DM-Salsa Presents: The Tower of Doom (Inactive)

Game Master AdamWarnock

I hope you have a good sense of humor.


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Lulu yordle -- Pleased to meet you

stats:

Faen Sorcerer (Crossblooded) 1
CG Small humanoid (faen)
Init +3; Senses low-light vision; Perception +2
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +0
--------------------
Offense
--------------------
Speed 20 ft.
Melee quarterstaff +1 (1d4) and
. . unarmed strike +1 (1d2 nonlethal)
Special Attacks bloodline arcana: arcane, bloodline arcana: fey

Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—laughing touch
. . 1/day—detect magic, ghost sound (DC 13), hideous laughter (DC 17), light

Sorcerer (Crossblooded) Spells Known (CL 1st; concentration +4):
. . 1st (4/day)—charm person (DC 15), color spray (DC 14)
. . 0 (at will)—prestidigitation, ray of frost, read magic
--------------------
Statistics
--------------------
Str 11, Dex 17, Con 15, Int 15, Wis 11, Cha 17

Base Atk +0; CMB -1; CMD 12

Feats Eschew Materials, Expanded Arcana[APG]

Traits adaptive magic, domineering

Skills

  • Knowledge (arcana) +7
  • Knowledge (nature) +6
  • Knowledge (planes) +6
  • Perception +2
  • Spellcraft +8
  • Stealth +9
  • Use Magic Device +8
  • Racial Modifiers +2 Perception, +2 Spellcraft

Languages Common, Draconic, Faen, Sylvan
SQ arcane bonds (arcane bond [familiar]), bloodlines (arcane, fey), loresong magic
Gear quarterstaff, ioun torch ioun stone, 75 gp
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TRACKED RESOURCES
--------------------
Detect Magic (1/day) - 0/1
Ghost Sound (1/day) - 0/1
Hideous Laughter (1/day) - 0/1
Laughing Touch (6/day) (Su) - 0/6
Light (1/day) - 0/1
--------------------
Special Abilities
--------------------
Arcane When a spell level is increased by a metamagic feat, it gains +1 DC.
Bloodline Arcana: Arcane (Ex) When a spell level is increased by a metamagic feat, it gains +1 DC.
Bloodline Arcana: Fey (Ex) +2 to save DCs from spells of the Compulsion subschool.
Domineering (Charm Person) DC of selected spell increases by 1.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Familiar Bonus: +2 Initiative You gain the Alertness feat while your familiar is within arm's reach.
Fey +2 to save DCs from spells of the Compulsion subschool.
Laughing Touch (6/day) (Su) As a standard action, if melee touch hits, foe can take only move actions for 1 rd.
Loresong Magic Loresong faen with a Charisma of 10 or higher also gain the following spell-like abilities: 1/day—detect magic, ghost sound, light, and hideous laughter. The caster level for these effects is equal to the loresong faen’s character level. The DC for t
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.

--------------------

Pix
(base template: Rhamphorhynchus)
N Tiny Fey
Init +3; Senses low-light vision, scent; Perception +6
--------------------
Defense
--------------------
AC 16, touch 15, flat-footed 13 (+3 Dex, +2 size, +1 natural)
hp 4 (1d8)
Fort +2, Ref +7, Will +4
--------------------
Offense
--------------------
Speed 10 ft., fly 40 ft. (good)
Melee claw +0 (1d3-2)
. . unarmed strike +0 (1-2 nonlethal)
Space 2.5 ft.; Reach 2.5 ft.
Special Attacks sudden swoop
--------------------
Statistics
--------------------
Str 6, Dex 17, Con 11, Int 6, Wis 14, Cha 11
Base Atk +0; CMB +1; CMD 9
Feats Lightning Reflexes
Skills Fly +11, Perception +6, Spellcraft -1, Use Magic Device +1
Languages Common, Faen (can't speak)
SQ improved evasion
--------------------
TRACKED RESOURCES
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Flight (40 feet, Good) You can fly!
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Sudden Swoop (Ex) If Pix makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its claw attack when it makes a sudden swoop.

*note: this will be changed to an Azata Lyrakien at level 7 with the improved Familiar feat*

back story:

Lulu marches to the beat of her own drum. During her youth in Martell City, she spent most of her time wandering alone on the city streets, or lost in a daydream. It wasn’t that she was antisocial; the day-to-day bustle of Martell City just couldn't compete with the vibrant world of her imagination. She saw wonder in places most people overlooked. This was how she found Pix, a fey spirit, pretending to be stuck in a birdhouse. Lulu's imagination distinguished her to Pix, and he seized the opportunity to lure her into his life. He brought her to the Glade, the enchanted home of the fey, which lay nestled in a clearing in a forest, beyond a portal hidden in an ever moving sand dune. There the rigid properties of the outside world - things like size and color - changed as frequently and whimsically as the direction of the wind. Lulu felt at home in the Glade and she lingered there with Pix, fascinated by this secret place.
She quickly lost track of time. Her life in the Glade was comfortable, natural. She and Pix played fey games together, the sorts of games that she had been told were "only pretend," and she got exceedingly good at them. It caught her by surprise when she suddenly remembered that she had left a life behind in Martell City. The Glade had a way of making everything outside seem distant and surreal. Lulu decided to revisit her former home, to share some of the lovely things she'd learned, but when she and Pix returned the world had changed. Time, she discovered, was another property that behaved differently in the Glade, and centuries had passed while she was away.

"The best path between two points is upside-down, between, then inside-out and round again."
―Lulu

appearance - cause a picture is worth lots of words.:

Personality:

Well this was kind of described a bit in the back story, but lulu is a little bit flighty and wacky. she views everything as positive as she can. she like to consider herself a master of the magaic of colors. and all magic has an associated color. and all the senses can be defined by color.

Things that set her on edge:

death and sadness. she hates to cry, and hates to see others cry. death makes her angry.

when Pix gets hurt. she loves pix, they are best buds.

things that turn her gooey:

hats, lulu loves hats.

also cute boys that are her size, especially if they wear big hats, like wizard hats.

hats are cool.

her biggest quirks:

she tends to not quite think things through. jumping in without considering the consequences


Ooh, love the idea of a comic relief campaign. (I'm currently playing a 7 int barbarian in another game, and it's one of the best experiences of my life—the party convinced him he's a werewolf, and that "racism" is the name of a necromantic death cult he needs to eradicate).

My two favorite ideas right now are an extremely small monk/brawler who tries to grapple everything no matter its size, or a hexcrafter magus who fights using his mustache.

GM, do you have any thoughts on non-core (but still Paizo) races, i.e. ARG?


As long as it has no racial hit die, it's fair game.


Hmm, looks like a lot of monk-types have already been proposed (although there's a fun monkey race out there); I'll have to see if I can propose something sufficiently different, or go with the mustache guy.

Roll 1: 4d6 ⇒ (4, 3, 6, 2) = 15 13
Roll 1: 4d6 ⇒ (3, 3, 4, 5) = 15 12
Roll 1: 4d6 ⇒ (4, 6, 4, 6) = 20 16
Roll 1: 4d6 ⇒ (5, 3, 4, 3) = 15 12
Roll 1: 4d6 ⇒ (1, 5, 6, 4) = 16 15
Roll 1: 4d6 ⇒ (1, 4, 3, 4) = 12 11

...for later use. Hmm, that could work with either monk or magus.

Sczarni

DM-Salsa, would a wizard have access to their spellbook or should such a caster prepare for literally no items, bonded or otherwise?


Don't worry about picking the same class as everyone else. Make what you want to play.

Just so everyone knows, I'll be picking 4 to 6 people. I'm not going to worry about party balance, I can tailor encounters and fill any holes that pop up.


Okay. What are your thoughts on people proposing two characters, if they can't decide? (some GMs like this, others don't)

Sczarni

stats::

Manet
Human Wizard 1
NG Medium humanoid (human)
Hero Points 1
Init -1; Senses Perception +0
--------------------
Defense
--------------------
AC 9, touch 9, flat-footed 9 (-1 Dex)
hp 8 (1d6+2)
Fort -1, Ref -1, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Special Attacks hand of the apprentice (8/day)
Wizard Spells Prepared (CL 1st; concentration +8):
. . 1st—sleep (DC 16), sleep (DC 16), vanish{super}APG{/super} (DC 16)
. . 0 (at will)—dancing lights, detect magic, jolt{super}UM{/super}
--------------------
Statistics
--------------------
Str 8, Dex 9, Con 9, Int 20, Wis 14, Cha 18
Base Atk +0; CMB -1; CMD 8
Feats Scribe Scroll, Spell Mastery, Toughness
Traits bruising intellect, focused mind, underlying principles
Skills Acrobatics -3, Appraise +3, Bluff +4, Climb -3, Craft (alchemy) +9, Craft (blacksmith) +3, Craft (gemcutting) +3, Craft (jewelry) +3, Craft (sculpture) +3, Craft (weapons) +3, Diplomacy +4, Disguise +2, Escape Artist -3, Fly -3, Heal +0, Intimidate +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (nature) +9, Knowledge (religion) +9, Perception +0, Ride -3, Sense Motive +0, Spellcraft +9, Stealth -3, Survival +0, Swim -3, Use Magic Device +9
Languages Celestial, Common, Draconic, Elven, Infernal, Orc
SQ arcane bonds (arcane bond [object]), hero points, meticulous, silver tongued, specialized schools (universalist)
Other Gear 150 gp
--------------------
TRACKED RESOURCES
--------------------
Arcane Bond - 0/1
Hand of the Apprentice (8/day) (Su) - 0/8
--------------------
Special Abilities
--------------------
Arcane Bond Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Focused Mind +2 to Concentration checks
Hand of the Apprentice (8/day) (Su) Throw the melee weapon you are holding 8/day.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Meticulous -2 on all untrained skill checks
Silver Tongued You can shift a creature's attitude by three steps with Diplomacy.
Spell Mastery (Dancing Lights, Sleep, Mage Armor, Shield, Vanish) You can prepare the chosen spells without a spellbook.

Backstory::

Manet started his apprenticeship over 40 years ago. Ever the perfectionist, the now old man has to make sure everything is 'just so' before he can take his exams to move up the ranks. Suffice to say, that has yet to happen.

Finally, after his second heart attack, Manet decided to get out of the lab and live a bit. Boy was that a mistake...

Appearance:

Personality::

Manet is a grouchy, irritable old man with a big heart and no patience. Every slight ailment is an emergency and and the young and talentless exist to carry his gear and generally make his life easier.

For all his gruff exterior though, Manet is a caring man and an excellent teacher.

Things that set him on edge::

Mistreatment of paper, loud music, giddiness, night owls, earlier risers, people who chew with their mouths open, overly amiable folk, squeaky vegetables, barking dogs, blue ink, partly cloudy days, unattended spells, mismatched socks, over long fingernails, poorly tailored clothing, books with no covers, feather pillows, food in bed, unlabeled vials, and others he cannot remember.

Things that turn him gooey::

New leather-bound books, freshly treated vellum, real, ostrich feather pens, bleached white paper, unrefined sea-salt, hard-cider, kittens, crisp, cool sheets.

His biggest quirks::

Huffs and clears throats obsessively, compelled to correct bad grammar, won't drink anything with ice in it, whiddles, carves, and/or draws runes on everything, collects anything that could be useful later, never misses a chance to take advantage of his age, has a quote for almost every occasion,


thunderbeard wrote:
Okay. What are your thoughts on people proposing two characters, if they can't decide? (some GMs like this, others don't)

I'm okay with it.


Character Proposal 1 (I'm leaning very slightly towards this guy)

Wu Kong
Monkey Brawler/Urban Barbarian (will multi-class)
A *civilized* crazy monkey who smashes things.

Starting Stats:

Wu Kong
Vanara Brawler 1
CN Medium humanoid (vanara)
Init +6; Senses Perception +?
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 Dex, +4 Armor)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +3
--------------------
Offense
--------------------
Speed 30 ft.
Climb 20 ft.
Unarmed +4 (1d6+1)
Flurry: +2/+2 (1d6+1/1d6+1)
--------------------
Statistics
--------------------
Str 11, Dex 18, Con 12, Int 11, Wis 17, Cha 10
Base Atk +1; CMB +1; CMD 15

Feat: Weapon Finesse
Traits: Reactionary, Civilized, Heavy Hitter
Drawback: Pride

Languages: Common, Vanara
--------------------
Skills
--------------------
Let's worry about this later

Plans for Character Development:

Will take some levels in Barbarian, with Urban Barbarian (and maybe also Brutal Pugilist) archetypes, because he's CIVILIZED, darn it.

Also, a Guided Amulet of Mighty Fists.

Background:

A wise monkey, who gained the power of inner knowledge and polite conversation. Now he travels Golarion, seeking to be accepted as a proper human, despite his tail.

Appearance:

A monkey in a tailcoat, wearing a top hat and a monocle, speaking softly and carrying a big stick. When fighting, he becomes a whirling frenzy of teeth and claws, which he insists afterwards was just simple proper sportsmanship.

Personality:

Patient (when his pride has not been insulted), fond of fine foods and beverages, generally extremely polite and courteous to others and sometimes upset if they don't act the same way.

Things that set him on edge:

Almost anything. Wu Kong is a raging bucket at the tip of a hat. Any perceived insult to either his education, furry sides, or fighting ability, coming from an enemy, could set him off into a maddened, pummeling rage.

Things that turn him gooey:

Warm, high-quality tea.

Biggest quirks:

Despite being a monkey, he wears expensive coats over his armor, as well as a top hat and a monocle, and carries a quarterstaff for fighting that doubles as a beautifully-carved walking stick. It's very important that he blend in.

Character Proposal 2 (Also could be fun)

Moustache Marvin
Human Magus (Staff Magus, Hexcrafter)
A battlemage who strangles people with his intelligent moustache and magically writes graffiti on his enemies as he fights them.

Starting Stats:

Moustache Marvin
Human (Chelian) Magus 1 (Hexcrafter, Staff Magus)

LN Medium humanoid (human)
Init ; Senses Perception +?
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 14 (+3 Dex, +4 Armor)
hp 10 (1d8+2)
Fort +3, Ref +3, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Quarterstaff +2 (1d6+2)

Spells to be determined later
--------------------
Statistics
--------------------
Str 15, Dex 16, Con 12, Int 18, Wis 11, Cha 10
Base Atk +0; CMB +2; CMD 15

Feat: Additional Arcana (Hex: Prehensile Hair), Fast Learner
Traits: Reactionary, Freed Slave, Magical Lineage (Shocking Grasp)
Drawback: Vain

Languages: Common, Draconic, Elven, Chelish, Varisian
--------------------
Skills
--------------------
Let's worry about this later

Plans for Character Development:

Will get very good at fighting people using his animated moustache, and eventually obtain a familiar.

Background:

A former slave, who rose to freedom through his extreme cleverness. He believes strongly in keeping his own word, and looking stylish while doing it.

Appearance:

A tall man, well-dressed, with fitted, shiny armor and expensive clothing. His shiny black beard is over a foot long, with a waxed mustache that stretches just as far to either side of him, and which begins to twitch when he is agitated.

Personality:

Believes very strongly in doing what is right, and enjoys punishing people who act like fools (especially his enemies). Can get a bit taunty/preachy, but always willing to have a deep conversation with anyone interested in talking about book-learning or magical lore.

Things that set him on edge:

Anyone suggesting that he cut his beard/moustache, both of which are extremely warm and majestic.

Things that turn him gooey:

Expensive shoes, and hair combs.

Biggest quirks:

He uses magic to attack people with his moustache, refuses to use weapons other than a quarterstaff, and fights by using the "Brand" and "Arcane Mark" spells to graffiti his enemies as he fights them.


Reading through this and I realized, this would be the perfect oppertunity to create a character for Joseph Bonkers!!
Joseph was originally a side character created for a nother character, staying "off screen" and throwing out witty comments and fighting the good fight against PETA.
Since, he has become my recruitment alias.

Mr. Bonkers is a human mindchemist. Knower of everything, crazy experementer, builder of bombs, and FastTalkerWhoUsesReallyBigWordsAndHalfUnderstoodConcepsLikeSCIENCE!

See how the dice do :) Every time I am reminded of the time I rolled an 81pb. It was funny. And re-rolled.

dice:

4d6 ⇒ (2, 1, 5, 1) = 9 8
4d6 ⇒ (3, 1, 5, 2) = 11 11
4d6 ⇒ (2, 1, 6, 5) = 14 13
4d6 ⇒ (5, 6, 5, 6) = 22 17 (I got my int stat!)
4d6 ⇒ (2, 4, 5, 4) = 15 13
4d6 ⇒ (3, 5, 2, 1) = 11 10
Decidedly average stats with an amazing int score. Perfect!
18pb. Oh well :)


Slightly low, but I'm fine with it. Its the perfect stats for an average human with amazing inteligence. Exactly what I would want :)

I guess PETA can shut you down for unethical experemintation on animals. Who knew?
Oh well. Time to find a new vocation. Ehehehehe!!!


Hehe, I am looking forward to this. remember, I'm making my decision Sunday, and I hope to get started Monday.


Okay, so I'm thinking of making a Skald. Not sure if I'll go with an archetype, but I'm thinking a brash, outgoing person (gender currently undecided) who uses a lot of kennings in everyday language - especially ones that are just plain nonsense. Not quite as silly as some of the other concepts I see here (man, I wish I could do silly), but hopefully not too serious for this ;-)


First writeup. No crunch yet and will be expanded greatly later on. no time left right now tho!

Background:

An unknown while he was in college, Joseph quickly proved his worth when, shortly after graduating, he aquired a job at the highly funded but very contraversal Arcenture Science Indistries. A branch of government dedicated to genetic manipulation and DNA splicing.
Joseph rose to scientific stardom when he sucessfully spliced poison with poison, gave it inteligence and fused it with a skink, creating one of the most deadly creatures in the sea.
Joseph has since created the Beasts of burden, an almost psionicly empathetic slave race built for manual labour. Joseph has also resurected the ancient Forest Guardians, a race of plant-like creatures that existed a millennia ago from fossilized dna, as well as creating mighty earth titans to rival any earth elemental.
But PITA has managed to catch up with AcS Indistries and shut it down leaving Joseph jobless, strapped for cash and with a real need to create and experement.
Desperate, Joseph now heads to the Tower of Doom clutching a poorly drawn poster, Tower of Science! Every experement imaginable inside! written on it.

Personality:
Joseph is. Unhinged. That is probably the best word to describe him.
Mad Scientist are the two best wods to describe him, and Absolutely Freaking Brilliant are the three best words to describe him.
Joseph Bonkers is a genius. He can do complex mathametical equations in his head, memorize whole books at a time, and has passing knowledge on just about every subject and is decades ahead of his time in the subjects of genetics, biology and human anatomy (particularly the brain).
Yet this hyper-cognivity does little for his social life. Joseph has an air of superiority about him, like he knows he's better than you, in 5 languages. Like he knows exactly why you said something and completely missing why you said it.
Joseph also fails to realize that while he is smart, he is about as tough and strong as a school girl. Letting his mouth run while having no way of backing up his words is also a bad habit of his.

Appearance:
Joseph has a few notable aspects about him. Blond hair, skinny arms (seriously, do those biceps look big to you?), frail build, horrible dental hygene. He also has other notable features about him, his white lab coat with "AcS Indistries. We create, you debate!" imprinted on the front, his Yellow smoked glasses (to be upgraded to a Tinkerers Cap when possible) and a bunch of beakers and test tubes in his hands, true mad scientist style.

Things That Set Him On Edge:
Joseph hates it when an experement fails, when it seems that he is just on the cusp of a great discovery and it critically fails.
He hates macho men, he is completely unable to grasp why someone would want to be big and dumb. Especially since with his inteligence, he can create big and dumb creatures.
He also can't stand dumb people (which, in his mind is just about anyone less smart than him. Did I mention he has a superiority complex?). Or slow people. Or stuck up people. Or... people.
He HATES PETA. They have him marked for death, and he has zero love for them, as they have opposed him at nearly every turn.
He quite dislikes discomfort, he's a wimpy scientist in a labcoat, not a muscle bound adventurer!

Things that turn him all gooey:

Joseph loves it when an experement goes right. After all the pain and torture and failures and, and look at the cute subject #113 with his shrarp claws and vicious fangs and dripping bio-hazardious waste and isn't he just adorable?
He also loves other peoples mad experiments, from one artist to another. Just look at that abomination! Just look what he was able to do! Isn't it amazing how it can spit lava at us and, oh dear. Poor Frank!
He also loves to disect them aftrwards and learn their secrets :)
He loves high towers bristling with eldritch energies, old labratories with untold experements and secret dungeons to hold them all in :)

Biggest Quirks:

He has some big ones :)
He has a huge ego, boundless curiosity and no sense of personal danger, often leading him to stick around long after he should leave, just to satisfy his curiosity.
He often laughs out loud at random, odd, and often inapropiate times. Ehehehehe!!
Insane briliance and immense creativity often allows him to create seemingly anything from scraps and random parts. For instance, he knows how to create a bomb from stone dust, mold, a little hair for a fuse and farts (methane)...
He is almost as blind as a bat, relying on his overlarge glasses to see, and even then he can barely see. This means that he will probably not see the dragon overhead, the trap under his feet or that everyone else is running away screaming. He also likes to chuck high grade explosives. Do the math.

[Spoiler=Quotes]


@Joseph Bonkers: If he gets picked and he doesn't scream like a little girl the first fight, I'm going to be very, very disappointed. (That was a brilliant submission, whether or not he has all the courage of a goblin surrounded by warhorses.)

Sczarni

Not to influence the decision (except that's precisely what I'm trying to do :P), but I think Manet and Joseph would make for some hilariously fun times.


I'm making a kitsune skald. Because why the hell not. A very enthusiastic middle-aged literal "silver fox", with some very expressive ears and a magnificent moustache.

Crunching him out now. :D


I want to play Minsc...do you have the conversion stats for Minature Giant Space Hamsters?

*goes for the eyes*


I present to you, a loveable oaf of a half-orc:

Thunk:
Male Half-Orc Barbarian 1
CG Medium size
Proficient with simple and martial weapons, and light and medium armor and shields (not tower shields).

Stats
------

Str: 17
Dex: 17 (After +2 Bonus)
Con: 15
Int: 9 (It'll hurt but it just has to be, lol)
Wis: 10
Cha: 12

Saves
------

Fort: +5, Ref: +3, Will: +0

Defense
--------

Init: +3
AC: 13, FF: 10, Touch: 13
HP: 17 (1d12+Con+Toughness)

Offense
--------
Speed: 40 ft.
BAB: +1
Melee: +4
Ranged: +4
CMB: +4
CMD: 17

Traits and Drawback
--------------------
Hard to Kill: When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.

Deft Dodger: You gain a +1 trait bonus on Reflex saves.

Overprotective: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.

Special
--------

Fast Movement: A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load.

Rage: A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. (6 Rounds, +4 Str+Con, +2 Will, -2 to AC, +2 HP per hit die that leave after rage, and are not lost first. Fatigue for 2xrounds after rage.

Orc Ferocity: Once per day, when a half-orc is brought below 0 hit points but not killed, he can fight on for 1 more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.

Darkvision: Half-orcs can see in the dark up to 60 feet.

Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.

Feats
------
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Skills
-------

(4+Int/level)=3+1(fc)

Acrobatics: 1+3+3= 7 (Skill Point)
Climb: 3 (Str)
Intimidate: 1+2+3= 6 (Skill Point)
Perception: 1+0+3= 4 (Skill Point)
Swim: 3 (Str)
Knowledge (Survival): 1+0+3= 4 (Skill Point)

Background and Personality:
Thunk is and always has been a loner. Thrown out of orphanages for roughhousing with other children, he was left to rot in the world. But Thunk persevered. Oddly, this hulking half-orc found a love for nature, and all the creatures that inhabited it. Particularly rabbits, squirrels, and anything soft he could hold. Soft fur always brought a smile to his face. Living on his own, he learned to defend himself with his bare hands, to hunt when he needed food, and to traverse through forests, caves, deserts and underground.

Unaware of his birth parents, or birthplace for that matter, he's taken to exploring to discover all that the land holds to tell. Adventure is amazement for him, and a reason for him to strive for tomorrow.

Thunk is a certain sort of special. His below average intelligence doesn't hinder him in most ways. He's very protective of anything that he's come to bond with, be it people or animals. However, he forgets sometimes about things going on around him. A hungry wolf isn't much to him when there's a furry bunny in his arms to pet. And although he means well, he finds amazement in the simplest things that he simply MUST share with who he can. Being such a large half-orc, he is also rather clumsy, loud and at certain times a downright klutz. Do not rely on Thunk to carry sharp or hot objects, they may fall or break. Asking him how he got his name is never a good idea either. He loves to tell the story, but it usually ends up with a knot on the audience's noggin.

Appearance:
Thunk is a large individual, standing at 6' 11" tall, at nearly 385 lbs. He is an enormous mountain of meat that can be daunting to most. He keeps his hair shaved off, and has large tusks protruding from his mouth. His eyes are blue, and although he looks mostly like an orc, there are subtle human features in his physique and facial structure.

Makes him Gooey:
Anything that is small, fuzzy, soft to the touch. People that enjoy his company. Carrying small fuzzy animals on his shoulders or back. Good food. Teasing comrades.

Set him on edge:
Reading. Words bother him because he cannot read. He never knows if something is written about him, if it is important, if it is good or bad, or if it is something to ignore.

Otherwise he dislikes the color orange. There's no placement for this, he simply thinks the color orange is mean.

Thunk cannot stand spiders or snakes. They move very weirdly, and hiss. These are not normal sounds to thunk, and all spiders and snakes must be dealt with. Also owls. They watch him.

Quirks:
Thunk always has a small furry animal with him if he can help it. It relaxes him and makes him happy. Thunk also likes to draw smiley faces on rocks. He also laughs frequently at his own thoughts, and feels the need to share "discoveries" with fellow party members.

Good luck to all! I hope the submission is to your liking GM, I've had Thunk in my head for a while and would love a chance to play him.


how have I not noticed this before! I've got less than a day to come up with something

4d6 ⇒ (4, 4, 3, 2) = 1311
4d6 ⇒ (5, 4, 1, 5) = 1514
4d6 ⇒ (5, 5, 1, 6) = 1716
4d6 ⇒ (4, 6, 3, 2) = 1513
4d6 ⇒ (3, 6, 6, 4) = 1916
4d6 ⇒ (3, 2, 1, 1) = 76
meh... it'll do


I'm thinking "Jimmy the Accidental Necromancer" more to come, check your local listings for time and channel


Thanks for the encouragement!

Run like a screaming schoolgirl? Ok ya, i can do that :) altho it will only be after he percieves it as dangerous, and considering his visual ineptitude and his warped sense of "personal danger", it might be quite a delayed reaction ;)
Well if YOU worked with deadly creatures on a daily basis, bending the fabric of reality to make them MORE dangerous, then giving them nice names like "Sniffles" all the while chucking BOMBS at those you dont like, I think even you would have a warped sense of danger ;)
Ya, Joseph is nearly blind as a bat. He has -5 perception and a 20% miss chance. And chucks high grade explosives...
I have played nearly blind characters before, and while it is very difficult, it is often fun playing out their cluelessness :)

Here are some quotes, for fun :):

Welcome to my mad emporium! Here we create massive monstrosities and cute kittens that can rip your face off, quirks of nature and flukes of science that would be adhored in general society, yet here we love them and cuddle them. With cattle prods and pain stimulants from behind reinforced plexiglass of course... 
Nothing is to extravagant that we cannot build it, nothing in creation is out of our reach or cannot be created by us! All we ask is some grant money to continue our research. If you are able to keep the Government watchdogs off us we would appreciate it greatly." 
"All Kill PETA!

Behold! For my genius has created yet another form of life so terrifying and yet so cute that no one would expect their impending and untimely doom approaching them! 
What? no Igor! I did not dig it up from the archives and change the patented name on it! Bad Igor! Back to the breeding pits with you!

It Is COMPLETE! I have created the grand race of Poison Dart Skinks! 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!

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!

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!

Those impish feats... They get you every time XD 
It tells you how often something gets used when people are looking at you funny and saying 
"what is this now? A flying feint? whats a fient and what does it have to do with imps???

*When asked about the imp fient feat.*

Ohh! The scence of killing one another is one I am all too familiar with! To the labratory! Ehehehe*

Ohhh! That creature looks deadly. I bet i could make it even more deadly! Boys. Bring it down.
Ehehhehe!!!

2 quick questions as i am currently working on crunch.
Are you ok if i start off with a pair of smoked goggles? They cost 10gp and really set the character (-4 to perception checks, 20% miss chance and gives me some bonuses to gaze attacks), add in oblivious drawback and 13 wis and im rocking a -5 perception check (and -1 sense motive..) XD
Second. I am debating feats. I am thinking/wondering about the breadth of knowledge feat, normally dwarf/elf/gnome/old guy only, but it gives me a big bonus to lots of knowledge skills. Otherwise i will probably go with cosmopolitian or extra traits to fill out my knowledge repratoir :)

Will get him done real soon!!


My kitsune skald (I know it's a terrible idea) is all done. Whaddaya'll think? :D

Vivian Vitimus:

Vivian Vitimus
Male Kitsune Skald 1 (Pathfinder RPG Bestiary 4 0)
CG Medium humanoid (kitsune, shapechanger)
Init +3; Senses low-light vision; Perception +3
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d8)
Fort +2, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee bite +2 (1d4+3)
Kitsune Spell-Like Abilities (CL 1st; concentration +4)
. . 3/day—dancing lights
Skald Spells Known (CL 1st; concentration +4):
. . 1st (2/day)—charm person (DC 15), cure light wounds
. . 0 (at will)—daze (DC 14), detect magic, prestidigitation, read magic
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 11, Int 11, Wis 9, Cha 17
Base Atk +0; CMB +2; CMD 15
Feats Lingering Performance[APG], Scribe Scroll
Traits acrobat, ease of faith, helpful
Skills Acrobatics +10, Bluff +7, Climb +2 (0 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Diplomacy +4, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +5, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +1, Knowledge (religion) +1, Perception +3, Perform (sing) +7; Racial Modifiers +2 Acrobatics
Languages Common, Sylvan
SQ bardic knowledge +1, change shape, forgetful, kitsune magic, raging song 6 rounds/day ()
--------------------
Special Abilities
--------------------
Acrobat When doing an accelerated climb, penalty is reduced to -2.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Change Shape (Su) Assume a single human form.
Forgetful DC 10 Wis check to avoid leaving something behind somewhere you've been over an hour.
Helpful Aid another grants allies a +3 bonus (instead of usual +2).
Lingering Performance Bardic Performances last 2 rds after you stop concentrating.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Raging Song (standard action, 6 rounds/day) (Su) Song can inspire allies in a variety of ways.

Background:

A wanderer at heart, Vivian Vitimus has spent so long on the road, he forgets where he came from. In fact, Vivian forgets a lot of things.

While he may not remember it, Vivian was born in a fey-haunted forest somewhere on the other side of the world (depending on which side of the world you're from, of course). When he emerged in his youth, he was treated with suspicion and distrust by villagers - as you'd expect, given that he had the head of a fox. Undeterred by the cries of 'freak' and 'monster', he strapped on his best walking-paws and began to walk.

He walked right through the village, then another, then another. He walked and walked, and at one point he caught a boat (and that was a most grand voyage, feeling the sea-air in his whiskers). As he walked, he sang, and as he sang, he walked; and when he noticed snow landing on his fur, he looked up and found himself in a village in the Lands of the Linnorm Kings.

When asked how he got there, he could only shrug and say, "I walked".

The locals allowed him to stay, and he found himself being trated almost like a pet in one of the local taverns. He was able to sleep curled up in a basket by the fire (which he loved), and fed the leftovers after closing each night (which he also loved, though he often got tendons caught in his teeth). And because he had such a pretty singing voice, he was allowed to entertain the guests in exchange for tips. It was an arrangement he found strangely enjoyable.

And the tales they told! The wonderful tales of warriors and battles! Vivian's whiskers quivered at the thought of being the subject of such tales. But his own talents led him more to telling the tales, rather than being in them. So he listened, and he learned. And he grew to love the trickery of Ulfen wordplay - particularly the kennings, the succinct metaphors sprinkled liberally throughout their poetry like, well, sprinkles. Delicious sprinkles.

Once he'd learned enough from the village he was staying in, Vivian left the tavern-kepper, seperated the tavern-keeper's young daughter from his leg, and kept walking. He's been walking since.

Personality:

Vivian is an absent-minded fellow, prone to forgetting coin purses, knives, pants... just about everything. He trails off in the middle of sentences, goes on rambling tangents, and he uses kennings. A lot. Often ones that don't make a lot of sense, but that make him feel mighty clever.

He's a likable enough fox-man, though. He can listen patiently when others talk, sometimes cleaning his ears as he does so. And he has a rather lovely singing voice, which constrasts quite starkly with the bloodthirsty ballads he sings.

Appearance:

Standing a little under six feet tall, Vivian is a well-groomed man in middle-age. His black hair is starting to grey from the temples, and he has a rather magnificent salt-and-pepper moustache. His pale, greyish skin is crossed with a few handfuls of battle scars, and his eyes are a brillient yellow. His teeth are dazzlingly white, and a little too sharp.

In his true form, that of a humanoid fox, he has sleek silvery fur, long paws, claws, and an impressive bushy tail, which he sometimes strokes absent-mindedly. His ears are large and tend to reflect his moods, pricking up when he's curious or excited, and drooping when he's despondant.

Things that make him gooey:

Poetry
Fireplaces with warm baskets
Wordplay
Ballads of mighty heroes
Being a mighty hero

Things that set him on edge:

Geese and other large, mean birds
People who don't like his poetry
Anything that's tangled
People pointing out that he has a girl's name

Quirks:

His ears and tail reflect his personality.
He tends to clean his ears or rub his tail during lulls in conversation.
He hums and whistles a lot, especially when it's otherwise silent.
He drops a lot of kennings into his conversations, and they don't always make sense.


I figure i might as well get the crunch up here.
I still need to decide on feats and traits and i have a few too many spells known but everything else should be good!
Later on i will consolidate everything to 1 post.
Another interesting quirk is that when he was fired from AcS Indistries, he doesnt know it but they wiped part of his mind and thats why he doesnt remember everything (and why hes only lvl 1, and gets smarter REALLY fast for the next 2 levels as it wears off)

Joseph Bonkers
Male Human Alchemist (Mindchemist) 1
CN Medium humanoid (Human) Initiative +1, Senses Perception -6
--------------------
Defenses
--------------------
AC 11, Touch 11, Flat Footed 10 (+1 dex)
hp 9/9 (1d8+1)
Fort 3 Ref 3 Will 0
--------------------
Offenses
--------------------
Speed 30ft
Melee
Ranged Bomb +2 (1d6+4/x2) Fire, 5 splash damage (DC 15 Ref half), 10ft range, 20% miss.
Modifiers +0/+0 BAB,+1/+0 Dex, +0/+4 Int, +1/+0 Throw Anything
----------------------
Extracts
----------------------
Extracts Prepared
Lvl 1:
Free: (2/2)
DC: 10+ extract Lvl+ 4
Extracts Known
Lvl 1: +6 Comprehend launguages, Crafters Fortune, CLW, Endure Elements, Identify, Jump, Reduce Person, Shield, True Strike
----------------------
Current Magical Effects
----------------------
----------------------
Statistics
----------------------
Str 8, Dex 13, Con 13, Int 19, Wis 11 Cha 10
Base Atk +0 CMB -1 CMD +10

Feats Brew Potion (bonus), Throw Splash Weapon (bonus), +2 (possibly point blank shot, cosmopolitian, breadth of knowledge, extra traits, splash weapon mastery)
Traits x2, Mathmatical Prodigy, Oblivious

Potential Traits:

Cross-Knowledge: 1/day +1 CL to an extract that is also on the wizard list.
Mathmatical Prodigy: +1/CS to K. Engineering and +1 to K. Arcana.
Secret K.: +2/CS to any 1 K. Skill.
Scolar of the great beyond: +1/CS to K. Planes and +1 to K. History.
Fanatic: +1/CS to K. History and +1 to K. Arcana.
Schooled Inquisitor: +2 to K. Planes/Religion when identifying creatures.
Avid Reader: can take 10 on any 1 K. Skill.
Pantheist: +1 to K. History regarding art, K. Architeture/Engineering, Survival to hunt, Con checks to run, Spellcraft checks involving gems or crystals.
Snake Hater: +2/CS to K. Duengeoneering.
Alchemical Prodigy: Extracts count as +1 CL for duration.


Skills  x10
Craft: Alchemy +9 (1 Rank, +3 CS, +1 Alchemy, +4 Int)
Disable Device +9 (1 Rank, +3 CS, +1 Dex)
Knowledge: Arcana +8 (1 Rank, +3 CS, +1 Trait, +4 Int)
Knowledge: Engineering +9 (1 Rank, +3 CS, +1 Trait, +4 Int)
Knowledge: Genetics +4 (1 Rank, +4 Int)
Knowledge: Local +4 (1 Rank, +4 Int)
Knowledge: Nature +7 (1 Rank, +3 CS, +4 Int)
Knowledge: Planes +4 (1 Rank, +4 Int)
Perception -6 (0 Ranks, -2 Oblivious, -4 Goggles, +0 Wis)
Profession: Mad Scientist! +4 (1 Rank, +3 CS, +0 Wis)
Sense Motive -2 (0 Ranks, -2 Oblivious, +0 Wis)
Spellcraft +8 (1 Rank, +3 CS, +4 Int)

Languages  Common, Binary, +3

Languages:

Potentially
Outsiders: Abyssal, Aklo, Celestial, Infernal
Elementals: Aquan, Auran, Ignan, Terran
Core: Dwarven, Elven, Gnome, Halfling
Unusual: Draconic, Giant, Sylvan, Undercommon

Other Gear Smoked Goggles
0gp

----------------------
Tracked Resourses
----------------------
Bombs (5/5)
Cognatogen (1/1)

----------------------
Special Abilities
----------------------
Alchemy gain Brew Potion as a bonus feat. +1 to Craft: Alchemy. Can use Craft: Alchemy to identify a held potion as detect magic for 1 round.
Bomb 5/day. Standard action that provokes to mix and throw a bomb. Deal 1d6+4 fire damage on a hit and 5 splash damage. Those caught in the spash can take a Dc 15 Ref for half.
Cognatogen +4 Int, -2 Str, +2 AC for 10 minutes. Afterwards take 2 Str damage.
Favored Class Bonus +1 Skill Point.
Human +1 feat at lvl 1 and +1 skill per level.
Oblivious -2 Perception and Sense Motive.
Throw Anything gain Throw Anything as a bonus feat. Add Int to damage for splash weapons.

----------------------
Encumbrance 0lb
Light 26lb, Medium 53lb, Heavy 80lb
With Cognatogen
Light 20lb, Medium 40lb, Heavy 60lb
----------------------

Lantern Lodge

.

Just waking up to see this, but I think this is a great idea, give me a bit to get caffiene in my system and I'll give it a shot.


Hey, we just put on Globalfest (big fireworks competition) and it went great :)
However cleanup took a lot longer than anticipated. Sorry i dont have Joseph compiled into one post. Its 9:00 right now and i should be able to get it done at 12:00, if thats not too late.
Thanks :)
Ps. Havnt slept in 30 hours :(


Yikes. Get some sleep dude, I'm not going to pick for several more hours.

@GM Angel and anyone else that has posted rolls or interest. You have about 10 hours to get your submissions in. I'll be picking the people who made it in after that.


Well, mine is ready so I'll just wait ^_^


Joseph Bonkers has been reformated to fit your television for your viewing pleasure.
Enjoy!

Crunch:

Joseph Bonkers
Male Human Alchemist (Mindchemist) 1
CN Medium humanoid (Human) Initiative +1, Senses Perception -6
--------------------
Defenses
--------------------
AC 11, Touch 11, Flat Footed 10 (+1 dex)
hp 9/9 (1d8+1)
Fort 3 Ref 3 Will 0
--------------------
Offenses
--------------------
Speed 30ft
Melee
Ranged Bomb +2 (1d6+4/x2) Fire, 5 splash damage (DC 15 Ref half), 10ft range, 20% miss.
Modifiers +0/+0 BAB,+1/+0 Dex, +0/+4 Int, +1/+0 Throw Anything
----------------------
Extracts
----------------------
Extracts Prepared
Lvl 1:
Free: (2/2)
DC: 10+ extract Lvl+ 4
Extracts Known
Lvl 1: +6 Comprehend launguages, Crafters Fortune, CLW, Endure Elements, Identify, Jump, Reduce Person, Shield, True Strike
----------------------
Current Magical Effects
----------------------
----------------------
Statistics
----------------------
Str 8, Dex 13, Con 13, Int 19, Wis 11 Cha 10
Base Atk +0 CMB -1 CMD +10

Feats Brew Potion (bonus), Throw Splash Weapon (bonus), +2
Traits x2, Mathmatical Prodigy, Oblivious

Skills  x10
Craft: Alchemy +9 (1 Rank, +3 CS, +1 Alchemy, +4 Int)
Disable Device +9 (1 Rank, +3 CS, +1 Dex)
Knowledge: Arcana +8 (1 Rank, +3 CS, +1 Trait, +4 Int)
Knowledge: Engineering +9 (1 Rank, +3 CS, +1 Trait, +4 Int)
Knowledge: Genetics +4 (1 Rank, +4 Int)
Knowledge: Local +4 (1 Rank, +4 Int)
Knowledge: Nature +7 (1 Rank, +3 CS, +4 Int)
Knowledge: Planes +4 (1 Rank, +4 Int)
Perception -6 (0 Ranks, -2 Oblivious, -4 Goggles, +0 Wis)
Profession: Mad Scientist! +4 (1 Rank, +3 CS, +0 Wis)
Sense Motive -2 (0 Ranks, -2 Oblivious, +0 Wis)
Spellcraft +8 (1 Rank, +3 CS, +4 Int)

Languages  Common, Binary, +3
Other Gear Smoked Goggles
0gp

----------------------
Tracked Resourses
----------------------
Bombs (5/5)
Cognatogen (1/1)

----------------------
Special Abilities
----------------------
Alchemy gain Brew Potion as a bonus feat. +1 to Craft: Alchemy. Can use Craft: Alchemy to identify a held potion as detect magic for 1 round.
Bomb 5/day. Standard action that provokes to mix and throw a bomb. Deal 1d6+4 fire damage on a hit and 5 splash damage. Those caught in the spash can take a Dc 15 Ref for half.
Cognatogen +4 Int, -2 Str, +2 AC for 10 minutes. Afterwards take 2 Str damage.
Favored Class Bonus +1 Skill Point.
Human +1 feat at lvl 1 and +1 skill per level.
Oblivious -2 Perception and Sense Motive.
Throw Anything gain Throw Anything as a bonus feat. Add Int to damage for splash weapons.

----------------------
Encumbrance 0lb
Light 26lb, Medium 53lb, Heavy 80lb
With Cognatogen
Light 20lb, Medium 40lb, Heavy 60lb
----------------------


Potential:

Possible Feats: point blank shot, cosmopolitian, breadth of knowledge, extra traits, splash weapon mastery)
Potential Traits: Cross-Knowledge: 1/day +1 CL to an extract that is also on the wizard list.
Mathmatical Prodigy: +1/CS to K. Engineering and +1 to K. Arcana.
Secret K.: +2/CS to any 1 K. Skill.
Scolar of the great beyond: +1/CS to K. Planes and +1 to K. History.
Fanatic: +1/CS to K. History and +1 to K. Arcana.
Schooled Inquisitor: +2 to K. Planes/Religion when identifying creatures.
Avid Reader: can take 10 on any 1 K. Skill.
Pantheist: +1 to K. History regarding art, K. Architeture/Engineering, Survival to hunt, Con checks to run, Spellcraft checks involving gems or crystals.
Snake Hater: +2/CS to K. Duengeoneering.
Alchemical Prodigy: Extracts count as +1 CL for duration.
Potential Languages: spoiler=Languages]
Outsiders: Abyssal, Aklo, Celestial, Infernal
Elementals: Aquan, Auran, Ignan, Terran
Core: Dwarven, Elven, Gnome, Halfling
Unusual: Draconic, Giant, Sylvan, Undercommon

Progression: at lvl 2 he gains Mental Acuity, doubling his Int bonus to all his K. Checks, so +2. At lvl 3, he will take the feat Dilliantie, granting him +2 to all K. Skills he has out a rank in. At lvl 4 he gains +1 lvl bonus to his Int, granting him another +2 to all Int skills.
So by lvl 4 he will have a +13 to all K. Skills he puts a point into(Which is A LOT), at least. This will be represented by his "Neural Inhibitor" installed in him without his knowing and his brain fighting it, bouncing back to its original point at lvl 4.


Backstory:

An unknown while he was in college, Joseph quickly proved his worth when, shortly after graduating, he aquired a job at the highly funded but very contraversal Arcenture Science Indistries. A branch of government dedicated to genetic manipulation and DNA splicing. 
Joseph rose to scientific stardom when he sucessfully spliced poison with poison, gave it inteligence and fused it with a skink, creating one of the most deadly creatures in the sea. 
Joseph has since created the Beasts of burden, an almost psionicly empathetic slave race built for manual labour. Joseph has also resurected the ancient Forest Guardians, a race of plant-like creatures that existed a millennia ago from fossilized dna, as well as creating mighty earth titans to rival any earth elemental. 
But PITA has managed to catch up with AcS Indistries and shut it down leaving Joseph jobless, strapped for cash and with a real need to create and experement. 
Desperate, Joseph now heads to the Tower of Doom clutching a poorly drawn poster, []Tower of Science! Every experement imaginable inside![/b] written on it.

Personality:
Joseph is. Unhinged. That is probably the best word to describe him. 
Mad Scientist are the two best wods to describe him, and Absolutely Freaking Brilliant are the three best words to describe him. 
Joseph Bonkers is a genius. He can do complex mathametical equations in his head, memorize whole books at a time, and has passing knowledge on just about every subject and is decades ahead of his time in the subjects of genetics, biology and human anatomy (particularly the brain). 
Yet this hyper-cognivity does little for his social life. Joseph has an air of superiority about him, like he knows he's better than you, in 5 languages. Like he knows exactly why you said something and completely missing why you said it.
Joseph also fails to realize that while he is smart, he is about as tough and strong as a school girl. Letting his mouth run while having no way of backing up his words is also a bad habit of his.

Apearance:
Joseph has a few notable aspects about him. Blond hair, skinny arms (seriously, do those biceps look big to you?), frail build, horrible dental hygene. He also has other notable features about him, his white lab coat with "AcS Indistries. We create, you debate!" imprinted on the front, his Yellow smoked glasses (to be upgraded with a Tinkerers Cap when possible) and a bunch of beakers and test tubes in his hands, true mad scientist style.

Things That Set Him On Edge:

Joseph hates it when an experement fails, when it seems that he is just on the cusp of a great discovery and it critically fails. 
He hates macho men, he is completely unable to grasp why someone would "want to be big and dumb." Especially since with his inteligence, he can create big and dumb creatures. 
He also can't stand dumb people (which, in his mind is just about anyone less smart than him. Did I mention he has a superiority complex?). Or slow people. Or stuck up people. Or... people. 
He HATES PETA. They have him marked for death, and he has zero love for them, as they have opposed him at nearly every turn. 
He quite dislikes discomfort, he's a wimpy scientist in a labcoat, not a muscle bound adventurer!

Things that turn him all gooey::

Joseph loves it when an experement goes right. After all the pain and torture and failures and, and look at the cute subject #113 with his shrarp claws and vicious fangs and dripping bio-hazardious waste and isn't he just adorable?
He also loves other peoples mad experiments, from one artist to another. Just look at that abomination! Just look what he was able to do! Isn't it amazing how it can spit lava at us and, oh dear. Poor Frank! 
He also loves to disect them aftrwards and learn their secrets :) 
He loves high towers bristling with eldritch energies, old labratories with untold experements and secret dungeons to hold them all in :)

Biggest Quirks:

He has some big ones :) 
He has a huge ego, boundless curiosity and no sense of personal danger, often leading him to stick around long after he should leave, just to satisfy his curiosity. 
He often laughs out loud at random, odd, and often inapropiate times Ehehehehe!!
Insane briliance and immense creativity often allows him to create seemingly anything from scraps and random parts. For instance, he knows how to create a bomb from stone dust, mold, a little hair for a fuse and farts (methane)... 
He is almost as blind as a bat, relying on his overlarge glasses to see, and even then he can barely see. This means that he will probably not see the dragon overhead, the trap under his feet or that everyone else is running away screaming. He also likes to chuck high grade explosives. Do the math.
When Joseph was fired from AcS Indestries they left him with a neural Inhibitor to limit his Inteligence. It sort of works, as Josephs brain constantly fights it, regaining his former inteligence over the first four levels. Joseph also has no idea this has happened, believing that he "always knew" certian facts that his brain unlocks.

Here are some quotes, for fun :):

I guess PETA can shut you down for unethical experemintation on animals. Who knew? 
Oh well. Time to find a new vocation. Ehehehehe!!!

Welcome to my mad emporium! Here we create massive monstrosities and cute kittens that can rip your face off, quirks of nature and flukes of science that would be adhored in general society, yet here we love them and cuddle them. With cattle prods and pain stimulants from behind reinforced plexiglass of course... 
Nothing is to extravagant that we cannot build it, nothing in creation is out of our reach or cannot be created by us! All we ask is some grant money to continue our research. If you are able to keep the Government watchdogs off us we would appreciate it greatly." 
"All Kill PETA!

Behold! For my genius has created yet another form of life so terrifying and yet so cute that no one would expect their impending and untimely doom approaching them! 
What? no Igor! I did not dig it up from the archives and change the patented name on it! Bad Igor! Back to the breeding pits with you!

It Is COMPLETE! I have created the grand race of Poison Dart Skinks! 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!

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!

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!

Those impish feats... They get you every time XD 
It tells you how often something gets used when people are looking at you funny and saying 
"what is this now? A flying feint? whats a fient and what does it have to do with imps???

*When asked about the imp fient feat.*

Ohh! The scence of killing one another is one I am all too familiar with! To the labratory! Ehehehe!

Ohhh! That creature looks deadly. I bet i could make it even more deadly! Boys. Bring it down.
Ehehhehe!!!

Now. I must sleep!!!


Crunch:

Logan Druid 1
TN Aasimar (Garuda, Scion of Humanity), Outsider (Native), Humanoid (Human)
Deity:
Initiative +5, Perception +9; Senses: Darkvision 60’
Languages (4) Common, Druidic, Sylvan, Terran

COMBAT STATISTICS
DEFENSE
AC 15, touch 15, flat-footed 10 (10+5 dex)
HP 10 (1d8+2)
CMD 16 (10 +1 str +5 dex)
DR
Immune:
Resistance: acid, cold, electricity 5
Vulnerable:
Fort +4 (+2 class, +2 con)
Ref +5 (+0 class, +5 dex)
Will +7 (+2 class, +5 wis)

OFFENSE
Speed: 30 ft
Melee +1
Ranged +5
Base Attack: +0
Special Actions:
Cave Sight (Sp): grant darkvision 60’ creature touched, 1min/1hr self; 8/day
See Invisible (Sp): 1/day as the spell, CL 1

ATTRIBUTES
Total, Base, Race
STR 13, 13
DEX 20, 18 +2 race
CON 14, 14
INT 12, 12
WIS 20, 18 +2 race
CHA 16, 16

FEATS
1)Spell Focus (Conjuration)

Traits:
Doubt (Drawback): -4 penalty 1 hour on that failed skill or ability check
Etymologist (Social): +1 linguistics, bonus language, class
Slippery (Combat): +1 stealth, class
Under Siege (Religion): +1 Bluff/Sense Motive; SM class

Skills Favored Class: Druid: HP: Skills:1 Skills (4 class + 1 Int + 1 FC): 6
Total, Ranks, Attribute, Class, Other
Acrobatics (Dex) +7, 0+5+0+0 +2 race
Appraise (Int)* +1, 0+1+0+0
Bluff (Cha)* +4, 0+3+0+1 trait
Climb (Str) +1, 0+1+3+0
Craft (Alchemy) (Int)* +1, 0+1+3+0
Diplomacy (Cha)* +3, 0+3+0+0
Disable Device (Dex)t +5, 0+5+0+0
Disguise (Cha)* +3, 0+3+0+0
Escape Artist (Dex) +5, 0+5+0+0
Fly (Dex)* +7, 0+5+3+2 +2 race
Handle Animal (Cha)*t +7, 1+3+3+0
Heal (Wis) +5, 0+5+3+0
Intimidate (Cha)* +3, 0+3+0+0
Knowledge (arcana)*t +1, 1+1+0+0
Knowledge (dung)*t +1, 0+1+0+0
Knowledge (eng)*t +1, 0+1+0+0
Knowledge (geog)*t +1, 0+1+3+0
Knowledge (hist)*t +1, 0+1+0+0
Knowledge (local)*t +1, 0+1+0+0
Knowledge (nature)*t +7, 1+1+3+2 druid
Knowledge (nobility)*t +1, 0+1+0+0
Knowledge (planes)*t +1, 0+1+0+0
Knowledge (religion)*t +1, 0+1+0+0
Linguistics (Int)*t +2, 0+1+3+1 trait
Perception (Wis) +9, 1+5+3+0
Perform () (Cha) +3, 0+3+0+0
Prof ()(Wis)*t +5, 0+5+3+0
Ride (Dex)* +5, 0+5+3+0
Sense Motive (Wis)* +6, 0+5+3+1 trait
Sleight of Hand (Dex)t +5, 0+5+0+0
Spellcraft (Int)*t +4, 1+1+3+0
Stealth (Dex)* +10, 1+5+3+1 trait
Survival (Wis) +7, 0+5+3+2 druid
Swim (Str) +1, 0+1+3+0
Use Magic Device (Cha)t +3, 0+3+0+0

DRUID
Nature Bond: Cave Domain; Nature Sense; Wild Empathy

SPELLS
DC spell level + 15; *domain spell, ^+1 DC
3/4/0

Spells Prepared
1) Cure Light Wound, Detect Aberration*, Mudball^, Shillelagh
0) Detect Magic, Guidance, Read Magic

Background:

Logan was raised by ranchers. He spent his early childhood on the ranch, caring for the animals from before dawn until dusk. Around 8 a druid visited the ranch and saw promise in Logan. A deal was struck and for the next 12 years Logan learned the responsibilities and foundation of druidic life. Recently released from training, Logan has set off to walk his own path.

Personality:

While he doesn’t have any of the physical characteristics that indicate his celestial connection, he does generally tend towards a higher moral standard than others.
Generally fun loving, and easy going, he is cautious and will readily extend himself to protect nature.

Appearance:

Logan is a tall slim human. Way back one of his ancestors dallied with a Garuda.

Edge:

Cruelty to animals will usually get his ire up, as will unnecessary damage to the earth.
Milk, Logan doesn’t like creatures kept for their milk.

Gooey:

Logan has a thing for redheads.
Logan will happily spend hours explaining the many benefits of various fruits.

Quirk:

Logan likes mead, he will request it over piss-ale any day.
He prefers to be barefoot whenever he can.


Sorry for the delay. Here's the people who made it:

Veegal Slimtail
Lulu yordle
Joseph Bonkers
Thunk
Vivian Vitimus
Manet

For once, I managed to stick to the limit I set at the beginning. Discussion thread will be up momentarily.


Well good bye then.


Sorry, just realized that I forgot to thank everyone who applied. I'm planning on stealing a few ideas from all of you (with permission of course.)

Hang on to those characters though, If I need more players, you are at the top of the list.


Yay! Glad to hear :)
Ill see you in the discussion thread


Sweet! I'll make an avatar and be in shortly.

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