Arcenture Science: the Birthing Pod Project (Inactive)

Game Master Seribro

Laboratory is closed!


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Yeah, you're right. Dropped grease and grabbed terrifying croak instead.


Azure_Zero wrote:
Then what happens with the Powerful Breath augmentation if you apply this or do they get it for free?

Ah, damn, apparently I tried to fix something that wasn't broken. I thought it odd that an area effect did not deal half on a fail, but thats because you can opt for it. My bad. I stand corrected and will remove it from the list of house-rules.

about the natural attacks: The damage is exactly the same I believe. Only with the builder, bite is tuned down to two sizes smaller. Probably because its offered as a standard trait rather then advanced or monstrous and it is a race designer, which means creatures of a humanoid shape with a face rather then an animal posture with a maul.

For those combining natural & weapon attacks:
Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their available natural attacks as secondary attacks during that attack, regardless of the attack’s original type.

Quote:


Modified the tree

Tree:

10 rp – Plant
7 rp – Large
-1 rp – Slow Speed
4 rp – Advanced (+4 Cha, -2 Int, +2 Str, +2 Con, +2 Dex)
0 rp - Standard Language (Common, Sylvan)
3 rp – Natural Armor +2
2 rp – Fertile Soil
1 rp - Stability
2 rp - Skill Bonus (Knowledge Nature)
2 rp - Treespeech

Also made a crystal spider
Crystal Spider:

-3 rp - Armless
6 rp - Grappling Appendages (secondary pincers)
4 rp - Quadruped 8 legs
7 rp - Large
3 rp - Outsider Native
4 rp - Advanced (+2 Str +2 Dex +2 Con +4 Int -2 Cha)
2 rp - Crystalline Form
2 rp - Climb
4 rp - Expert Climber
1 rp - Bite

And because no one has yet a dragon
Dragon:

10 rp - Dragon
0 rp - Medium size
4 rp - Advanced (+4 Str -2 Dex +2 Int +2 Wis +2 Cha)
6 rp - Damage Reduction 10/magic
2 rp - Powerful Bite
4 rp - Blindsense
4 rp - Flight


Dr J. Upton wrote:
Azure_Zero wrote:
Then what happens with the Powerful Breath augmentation if you apply this or do they get it for free?
Ah, damn, apparently I tried to fix something that wasn't broken. I thought it odd that an area effect did not deal half on a fail, but thats because you can opt for it. My bad. I stand corrected and will remove it from the list of house-rules.

Though adding Powerful Breath augmentation adds RP cost to the Breath weapon, as each time you add an augmentation it increases in cost.

GM:
have you had a chance to read through the 3PP I referred to in PM.


"It Is COMPLETE! I have created the grand race of Poison Dart Skinks! Not only that but I have even selected a champion from the dregs of that underwater race and now present him to the Exectuive Board of Directors for approval! I take all credit in his creation, his conditioning and his training! What? No! Bad Igor! I did not pawn him off of Lerry the Lame scientist! Where would you get such a preposterous idea? For that we will begin brain stem cell research in the morning and YOU are the subject! Now go prepare for tomorrow!
Ahem. Yes, my very own creation for your critiques!
"

Here is Toxicroak the Poison Dart Skink, created up and ready to go, if you would be willing to look over him and see if everything is ok that would be great.
Also I have a question, I was planning on creating a backup character incase this one dies and was wondering if it would be alright if I used the Armiger Class from Super Genius Games, its 3PP. Your thoughts?
I would also like to ask about the Finding a Friend campaign trait as it is quite powerful, yet would fit my character concept well (a big manual labour grunt, lots of hps, lots of skills.)


"Hello cruel world, this is Toxicroak reporting for torture."
I still need to select what feats I am going to use, I got a small list of them. I was wondering if it would be ok if I used either the goblin only feat Ankle Biter or the kobold only feat Kobold Sniper?


Finding a friend/haleen is as strong as 2 feats combined (toughness and a bonus skillpoints feat of which I cant remember the name) so no, thats a bit to much for a trait.


I figured as much :) it is really strong, as strong as toughness and the human racial trait skilled. it is just the only way to get a few extra hps as a trait, so thats why I asked. Whats your thoughts on the Arminger class?


I will review Arminger later. Kobold Sniper I'll grant you. He is a small reptilian and it would fit the overall feel of the build.

Lacuna, nice creature templates, hows your own sheet coming along?

Igeros 271 I would like you to split out what comes from the racial builder on your sheet. Like what were the base abbility scores, what what racial abbility template does it have and do you know energy resistance demands outsider as its type?


Added Race build to profile.

Actually, Shadow Resistance has no prerequisites and gives cold and electrical resistance 5. Hence why I said the bonding agent was from the Plane of Shadow.


Ah, very good, things become a lot clearer to me now.
Your HP should be 58 I believe? 12+6+7+6+7+20=58

other then that, it is approved

Toxicroak: looks good, but please explain where does the +5 in damage come from? and the acid in the bite?


Oh, that's how you meant it.


The acid damage comes from the noxious bite feat, it grants 1 acid damage.

Now I have to ask a very nubish question as I seem to have greatly confused myself. Does BAB add to damage? I have always added it to damage and now I am wondering if I have gotten something very basic wrong for a long time... That's where the extra 5 damage comes from and if I am wrong I am going to have to change it across all my characters.


Base Attack Bonus, not Base Damage Bonus, I am afraid.

Also, Keriann Caitlan is finished, background has been added, and other character stuff has been updated. It would be greatly appreciated if you would look it over and see if everything is acceptable, DR. J Upton.


Wow. Dont know how I got that wrong for YEARS and never realized it... I will now have to change that on ALL my characters across ALL my builds/posts... Wow. Starting with Toxicroak.


Adjusting my guy probably in the morning but I've come up with his new form which is a metallic looking ball that transforms into people by changing his shape and colours. He will be a master summoner with this fluffed as he takes bits off of him and throws them down. These small metallic looking globules then turn into other monsters that help him. [ooc](Note he isn't actually metal it's just what the scientists would have refered to him as.)

Living metal:

-3 RP armless
+3 RP Aberration
+3 RP Change form, lesser
+4 RP Advanced, +2 Mental, -2 Str, +4 Dex.
+4 RP Defensive Training, Greater: +2 Dodge.
+2 RP Natural armor +1
+1 RP Natural armor +1
+6 RP CLW: Instant
+5 RP Haste: Round/level
+2 RP Mage Armour: hour/level
+2 RP Improved initiative
+1 RP Skill Training: Perception, Disable device.

Most of the dex based things are there due to him being a shifty amorphous blob that can move quite quickly.


Your SLA's have the wrong RP cost - Haste would be 18 RP, and CLW 8 RP. Check the Campaign Info page.

Besides that, though, I think this character idea is really cool.


Actually I just realized you cannot actually take CLW as an ability... It is not harmless, you can use it to harm undead so I don't think it even qualifies...
Pity as it would have been nice to have a teammate that had it...


Oh have they changed again? Sure will update that. (CLW should have be infernal healing which you can actually take)

Edit: Okay I get the 8RP for infernal healing but why is it 18 for haste? Do I have to multiply it by something else? As it is just says 6RP, do I multiply it by the level thus 12RP?


Infernal healing it is! Now we can all run around being evil >:D


Haste is rounds per level so costs 6rp per level. Haste is a 3rd level spell for the wizard/sorcerer so you would multiply it by 3 instead of 2, this is so a character couldnt take greater invis or another spell at a lower level.


Ah okay, I was going off of haste per summoner as I'm actually playing one but doesn't matter I'll still take infernal healing as I just want to be a soak tank and tar pit mostly, making sure everyone stays at full hp and not taking much themselves. Will have a think on what to do with the spare RP now. Got 3 to spare to do something with.


You could grab blindsense I believe.


My character sheet is finished.
http://plothook.net/RPG/profiler/view.php?id=12379


I think I'm going to play the Juggernaut race, provided that the dungeon isn't made of impenetrable walls of force. (I had a GM do that to a fellow player once. It was Not Fun.) I'll have his stats up once I'm done figuring out gear, but he's very good at smashing things.


Lol! A smasher! I like the sounds of that :) The hijinks that they can get up to is always fun ^-^
A dungeon of impenetrable walls of force sounds brutal :(


Joseph Bonkers wrote:

Lol! A smasher! I like the sounds of that :) The hijinks that they can get up to is always fun ^-^

A dungeon of impenetrable walls of force sounds brutal :(

It was worse than that. The character was specifically built to break things. We broke into the house, tripped the security system, and suddenly all the walls were lined with force walls... The entire mansion had specifically activated unbreakable walls.

I think that was our last session of that game.

Meanwhile:

I traded one point of natural armor for 1/hour enlarge person (house-ruled up from 1/day).

Juggernaut, v1.1:
Type: Humanoid (giant) (0 points)
Size: Large (7 points)
Speed: Normal (0 points)
Languages: Standard (0 points)
Racial Language: Giant

Ability Scores: Paragon (1 point) -> +4 Str, -2 Int, -2 Wis, -2 Cha
Final stats: +10 Str, -2 Dex, +0 Con, -2 Int, -2 Wis, -2 Cha

Traits:
Advanced Strength (x2) (4+5 = 9 points)
Gatecrasher (2 points)
Natural Armor (2 points)
Greater Lucky (4 points)
Greater Spell Resistance (3 points)
Reach (1 point)
Lesser Spell-like ability (enlarge person) 1/day -> 1/hour

Description:
Standing around 10 feet tall and heavily muscled, a Juggernaut is designed to be the shock trooper in any group. Strong, tough, and resilient, and with a penchant for breaking things, these grey-skinned, hairless giants can be found in the forefront of any battle. Although they superficially resemble stone giants, their skin is much smoother, almost metallic rather than rocky.

I'm not quite done with the character - I need to finish with his gear, but here's his current raw Hero Lab output. Note that the stats are wrong due to a bug in Hero Lab - it keeps losing the racial adjustments. But this should give some idea of what the character's sheet will look like.

Gern the Juggernaut, v0.8:

Juggernaut
Juggernaut Barbarian (Armored Hulk) 5
CN Large Humanoid (giant)
Init -1; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 19, touch 8, flat-footed 19 (+10 armor, -1 Dex, -1 size, +1 natural)
hp 53 (5d12+15)
Fort +8, Ref +2 (+1 against trample attacks), Will +4; +2 trait bonus vs. illusion, +3 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
SR 16
--------------------
Offense
--------------------
Speed 35 ft.
Melee Masterwork Lucerne hammer +11 (3d6+9/x2)
Space 10 ft.; Reach 10 ft.
Special Attacks gatecrasher, rage (14 rounds/day), rage powers (smasher [1/rage], strength surge +5 [1/rage], superstition +3)
Spell-Like Abilities Spell-Like Ability, Lesser (Enlarge Person) (1/day
--------------------
Statistics
--------------------
Str 22, Dex 8, Con 14, Int 10, Wis 12, Cha 8
Base Atk +5; CMB +12 (+13 Overrunning, +14 Sundering); CMD 21 (22 vs. Overrun, 25 vs. Sunder)
Feats Extra Rage Power, Improved Sunder, Power Attack -2/+4
Traits Armor Expert, Skeptic
Skills Acrobatics -1, Climb +6, Escape Artist -5, Fly -7, Intimidate +7, Perception +9, Ride -5, Sense Motive +3, Stealth -9, Swim +6
Languages Common, Giant
SQ indomitable stance, resilience of steel +1
Other Gear +1 Full plate, Masterwork Lucerne hammer, 1520 GP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Gatecrasher (Ex) Gain a +2 bonus on Strength checks to break objects.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Indomitable Stance (Ex) +1 to Reflex vs trample & to hit, dam, and AC vs charging foe.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Rage (14 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Resilience of Steel +1 (Ex) Gain bonus to AC vs a foe's critical confirmation rolls.
Skeptic +2 save vs. illusion.
Smasher (1/rage) (Ex) 1/rage, ignore the hardness of an unattended object.
Spell Resistance (16) You have Spell Resistance.
Strength Surge +5 (1/rage) (Ex) Once per rage, add the listed bonus to a STR check, CMB or CMD.
Superstition +3 (Ex) While raging, gain bonus to save vs magic, but must resist all spells, even allies'.


Kerian Caitlan & Lacuna:
Both checked and in order, but you have some more cash to spend. Originally this was going to be a level 4 campaign, but I upped that to level 5 Only forgot to change the wealth by level along. Gear is now 10,500 gp. I changed it in the campaign tab

Edit: Bobson, I take it Gern 0.8 uses the Juggernaut 1.1 racial modifiers right? Then I think you made some errors with you ability calculations.
22 str / 8 dex / 14 con / 10 int / 12 wis / 8 cha
+10 Str, -2 Dex, +0 Con, -2 Int, -2 Wis, -2 Cha
that means the base scores would be:
22-10=12 = 2
8+2=10 = 0
14 = 5
10+2=12 = 2
12+2=14 = 5
8+2=10 = 0
= 14 point-buy total
Am I missing something?


Interested. New and intriguing territory for me. Working on mine now.

Edit: I think I got the race finished at least... would it be too much to ask if I could get a quick yay or nay as to whether I did it correctly?

Frostursa:

Frostursa: 9-10ft tall four-armed bear-like humanoids with pure white fur and bright blue eyes.

Environment: Cold frozen tundras.

Qualities:

Type: Monstrous Humanoid (3)
Size: Large (7)
Ability modifiers: Flexible- +2 STR and +2 CON (2)
Language: Standard (0)
Speed: Normal (0)

Traits:

Monstrous-
Multi-Armed: 4 arms (8)

Offensive-
Claws: 1d6 (2)

Defensive-
Natural Armor 1: thick fur (2)

Senses-
Scent:(4)

Skill and feat-
Skill Bonus: +2 to Survival (2)


Okay new profile made (description is still same as the old one will change that soon), will start posting on it when we get to the game. Just missing 2 feats as I really have no idea what to take for them. Any advice: BLOB


That means I have 4500 more to spend as well....hmm. Decisions, decisions. Since this is going to be an almost purely combat game it sounds like, have you considered any special PBP oriented procedures to speed things up? Ie. rolling initiative for everyone, and running it in blocks, posting up partial monster stats so people can resolve their own actions etc? I find that kind of thing can really smooth things out in PBP and potentially make the difference between a game that lasts and one that doesn't. It's also less work for you to DM.


Dr J. Upton wrote:
Edit: Bobson, I take it Gern 0.8 uses the Juggernaut 1.1 racial modifiers right? Then I think you made some errors with you ability calculations.

You're entirely right - as I said, Hero Lab has a bug and keeps losing the racial modifiers. Which I realized affected the output after I copied it into the post. I'm going to have to go through it by hand and fix everything, once I have the gear ready.


Karnicore: Good point, will do do most definitely. I'll put the rules in the campaign info thread and add and edit in them along the way as I find out what does and what doesn't work. I am taking notes from how things are done in the borderlands game. Like the map thing on google-docs that everyone can edit is very useful.


In my case, knowing the AC and CMD of creatures I am about to attack would really help with full attacks, as my character has enough attacks that wasting 3-4 attacks to trip a single foe is entirely reasonable before rolling the rest of the attacks.


Galeigh: we were full actually, but three players bailed out, leaving me with 9 active and nearly ready characters. Thats too much for one team and not entirely square for 2 teams, (4 vs 5)

So welcome number 10!

But after you, it really is FULL

I will anounce the teams once everybody is ready.

Just for the record:
we have 7 (mostly heavy) melee, 1 melee/ranged combi, 1 summoner of melee critters & 1 arcanist...
...who uses his spells to aid him in melee.

Fair enough though, with this many allies in the melee, throwing around fireballs and such would really piss of any teammates caught in the blast.


"So once again my mighty intelect can take credit for everything around you! This time I hacked into the mainframe and added my name as the creator of all the slaves around you. Yes that's right, I am talking about the Beasts of Burden! Genetically enhanced slave race capable of the most mundane tasks that we would not sully ourselves with! They are the backbone of any opperation or experement that goes on here at Arcenture Science Indistries and I created them! Eheheheh!"

Here are the Beasts, slave race and generally used for any manual labour needed or as cannon fodder in the testing chambers. I imagine that they would make for decent encounters as they would have A LOT of hps to go through and they would all keep fighting until they all crumbled at the same time. I plan on making this guy into an Armiger as a backup/replacement for Toxicroak, changing a sturdy debuffer for a sturdy buffer.

Beast of Burden:
"We need these heart cubes moved onto those big red buttons over there and there is no way we are going to do that ourselves! As such we have built ourselves a slave race that it may carry out our every whim! Obedient and generally only capable of an animalistic intelligence these sturdy animals have been most useful! They do however posses this weird trait where they seem to care for each other. Odd."

Beasts of Burden were never given an official title as they were deemed too low for such an honor, referred to simply as "Beast" or "Slave" or "You" or other even more derogatory terms. These simple creatures are usually kind hearted despite their masters usual cruelty or dismissive attitudes and are loyal to a fault. Often pacifists, Beasts will rarely be the instigators in a fight and can often try and protect their would be aggressors even as they themselves are being attacked. They combine the loyalty and trust of a canine and the simplicity and obedience of an oxen or mule.

Beasts of Burden were created with very little regard for their own care or well being and as such have developed a sense of community empathy that borders on psionic. They can take on the pain of others and make it their own, lessening the pain the original creature feels in the process. This can have some rather odd implications when combined with the low intellect of the Beasts and there have been documented instances of Beasts using this on those that they are trying to attack, hurting themselves in the process or where an object might fall on one Beast in a group and all those around it suddenly die from the shock of the connection. Another set of reports tells of how a Beast herder would sometimes survive an otherwise fatal accident solely due to a faithful Beast nearby and one thing is sure, these Beasts can be incredibly durable when in large herds as you cannot kill any of them until you kill all of them as empathetic waves bounce and reverberate among the herd.

Description Despite being bipedal, Beasts tend to walk on all fours much like a gorilla as their overlarge front arms are long enough to reach the ground from a standing position. Their arms are often covered in a thin layer of light, silvery hair yet under this lies steel chords of enhanced muscles as they were created solely for hard labour. At the end of their long arms are a pair of roughly humanoid hands with amazing grip and they make for very proficient climbers, they are able to support their entire weight and the weight of a heavy load while clinging to small cracks or outcroppings with only a few fingers. In-between their large and hunched shoulders lies a head somewhat akin to a yak or minotaur, a large forehead, a thick, forward protruding brow topped with bushy eyebrows and small, dull grey and unintelligent eyes.

Standard Racial Traits

Ability Score Racial Traits: Beasts are bred for manual labour and only have basic animalistic intelligence. They gain +4 Strength, +4 Constitution and -2 Intelligence.
Type: Beasts are Magical Beasts.
Size: Beasts are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Beasts are slow and lumbering. They have a base speed of 20 feet and are never slowed by armor or encumbrance. They also have a climb speed of 20 feet.
Languages: Beasts, like their namesake are not evolved enough for a common language. Beasts without additional languages due to high Intelligence scores or ranks in Linguistics can only communicate with grunts and gestures. Beasts with high Intelligence scores can choose from the following languages; Common, Elven, Dwarven, Gnome, Halfling, Sylvan, and Undercommon. See the Linguistics skill page for more information about these languages.

Defence racial Traits
_________________________________________________________
Stability: Beasts receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Natural Armor Beasts are durable and hard to hurt. They have a +2 armor bonus.

Silvery Hide Beasts have silvery hides that are resistant to damage and gain DR 5/silver.

Feat and Skill Racial Traits
_________________________________________________________
Durability: Beasts receive Toughness as a bonus feat at first level.

Empathetic Field Beasts are very empathetic, almost to the point of psionic, and can subsume the wounds of others around them. They gain Shield Other as a spell-like ability at will.

Movement Racial Traits
_________________________________________________________
Expert Climber Beasts are extraordinary climbers and gain a climb speed of 20 feet and can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, Beasts are treated as being constantly under the effects of a non-magical Spider Climb spell, save that they cannot cling to smooth surfaces. They also double the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus).

Senses Racial Traits
_________________________________________________________
Darkvision Beasts can see perfectly in the dark up to 60 feet.

Low-light Vision: Beasts can see twice as far as humans in conditions of dim light.

_________________________________________________________

Race Points: Beast of Burden

Type: Magical beast: 3rp
Darkvision
Low-Light Vision
Medium: 0rp
Slow: -1rp
Specialized Stats: +2str, +2con, -2int: 1rp
xenophobic Languages: +0rp
Advanced Strength: +4rp
Advanced Constitution: +4rp
Stability: +1rp
Moon-Touched DR: +3rp
Bonus Static Feat: +2rp
Natural Armor: +2rp
Improved Natural Armor: +1rp
SLA At Will: 4rp, Shield Other
Climb: +2rp
Expert Climber: +4rp

Total: 30rp
Note: I made him a magical beast, and gave him both low-light vision and darkvision for 3 points. If you think this should be more just tell me :) I could also change it to humanoid (beast) if it becomes a problem. I also gave him the language options of a feral orc. Low intelligence Beasts are just that, beasts. He has shield other as a SLA which is both a blessing and a curse. Use it to much and I could get insta-gibbed by a fireball :)

I also get more gold to spend :) should we worry about food or shelter and that sort of stuff?


Sweet, Lucky me!


No, everything is indoors. Which means if rain starts to fall, it is probably a bad thing. A few rooms might simulate weather conditions and such, but in general there are enough rooms where it is safe to just lie down and rest for the simulated night. So no. None of your scientists will give you tents and bedrolls and the likes. Thay dont believe you need them.


Ya I was thinking of that as well, we have a lot of hps to throw around :) Apparently the thought of being a sorcerer with +6 cha, a +2 cha bonus AND +2 caster level is just not as exciting as being a giant melee brute that can crush your head in XD
As for me? I am almost always the big melee guy ^__^

Edit: Alrighty, I will change my guys equipment around here and add in the extra gold :)


Yeah, this should be fun. Might get kinda crazy :)

As for PBP rules, this is how I do it: Roll initiative for everyone, highest player and highest monster of each type determine when that block acts (so if there are three orcs, roll for them three times and take the highest). Then actions occur in posting order. So if there are orcs, players and troll and they get 17,20,6 it would go all players in posting order and then orcs, then trolls. Putting the basic stats of the monster in your profile allows us to resolve our own actions against it (it's ACs, CMD, Saves, immunities, DR, resistances). The knowledge of course remains out of character without an appropriate knowledge check. Companions act on their player's initiative. Things tend to run pretty smoothly that way.


Character and race build complete and annotated on profile page. Now I need to spend the extra 4,500 gp. I will look at wearable magic items since I don't have hands :-) Any recommendations?

Oh, and I'll be looking for a partner/handler to team up with...like a K9 team - only REALLY upgraded to K10.5! =)

Lantern Lodge

Hey, take it I'm too late to join in on this as a player. Is it all right if I toss up some crazy critter concepts to satisfy my creating curiosity, maybe inspire some challenging non-character creatures to champion the maze?


With all these meleers someone really should play a rogue :P. Also, teamwork feats might be useful, is there any possibility of building combined backstories?

For the less humanoid among us, you should check out the magic items section of the Animal Archive, lots of collars and horseshoes there.


I think it should be fine for you to create creature concepts, I have made 5 so far and I can only play 1!

Here's the 5 I have made so far
"Ehehehe! We here at Arcenture Science Industries are dedicated to creation and science! No task is too unethical to pursue, no scientist too crazy to hire, no government watchdog or PETA sympathizers we cannot dodge! Our Mission. To create! For Science!
Ehehehehe!
"

Forest Guardians:
Forest Guardians have long been extinct. Back in ages when even the elves were young and the world was wild, where forests spread out among the lands. It was here that the Forest Guardians walked among the trees, conversing with them and tending to them like giant gardeners. Large and strong, and immensely old, these kind spirits would care for large plots of land, only a few in each continent. They were fiercely protective of their lands and were known to be able to defend the lands from giant beasts and demons, yet they could not stop the flood of humans. As the forests got cut back and the land became ever more civilized, they slowly disappeared, unneeded and forgotten.

Well we here at Arcenture Science Industries believe that such a magnificent creature should not be lost to the legends and lore! In fact we have even managed to recreate one! We are just putting the finishing touches onto its memory uplinks and the first Forest Guardian to walk the earth in millennia with be available for poking and prodding! We even intend to let it loose into the Biodome and see how well it fares!

Description Forest Guardians are tall plants that look like trees, and can often be mistaken for such, yet they have their differences. First and formost is the lack of leaves, for Forest Guardians have sparse leaves, looking like a willow that shed all is leaves in the middle of winter despite the heat of summer. Next distinguishing feature is its face, a giant knot in the middle of one side of the tree bears a pattern remarkably similar to a gnomish or dwarvish face, big burly eyebrows, giant nose, small closely centered eyes and big fat lips. Forest Guardians do not seem to need this mouth to eat, for they suck up all the nutrients they need from the ground through their extensive root systems. When they need to move, they uproot their roots and drag their bulk across the ground with them and when threatened they will lash out with their long, powerful branches, smashing anything within reach. These seem to be especially destructive against buildings and objects and have been known to demolish such structures in short order.

Standard Racial Traits

Ability Score Racial Traits: Forest Guardians are large and durable, if a little slow. They are usually ancient beyond reckoning, even eclipsing the long lived elves. This makes it hard to empathize with the shorter lived races that disappear in the blink of an eye. They gain +6 Strength and +2 Constitution, -2 Dexterity and -2 Charisma.
Type: Forest Guardians are Plants.
Size: Forest Guardians are large creatures and thus gain a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Base Speed: Forest Guardians are slow and pondering. They have a base speed of 20 feet.
Languages: Forest Guardians begin play speaking Common and Sylvian. Forest Guardians with high Intelligence scores can choose from the following languages; Aklo, Auran, Draconic, Elven, Gnome, Halfling or Treant. See the Linguistics skill page for more information about these languages. Forest Guardians also have the ability to converse with plants as if subject to a continual speak with plants spell.

Defence racial Traits
_________________________________________________________
Stability: Forest Guardians receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Vulnerability to Fire Forest Guardians are Vulnerable to Fire.

Feat and Skill Racial Traits
_________________________________________________________
Durability: Forest Guardians receive toughness as a bonus feat at first level.

Movement Racial Traits
_________________________________________________________
Terrain Stride Forest Guardians can move through natural difficult terrain at their normal speed while within forests (as the Ranger favoured terrain).

Offense Racial Traits
_________________________________________________________
Gatecrasher Forest Guardians gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.

Natural Weapons (Ex) Forest Guardians have 2 slam attacks that deal 1d6 points of damage each.

Senses Racial Traits
_________________________________________________________
Low-light Vision: Tree Guardians can see twice as far as humans in conditions of dim light.

_________________________________________________________

Race Points: Forest Guardian

Plant Type: 10rp
Large: 7rp
Slow: -1rp
Specialized Stats: +2str, +2con, -2cha: 1rp
Standard Languages: +0rp
Advanced Strength: +4rp
Stability: +1rp
Static Bonus Feat: +2rp
Terrain Stride: +1rp
Gatecrasher: +2rp
Natural Attack, Slam, X2: +2rp
Low-Light Vision: +1rp
Vulnerability to Fire: -2rp
Tree Speach: +2rp
Total: 30rp
Note: I gave him vulnerability to fire despite not being an outsider because trees are vulnerable to fire...

Shadowlings:
Assassins-R-Us commissioned us to create for them a natural addition to their forces that could be created quickly and could execute their missions efficiently. The fact that we KNOW that our creations are going to be used for unethical purposes is no determent to us here at Arcenture Science Industries! To that end we created the Shadowling. We took the very essence of the plane of Shadow and infused it within a goblin, enhanced its strength 6 fold and fostered within it a great distrust and resentment, that can never be a bad idea! We then severed it from its own shadow (a tricky process indeed!) and stuffed that shadow inside our now almost imperceivable ball of love and cuteness. We tasered it multiple times, just to be sure...

Description Shadowlings hardly seem there, even when you look at them directly they can seem indistinct and hard to focus on, almost as if they weren't all within the martial plane. This doesnt stop them from seeing you however, and their clawed hands are very much real. Standing just over a foot and a half tall, with a wide head and a ferocious snarl on their face, these creatures are pitch black and even under focused bright light leave no shadow yet the bright light seems painful to their specially augmented eyes. They are so adapt at hiding that even magical means can struggle to locate them and they have been known to sneak right through magically warded areas without triggering any sensor or their presence known.

Standard Racial Traits

Ability Score Racial Traits: Shadowlings are very strong and swift, yet unnerve most races. They gain +4 Strength, +2 Dexterity and -2 Charisma.
Type: Shadowlings are Aberrations.
Size: Shadowlings are small creatures 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: Shadowlings have a base speed of 40 feet.
Languages: Shadowlings begin play speaking Terran. Shadowlings with high Intelligence scores can choose from the following languages; Common, Draconic, Dwarven, Giant, Sylvan or Undercommon. See the Linguistics skill page for more information about these languages.

Defence racial Traits
_________________________________________________________
Mistchild: Whenever a Shadowling has concealment or total concealment, the miss chance of attacks against her increases by 5%.

Shadow Blending Attacks made against Shadowlings while they are within areas of dim light have a 50% miss chance instead of the normal 20% miss chance. This trait does not grant total concealment; it just increases the miss chance. This is a supernatural ability.

Shadow Resistance Shadowlings gain cold resistance 5 and electricity resistance 5.

Feat and Skill Racial Traits
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Enclave Protector Shadowlings add +1 to the caster level of any abjuration spells they cast. Shadowlings also gain the following spell-like abilities (the caster level is equal to the user's character level):

Constant—nondetection;
1/day—faerie fire, obscure object, sanctuary

Silent Hunter: Shadowlings reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).

Sneaky: Shadowlings gain a +4 racial bonus on Stealth checks.

Stalker Perception and Stealth are always class skills for Shadowlings

Magical Racial Traits
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Shadow Phasing Shadowlings can use Vanish at will as a spell-like ability.

Movement Race Traits
_________________________________________________________
Fleet Footed Shadowlings receive Run as a bonus feat and a +2 racial bonus on initiative checks.

Senses Racial Traits
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Darkvision: Shadowlings can see perfectly in the dark up to 60 feet.

See In Darkness Shadowlings can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.

Light BlindnessAbrupt exposure to bright light blinds Shadowlings for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

_________________________________________________________

Race Points: Shadowlings

Aberration Type: 3rp
Specialized Stats: +2str, +2dex, -2cha: 1rp
Xenophobic Languages: +0rp
Advanced Strength: +4rp
Mistchild: +1rp
Shadow Resistance: +2rp
Shadow Blending: +1rp
Silent Hunter: +2rp
Sneaky: +5rp
Stalker: +1rp
Enclave Protector: +2rp
SLA at will, Vanish: +2rp
Fleet Footed: +3rp
Fast: +1rp
See In Darkness: +4rp
Light blindness: -2rp
Darkvision: Free
Total: 30rp
Note: This is my attempt to create something very powerful using the race builder. Invisibility at will as a SLA for only 2rp? Tack on it 55% miss chance whenever I have concealment, ability to see in darkness, +9 stealth out the gate and its speed and you have a very fast assassin type even before you add in any classes.
NOTE: I still have to edit its points as with the new changes to the costs of at-will SLAs it now costs 34rp.

Terran Titan:
Terran Titans or Earth Titans as they are also known are a cross between an earth elemental and an orc. Orcs have thrus far proven to be the only widespread race capable of handling the splicing processes and even they are largely overtaken by the earth elementals natural power with very little remaining of them aside from their size and general shape. An interesting turn of events has reversed the Orcs poor cognitive abilities and boosted them considerably. Who knew that adding rocks and Orcs together made them smarter?

Description Earth Titans stand just over 9 feet tall and look like a cross between an Orc and a chunk of slate. They have fully articulated limbs and are capable of wielding tools in their oversized hands yet those hands work just as well unarmed due to the sheer mass of them. They retain the Orcs hunched appearance as well as their brutish looks save that they are slate grey in colour. Despite being created for their brute size they have been proven to be remarkably cunning and quick of wit, even showing sorcerous powers that were unexpected. Why such dull creatures could create such intelligent offspring is beyond us here at the Arcenture Science Industries yet we intend to find out! Our next experiment will be to combine a goblin and a rock to see what happens. Isnt science fascinating!

Standard Racial Traits

Ability Score Racial Traits: Earth Titans are very strong and durable, yet quite slow. They also have advanced mental capabilities. They gain +6 Strength, +2 Constitution, -4 Dexterity, +2 Intelligence, Wisdom and Charisma.
Type: Earth Titans are Outsiders with the Native subtype.
Size: Earth Titans are large creatures and thus gain a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Base Speed: Earth Titans have a base speed of 30 feet.
Languages: Earth Titans begin play speaking Terran. Earth Titans with high Intelligence scores can choose from the following languages; Common, Draconic, Dwarven, Giant, Sylvan or Undercommon. See the Linguistics skill page for more information about these languages.

Defence racial Traits
_________________________________________________________
Natural Armour: Earth Titans have +3 natural armor.

Immune to Acid Earth Titans take no damage from acid attacks.

Feat and Skill Racial Traits
_________________________________________________________
Earth Affinity: Earth Titan sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Earth Titans with the Earth domain use their domain powers and spells at +1 caster level.

Stone Singer:Earth Titans are treated as 1 level higher when casting spells with the earth descriptor, bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery.

Offense Racial Traits
_________________________________________________________
Natural Weapons (Ex) Earth Titans have 2 slam attacks that deal 1d6 points of damage each.

Senses Racial Traits
_________________________________________________________
Darkvision: Earth Titans can see perfectly in the dark up to 60 feet.

_________________________________________________________

Race Points: Terran Titans

Outsider Type: 3rp
Large: 7rp
Advanced Stats: +4str, -2dex, +2cha, +2int, +2wis: 4rp
Xenophobic Languages: +0rp
Advanced Constitution: +4rp
Natural Armour: +2rp
Improved Natural Armour x2: +3
Energy Immunity: +4rp
Elemental Affinity: +1rp
Stonesinger: +2rp
Natural Attack, Slam, X2: +2rp
Darkvision: Free
Total: 30rp
Note: It was intended to be a melee class with strong ties to earth and earth elementals but it actually looks like it would make an overpowered and very durable sorcerer :P I wanted to add in burrowing but I just couldn't fit it in sadly.

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
_________________________________________________________
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
_________________________________________________________
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
_________________________________________________________

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
_________________________________________________________
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
_________________________________________________________
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.

_________________________________________________________

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..

Beast of Burden:
"We need these heart cubes moved onto those big red buttons over there and there is no way we are going to do that ourselves! As such we have built ourselves a slave race that it may carry out our every whim! Obedient and generally only capable of an animalistic intelligence these sturdy animals have been most useful! They do however posses this weird trait where they seem to care for each other. Odd."

Beasts of Burden were never given an official title as they were deemed too low for such an honor, referred to simply as "Beast" or "Slave" or "You" or other even more derogatory terms. These simple creatures are usually kind hearted despite their masters usual cruelty or dismissive attitudes and are loyal to a fault. Often pacifists, Beasts will rarely be the instigators in a fight and can often try and protect their would be aggressors even as they themselves are being attacked. They combine the loyalty and trust of a canine and the simplicity and obedience of an oxen or mule.

Beasts of Burden were created with very little regard for their own care or well being and as such have developed a sense of community empathy that borders on psionic. They can take on the pain of others and make it their own, lessening the pain the original creature feels in the process. This can have some rather odd implications when combined with the low intellect of the Beasts and there have been documented instances of Beasts using this on those that they are trying to attack, hurting themselves in the process or where an object might fall on one Beast in a group and all those around it suddenly die from the shock of the connection. Another set of reports tells of how a Beast herder would sometimes survive an otherwise fatal accident solely due to a faithful Beast nearby and one thing is sure, these Beasts can be incredibly durable when in large herds as you cannot kill any of them until you kill all of them as empathetic waves bounce and reverberate among the herd.

Description Despite being bipedal, Beasts tend to walk on all fours much like a gorilla as their overlarge front arms are long enough to reach the ground from a standing position. Their arms are often covered in a thin layer of light, silvery hair yet under this lies steel chords of enhanced muscles as they were created solely for hard labour. At the end of their long arms are a pair of roughly humanoid hands with amazing grip and they make for very proficient climbers, they are able to support their entire weight and the weight of a heavy load while clinging to small cracks or outcroppings with only a few fingers. In-between their large and hunched shoulders lies a head somewhat akin to a yak or minotaur, a large forehead, a thick, forward protruding brow topped with bushy eyebrows and small, dull grey and unintelligent eyes.

Standard Racial Traits

Ability Score Racial Traits: Beasts are bred for manual labour and only have basic animalistic intelligence. They gain +4 Strength, +4 Constitution and -2 Intelligence.
Type: Beasts are Magical Beasts.
Size: Beasts are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Beasts are slow and lumbering. They have a base speed of 20 feet and are never slowed by armor or encumbrance. They also have a climb speed of 20 feet.
Languages: Beasts, like their namesake are not evolved enough for a common language. Beasts without additional languages due to high Intelligence scores or ranks in Linguistics can only communicate with grunts and gestures. Beasts with high Intelligence scores can choose from the following languages; Common, Elven, Dwarven, Gnome, Halfling, Sylvan, and Undercommon. See the Linguistics skill page for more information about these languages.

Defence racial Traits
_________________________________________________________
Stability: Beasts receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Natural Armor Beasts are durable and hard to hurt. They have a +2 armor bonus.

Silvery Hide Beasts have silvery hides that are resistant to damage and gain DR 5/silver.

Feat and Skill Racial Traits
_________________________________________________________
Durability: Beasts receive Toughness as a bonus feat at first level.

Empathetic Field Beasts are very empathetic, almost to the point of psionic, and can subsume the wounds of others around them. They gain Shield Other as a spell-like ability at will.

Movement Racial Traits
_________________________________________________________
Expert Climber Beasts are extraordinary climbers and gain a climb speed of 20 feet and can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, Beasts are treated as being constantly under the effects of a non-magical Spider Climb spell, save that they cannot cling to smooth surfaces. They also double the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus).

Senses Racial Traits
_________________________________________________________
Darkvision Beasts can see perfectly in the dark up to 60 feet.

Low-light Vision: Beasts can see twice as far as humans in conditions of dim light.

_________________________________________________________

Race Points: Beast of Burden

Type: Magical beast: 3rp
Darkvision
Low-Light Vision
Medium: 0rp
Slow: -1rp
Specialized Stats: +2str, +2con, -2int: 1rp
xenophobic Languages: +0rp
Advanced Strength: +4rp
Advanced Constitution: +4rp
Stability: +1rp
Moon-Touched DR: +3rp
Static Bonus Feat: +2rp
Natural Armor: +2rp
Improved Natural Armor: +1rp
SLA At Will: 4rp, Shield Other
Climb: +2rp
Expert Climber: +4rp

Total: 30rp
Note: I made him a magical beast, and gave him both low-light vision and darkvision for 3 points. If you think this should be more just tell me :) I could also change it to humanoid (beast) if it becomes a problem. I also gave him the language options of a feral orc. Low intelligence Beasts are just that, beasts. He has shield other as a SLA which is both a blessing and a curse. Use it to much and I could get insta-gibbed by a fireball :)


@Lacuna 6
I agree teamwork feats would be useful, and combined backstories would be nice.

But it would help to know the groups that we'll be divided into before the backstories get made.


@devil dog: I said it before, but it probably got swarmed under: +2 deathless armor is a 18k+ item... You are OVER budget

Hordshyrd: sure, always welcome, you may design an entire chamber if you'd like.

Will announce teams tomorrow.

Joined projects are allowed in these labs so sure. If there is any pair in particular that wishes to be joined, let me know and I'll take it in consideration.


So we will have time to modify our characters after the teams are decided?


Isnt a +2 deathless armour a +3 enchantment costing 9k?
A +3 magic weapon costs 18k, I think you got it mixed up there a bit.


Doh! You are absolutely right. My bad. You are NOT over budget. Did I ever claim you were? Well technically you were basing a 9k armor on a 6k budget so... lets just call it even, bury it with concrete and move on.
You have about 1k left to buy a matching collar.

And yes, you will have some time to last-minute adjust but do inform me if its more then swapping out a feat or two.


I'm thinking seriously of changing from Barbarian to Fighter, to make him a true 'melee blender'. Just imagine a four-armed monstrosity doing a Whirlwind Attack. Glorious.

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