![]() About Dash of PepperSpells: as an 11th lvl psion. 22 known, 6th lvl max
Endowment, Greater (+0), (+2 to DC)
Midiotoziggeroto:
Midiotoziggeroto Midiotoziggeroto Gnome Mindchemist 5 CN Small Humanoid (Gnome) Initiative +3 Senses 60ft Darkvision Preception +3 Deity Ferrakus -------------------- Defenses -------------------- AC 15 Touch 11, Flat Footed 14 (+1 dex, +4 armor)
Feats brew potion(bonus), throw anything (bonus), breadth of experience, cosmopolitain, +1
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Stonefist Heavyhand Submission:
Stonefist Heavyhand Male Barbarian (Armored Hulk) 3 LN Medium Humanoid (Dwarf) Init +1 (+1 Dex) Senses Darkvision 60ft Perception +9 (11 vs flying creatures) ____________________ Defence ____________________ AC 24, touch 11, flat-footed 23 (+1 Dex, +10 Armor, +3 Shield, +2 dodge against flying creatures, +1 against chargers, +1 against criticals, -2 Rage) hp 38/38 (3d12+12) (44/44 while Raging) Fort +12 (3 base, +4 Con, +2 Hardy, +1 Glory of Old, +2 Steel Soul, +2 Rage, +2 Superstition) Ref +7 (8 vs trample) (1 base, +1 Dex, +2 Hardy, +1 Glory of Old, +2 Steel Soul, +2 Superstition, +1 Indomitable Stance) Will +9 (+10 vs mind effecting effects except fear) (1 base, +3 Wis, +2 Hardy, +1 Glory of Old, +2 Steel Soul, +2 Rage, +2 Superstition, +1 Xenophobic) ____________________ Offence ____________________ Spd 20 ft. Melee Dwarven Waraxe +7 (+3 BAB, +1 MWK, +3 Str) (1d10+4/x3) (+3 Str, +1 Glory of Old) Ranged Light Crossbow +4 (+3 BAB, +1 Dex) (1d8/19-20/x2) Space 5 ft; Reach 5 ft Magical Effects ____________________ Statistics ____________________ Str 16 (+3) Dex 12 (+1) Con 18 (+4) (16 base, +2 racial) Int 8 (-1) Wis 16 (+3) (14 base, +2 racial) Cha 8 (-1) (10 base -2, racial) Base Atk +3 CMB +6 (+1 when overrunning) (+3 BAB, +3 Str, +1 Indomitable Stance) CMD 17 (+4 vs tripping, +1 vs overrunning) (10 +3 BAB, +3 Str, +1 Dex, +1 Indomitable Stance, +4 Stability) ____________________ Feats Steel Soul, +2 Saves vs Poison, spells and SLAs Step Up, when opponent takes 5ft step, take 5ft step following him as an immediate action Traits Glory of Old, +1 trait bonus against spells, SLAs and poison Axe to Grind, +1 trait bonus to damage when you are the only one threatening Skills Accrobatics +1 (3 Ranks, +3 CS, +1 Dex, -6 ACP) Craft (basket weaving) (3 Ranks, +3 CS, -1 Int) Perception +9 (3 Ranks, +3 CS, +3 Wis) 9 Total (12 for Barbarian, -3 Int) Languages Dwarven ____________________ Combat Gear MWK Dwarven Waraxe, 330gp, 8lb. +1 Full Plate, 2,650gp, 50lb. +1 Heavy Steel Shield, 1,170gp, 15lb. Light Crossbow, 35gp, 4lb. 1 Drow Poison Bolt, 100gp, .2lb. 10 Bolts, 1gp, 1lb. 2 Potions of CLW, 100gp Encumbrance 78.2lb
Total Equipment Cost: 4,486 gp
Template:
Crunch Player: Player Class: / FCB: Good At: Notes: Completeness: Questionnaire
Midiotoziggeroto
Statistic Modifiers:
Str: 11 (7 base, -2 racial, +6 belt) Dex: 20 (14 base, +6 belt) Con: 22 (14 base, +2 racial, +6 belt) Int: 24 (14 base, +6 headband, +4 inherent) Wis: 18 (12 base, +6 headband) Cha: 36 (18 base, +2 racial, +5 level, +5 inherent, +6 headband) CMB: 15 (15 bab, +0 str) CMD: 30 (10 base, +15 bab, +0 str, +5 dex) Feats Eschew Materials (bonus), Deceitful (bonus), Stealthy (bonus), Empower Spell (bonus), Skill Focus (Bluff), Revelations Pierce the Veil, Dweller in Darkness, Interstellar Void, Many Forms, Wings of Darkness, Gift of Madness
Languages Common, Gnome, Sylvian, +42
+4 Guardian Barbazu Beard, BlackShard, Vest of the Stable Mutation, Belt of Physical Perfection (+6), Headband of Mental Superiority (+6), Juggernaut's Pauldrons
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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Revelations:
Dweller in Darkness 1/day cast Weird as a SLA. DC 33 Will and Fort. CL 20
Gift of Madness 16/day standard action SLA. DC 33 Will or become Confused for 20 rounds. Mind-affecting Compulsion. Interstellar Void 2/day standard action SLA. 20d6 cold damage, Exhausted and stunned for 1 round. DC 33 Fort halves/negates. Many Forms 20 minutes/day standard action SLA. Cast Greater Polymorph on self. Pierce the Veil 60ft Darkvision and can see in any darkness. Wings of Darkness 20 minutes/day swift action SLA. Gain fly speed of 60ft and good maneuverability or cast Overland Flight on self for 20 hours. Final Revelation 1/day standard action SLA. Cast Shapechange on self for 200 minutes. Gain DR 5/- and immunity to Cold, Criticals, and Sneak Attacks. Sorcerer Bloodline[/b:
Bloodline Raksahsa Bloodline Bloodline Arcana +10 to Spellcraft checks to determine what spell I cast. If failed by 5 or more, they believe I am casting a different spell of my choice. Bonus Feats Gain Deceitful, Stealthy and Empower Spell as bonus feats. Silver Tongue 23/day swift action SLA. +5 bluff, if a magical effect would detect your lies or force you to speak the truth, the user must succeed on a DC 30 caster level check. Failure means the effect does not detect your lies or force you to speak only the truth. Mind Reader 5/day standard action SLA. Cast detect thoughts and gain the full 3 rounds of information. DC 33 Will save negates. Hide Aura Constant Nondetection SLA. End or restore as a move action. DC 35. Alter Self Constant Alter Self at will. Outsider natural form becomes Outsider (Native) and gain DR 10/-Piercing. Can still be brought back to life. Favored Class Bonus use silver tongue 10 extra times a day.
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. Tome of Leadership and Influence +5 Cha. ----------------------
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Oracle Spells:
0: 1: Entropic Shield, 2: Dust of Twilight, 3: Tongues, 4: Black Tentacles, 5: Feeblemind, 6: Planar Binding, 7: Insanity, 8: Reverse Gravity, 9: Interplanetary Teleport, Sorcerer Spells:
0: 1: Charm Person, 2: Invisibility, 3: Suggestion, 4: Detect Scrying, 5: Prying Eyes, 6: Mass Suggestion, 7: Greater Polymorph, 8: Mind Blank, 9: Dominate Monster, Defiance
BlackShard
Shiversheen
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)
OFFENSE Speed 20 ft
STATISTICS Str 1 Dex 16 Con 6 Int 15 Wis 12 Cha 7
Spiny Defence
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. Background:
Background Toxicroak was an exceptionally sturdy Poison Dart Skink and that is saying something of the naturally hardy amphibians. This exceptional toughness drew the attention of Arcenture Science Industries and they "promoted" him to lab rat. Since then he has been forced to run through tests and obstacle courses, he has been poked and prodded and even ripped in half one time just to see how well he could heal from it. All this was done in the name of Sinze, whoever that was... One thing is for sure, if he ever gets the chance to meet this Sinze he will spare no effort to kill the bastard, all in the name of Toxicroak of course... Just so he knows what it feels like. Toxicroak has learned quickly that you cant take anything with you, you have to rely on what nature has granted you if you want to survive. For Toxicroak this is his natural stealthiness, his cunning, resilience and natural poison as well as his races Grey Rage. To some degree or other all Skinks have the Grey Rage, a state of mind that can come out when in great peril, shutting down what little pain receptors they have and overriding the natural limitations of the bodies muscles, often at great fatigue. Toxicroak has figured out how to call upon this Grey Rage at will and even has a greater control over it than almost anyone else in his colony. Poison Dart Skink:
Poison Dart Skinks are an underwater race of amphibians that are naturally very resilient and hard to kill and are very very poisonous. They were one of the first creations of Arcenture Science Industries after they got their official title. The scientists at the time took poison and infused it with more poison. They then cast an altered version of the Anthropomorphic Animal spell on it but all they got was an animated gelatinous blob. They needed a body for it so they took an underwater creature known as a skink and fused the two together, creating one of the most venomous and deadly creatures in the sea. This process was not without pain however, and the skinks became inured to almost all feeling as the searing poison worked its way through its veins and saturated there. As a result, they are incredibly durable, known to keep fighting even with the loss of an arm or suffering an otherwise deadly wound.
Description Poison Dart Skinks are often brightly coloured, a warning to other creatures of the venomous nature under their skins, yet they retain an almost chameleonic trait as they can mute their skin tones to an almost dull green, grey or blue hue to blend in with their surrounding water. They are quite lithe and nimble with large, almost gator like jaws and slitted green eyes on the sides of their heads. Standing around 4 feet tall with the females slightly smaller and thiner while often more brightly coloured, they sport thin frog-like legs and an elegant flat tail. They make for good swimmers and their natural habitat is below the sea among the reeds but they can be found in any body of water large enough to hold seaweed or something similar. It is within these reeds or seaweed that they make their home and unlike most of the other created specimens of Arcenture Science Industries have been around long enough to create colonies and communities. Standard Racial Traits Ability Score Racial Traits: Poison Skinks are small yet incredibly hardy yet they lack the strength of larger creatures and only have an animalistic intelligence. They gain -2 Strength, +6 Constitution and -2 Intelligence.
Defence racial Traits
Scaly Skin Poison Skinks have scaly, slimy hides that grant them +2 natural armour. Feat and Skill Racial Traits
Weapon Familarity: The favoured weapons of the Skinks are the bola and trident and they are proficient with them. Weapon Finesse: Poison skinks are small and weak so they rely on their nimbleness in combat. They gain Weapon Finesse as a bonus feat. Noxious Bite: As their namesake, Poison Skinks are lethally poisonous and gain the noxious bite feat as a bonus feat. Movement Racial Traits
Amphibious: Poison Skinks have a swim speed of 30 feet and can breathe both air and water. Terrain Stride Poison Skinks can move through natural difficult terrain at their normal speed while on or within water (as the Ranger favoured terrain). Offense Racial Traits
Acidic Breath Weapon Poison Skinks have an internal sac of toxins and acid that allows them to make a breath weapon attack for 2d6 acid damage with a range of 20 feet (DC is 10 + 1/2 the Skinks character level + the Skinks Constitution modifier) usable once per hour. Poison Use: Skinks are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons. Toxic: Skinks have an internal sac of toxins and acid and a number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. Envenoming its bite attack is a non-action.
Senses Racial Traits
_________________________________________________________ Race Points: Poison Skinks Humanoid (reptile) Type: 0rp
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