Fire Elemental

Dash of Pepper's page

No posts. Alias of Gobo Horde.


About Dash of Pepper

Spells: as an 11th lvl psion. 22 known, 6th lvl max
1: 5, 2: 4, 3: 4, 4: 4, 5: 4, 6: 1
Powers: (T=Trigger Power, 4th lvl or lower)
(P=Personal, T=Touch, C,M,L,E=Range, F,R,W=Save, PR=Power Resistance)
1:
2:
3:
4:
Sensory Cascade (M,W,PR)(ENDOW, PERSISTENT)
Schism (P)(extend, share?)

Endowment, Greater (+0), (+2 to DC)
Dazing (+2)
Echoing (+4), (cast twice)
Empowered (+2)? (+50%)
Enlarge (+0),(Double range)
Explosive (+0, +2, ect) (single target power becomes aoe)
Extend (+2), (Double Duration)
Hustle (+4), (Move action cast)
Maximized (+4), (variables are maxed)
Persistent (+2), (double saving throw)
Quicken (+6), (free action casting)
Shared (+4), (share personal Power)
Twin (+6), (cast twice)

Midiotoziggeroto:

Midiotoziggeroto
Midiotoziggeroto Gnome Mindchemist 5
CN Small Humanoid (Gnome) Initiative +3 Senses 60ft Darkvision Preception +3
Deity Ferrakus
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Defenses
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AC 15 Touch 11, Flat Footed 14 (+1 dex, +4 armor)
hp 53/53 (5d8 +25)
Fort 9 Ref 7 Will 0 (+4 against poison)
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Offenses
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Speed 20ft
Melee
Ranged Bomb +6 (3d6 +4/x2)
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Extracts
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Extracts Per Day 1 (5/5), 2 (3/3)
Extracts Prepared
Current Magical Effects
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Statistics
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Str 6, Dex 17, Con 20, Int 18, Wis 9, Cha 13
BAB +3 CMB +0 CMD +13

Feats brew potion(bonus), throw anything (bonus), breadth of experience, cosmopolitain, +1
Traits adopted: helpful, etymologist
Discoveries precice bombs, infusion
Skills 9x level
Craft (Alchemy) +19 (5 Ranks, 3 CS, +2 Obsessive, +5 Alchemist, +4 Int)
Diplomacy +3 (1 Rank, +1 Gift of Tongues, +1 Cha)
Knowledge (Arcana) +18 (5 Ranks, +3 CS, +2 Experience, +8 Int)
Knowledge (Dungeoneering) +13 (3 Ranks, +2 Experience, +8 Int)
Knowledge (Engineering) +11 (1 Rank, +2 Experience, +8 Int)
Knowledge (History) +11 (1 Rank, +2 Experience, +8 Int)
Knowledge (Local) +18 (5 Ranks, +3 CS, +2 Experience, +8 Int)
Knowledge (Nature) +18 (5 Ranks, +3 CS, +2 Experience, +8 Int)
Knowledge (Nobility) +11 (1 Rank, +2 Experience, +8 Int)
Knowledge (Planes) +18 (5 Ranks, +3 CS, +2 Experience, +8 Int)
Knowledge (Religion) +11 (1 Rank, +2 Experience, +8 Int)
Linguistics +13 (5 Ranks, +3 CS, +1 Trait, +4 Int)
Perception +3 (1 Rank, +3CS, -1 Wis)
Profession () +5 (1 Rank, +3 CS, +2 Experience, -1 Wis)
Spellcraft +12 (5 Ranks, +3 CS, +4 Int)
Languages Common, Gnome, Slyvian, +17
Other Gear 10 500gp

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TRACKED RESOURCES
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Bombs (9/9) 3d6 +4/x2 fire damage. 7 splash damage
Cognatogen +2 int and -2 str for 40 minutes. Afterwards take 2 str damage.
Pyromaniac 1/day SLAs. Dancing lights, flare (DC 11), prestidigitation, produce flame. Caster level 5.
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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.FCB +2 1/2 bombs per day.
Cognatogen +2 int and -2 str for 40 minutes. Afterwards take 2 str damage.
Gift of Tongues +1 bluff and diplomacy, learn 2 launguages for every point in linguistics.
Infusion others can use extracts.
Obsessive +2 craft: alchemy.
Perfect Recall add int bonus to knowledge checks and memory checks twice.
Poison Resistance +4 bonus against poison.
Precice Bombs up to 4 squares are unaffected by splash damage.
Pyromaniac 1/day SLAs. Dancing lights, flare (DC 11), prestidigitation, produce flame. Caster level 5. Count as 1 level higher for bombs and spells with the fire discriptor.
Swift Alchemy create alchemical items in half the time.
Throw Anything add int to damage with thrown splash weapons and gain throw anything as a bonus feat.

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Encumbrance lb
Light 14lb, Medium 28lb, Heavy 42lb
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Formula Book
Cantrips: Guidance, Resistance, Light, Detect Magic
1st: Comprehend Languages, Bless, Diagnose Disease
Domain Spells: True Strike, Magic Stone

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Experience 1300!

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)
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Defence
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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)
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Offence
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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
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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)
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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
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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
76 Light, 153 Medium, 230 Heavy

Total Equipment Cost: 4,486 gp
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Tracked Resources
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Rage (12/12)
Potion of CLW (2/2)
Drow Poison Bolt (1/1)
Bolts (10/10
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SQ
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Darkvision dwarves gain Darkvision 60ft.
Hardy +2 saves vs spells, SLAs and poison.
Indomitable Stance +1 CMB, CMD when overrunning, +1 Ref against trample, +1 AC against charge attacks.
Rage 12 rounds/day. +4 Str and Con, +2 Will, -2 AC.
Resilience of Steel +1 AC against criticals.
Sky Sentinel +1 to hit, +2 AC, +2 Perception against flying foes. Opponents do not get higher ground bonuses.
Sturdy +4 CMD against tripping and bull rush.
Superstitious +2 saves against spells, SLAs and supernatural effects. Rage power.
Xenophobic can only speak Dwarven. +1 Will against mind affecting effects except fear.
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Quick Notes:
I start with my Axe and Shield out and my Crossbow equipped with a Drow Poison Bolt.

Template:

Crunch
Player: Player
Class: /
FCB:
Good At:
Notes:
Completeness:

Questionnaire
1. If you have a psionic class change it to a core class.
2. I will only allow one gunslinger or alchemist, if you don't want to change I will let those with those classes duel. I sure hope I don't have to make a braket.
3. Where would you guys like to start and play in? The Desert Abyss, the Wastelands on the Abyss, Forests on a fey plane, etc.
4. dungeon crawl, modified module, open area (protect the town, then find the threat, end the threat), shoot I dunno for 20s
5. How much combat/social encounters do you want? Massive battles against hordes of enemies? Epic battles against singular might foes? Intrigue at the school? Petty squabbles like little school kids (just because we are powerful doesn't mean we are mature...)? Fighting gods/becoming gods? Infiltration style even?
How much? 50/50, 25/75, 80/40, 90/10? Ex: 25 horde/ 25 intrigue/ 25 social/ 25 gaining godhood
6. how do you find this location?
7. are any of the other players allies of yours? enemies? competitors? How and why?

Midiotoziggeroto
Male Rakshasha Sorcerer/Dark Tapestry Oracle 20
CN Small Outsider (native) Initiative +5 Senses Darkvision 60ft, See in Darkness, Low-Light Vision, Perception
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Defenses
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AC 15, Touch 15, Flat Footed 10 (+5 dex)
hp 280/280 (20d8 +120)
Special Defences DR 10/piercing, DR 5/-
Immune: Cold, Sneak Attacks, Criticals,
Fort 12 Ref 11 Will 16
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Offenses
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Speed 20ft
Melee
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Oracle Spells
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Spells Per Day 1 (10/10) 2 (9/9) 3 (9/9) 4 (9/9) 5 (9/9) 6 (8/8) 7 (8/8) 8 (8/8) 9 (8/8)
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Sorcerer Spells
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Spells Per Day 1 (10/10) 2 (9/9) 3 (9/9) 4 (9/9) 5 (9/9) 6 (8/8) 7 (8/8) 8 (8/8) 9 (8/8)
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Current magical effects
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Statistics
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Str 11, Dex 20, Con 22, Int 24, Wis 18, Cha 36
Base Atk +15 CMB 15 CMD 30

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
Traits
Drawback Pseudologia Fantastica
Skills x11
Bluff: +57 (20 Ranks, +3 CS, +4 Deceitful, +6 Skill Focus, +1 Racial, +10 Mask, +13 Cha)
Deplomacy: +28 (20 Ranks, +3 CS, +1 Racial, +13 Cha)
Disguise: +17 (20 Ranks, +3 CS, +4 Deceitful, +5 Dex)
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)

Languages Common, Gnome, Sylvian, +42
Other Gear

+4 Guardian Barbazu Beard, BlackShard, Vest of the Stable Mutation, Belt of Physical Perfection (+6), Headband of Mental Superiority (+6), Juggernaut's Pauldrons
Defiance, Destruction, Shiversheen, 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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Dweller In Darkness (1/1)
Gift of Madness (16/16)
Gnome Magic (1/1 each) dancing lights, ghost sound, prestidigitation, and speak with animals.
Intersteller Void (2/2)
Many Forms (20/20 minutes)
Mind Reader (5/5)
Shapechange (1/1)
Silver Tongued (23/23)
[b]Wings of Darkness
(20/20 minutes OR 20 hours once)

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Special Abilities
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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.
Gift of Tongues +1 bluff and deplomacy. Learn 2 languages for every rank in linguistics.
Gnome Magic 1/day standard action SLA. dancing lights, ghost sound, prestidigitation, and speak with animals. DC 33. CL 20. +1 DC on any illusion spells cast.
Illusion Resistance +2 against illusion spells and effects.
Keen Senses +2 perception.
Obsessive +2 on a craft or knowledge skill.

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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Alchemical weapons

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Encumbrance xxxlb
Light 100lb, Medium 200lb, Heavy 300lb
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Spells known
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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
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.

BlackShard
Large +5 Called/Anchoring Dwarven Double Waraxe
Made of Impervious Obsidian
129 360gp
__2d8__20/x3__16lb__S__
Hardness 25 , Hps 140
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.

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.

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.
Type: Poison Skinks are Humanoids with the reptile subtype.
Size: Poison Skinks are small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Base Speed: Poison Skinks have a base speed of 30 feet and a swim speed of 30 feet.
Languages: Poison Skinks begin play speaking Aquan. Poison Skinks with high Intelligence scores can choose from the following languages; Common, Aboleth, Draconic or Boggart . See the Linguistics skill page for more information about these languages.

Defence racial Traits
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Poison Resistance: Poison Skinks gain a racial bonus on saving throws against poison effects equal to their Hit Dice.

Scaly Skin Poison Skinks have scaly, slimy hides that grant them +2 natural armour.

Feat and Skill Racial Traits
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Camouflage: Poison Skinks gain a +4 racial bonus on Stealth checks while within or above water (as the ranger favored terrain).

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
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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
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Bite Due to their formidable jaws they have a natural bite attack that deals 1d4 damage.

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.
Paralytic Venom: Injury; save Fort DC 10 + the 1/2 Skinks Hit Dice + the Skinks Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Senses Racial Traits
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Deepsight: Skinks are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.

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Race Points: Poison Skinks

Humanoid (reptile) Type: 0rp
Small: 0rp
Greater Paragon Stats: -2str, +4con, -2int: 2rp
Xenophobic Languages: +0rp
Advanced Constitution: +4rp
Poison Resistance: +3rp
Natural armour: +2rp
Improved natural armour: +1rp
Static Bonus Feat: +2rp
Terrain Stride: +1rp
Camouflage: +1rp
Swim Speed: +2rp
Amphibious: +2rp
Bite: +1rp
Breath Weapon: +1rp
Extra Damage: +1rp
Poison Use: +1rp
Toxic: +1rp
Weapon Familiarity: +1rp
Weapon Finesse: +2rp
Deepsight: +2rp
Total: 30rp
Note: Lots of little abilities :P They are mainly an underwater race and as such some of there abilities will be useless above ground, but that is ok, they still have enough going for them that this shouldnt be much of a problem. I also reduced the time it takes to poison your bite attack from a swift to a non-action, as getting saliva on your teeth is not all that difficult to achieve..