CMD against sunder, +4 against ongoing conditions, +4 moral bonus against fear, +4 to bull rush. Increases all morale bonuses by 2. Weapon stays in hand even if unconscious. Can use Imp Iron Will and Heroic Defiance and additional 4 times a day. +1 damage against magical beasts or monstrous humanoids (multiplied on a crit) and +1 to hit against that specific type of magical beast after the first hit.

Destruction
Large +4 Called/Anchoring Impact Dwarven Longhammer
Made of Impervious Elysian Bronze
166 440gp
__4d6__19-20/x4__40lb__B__reach
Hardness 26 , Hps 120
Immune to rusting, +8 CMD against sunder, +4 to bull rush. Weapon teleports to hand as a swift (range 100ft). As a swift the weapon can be fixed in place like an immovable rod or when it hits a creature, anchoring it to the weapon. Nether can move from the spot unless they make a DC 30 str check as a full round action. Has no effect on amorphous creatures. +1 damage against magical beasts or monstrous humanoids (multiplied on a crit) and +1 to hit against that specific type of magical beast after the first hit.

Shiversheen
Large +5 Greater Frost Resistant Breastplate
Made of Glammered Mithril
78 250gp
__+11 AC__+5 MDB__-1 ACP__15% SFC__30lb
Hardness 20 , Hps 160
Looks like normal clothing and absorbs the first 30 points of Cold Damage from each attack.

Bristleback:
Bristleback Hedgehog Familiar
N Diminutive Animal
Init +2 Senses scent Perception +8

DEFENSE

AC 28 touch 17 flat-footed 25 (+3 Dex, +11 natural, +4 size)
hp 171 (25 HD)
Fort +14 Ref +14 Will +9

OFFENSE

Speed 20 ft
Space 1 ft Reach 0 ft.

STATISTICS

Str 1 Dex 16 Con 6 Int 15 Wis 12 Cha 7
BAB +24 CMB +15 CMD 28
Feats Athletic
Skills
Climb 5
Stealth 19
Swim 5
SPECIAL ABILITIES

Spiny Defence
Master gains +2 Will Saves
Alertness
Improved evasion
Share spells
Empathic link
Deliver touch spells
Speak with master
Speak with animals of its kind
SR 25

Bristleback is a lump of flesh. Literally. Taking on a red hue of raw meat with white bone fragments jutting out across his back Bristleback looks like a hunk of steak pierced through with many tiny white needles. While he usually stays safely tucked away in Crash's shoulder, he has been known to come out and play or to nibble on leftover morsels from his masters plate.

Formula Book:

Bookplate of Recall
Lvl 1: Polypurpose Panacea, Expeditious Retreat, Enlarge Person, Endure Elements, Cure Light Wounds, Comprehend languages, Ant Haul, Shield, Targeted Bomb Admixture
Lvl 2: Waters of Maddening, Alchemical Allocation, Touch Injection, Acute Senses, Blistering Invective, Fire Sneeze
Lvl 3: Tongues, Cure Serious Wounds, Remove Curse, Heroism, Haste, Amplify Elixir, Lightning Lash Bomb Admixture, Fire Trail, Vomit Twin
Lvl 4: Universal Formula, Spell Immunity, Restoration, Greater Invisibility, Freedom of Movement, Fluid Form, Echolocation, Detonate, Cure Critical Wounds
Lvl 5: Elemental Body 2, Polymorph, Resurgent Transformation, Delayed Consumption, Overland Flight, Magic Jar, Elude Time, Sending
Lvl 6: Form of the Dragon 1, Monstrous Physique 4, Giant Form 1, Elemental Body 3, Caging Bomb Admixture, Heal, Twin Form

Backstory:

Over a thousand years ago when the world was quite different, there was a tribe of goblins known as the Axe Head Clan, nestled in the thick forests between 3 towns known then as The 3 Points collectively. Protected from retaliation the goblins there grew ever bolder and ever more destructive, raiding and pillaging mercilessly. Faced with staggering losses and the eventual destruction of the northern most town, they were desperate and enlisted the help of an Archemage of unknown origin. This mysterious mage told them of a power that could seal off the forests. Together with 300 of the towns wizards, nearly anyone who could cast a spell was gathered together then dispersed around the outskirts of the forest. The mage cast a grand spell up into the sky and all the wizards pooled their magic into it. a great binding spell formed around the entire forest, freezing every living thing in it but at an unexpected cost... The backlash of the enormous spell annihilated every wizard that had contributed, of the Archemage, there was only a helmet and a pair of gauntlets.
300 years had passed with every creature trapped within completely aware and the vast majority of its residents driven to madness or desolation. For the short lived and stimulis driven goblins it was especially devastating, every single one of them was turned to gibbering wreaks, well all except 1. Blessed with exceptional intelligence for the otherwise primitive race, Sparky willed the time away by creating complex mental chalenges for himself and doing a form of self learning. After a time, he was visited by a being of power who offered him freedom if only he would spread chaos. Agreeing readily the being reached into its helmet and withdrew a swirling black mass, an eye! Red and full of cruelty, a boon it had said, and with that he was transported a thousand miles to an unknown area in an unknown time. Little is known about the next period in Sparkys life save that he became a doctor with his unusual knowledge of anatomy and that during the nights strange cases of mass hysteria and envious rage abounded. Over the next 50 years Sparky came to realize he had been given a second boon for he had not aged a day in that span and had already lived twice a goblins lifespan. Growing restless after long years in a city held hostage by panic he set off and wandered. It was during this time that he discovered who his patron was, Nymeth Vaar, yet he never found out that it was the same deity that had imprisoned him in the first place.
Centuries of life and the corrupting inffluence of the Eye, his only constant companion, did what solitude could not and eroded away on his sanity. Becoming increasingly unhinged and paranoid, sparky started conducting bizzare experements, fusing flesh and bombs to create oblivious mayhem, turning on his own flesh during the dry seasons and worse still. Having died dozens of times and lived for more than a thousand years he has become increasingly reckless, almost to the point of suicidal for he has no fear of death remaining and little appreciation for his own life.
Little does Sparky know that the vast majority of his actions have been guided by the eye in his hand, urging him on and even editing his very thoughts when the need arose. Did Sparky really succede in creating his clones? Did he have 2 left or none? He had made amends with the former king of Aberdale, at least he remembers he did so why are they attacking him? The inside of Sparkys mind is a unique haven for the god of chaos where nothing is necessarily quite as it seems, and yet, to this Sparky is oblivious.

Sparky:
§parky the Harbinger of Chaos
Male Goblin Alchemist (Gernader)
CE Small Humanoid (Goblin) Initiative 11 Senses Darkvision 60ft Preception 36 (66)
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Defenses
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AC 38, Touch 22, Flat Footed 27 (+11 dex, +6 natural, +1 size, +5 barkskin, +5 magic vestment)
hp 160/340 (20d8 +180)
Fort 25 Ref 27 Will 16 (+2 vs confusion, insanity and fear)
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Offenses
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Speed 30ft
Melee Edge of Chaos +21/+21/+16/+11 (1d8 +22 17-20/x2)(+2d6 against lawful)
Ranged Bomb +25/25/25/25/20/20/15 (10d6 +26/x2 fire, 36 splash/DC 30 Ref half) or
Bomb +29 (10d6 +26/x2 fire, 36 splash/DC 30 Ref half)
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Extracts
----------------------
Extracts Per Day 1 (7/8) 2 (3/8) 3 (6/7) 4 (6/7) 5 (6/7) 6 (7/7)
Extracts Prepared polypurpose panacea, alchemical allocation, cure critical wounds, giant form 1

Free:34
Current magical effects Acute Senses (+30 perception, permanent), overland flight (34 hours), heroism (330 minutes) delayed consumption (greater invisibility, 35 days), barkskin (+5 armour, 330 minutes), magic vestment (+5 armour, 34 hours), greater magic weapon (edge of chaos, 34 hours), elixir of life (9 days)
enhance potion 6/10
extend potion 7/10
----------------------
Statistics
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Str 18, Dex 32, Con 26, Int 31, Wis 20, Cha 16
Base Atk +15 CMB 18 CMD 37

Bomb Modifiers
Bomb 10d6 +26/x2 fire, 5ft radius.
Caging (A) 10d6 +26/x2 creates a wall of force as big as the splash radius for 20 turns, only 1 at a time.
Confusion* 8d6 +26/x2 confused for 20 rounds on a direct hit.
Delayed 10d6 +26/x2 delayed for up to 20 rounds.
Directed 10d6 +26/x2 fire, 20ft cone.
Explosive* 10d6 +26/x2 catch fire on a direct hit, 10ft radius, 80ft line or 30ft cone.
Force* 10d4 +26/x2 force, knocked prone on a direct hit (DC 30 Ref).
Implant 1-10d6 +26/x2 delayed 24 hours or until target dies. 150gp per 1d6 removes the time limit. DC 20 heal and 1 hour to implant.
Lightning Lash (A) 10d6 +26/x2 target +3 splashed creatures take 1d6 electric (DC 30 Ref) when they move.
Sticky targets directly hit take splash damage next round.
Strafe 10d6 +26/x2 fire, 40ft line.
Targeted (A) 10d6 +36/x2 no splash damage.
You can have only 1 * effect and 1 (A) effect active on a bomb at one time. (A)=Admixture bomb.

Feats throw anything (bonus), alertness (bonus), point blank shot, rapid shot, two weapon fighting, improved two weapon fighting, greater two-weapon fighting, implant bomb, precise shot, extra discovery (x3)
Discoveries precise shot (bonus), explosive bomb, force bomb, confusion bomb, strafe bomb, extend potion, delayed bombs, elixir of life, enhance potion, eternal potion, fast bombs, greater mutagen, grand mutagen, eternal youth, infusion, sticky bombs
Traits Unhinged Mentality, Accelerated Drinker
Skills (*class skill*) Acrobatics +10, Bluff +23, Craft* (alchemy) +39, Fly* +19, Heal* +34, Knowledge* (arcana) +34, Knowledge (chaos) +31, Knowledge (dungeoneering) +31, Knowledge (geography) +31, Knowledge (history) +31, Knowledge (local) +31, Knowledge* (nature) +34, Knowledge (nobility) +31, Knowledge (planes) +31, Knowledge (religion) +31, Linguistics +15, Perception* +36 (66), Sense Motive +30, Sleight of Hand* +32, Spellcraft* +34, Stealth +39
Languages Abyssal, Aklo, Boggard, Celestial, Common, Draconic, Goblin, Ignan, Protean
Other Gear Belt of Physical Perfection (+6), Headband of Mental Prowess (+6 wis/int), Cloak of Resistance (+5), Vest of the Stable Mutation, Boots of Speed, Glowing Glove of Storing, Cap of Human Guise, Amulet of Hidden Strength, Bracers of Falcons Aim, Wayfinder with Clear Spindle, Double Decoy Ring, Ring of Fiery Resist and Retribution, Implanted Dark Blue Rhomboid Ioun Stone, hyberdization funnel, silk rope, twine, whistle, alchemical glue, thunderstones (10), hammer, pitons (10), campfire bead, snapleaf, feather tolken, tree (25), insistant doorknocker, 4784gp, 5cp, 9sp

----------------------
TRACKED RESOURCES
----------------------
bombs (26/30)
1st level potions clarion call, infernal healing, shield of faith, resist energy, expeditious retreat, mage armor, karmic blessing, keep watch, polypurpose panacea
2nd level potions groundswell, barkskin, heroism, suggestion, acute senses, eagle eye,
3rd level potions greater magic weapon, Dimension door, major image, magic vestment, amplify elixir, vomit twin, fire trail, cure serious wounds
Elixers elixer of hiding, elixir of life, philter of love, waters of maddening (10)
Current Permanent Potion Acute Senses (+30 perception)
Misc. 1/3 boro beads ( lv 2), 2/3 preserving flasks (alchemical allocation), 10 thunderstones, 10 stubborn nails, 10 pitons, 25 feather tolkens (tree), 50ft silk rope, 50ft twine
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Special Abilities
----------------------
Alchemical Weapon can apply an alchemical substance to a weapon as a free action. Does direct hit only on next attack within 1 minute.
Amulet of Hidden Strength 1/day extra attack as a swift action.
Boots of Speed 10 rounds/day gain the effects of haste.
Bracers of Falcons Aim +1 competence bonus to ranged attacks, +3 competence bonus to perception.
Cap of Human Guise can cast disguise self at will, appearing as a small child.
Confusion Bomb 8d6 damage, confuses a target directly hit for 20 rounds
Dark Blu Rhomboid Ioun Stone Bonus feat: Alertness.
Delayed Bombs can delay the explosion of a bomb by up to 20 rounds
Directed Blast 20ft cone instead of radius, 1 target takes direct hit.
Double Decoy Ring when you withdraw or become helpless, you become invis for 3 rounds, 8 duplicates run off in random directions for 3 rounds. AC 10, DC 19 will disbelieve.
Elixer of Life potion of true resurrection, costing 25000gp, alternatively can drink it to be targeted by a constant resurrection for 11 days
Enhance potion 10/day potion counts as caster level 20. (9/10)
Eternal Potion can make any potion affected by extend potion permanent.
Eternal Youth stop aging, take no penalties for advanced age.
Explosive Bomb direct target catches fire, enlarges bombs; regular bombs have 10ft radius, strafe bombs have 80ft line, directed blast has 30ft cone.
Extend Potion 10/day can double length of potion drunk (9/10)
Fast Bombs can throw bombs at full rate of fire
Force Bomb 1d4 damage instead of 1d6, deals force damage and a direct hit is knocked prone (DC 30 Ref).
Glowing Glove of Storing standard action to imprint glowing handprint on object for 1 day, can store/retrieve an item inside the glove as a free action
Grand Mutagen +8 dex, +6 con, +4 str, +6 natural armour bonus
Infusion can pass on extracts to others, extracts last until consumed
Instant Alchemy create alchemical items as a full round action.
Persistant Mutagen mutagens last 20 hours.
Precise Bombs up to 11 squares are missed by splash damage.
Ring of Fiery Resist and Retribution fire resist 20, 1/day immediate action 30ft fire explosion for 10d6 fire damage (DC 14 Ref half) affects wearer.
Staggering Blast a confirmed critical with a bomb staggers for 1d4+1 rounds (DC 30 Fort reduces to 1 round)
Sticky bombs deals targets struck directly splash damage on the next round.
Strafe Bomb damages in a 40ft line instead of a radius, 1 target along the line takes a direct hit
Unhinged Mentality +2 against confusion, insanity and fear
Vest of Stable Mutation take no penalties when you mutate.
Wayfinder with Clear Spindle Immune to possession and mental control, no longer needs to eat or drink.

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Alchemical weapons

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Encumbrance xxxlb
Light 100lb, Medium 200lb, Heavy 300lb
----------------------

Edge of Chaos
Small +1 keen Anarchic Bastard Sword
32 335gp 3lb
Ignores lawful DR, +2d6 damage to lawful creatures.
Eye of Nymeth

Spoiler:
When Nymeth Vaar visited Sparky and bestowed opon him purpose he also gave him a gift, reaching into his empty helmet he withdrew a portion of his own essence, a swirling black cloud of malice and maddness. Shaping and condensing it into a perfect sphere of frigile looking glass, a single pupil formed within. Through this Nymeth Varr watches the world and through this the power of the Nemisis even onto Himself is channeled into the mortal world. Wherever its gaze falls, maddness erupts, envious urges turn friend to foe and sanity itself is robbed from the minds of those its terrible gaze falls opon. Yet even in this world it needs puppets, allowing those it deems worthy to stare deep into its very being, granting them a portion of its power, providing that they can survive the incounter with their wits intact...
Of the things it sees, it relishes the sight of martial mastery and bestows those who please it with its blessing, of particular note is Rorge, a beast of chaotic influence that it wishes to bend to its influence and become its next Harbinger. Sparky had best watch his back for is not his patron named the Betrayer Betrayed? Could he have any chance now that his mind has been so corupted? All Sparky knows is that he had better apppease his master or else he just might find his own blade thrust through his own heart...

True Chaotic Diminutive Glass Orb
CL 19 Weight 1lb
Price 272300gp
Senses 120ft darkvision Preception +15 Ego 19
Int 11
Wis 20
Cha 10
Skills Perception +15
Languages Common, Aklo

This dark green orb looks like it is covered in oil and constantly shifts colour in the light. A deep Red and soulless pupil stares out at the world, watching and waiting. The holder of the Eye is constantly protected by an entropic shield. the Eye has the following powers.
1/day: The Eye can be commanded to cast dispel magic. If the dispel check succeeds, the holder absorbs the unraveled magical energy through the orb and gains the benefit of an aid spell.
1/day: The Eye can project its essence outward in a 30ft cone or a 15ft sphere. Each creature subject to the gaze must make a DC 16 Will save; success means the creature is shaken for 1 minute, failure means it becomes frightened for 1 minute and takes 1d6 points of Wisdom damage. This is a mind-affecting fear effect.
1/day: An attuned creature can call out to the Eye to summon it as if using instant summons. To become attuned to the Eye you must stare into it for an hour while whispering to it and listening to it whisper back. Only one creature can be attuned to the Eye at a time.

1 Charge: lesser confusion

1 Charge: magic circle against law

2 Charges: chaos hammer

The Eye can hold up to 10 charges and automatically regains 1d3-1 charges every day.

The Eye of Nymeth has the following 2 special purpose powers.
Modify Memory at will, DC 19 Will
Envious Urge at will, DC 19 Will

Lastly the iris in the middle of the Eye is a permanent Symbol of Insanity that triggers if anyone looks closely at it. Since attuning to the Eye requires you to look into it this also triggers it but once attuned, you are immune to the symbol. Being an intelligent item the Eye has more control over the rune and can study and memorize a creature for 10 minutes to render it unaffected as well. If this time gets interrupted, it must start over and can only have a maximum of 10 creatures immune at a time.

Any non-chaotic creature that so much as holds the Eye of Nymeth gains 3 negative levels so long as he holds the Eye. As soon as he puts it down they vanish.

The Eye of Nymeth will always seek to further the cause of its patron, Nymeth Vaar and spread chaos and madness into the world. The Eye holds no stipulations for the well being of its holder or indeed care for its life. The holder had best look after its own protection...
Special purpose.

A quick note about the Eye of Nymeth. Since all the items are slotless I didn't need to pay 150% for them but I wanted them all in one item so I did anyways. The only reason the bookplate is there is because I wanted a way to reclaim it if I died and transfered to another clone.
Orb of Utter Chaos: 36 000
Chaos Emerald: 37 500
Eye of the Void: 15 000
Bookplate of Recall: 1 500
Intelligent Item: 500
20 Wis: 8 000 +5 ego
11 Int: 200
Alignment: CN
Senses: Empathy
120ft Darkvision: 1 500
Perception: 10: 10 000 +2 ego
Special Purpose: +2 ego
Special Purpose Power X2: 112 000 +4 ego
Base Item Value: +6 ego
Symbol of Insanity: +20 000
Total: 242 200 19 ego

Formula Book

Spoiler:

Bookplate of Recall
Lvl 1: Polypurpose Panacea, Expeditious Retreat, Enlarge Person, Endure Elements, Cure Light Wounds, Comprehend languages, Ant Haul, Shield, Targeted Bomb Admixture
Lvl 2: Waters of Maddening, Alchemical Allocation, Touch Injection, Acute Senses, Blistering Invective, Fire Sneeze
Lvl 3: Tongues, Cure Serious Wounds, Remove Curse, Heroism, Haste, Amplify Elixir, Lightning Lash Bomb Admixture, Fire Trail, Vomit Twin
Lvl 4: Universal Formula, Spell Immunity, Restoration, Greater Invisibility, Freedom of Movement, Fluid Form, Echolocation, Detonate, Cure Critical Wounds
Lvl 5: Elemental Body 2, Polymorph, Resurgent Transformation, Delayed Consumption, Overland Flight, Magic Jar, Elude Time, Sending
Lvl 6: Form of the Dragon 1, Monstrous Physique 4, Giant Form 1, Elemental Body 3, Caging Bomb Admixture, Heal, Twin Form

Backstory

Spoiler:

Over a thousand years ago when the world was quite different, there was a tribe of goblins known as the Axe Head Clan, nestled in the thick forests between 3 towns known then as The 3 Points collectively. Protected from retaliation the goblins there grew ever bolder and ever more destructive, raiding and pillaging mercilessly. Faced with staggering losses and the eventual destruction of the northern most town, they were desperate and enlisted the help of an Archemage of unknown origin. This mysterious mage told them of a power that could seal off the forests. Together with 300 of the towns wizards, nearly anyone who could cast a spell was gathered together then dispersed around the outskirts of the forest. The mage cast a grand spell up into the sky and all the wizards pooled their magic into it. a great binding spell formed around the entire forest, freezing every living thing in it but at an unexpected cost... The backlash of the enormous spell annihilated every wizard that had contributed, of the Archemage, there was only a helmet and a pair of gauntlets.
300 years had passed with every creature trapped within completely aware and the vast majority of its residents driven to madness or desolation. For the short lived and stimulis driven goblins it was especially devastating, every single one of them was turned to gibbering wreaks, well all except 1. Blessed with exceptional intelligence for the otherwise primitive race, Sparky willed the time away by creating complex mental chalenges for himself and doing a form of self learning. After a time, he was visited by a being of power who offered him freedom if only he would spread chaos. Agreeing readily the being reached into its helmet and withdrew a swirling black mass, an eye! Red and full of cruelty, a boon it had said, and with that he was transported a thousand miles to an unknown area in an unknown time. Little is known about the next period in Sparkys life save that he became a doctor with his unusual knowledge of anatomy and that during the nights strange cases of mass hysteria and envious rage abounded. Over the next 50 years Sparky came to realize he had been given a second boon for he had not aged a day in that span and had already lived twice a goblins lifespan. Growing restless after long years in a city held hostage by panic he set off and wandered. It was during this time that he discovered who his patron was, Nymeth Vaar, yet he never found out that it was the same deity that had imprisoned him in the first place.
Centuries of life and the corrupting inffluence of the Eye, his only constant companion, did what solitude could not and eroded away on his sanity. Becoming increasingly unhinged and paranoid, sparky started conducting bizzare experements, fusing flesh and bombs to create oblivious mayhem, turning on his own flesh during the dry seasons and worse still. Having died dozens of times and lived for more than a thousand years he has become increasingly reckless, almost to the point of suicidal for he has no fear of death remaining and little appreciation for his own life.
Little does Sparky know that the vast majority of his actions have been guided by the eye in his hand, urging him on and even editing his very thoughts when the need arose. Did Sparky really succede in creating his clones? Did he have 2 left or none? He had made amends with the former king of Aberdale, at least he remembers he did so why are they attacking him? The inside of Sparkys mind is a unique haven for the god of chaos where nothing is necessarily quite as it seems, and yet, to this Sparky is oblivious.