The Enraged Warrior

Beast.'s page

86 posts. Alias of Gobo Horde.


Race

Shifter 6 HP 55/55 (0) AC 16, T 13, FF 15, BAC 17 , Fort +11, Ref +8, Will +6

Classes/Levels

Skills:
Disguise +5, Diplomacy +6, Handle Animal +10, Intimidate +8, K (Geo) +5, K (Nature) +12, L: Laundry +10, Perception +10, Sense Motive +10, Stealth +6, Survival +13

Gender

Beast

Strength 18
Dexterity 12
Constitution 18
Intelligence 12
Wisdom 14
Charisma 12

About Beast.

Beast
Male Human Shifter 6
NE Medium Humanoid (Human)
Initiative +1, Senses, Perception 10
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Defenses
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AC 16, Touch 13, Flat Footed 15, BAC 17 (+1 dex, +2/+4 Armor, +1 Enhancement, +1 Deflection, +1 NA)
hp 55/55 (6d8+24) (0 Burn)
Special Defenses Diehard,
Fort 11 Ref 8 Will 6
(+4 vs most environmental and non-lethal effects)
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Offenses
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Speed 30ft
Melee Claws +7/+7 (1d4+9/x2) + Grab
Ranged Heavy Pistol +5 (2d6/x4) 40ft range, 10 capacity
Modifiers +4/+0 BAB, +4/+4 Str, +1/+1 Enhancement, -2/+4 Power Attack
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Sphere Effects
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SP: (8/8)
CL: +6 (Alteration), +5 (Life)
Concentration: +10 (Alteration), +9 (Life)
MSB: +6, MSD: +17

Blank Form +4 traits
Animal Form 4 Legs, 60ft land speed, Scent, Bite (1d6), +3 NA, +4 Traits
Fey Form +3 NA, DR 4/Cold Iron, Woodland Stride, Low-Light Vision, +4 Traits
•Bite (1d6) •Claw (2, 1d4) •Cosmetic Change •Darkvision •DR 4/Cold Iron •Ferocity •Gore (1d6) •Hoof (2, 1d4) •Leaping Attack •Low-Light Vision •Lunge •Pincers (2, 1d6) •Pounce •Rend •Scent •Slam (2, 1d4) •Speed (60ft) •Trample •Trip •Wild Empathy •Woodland Stride

Invigorate +5 Temp Hps as a standard action.
Cure Heal 1d8+15 as a standard action costing 1 SP.
Revitalize gain Fast Healing 3 for 5 minutes as a standard action costing 1 SP.

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Current Magical Effects
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Statistics
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Str 18, Dex 12, Con 18, Int 12, Wis 14, Cha 12
Base Atk +4 CMB +8 CMD +19
(+4/+0 Grapple)

Feats Endurance (Bonus), Diehard (bonus), Quickdraw (bonus), Extra Besidal Trait, Extra Magic Talent, Extra Magic Talent
Casting Tradition Draining Casting, Fortified, Limited Restoration (Restore), Lycanthropic, Regenerate, Strenuous
Traits Favorite Shape, Overprotective, Special Forces Agent, Vitality
Racial Traits Dual Talent

Skills  x7
Diplomacy +6 (2 Ranks, +3 FCB, +1 Cha)
Disguise +5 (1 Rank, +3 CS, +1 Cha)
Handle Animal +10 (6 Ranks, +3 CS, +1 Cha)
Intimidate +8 (1 Rank, +3 CS, +3 FCB, +1 Cha)
K: Geo +5 (1 Rank, +3 CS, +1 Int)
K: Nature +12 (6 Ranks, +3 CS, +2 Mwt, +1 Int)
L: Laundry +10 (6 Ranks, +3 CS, +1 Int)
Linguistics +3 (2 Ranks, +1 Int)
Perception +10 (5 Ranks, +3 CS, +2 Wis)
Sense Motive +10 (5 Ranks, +3 CS, +2 Wis)
Stealth +6 (1 Rank, +3 CS, +2 Camo-Armor, +1 Dex, -1 ACP)
Survival +13 (6 Ranks, +3 CS, +2 Mwt, +2 Wis)

Languages English (native), Irish Gaelic (native), Sanskrit (native)
Other Gear
reinforced fatigues (light armor)
Heavy Pistol with Silencer
50 rounds of ammo
dagger
3 Grenades
Specialist Kit (10 uses)
Potions of Ant haul, Endure Elements (x2), Enlarge Perso (x3),
Potions of Bull’s Strength, Lesser Restoration
3000gp in slotless Wondrous items
Universal Solvent, Stubborn Nail (x4), Dust of Tracelessness, Travelers Anytool
Compass
Ale (2lb)
Mwk Tools (K. Nature, Survival)
50ft Silk Rope
Vial of Antitoxin
$327.2

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TRACKED RESOURCES
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SP (8/8)
Favorite Shape (2/2)
Specialist Kit (10)
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Special Abilities
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Armor Attunement +1 Enhancement bonus to AC.
Bestial Traits
--Claws gain 2 Claw attacks dealing 1d4 damage each.
--Ferocious gain the Diehard feat.
--Grab gain the grab ability with your claws.
Casting Tradition You can only spend 1 SP per round on spells. You can increase the Casting time to a number of rounds equal to the casting cost to cast more powerful spells. Whenever you spend a SP to power a spell you take 2 points of Non-Lethal damage that cannot be healed except through rest. Finally you use your Con modifier to cast spells.
Deflection +1 Deflection bonus to AC
Diehard You automatically stabilize when below 0hps. You can continue to act as if you were disabled instead of dying but you lose 1 hp per turn.
Dual Talent Gain +2 to Str and Con.
Endurance +4 to most environmental and non-lethal effects.
Extreme Transformation you can add +1 trait to your transformations.
Favorite Shape 2/day as a swift action, you can extend the duration of a Fey form Shapeshift without paying SP.
FCB +3 to Diplomacy and Intimidate.
Limited Restoration You can only use the Cure and Invigorate abilities of the Life Sphere.
Lyacanthrope your Alteration Sphere Effects only effect yourself.
Mental Prowess +2 Wis.
Physical Prowess +2 Str.
Quickdraw you can draw a weapon as a free action or a hidden weapon as a move action.
Regenerate your Healing Sphere effects only effect yourself.
Resistance +2 Resistance bonus to saves.
Special Forces Agent gain Quickdraw as a bonus feat.
Toughening +1 Enhancement Bonus to NA.
Vitality +1 CL for the Life Sphere.
Weapon Attunement Each claw gets +1 Enhancement.

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Alteration Sphere
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Shapeshift as a move action, granting it a Form and 4 Traits, this lasts for as long as you concentrate +5 rounds or you can spend 1SP to make it last for 12 minutes. This is a Polymorph effect.
Blank Form +4 traits
Animal Form 4 Legs, 60ft land speed, Scent, Bite (1d6), +3 NA, +4 Traits
Fey Form +3 NA, DR 4/Cold Iron, Woodland Stride, Low-Light Vision, +4 Traits
--Animalistic Transformation grant: 60ft Land Speed//Scent//2 Hoof attacks (1d4, secondary)
--Blank Form grant: Darkvision 60ft//Low-Light Vision//2 claw, slam attacks (1d4)//bite, gore (1d6)//2 pincers (1d6, secondary)//cosmetic change
--Besidal Reflexes grant: Lunge (2x reach, +4 to hit as full round action)//Leaping Attack (combine a jump with an attack)//Pounce//Trample
--Besidal Spirit grant: Trip//Ferocity//Rend
--Fey Transformation grant: DR 4/Cold Iron//Wild Empathy//Woodland Stride
Extreme Transformation you can add +1 trait to your transformations.
Greater Transformation you can add +1 trait to your transformations.
Lingering Transformation transformations last 2 rounds longer after you stop concentrating. Double the duration when you spend SP to maintain the effect.

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Life Sphere
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Cure spend 1SP as a standard action to heal 1d8+15hps.
Greater Healing (x2) Heal 1d8+15hps when you use the Cure ability.
Invigorate as a Standard action gain 5 Temp HPs that last 1 hour but cannot bring you above your max HPs.
Revitalize 1SP as a standard action to gain Fast Healing 3 for 5 minutes.

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Encumbrance 0lb
Light 100lb, Medium 200lb, Heavy 300lb
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Eee.Peees 000
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Not much is known about the Beast before he joined the Special Forces and before the destruction of the "Enhancement Protocol." Almost all of the bits known come from the Beast himself as he talks about the "deep forests back home. Beautiful forests", and as talks about his ranger father. However he talks about them very rarely as there seems to be painful memories attached to them.

As the horrors of the Great War began to make themselves manifest the government was increasingly interested in creating enhanced solders and other methods of reviving those that had fallen in battle and sought to set up a secret research facility with the focus on cellular regeneration and other genetic enhancements. And so, in 1916, project Enhancement Protocol was set up under the leadership of a brilliant scientist named Joseph Bonkers, and top scientists were secretly recruited to work within the cutting edge laboratory. The research they worked on was decades ahead of their time and they guarded their secrets jealously. And effectively, too effectively as when the lab mysteriously burnt down in 1922 all their secrets, knowledge and personnel was destroyed as well.

It is believed that the Beast was a test subject within that laboratory (likely without choice), it is believed that it was there that his Healing Factor was unlocked, along with his more "Besidal" enhancements, and it is believed that the only reason that he survived the fire was due to that Healing Factor.
By the time the laboratory had burnt down the war was over and the people were tired of the evils done during the war and the government decided not to force him back into an experimentation lab again and instead do something more humane. However they couldn't just let him run loose (and not many people knew about him, he was still a top secret experiment) and so they enlisted him into the Laundry as a Special Operative. As it turns out, being bulletproof and having the capability to grow steel hard claws is invaluable in an unexpected firefight.
As such, over the next few years the character known as "The Beast" (he never devulged his own name, and it was classified anyways) had worked with the Laundry over the past 20 years doing different missions in either a Bodyguard or Tracker Capacity. If you need a guy to just outlast your opponent, then Beast is your man.

Appearance: Beast is a wild soul and this is often reflected in his appearance. He often has long, unkempt hair and wears furs or hard leather. Considering that he spends most of his free time out in the forests and mountains (are there mountains in Europe? Im way to Canadian Eh?) hunting and thinking. Most unusually is the fact that the hides are often riddled with holes or small stitches, almost as if the animal had been shot many, many times before being skinned. You would think that such a manner of hunting would vastly reduce the quality of leather harvested, but what most fail to realize is that those holes came after the clothes were made.
Beast also has a gruff appearance. He is hairy over most of his body, almost to the point of being called fur and he has long, unkempt hair on his head with wild looking eyes. He is large and very powerfully built with strong arms ending in almost claw like fingers.

Beast has a wild side, and this wild side can look vastly more feral then his normal form, with aberrant eyes, thick brown fur covering his body and an unnatural aura about him as he moves with unearthly grace. Whatever the scientists used to unlock his Healing Factor it infused a semblance of pure wilderness within him, or perhaps they fused something not of this world into him...

Beast is also highly morphic, and this sometimes plays into his physical appearance as his eyes may change color or his hide might take on a leathery appearance.

Personality: Beast is often a loner. He has seen too many people die, and has suffered "death" too many times to not be affected and so he often seeks out places of solitude and wilderness from time to time so that he can simplify life and just think. While there may be long periods where he retreats, he always comes back to the Laundry as he views it as a kind of adopted home. When Beast is on a mission he turns serious and achieves it to the best of his ability, often out of a desire to protect those around him by being the best he can, usually out of a desire to not see more people die around him and not to lose more friends.
Beast is quite social when he is around people and is more then capable of entertaining them, or frightening them if the need arises. But he often enjoys the company around the campfire and takes great comfort in having people around, even if he has a hard time creating lasting bonds sometimes or desires to get out into the great wilderness for a season.
Beast is not antisocial. I am more then capable of playing as a part of the group, I wont go awol and I wont be sitting "way out on the edge of the fire." He just likes to take long vacations when he gets the chance, and he has seen too many people die and now making friends is easy, but making deep connections is hard.

Beast:
Beast
Male Beast of Burden Fighter (Unbreakable) 4
NE Medium Magical Beast
Initiative +1, Senses Darkvision 60ft, Low-Light Vision, Perception -1, Intuition +5
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Defenses
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AC 17, Touch 11, Flat Footed 16 (+1 dex, +6 armor, -3 ACP)
hp 47/52 (5d10+32)
Special Defences Diehard, Heroic Recovery, Stability, Unflinching
Fort 9 Ref 2 Will 1
(+1 Will vs Mind Affecting Effects)
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Offenses
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Speed 20ft, Climb 20ft
Melee Mwk Terbutje +10 (1d8+12 19-20/x2)
Improvised Weapon +11 (1dx+12 20/x2)
Ranged
Modifiers +5/+0 BAB, +4/+6 Str, +1/+0 Mwk, -2/+6 Power Attack, +2/+0 Furious Focus

SLA at will: Shield Other (CL 4, 4 hour duration, 35ft range)
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Current Magical Effects
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Shield Other (Bud, Tofutee)

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Statistics
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Str 18, Dex 12, Con 20, Int 8, Wis 10, Cha 10
Base Atk +5 CMB +9 CMD +20
(+4 CMD against Bull Rush and Trip)

Feats Endurance (Bonus), Diehard (bonus), Heroic Recovery (bonus), Catch off Guard, Fast Healing, Furious Focus, Power Attack, Sure Grip
Trait Surprise weapon

Skills  x2
Climb +22 (5 Ranks, +3 CS, +8 Racial, +2 Mwt, +4 Str, -0 ACP)
Intuition +4 (1 Rank, +3 CS, +0 Wis)
Linguistics +1 (2 Ranks, -1 Int)
Perception -1 (0 Ranks, -1 Int)
Survival +4 (1 Rank, +3 CS, +0 Wis)
Swim +5 (1 Rank, +3 CS, +4 Str, -3 ACP)

Languages Common
Other Gear
Mwk Terbutje
Agile Breastplate
Muleback Chords
Mwk Tools (Climb)
Mwk Backpack, inside is;
Rope, 100ft
2 bear traps
5 torchs
10 rations
Alchemical Grease and solvent
4 vials of Infernal Healing
6274gp

and a brandolier slung over his chest containing;

1) 5 vials of alchemists fire
2) 5 vials of acid
3) 2 vials of impact foam
4) 2 vials of liquid ice
5) 1 vial of shrieking paste
6) itching powder
7) 2 smokesticks
8) 3 thunderstones
2lb of tobacco and pipe

Beast has a brandolier left over from his deceased master with many vials of different colours that he has no idea what they do.
(roll a dice anytime he reaches for one)

(tofutees pack weighed 72.5lb)

Shared Pack
Empty

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TRACKED RESOURCES
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Heroic Recovery (1/1)

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Special Abilities
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Armor Training reduce ACP by -1 and increase the MDB by +1.
Catch off Guard you take no penalties for fighting with an improvised melee weapon, and unarmed opponents are considered flat-footed against any attacks you make with an improvised melee weapon.
Climb Beasts have a 20ft climb speed and +8 racial bonus to climb.
Darkvision Gain 60ft Darkvision.
Diehard automaticly stabilize when below 0 hps. when below 0 hp, you can act as disabled and staggered. preforming a standard action inflicts 1 point of damage to you.
Empathetic Field gain Shield Other as a spell-like ability at will (CL 4, 4 hour duration, 35ft range).
Endurance +4 to the following: exhaustion checks while swimming, continued running, forced march, holding your breath, starvation and thirst, hot/cold environments, and suffocation. You can sleep in light or medium armor.
FCB +5hp.
Fast Healing when you heal through resting or magical healing, heal an additional 2hps.
Furious Focus while power attacking with a two-handed weapon, you do not take -2 to hit for the first attack.
Heroic Recovery Gain Heroic Recovery as a bonus feat. 1/day, as a standard action make an additional save vs an ongoing effect that requires a Fort Save.
Low-Light Vision See twice as far as a human in low light.
Power Attack when you attack you can take -2 to hit to increase the damage by +4, or +6 if two-handed.
Slow and Steady Beasts have 20ft ms and are never slowed down by encumbrance or armor.
Stability Beasts get +4 to CMD against bull rush and trip attempts while standing on the ground.
Surprise Weapon +2 to hit with improvised weapons.
Sure Grasp roll twice when climbing or on ref saves to avoid falling.
Tough as Nails Gain Endurance and Diehard as bonus feats.
Unflinching +1 Will vs mind affecting effects.

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Encumbrance 113.75lb
Light 346lb, Medium 693lb, Heavy 1,040lb
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Eee.Peees 5,600
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Even in a city such as Du'Orbna that is almost completely undead you still have the herds. Sheep, swine, chicken, bison and beasts are still tended to by undead shepherds or the lowest class of the "living." Their meat is a staple for those who are alive, and the tools created from their bones, hide and hoof are as useful as ever, or exported.
Beast was one such animal, herded over by a disgruntled living halfling, he was abused and beaten constantly and for little or no reason. One such day, the halfling shepherd was using him for target practice with a wand he had just found. As the halfling attempted to figure out what the wand did, it shot out a green beam of light that struck one of the beasts. The beast go angry and swore back at the shepherd.
Utterly surprised (beasts don't usually speak!) The halfling was too dumbfounded to move as the normally passive animal turned on him and gored him to death.

There. That annoyance is gone. No more mean little one. Wait. I am speaking. I can speak! the beast exclaimed to himself in astonishment. And I can think! Umm. Now what?
These were all new experiences to the creature and he wasn't really sure what to do next. I should ask master. Master? What should I do next? he addresses the dead halfling (after all there were plenty of other dead things moving around talking) but he got no reply.
After a few hours of this and while the beast tried to figure out what to do next he finally settled on an idea.
Next Beast headed into the nearest town, and started to look around for someone "important lookin" or "masterly looking" and ask them. At first no one paid heed to a wandering beast, but once it started asking questions it sure raised a few eyebrows, and the local lord was sought out.
To him Beast asked his question. Hello. What should I do next? and then got his reply Well. We have a dungeon over here...

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 "Those Beasts" or "Slaves" 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 avalanch might fall on one Beast in a group and the entire herd suddenly dies 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 labor. 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 +2 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
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Stability: Beasts receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Feat and Skill Racial Traits
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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
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Expert Climber Beasts are extraordinary climbers and gain a climb speed of 20 feet, granting them a +8 racial bonus on Climb checks.

Senses Racial Traits
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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.

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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 Constitution: +4rp
Stability: +1rp
SLA At Will: 4rp, Shield Other
Climb: +2rp

Total: 14rp
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 :)