The Skinsaw Man

Casey Hudak's page

Organized Play Member. 80 posts (163 including aliases). No reviews. No lists. No wishlists. 8 aliases.


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None of the PCs are good, two are evil, and they work for the Red Mantis Assassins, a LE organization. However, they have been filled in that if they're responsible for the child's death, their lives are forfeit as far as the organization is concerned.

To further color the situation, they are planning on killing his mother, a powerful cleric of Shelyn, in order to get to her son. It hasn't played out quite yet so we'll see what happens, but there's a good chance that the son will bear witness to his own mother's death.


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A cuckoopuff of cacodaemons

A ________ of wood golems


An insanity of Great Old Ones.

A _______ of mohrgs


I'm running a campaign where my PCs have been tasked with kidnapping a child prodigy bard, who is the the son of Shelyn's herald The Spirit of Adoration. The child is a musical prodigy who despite only being only six years old is already at 4th level. I'm planning for him to be an Aasimar, and I'm thinking of applying either the half celestial or a mythic level in trickster, possibly both. My PCs are at sixth level.

I want to design this character not to fight the PCs, but to escape from them. I want the encounter where they search for him to be memorable and difficult, but not impossible. There should be an opportunity for them to fail, and consequences if they do fail. They'll be searching for him in a large mansion, and possibly in a demi plane that connects to Shelyn's realm on Nirvana.

What Bard abilities would make for a memorable round of hide and seek? Should I incorporate Mythic or Half Celestial into the mix? How do I make this challenging and memorable without focusing on direct combat? What holes could my PCs exploit in order to find the child?

I'm just curious if anyone has run something similar or if they've played Bards enough that they have general advice. It is vital to the story that this character is a Bard, and it is vital that the character is very young, but otherwise everything is flexible.


As far as an adventure that gives the characters a satisfying and heroic arch, I think that Wrath of the Righteous is a great choice. The story is very much one of good triumphing over evil, but even though the pcs are confronted with an unambiguously foul foe, they often have to hard decisions in order to ensure that they do what's best for the people they're protecting. I would run it without mythic rules though, mythic rules are complex and they tend to break the game.


A kerfuffle of pseudodragons

A ________ of Leng Ghouls


You can alienate all of your friends and drive them away from your table... BECAUSE YOU'RE THE GM


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A stew of froghemoths

A _______ of dweomercats


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A library of Loremasters

A _________ of Lamias


I really want to play a paladin of Shelyn dedicated to love and compassion, healing the broken, and protecting the weak. Cheliax has so many of the wounded and the downtrodden that I think it could be a very compelling fit.


As a DM running a recently concluded kingdom building campaign, I'm now really tempted to reconvene my group because an evil archmage has literally flown away with their kingdom.


Is Rasmir Golarion's magnificent bastard? Seems like you'd have to be not just powerful, but pretty savvy and charismatic to convince an entire nation worth of people that you're a living god.


If someone leaves your two person game, you find someone new or it dies, end of story. But that's kind of a risk you have to take when you're running with a small group. In general, it's best to build towards the characters skill set. With a larger group, PCs can come up with solutions to just about every kind of problem, but with a two person group it's way easier to come up with an encounter that the PCs simply CANNOT solve. If they have no way to attack an enemy at range, for example, and their enemy can fly then they are just screwed. You as a DM have to be much more aware of their strengths and weaknesses, and you must always plan accordingly to keep things fun for them.


What if there was a tavern serving spiked potions, with drug like effects that are thematic for the spells that they mirror? Like, a tavern that serves potions of barkskin that cause imbibers to feel a heaviness in their limbs, or potions of haste that make you feel super jittery, or even something crazy like a potion of color spray that would really mess you up.


I'm currently in a Reign of Winter campaign playing a lunar oracle. We're pretty flush with cash at this point, and I was thinking of picking up a Ring of Revelation. Now, it says on the pfsrd that if you have a high enough UMD you can make use of the revelation in the ring even if you're not of the correct mystery. What are the most powerful revelations that you can pick up using this trick?


My suggestion? Just make it a magus archetype.


My favorite character I've ever played is The Great Gambolbini, a human arcane sorcerer who was absolutely convinced he was a wizard when in fact he was an absolute idiot with an intelligence of 6. He would constantly give misinformation on different monsters the pcs were fighting, often exchanging a single word to disastrous results. However, he was so charismatic that he was very good at convincing everyone to go along with anything he said. Also, he would consistently forget his own name, and add various syllables to it.


I had a character who was a great playwright and he used Craft (Playwright). I would go with that one.


Archer Rangers deal a ton of damage per round because they get so many attacks.


There's also the Spell Dancer Archetype for the Elvish Magus. It is an elf specific racial archetype, but it's not like being an elf is bad if you want to play a magus anyway.


You are not giving any relevant advice to the OP. This thread is three years old. They've likely already finished running a full adventure path at this point. Start a new thread where you tell people what adventure paths they should run if it strikes your fancy, but please don't drag a thread like this one screaming back from the dead. It clutters the front of the advice page.


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Have them fight something that uses a mind control ability that turns the party against itself, like an aboleth, while the actual monster remains out of sight. Instead of just killing their fellow party member, it will force them to try to figure out what is causing the mind control from afar. Nothing helps players go back to strategy instead of brute force like fighting an intelligent enemy with powerful spell like abilities that remains out of sight.


RAW, eldritch heritage cannot get you an animal companion through the sylvan bloodline. First, you cannot use eldritch heritage to get a bloodline ability from a wild blooded modified archetype, because it comes from an archetype. Second, and more importantly, the animal companion ability of the sylvan bloodline counts as both the first level bloodline power and bloodline arcana, because it replaces both from the original bloodline. Eldritch heritage only gives you access to the bloodline power, not the bloodline arcana. That being said, if your GM is amenable and it's central to your concept, I say go for it. It's not that much of a bending of the rules.


Play an oracle. You get to decide whether you cast cure or inflict regardless of alignment and they can act as great support.


The Giant Owlbear in Kingmaker


Way of the Wicked by Fire Mountain Games is pretty stellar and exists in a world outside of Golarion. Really great adventure if you don't mind dealing with an entirely evil party.


It stacks, you do not get two familiars. They are considered to be the same class feature, not different kinds of class features. If you had a wizard with a familiar that took the eldritch heritage (arcane) feat to get another familiar, it would not work because it is a redundant feature.


A really good build is empyrial blooded sorcerer (using wis instead of cha as prime casting) into Sohei monk into eldritch knight. This lends itself to an extremely defensive build that has proficiency in all martial weapons, but still boosts your casting well.

Also a flame oracle might be what you're looking for.


I guess if you're already playing gestalt it's fine, I would just hope that the rest of the people in the party are on a similar level of being generally scary. What does deadly agility do?


This seems like it's good old 3.5 broken.


I've had multiple animal companions before, but the way that I've done it such that it doesn't wig out the party is that they're the same kind of animal and they take redundant actions, that way it doesn't take a ton of time to play them. Also I limit myself to taking only two companions at a time for two reasons, because each individual companion will be stronger that way (less spread on levels/boon companion needs) and because it takes substantially less time. If you want to play with more than one companion, for the love of god do not play three wildly different to play companions.


Sylvan Sorcerers are great, and you should play one of those. The battlefield control potential on those is second to none. Also, don't forget to pick up boon companion to get a fully leveled up animal companion.


An oracle with the nature mystery or a cleric with the animal or plant domain who worships a nature god might also work for this concept.


Yes. It would certainly break the game. Your character could cherry pick the best spells from each caster list, and you'd end up with a monstrosity. If you're still concerned about the rift between wizard and sorcerer, just let sorcerers get second level spells at third level.


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So, I'm currently in a pathfinder game where I'm playing an oracle with the deaf curse. I want to pick up the spell Command, because it seems very powerful. Command has a verbal component, which presumably would be silenced as per the silent spell feat due to the 1st level perk from the mystery. However, it's also a language dependent spell. Would my deaf oracle be able to cast the spell without the 20 percent spell failure? Would silent spell even be applicable to a language dependent spell in general? How does this work?


Way of the Wicked isn't a paizo adventure path, but in my opinion it is the most masterfully written adventure path ever written.


Paragon surge is still worth it, regardless of the various nerfs, although now I will probably swap the skill focus for exotic weapon proficiency, Fauchard, which is basically just a better longspear.

@Anzyr: In order to get the CHA to AC that stacks with dex from Celestial Obedience (Arshea), I have to be 12th level. So while if I was starting the campaign at 12th level it would be a good pickup, I think for now I'm just gonna go for Prophetic Armor.

I like Noble Scion, Scion of War, but I really don't have the first level feat for it unless I want my character to really suck for the first two levels. I would have the feat at third considering I'm not picking up eldritch heritage anymore, but it says I can only take the feat at first level. Much as I want the extra feat, I really can't be human because so much of my build is reliant upon half elf status (boosted animal companion and paragon surge). I'll probably just bite the bullet and take extra revelation at 3rd instead of at 1st level.

I think this build is still quite solid, just not quite as broken as it used to be before the FAQs. Thanks all for bringing the flaws in my build to my attention.


-2 dex, -4 for being deaf. Currently initiative is this character's biggest weakness.


which book is the celestial obedience featured in?


Rangers are pretty friendly and very fun to play. I suggest the ranger because it's more versatile and more powerful than both the fighter and rogue while still being fairly simple to build and play. Same with a barbarian.


So, I'm building a half elf lunar oracle for an upcoming Reign of Winter campaign, and I want to build this character using all of the most broken oracle tricks that I've discovered over the years. I want this character to be the most flexible character possible, capable of emulating the greatest number of powerful features from other classes. I'm not looking to build this character to shut down the usefulness of other characters and dominate every encounter, but rather to be able to contribute in every possible situation and to be incredibly resilient. I'm looking to make sure that I've build my character according to RAW and that I haven't overlooked any powerful tricks I should be aware of. The GM has decided to give us 20 point buy instead of 15, and we are starting at level one. So far, here is my first level build:

Jorvan Grint, Half Elf Lunar Oracle 1,
Str 16, Dex 7, Con 14, Int 10, Wis 7, Cha 19
HP 10, Fortitude +2, Reflex +4, Will +0. Base Movement 30 Ft, Init. -6
AC 19 (Chain Shirt with Armored Kilt +5, +4 from Charisma)
CMB: +3 CMD: 17 (+3 from strength, +4 from Charisma )
Dual Cursed Archetype, Deaf (primary) and Wolfscarred Curses (Wolfscarred curse gives a 20 percent spell failure on all spells with verbal components, but deaf lets me cast all spells as if silent, so it balances out)
Prophetic Armor Revelation (Cha instead of Dex for AC, CMB and Reflex Saves) and Primal Companion Revelation (one from extra revelations feat) getting a Big Cat Animal Companion
Skill Focus Knowledge (Religion) from Half Elf Adaptability Racial Trait.
Cold Honed, Keen Senses, Low Light Vision, Elf Blood, and Multitalented Racial Traits.
Longspear +3 1d8+4 Damage with Reach and Brace
Bite +3 1d4+3 Damage.
Put Favored Class Bonus for first level into Boosting Primal Companion Revelation by half a level.
Umbral Unmasking Drawback, Bully Trait, The Pack Trait, Keeper of the Veil Trait.
Disguise +9, Handle Animal +10, Intimidate +9, Knowledge (Religion) +7.

I decided to go Half Elf because I have access to the powerful human favored class bonus (extra spells known at one bellow highest casting level) and Elf favored class bonus for oracles (+1/2 level of Oracle Revelation). This will give me both extra spells and an animal companion that is a few extra levels above the curve. I plan to alternate taking these different perks every other level.

Also, half elf gives me access to the extremely powerful paragon surge spell starting at level six, which lets me nab any extra feat that I do not have but qualify for for the duration of the spell. I can use this to get the Extra Revelation Feat and give myself any revelation of the lunar list that I do not have, or gain any spell from the oracle list that I do not have temporarily through the Expanded Arcana Feat.

At Third Level I plan to take the Eldritch Heritage (Arcane) Feat to gain a familiar. This will set me up at level eleven to be able to temporarily cast any divine spell off the Wizard or Sorcerer List if I use Paragon Surge to give myself the Improved Eldritch Heritage (Arcane) Feat. I also plan to take the Gift of Horn and Claw Revelation to give myself two extra claw attacks in addition to the bite.

At Fifth Level I plan to take the Divine Protection Feat to give myself my Charisma bonus to all of my saves. At this level I'll take the Misfortune Revelation from the Dual Cursed Oracle Archetype to force opponents to reroll as an immediate action.

At Seventh Level I plan to take the Still Spell feat, giving myself the ability to cast spells at one level lower without either their verbal or somatic components. Consider that I plan to take the Form of the Beast Revelation, this will let me use beast shape and still give me the ability to cast spells (but at one level lower and as a full round action) while in beast shape.

Past that, I do not have my character planned out.

My Oracle will both have more spells than the average oracle and a higher level animal companion than the average druid. Furthermore, the character will have the ability to wildshape below the ability of a druid while also casting spells, but they will have this ability nonetheless. Furthermore, access to paragon surge will give them temporary access to every utility spell on the oracle list that most oracles will not be able to take. Charisma is my primary defensive ability, as it applies not only to AC, Combat Maneuver Defense, and Reflex Saves Twice, but also to all of my other saves. My character should have decent strength and a beefy flanker to contribute to Melee even when not casting spells. And at level eleven, this character has temporary access to all spells on the wizard and sorcerer list through Paragon Surge.

I've used a number of different pathfinder books in building this character, but I was wondering if my build is missing anything that could make it more versatile or powerful. Again, my goal is not to invalidate the rest of my party, but rather to be both flexible and resilient. Also, I want to make sure that everything works as I think it should RAW. Thank you for your time, and any help is greatly appreciated.


Ring of Revelation is always a good choice for oracles. It gives them another revelation either from their mystery, or if their use magic device skill is high enough, it can even give them a revelation from a different oracle mystery.
http://www.d20pfsrd.com/magic-items/rings/ring-of-revelation


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I think good GMs can do a lot to bridge the gap between casters and martials in higher levels by prescribing to the "rule of cool". For example, I was playing a 13th level game with a Barbarian with an extremely high intimidate check. We were fighting a lich and his black dragon minion. So, the whole party is having a really hard time with the encounter when the Barbarian jumps onto the back of the black dragon and makes his intimidate check by a mile. He then asks if he can use the check to ride the dragon, and command it to start fighting the lich. Because he got such a high score, and the idea seemed so cool, the GM went along with it even though it wasn't explicitly written into the rules. The creativity of the player and the agreement of the GM led to a super flavorful solution to a very difficult encounter that the rest of us were willing to accept.


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Versatility equals greater power, but only in the hands of a superior pilot. In the hands of a perfect pilot, I think the caster would ALMOST ALWAYS be more relevant than the martial character. But luckily, Pathfinder in practice is not a game of perfect piloting, but rather of imperfect players trying to figure out situations on the fly and solve them given a character concept. Martial characters always and constantly supply a powerful baseline, the ability to deal damage, that is applicable to practically all of the obstacles that a GM throws at their characters, while a caster may be better or worse able to contribute on the basis of the applicability of the spells they have prepared.

But even more importantly, Pathfinder is a cooperative game between players. This argument doesn't matter a whole lot because, when played well, the whole team is contributing to solve the problems thrown at them, and the GM is designing the problems to throw at his playgroup with the parties composition in mind. Often the best spellcasting strategies are the ones that use the martial characters to their best advantage and give them more of the spotlight, such as buffing and healing. The game is won or lost as a group, not as an individual. So I wouldn't worry about the argument overmuch unless you have disruptive players who are taking away from the groups overall enjoyment.


I think casters are generally considered to be more powerful than martial characters not because they have any one ability that breaks the game, but because of the absolute versatility spells lend them in solving the problems that the game throws at them. I've been in a game where it was not a caster, but rather the ranger who was breaking the game, killing the entire encounter with his arrows before anyone else had the chance to act. But the GM designed several clever encounters to separate the ranger from their bow, and they were next to useless. They could only really attack problems along a single axis, and as soon as the ability to attack along those lines was taken away, it invalidated that character.

Casters, meanwhile, gain more and more spells with each level they advance. Each spell offers the chance for attacking encounters along a different axis. A caster can pigeonhole themselves to attacking along a single axis, such as pure blasting builds, but there is no need to do so. Each caster can pick a number of different spells, and most casters can change the spells they prepare each day. When a caster has an understanding of the game and how to solve each problem it throws at them, there's almost always a spell at their disposal that will serve as a solution. And as they accumulate levels, the number of problems they can solve per day increases.

Meanwhile, martial characters rely primarily upon static feats and class abilities to confront the problems that the game throws at them. And while a martial character can be built to overwhelm most problems, it is impossible to build them to solve all problems, like you can build the caster. The number of class features they are offered are simply more limited than the number of spells a caster is provided with.

Winning everything is about always being relevant, always having solutions to the diverse problems that pathfinder as a game throws at players, and I think the caster delivers in this regard while the martial character is lacking.


Already a half orc scarred witch doctor is being played. It doesn't get more optimal than that archetype.I say go nuts on the paragon surge oracle, but do it as a half elf. In everywhere but pathfinder society, half elves get the choice of either human or elven favored class bonuses. Elves have the same favored class bonus as aasimars. Your character will be less special snowflake and less munchkined out, but still quite powerful.


So, as a Devil Spawn Tiefling with three levels in Cleric and one in Wizard who can cast Pyrotechnics (an arcane spell) racially, I can take a level in Mystic Theurge at 5th?


I personally like settings in which my character is on an even keel with those around me. I think it becomes too easy when your character is head and shoulders above everyone else for the character to develop a mentality where they feel they can do whatever they want. Pathfinder is about the GM and the players coming together to tell a story, and when a character's actions no longer have consequences that makes for a lousy story. If my character can do whatever they want, is unbelievably untouchable, and comes out on top every time, then where are the stakes? I view every class feature I get as an opportunity to further the collective story, and if I can blow everyone else out of the water, then what's the point of working with others to create a narrative? Telling a good story involves weaknesses, and shifting focus away from the individual and onto the group, including sometimes shifting it to the greater world that the characters exist in. My character's actions should matter, but they shouldn't be the be all end all in the world, and they shouldn't just be able to do whatever they want. They should be allowed choices, but they should still be playing inside a collective narrative.


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You could, if your GM worked with you, play an archmage's familiar getting up to all sorts of crazy misadventures on the side. Play with familiar statistics for a 20th lvl familiar. You might be able to hack it. It's not RAW, but if your DM lets it fly it could be really flavorful.


My favorite characters all have animal companions. There's something incredibly fun about having a bear tear out the throats of my enemies.

About Dash of Salt

Midioto the Animal Researcher:

Midiotoziggeroto
Midiotoziggeroto
Scryer Wizard 3
LG Small Humanoid (Gnome) Initiative +4 SensesLow-Light Vision, Perception +6
--------------------
Defenses
--------------------

AC 14, Touch 13, Flat Footed 12 (+2 dex, +1 size, +1 shield, +2 warden)
hp 24/24 (3d6+6)
Fort +3 Ref +3 Will +3
Special Defenses +2 vs language-dependent spells and Magical writing,
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Offenses
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Speed 20ft
Melee
Ranged
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Spells
----------------------
Spells Prepared
0: (4)
1: (3) Adhesive Spittle, Heightened Awarness
2: (2)
DC=13+Spell level. (+1 for divination spells or language-dependent spells), Concentration +7
----------------------
SLAs
1/day: arcane mark, comprehend languages, message, read magic.
----------------------
Current Magical Effects

----------------------
Statistics
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Str 8, Dex 14, Con 14, Int 17, Wis 10, Cha 12
BAB +1 CMB -1 CMD +11

Feats Scribe Scroll (bonus), Cypher Script, Spell Focus (Divination)
Traits Arcane Temper, oblivious, Outsider→Explorer, +1,
Racial Traits Explorer, Keen Senses, Magical Linguist, Warden of Nature

Skills 7/lvl

Appraise +8 (1 Rank, +3 CS, +1 Trait, +3 Int)
Perception +6 (3 Ranks, +3 CS, +2 Senses, -2 Trait, +0 Wis)

Background skills:

Languages Common, Gnome, Sylvan, +3

Other Gear
Buckler
1000gp

Spells copied into spellbook: 10gp
0: Bleed, Daze, Disrupt Undead, Touch of Fatigue
1:
2:

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TRACKED RESOURCES
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Arcane Ring (1/1)
Send Senses (7/7)

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Special Abilities
----------------------
Arcane Bond Ring. 1/day cast any spell you have in your spellbook. If you loose the ring, you are required to make concentration checks to cast spells.
Arcane School Divination. Opposition schools: Necromancy and Enchantment. Can cast 1 extra Divination spell at every level.
Arcane Temper +1 to initiative and concentration.
Cypher Script cost and space to write a spell in your spellbook is reduced by 50%. It takes 10 min per spell level to scribe a spell into your spellbook.
Explorer +2 to climb and K: Nature.
FCB +1-1/2 uses of Send Senses.
Forewarned you can always act in the surprise round, but you are flat-footed until you do act. Gain +1 initiative.
Keen Senses +2 to perception.
oblivious -2 to Perception and Sense Motive.
Outsider→Explorer +1 to Appraise and K: Geography.
Magical Linguist +1 DC and +2 to saves against language-dependent spells or Magical writing. Gain the following SLAs 1/day: arcane mark, comprehend languages, message, read magic.
Send Senses as a standard action, you can place a sensor at a point within 130ft that you can see. You can either see or hear through this sensor for 1 round, acting as a clairaudience/clairvoyance spell.
Spell Focus (Divination) +1 to the DCs of Divination spells you cast.
Warden of Nature +2 AC and +1 to hit against aberrations, oozes and Vermin.

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Encumbrance 0lb
Light 58lb, Medium 116lb, Heavy 175lb
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Spells Known
0: all
1: 8 Adhesive Spittle, Air Bubble, Alarm, Comprehend Languages, Cultural Adaptation, Detect Charm, Detect Undead, Endure Elements, Heightened Awareness, Hold Portal, Identify, Protection from Chaos/Evil/Law, See Alignment, Stunning Barrier, Sunder Breaker, Truestrike,
2: 2

So here are Mr. Dwarfs racial stats for your inspection

Mr. Dwarf:

Racial Traits
Ability Score Racial Traits:
Dwarves are both tough and wise, but also a bit gruff. They gain +2 Constitution, +2 Wisdom, and –2 Charisma.
Size: Dwarves are Medium creatures and thus receive no bonuses or penalties due to their size.
Type: Dwarves are humanoids with the dwarf subtype.
Base Speed: (Slow and Steady) Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. See the Linguistics skill page for more information about these languages.
Defense Race Traits
____________________
Deep Warrior: Dwarves with this racial trait grew up facing the abominations that live deep beneath the surface. They receive a +2 dodge bonus to AC against monsters of the aberration type and a +2 racial bonus on combat maneuver checks made to grapple such creatures (or to continue a grapple).

Stability: Dwarves gain a +6 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Feat and Skill Racial Traits
____________________
Craftsman: Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +4 racial bonus on all Craft or Profession checks related to metal or stone.

Stonecunning: Dwarves gain a +4 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Senses Racial Traits
____________________
Minevision: Dwarves can see perfectly in the dark up to 90 feet; however, they are automatically dazzled in bright light and take a –2 penalty on saving throws against effects with the light descriptor.
Offense Racial Traits
____________________
Earth race traits: +1 attack bonus and -2 on saves against spells, spell-like abilities and supernatural abilities of creatures with the air subtype.

Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Crash:

Crash
Crash Half-Giant Marksman (Sniper) 1
N Medium Human/Humanoid (Giant) Initiative +1 Senses Low-Light Vision Preception +5
--------------------
Defenses
--------------------

AC 11 Touch 11, Flat Footed 10 (+1 dex)
hp 5 (1d10 +1)
Fort 1 Ref 3 Will 5 (+2 against fire spells and effects)
--------------------
Offenses
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Speed 30ft
Melee Earthbreaker +5 (3d6 +6/x3) or
Large Club +5 (1d8 +6/x2)
Ranged Earthbreaker -1 (3d6 +5/x2) 10ft range. or
Large Club +3 (1d8 +5/2) 10ft range.

----------------------
Powers
----------------------
Powers Per Day 1 (0/0)
Power Points 4/4
Current Psionic Effects
----------------------
Statistics
----------------------
Str 18, Dex 12, Con 12, Int 10, Wis 16, Cha 8
BAB +1 CMB +6 CMD +17

Feats Point-Blank Shot (bonus), Psionic Talent (bonus), Returning Throw
Traits Heirloom Weapon (Large Earthbreaker),
Skills x4
Knowledge (Religion) +4 (1 Rank, +3 CS, +0 Int)
Perception +5 (1 Rank, +4 Wis)
Sense Motive +8 (1 Rank, +3 CS, +4 Wis)
Languages Common
Other Gear Large Earthbreaker, Huge LIght Hammer 26gp

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TRACKED RESOURCES
----------------------
SLA Stomp 1/day, manifester level 1, 20ft radius knocked prone, 1d4 non-lethal damage (DC 10 Ref negates)
Wind Reader (4/4) +3 competence bonus to ranged attacks until end of round as a swift action.
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Special Abilities
----------------------
Combat Style sniper. No bonus at this level.
Giant Blood count as both human and humanoid (giant) for any effect related to race.
Fire Acclimated +2 racial bonus on saving throws against all fire spells and effects.
Naturally Psionic psionic talent as a bonus feat at 1st level.
Powerful Build whenever subject to a size modifier for a CMB or CMD, treat as one size larger if advantageous. You are considered to be one size larger when determining whether a creature's special attacks based on size can affect you. Can use weapons designed for a creature one size larger without penalty. Space and reach remain the same.
SLA Stomp 1/day, manifester level 1, 20ft radius knocked prone, 1d4 non-lethal damage (DC 10 Ref negates)
Survivor +4 racial bonus to Survival checks.
Wind Reader 4/day. While maintaining psionic focus, swift action to gain +3 competence bonus on ranged attacks until the end of the round.

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Encumbrance 36lb
Light 100lb, Medium 200lb, Heavy 300lb
----------------------

Toxicroak:

Toxicroak
Toxicroak Reptile Barbarian 5 (urban savage)
N Small Humanoid (Reptile) Initiative +3 Senses Deepsight 120ft Preception +10
--------------------
Defenses
--------------------

AC 19 Touch 15, Flat Footed 15 (+3 dex, +2 natural armor, +1 natural armor bonus, +1 armor, +1 dodge, +1 size)
hp 74 (5d12 +30)
Fort 10 Ref 4 Will 1 (+5 against poison)
--------------------
Offenses
--------------------
Speed 30ft
Swim Speed 30ft
Melee Bite +9 (1d4 +5/x2 +1 acid, +nauseated for 7 rounds (DC 20 Fort negates), +poison; Injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save) or
Ranged Bola +9 (1d3 +5/x2, non-lethal, trip), range 10ft. or
Blowgun +9 (1 +5/x2, +poison; Injury; save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save), range 20ft.
----------------------
Statistics
----------------------
Str 10, Dex 16, Con 22, Int 12, Wis 10, Cha 8
BAB +5 CMB +4 CMD +17

Feats noxious bite (bonus), weapon finesse (bonus), ability focus: breath weapon, ankle biter, piranha strike, point-blank shot, precise shot, quick draw, kobold sniper, raging vitality, iron will,
Rage Powers raging leaper, auspicious mark,
Traits Coherent Rage (Stealth), Bandit (Stealth)
Skills 5x level
Acrobatics +13 (5 Ranks, +3 CS, +2 MWK tools, +3 Dex, +5 Rage Power) (18 for jumping while raging)
Climb +4 (1 Rank, +3 CS, +0 Str)
Diplomacy +7 (5 Ranks, +3 CS, -1 Cha)
Knowledge: Local +6 (2 Ranks, +3 CS, +1 Int)
Perception +10 (5 Ranks, +3 CS, +2 MWK tools, +0 Wis)
Stealth +10 (5 Ranks, +3 CS, +1 Trait, MWK tools, +3 Dex, +4 Racial) (+12 in or above water)
Swim +13 (2 Ranks, +3 CS, +8 Racial, +0 Str)
Languages Common, Aquan
Other Gear +1 Bracers of armour, +1 amulet of natural armor, +1 blowgun, stubborn nail (4), string (100ft), signal whistle, ioun torch, waterskin, waterproof bag, trail rations (8), fish hooks (20), Nike Shoes (MWK tools: acrobatics), Hearing Aids (MWK tools: perception), Black Cape (MWK tools: stealth)

----------------------
TRACKED RESOURCES
----------------------
Rage (20/20)
Acidic Breath 1/hour, 2d6 acid breath, 20ft line (DC 20 Ref negates)
blowgun darts (20), bola (5), trail rations (8), fish hooks (20), string (100ft), stubborn nail (4)
----------------------
Special Abilities
----------------------
Acidic Breath Weapon 2d6 acid damage, 20ft line usable once per hour (DC 20 Ref negates)
Amphibious breathes air and water. Swim speed of 30ft.
Auspicious Mark 1/rage add 1d6 to any d20 roll after seeing results at a cost of 2 rounds of rage.
Camouflage +4 stealth while in or above water.
Controlled Rage enter a controlled rage as a free action. Gain +4 moral bonus to str, dex or con. Fatigued for double duration afterwards.
Crowd Control +1 attack and AC when against 2 or more enemies. Not impeded by crowds, gain +2 bonus to intimidate against crowds.
Deepsight darkvision 120 while underwater only.
Improved Uncanny Dodge cannot be flanked except by a rogue 4 levels higher. Cannot be caught flat footed nor does he loose his Dex bonus against invisible creatures.
Naked Courage +1 dodge bonus while wearing no armour, +1 moral bonus against fear.
Poison Resistance +5 racial bonus against poison.
Poison Use proficient with poisons and never poisons self when using them.
Rage enter rage as a free action. Gain +4 moral bonus to str and con, +2 moral bonus to will saves, and -2 to armour class. Fatigued for double duration afterwards.
Raging Leaper always count as having a running start, add +5 to jump checks.
Scaly Skin +2 natural armour.
Terran Stride move through natural difficult terrain while in or above water.
Toxic 6/day envenom weapon with injury poison as a swift. Save Fort DC 18; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

----------------------
Encumbrance 23 1/4lb
Light 24 1/4lb, Medium 49 1/2lb, Heavy 75lb
----------------------
Background
Toxicroak was an exceptionally sturdy Poison Dart Skink and that is saying something of the naturally hardy amphibians.

The outpost of Radiator Ridge is a small little settlement jutting out from the edge of the rock. Surrounded by Iron walls reinforced with timber logs and a great Iron fence in the front barring any vehicular entry except by the lone bridge facing north. Eerily quiet as you cross the bridge you notice half a dozen buildings arrayed in a semicircle, 8 of them in total. On the right side of the semicircle are 4 houses, each one drab and run down. As you enter each one in succession you can see evidence of a struggle, weapons strewn everywhere and the inhabitants slain along with a fair few bandits explaining the lack of noise or people. Noticing nothing of intrest in any of these you continue around the circle, now at the far wall and dead center is a magnificent mansion. The well kept walls and pristine garden in front makes it look almost new except for the smashed windows, missing door and ocasional bits of debris spread around. Entering the mansion you notice signs of a struggle and obvious looting. Of the few remaining possessions, one catches your eye, a portrait. John W. Douglass. Must have been the man who owned the house and probably the most important person in the outpost. Inside reveals nothing of value except a small cashbox that must have been missed. Continuing your search outside you see to the east 3 buildings, clockwise a shop, a warehouse and the sherifs office with what looks like a large battle at its entrance. Then you hear noise, the first sounds since entering the outpost.
"Stupid generator work already! I said ON!" Followed by a deep THRUMMMMM and a " Hooray!"
Rounding the corner in between the mansion and the sherifs office you see the now humming generator and a small yellow robot...
"Ahh! Visitors, uhh ahh excuse me!"

"Welcome to Radiator Ridge! I am CL4P-TP, you may call me by my locally designated name, 'Claptrap'. Before continuing, please accept this ECHO communication device and heads-up display provided free of charge by the Dahl corporation!"

Stonz Mccoy:

Stonz McCoy
Stonz McCoy Human Cleric 1
N Medium Humanoid (Human) Initiative +0 Senses Preception +5
Deity Ferrakus Domains Earth (caves), Luck
--------------------
Defenses
--------------------

AC 14 Touch 10, Flat Footed 14 (+0 dex, +4 armor)
hp 10 (1d8 +2)
Fort 3 Ref 0 Will 6
--------------------
Offenses
--------------------
Speed 20ft
Melee Heavy Pick +3 (1d6 +3/x4)
Ranged Acid Dart +3 (1d6 +0/x2)
----------------------
Spells
----------------------
Spells Per Day 0 (3/3), 1 (2/2 +1)
Domain Spells 1:True Strike
Domains Earth (Caves), Luck
Current Magical Effects
----------------------
Statistics
----------------------
Str 16, Dex 10, Con 12, Int 10, Wis 18, Cha 8
BAB +0 CMB +3 CMD +13

Feats bodyguard, combat reflexes
Traits adopted: helpfull,
Skills
Knowledge (Religion) +4 (1 Rank, +3 CS, +0 Int)
Perception +5 (1 Rank, +4 Wis)
Sense Motive +8 (1 Rank, +3 CS, +4 Wis)
Languages Common,
Other Gear Heavy pick, armored coat, 92gp

----------------------
TRACKED RESOURCES
----------------------
Channel Energy (7/7) positive
Bit of Luck (7/7) grant touched ally the ability to re-roll any d20 and take the best result before start of next turn
Acid Dart 1d6 acid damage. 30ft touch attack.

----------------------
[b]Special Abilities

----------------------
Acid Dart 7/day 1d6 acid damage. 30ft touch attack.
Bit of Luck 7/day. Grant touched ally the ability to re-roll any d20 and take the best result before start of next turn
Channel Positive Energy cure 1d6hp in a 30ft burst or inflict 1d6 negative damage in a 30ft burst. DC 9 Will for half damage.

----------------------
[b]Encumbrance
lb
Light 76lb, Medium 153lb, Heavy 230lb
----------------------


Spells Prepared:

Cantrips: Guidance, Resistance, Light
1st: Magic Weapon, Bless
Domain Spells: True Strike, Magic Stone

Raphael the Angel:

Raphael Aasimar Paladin (Warrior of the holy light, oath of vengeance)
LG Outsider (Native) Initiative -1 Senses Preception 1
--------------------
Defenses
--------------------

AC 9 Touch 9, Flat Footed 9 (-1 dex, +0 armor, +0 shield)
hp 60 (5d10 +10)
Fort 10 Ref 4 Will 7 (+2 vs blinded and dazzled)
Immune fear
Resistances 5 acid, cold and electricity
--------------------
Offenses
--------------------
Speed 30ft
Melee Greatsword +9 (2d6 +9/19-20/x2)
----------------------
Statistics
----------------------
Str 18, Dex 8, Con 14, Int 10, Wis 9, Cha 18
BAB +5 CMB +9 CMD +18

Feats extra lay on hands, radiant charge
Mercies sickened
Traits Adopted: Jest for Battle, Altruistic/Illuminator
Skills Diplomacy +12, Knowledge (History) +1, Knowledge (Nobility) +4, Knowledge (Religion) +4, Profession (Farmer) +2, Sense motive+2
Languages Common, Celestial
Other Gear greatsword, 2950gp

----------------------
TRACKED RESOURCES
----------------------
Lay on Hands (9/9)
Smite (2/2)
Daylight 1/day, CL 5
----------------------
Special Abilities
----------------------
Aura of Courage immune to fear. allies within 10ft radius gain +4 moral bonus against fear effects.
Aura of Good detects as a 5th level good cleric
Channel Wrath spend 2 uses of lay on hands to gain 1 extra smite
Detect Evil can use detect evil at will as a move action gaining 3 rounds worth of information.
Divine Bond 1/day standard action to add +1 enhancement bonus to weapon for 5 minutes or add defending, flaming, keen or merciful. Sheds light like a torch.
Divine Grace add your cha mod to your saves (+4)
Divine Health immune to disease.
Halo create light around head at will as a spell-like ability, +2 circumstance to intimidate against evil creatures and against blinded and dazzled.
Lay on Hands heal 2d6 points of damage to self as a swift or others as a standard action.
Mercy when using lay on hands also remove the sickened condition.
Power of Faith spend 1 use of lay on hands as a standard. All allies within 30ft radius gain +1 moral bonus to attack, damage, AC and saving throws against fear. Lasts 1 minute.
Skilled +2 to diplomacy and perception.
Smite Evil can smite 2/day adding +4 to hit an +5 to damage and +4 AC against a evil creature or double damage (10) against evil dragons or outsiders and undead.
Spell-Like Ability 1/day, daylight as a 5th level caster

----------------------
Encumbrance 11.5lb
Light 86lb, Medium 173lb, Heavy 260lb
----------------------


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

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...

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.

CL4P-TP:
CL4P-TP General Purpose Robots, more commonly known as Claptraps are built and manufactured by Hyperion as manual labour work robots. Due to little maintenance, constant abuse and a hazardous environment Claptraps have developed all sorts of personality quirks and Eccentric personas. Programed to be helpful most Claptraps will generally seek to aid those around them with almost constant cheery atitudes and be as annoyingly helpful as possible. This consideration rarely goes both ways as most other races on the planet see them as little more than scrap metal to be kicked and abused if not outright eaten. Claptraps have a special animosity towards the roaming bandits as they often use them for target practice or dismantle/destroy them in some other humorous fashion.
Alignment: Claptraps are generally lawful neutral as they dutifully follow their programming with little care for anything else though some can take a moral stance. Occasionally a Claptrap will go "Rogue" completely abandoning their programming and have a very radical shift in alignment. These rogue Claptraps will often attempt to join the nearest bandit camp or risk being dismantled by those who see them as 'faulty.' Attempting to align with the bandits is hazardous and rarely successful as they are often seen as just another target to shoot.

Classes: Most Claptraps tend to be manual labourers and never rise above the status of commoner but of those that do rise from the dregs often become paladins or rangers, helping out those around them and healing those that they can. Rogues, fighters and gunslingers are also seen as they take up whatever means of weaponry they have available to them. There are a few rare CL4P-TPs that take up alchemy, creating different oils and lubricants and lobbing grenades at those deemed a threat, or wizardry, creating technological effects so powerful as to be called spellcraft. Of the Claptraps that go rogue, they often take up the mantle of an inquisitor, rogue, anti-paladin or even assassin as a way of enforcing their own ideals on the world. There is even a CL4P-TP Ninja out there... You will probably never see a Claptrap Cavalier.

Standard Racial Traits

Ability Score Racial Traits: CL4P-TPs are small and weak but their circuitry allows for quick processing and reactions. They gain +2 Dexterity, +2 Intelligence, and –2 Strength.
Type: CL4P-TPs are humanoids with the robotic subtype.
Size: CL4P-TPs are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: CL4P-TPs are fast for their size, and have a base speed of 30 feet.
Languages: CL4P-TPs begin play speaking Common. CL4P-TPs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defence racial Traits
_________________________________________________________
Blind Panic: Whenever a CL4P-TP is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.

Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), CL4P-TPs count as both humanoids and constructs. CL4P-TPs gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. CL4P-TPs can never gain morale bonuses, and are immune to all emotion-based effects except fear effects.

Feat and Skill Racial Traits
_________________________________________________________
Emotionless: CL4P-TPs have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.

Wheeled: Jumping is quite difficult when you only have 1 wheel and no legs! CL4P-TPs take a -4 penalty to all acrobatics checks made to jump and do not have a feet slot.

Master Tinker: CL4P-TPs have a natural affinity with robotics and machinery. They gain a +1 bonus on Disable Device and Knowledge (engineering) checks and are also treated as proficient with any weapon they have personally crafted.

Senses Racial Traits
_________________________________________________________
Darkvision: CL4P-TPs see perfectly in the dark up to 60 feet.

_________________________________________________________

Favoured Class Options
Alchemist Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Bard Add 1 to the CL4P-TPs total number of bardic performance rounds a day.
Gunslinger Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Paladin Add +1/2 hp to the paladin's lay on hands ability (whether using it to heal or harm).
Ranger Add +1 hit point to the ranger's animal companion. If the CL4P-TP ever replaces his animal companion, the new animal companion gains these bonus hit points.
Rogue The rogue gains +1/6 of a new rogue talent.
Wizard Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.

.

Race Points: CL4P-TP

Constructed: 2rp
Emotionless: -1rp
Small: 0rp
Normal movement: 0rp
Standard Abilities: 0rp +2 dex, +2 int, -2 str
Linguist: 1rp
Cornered Fury: 4rp
Master Tinker: 2rp
Darkvision: 2rp
Penalty to Jump: -1rp
Total: 9rp

Shadow Creature of Death (unfinished):
CL4P-TP General Purpose Robots, more commonly known as Claptraps are built and manufactured by Hyperion as manual labour work robots. Due to little maintenance, constant abuse and a hazardous environment Claptraps have developed all sorts of personality quirks and Eccentric personas. Programed to be helpful most Claptraps will generally seek to aid those around them with almost constant cheery atitudes and be as annoyingly helpful as possible. This consideration rarely goes both ways as most other races on the planet see them as little more than scrap metal to be kicked and abused if not outright eaten. Claptraps have a special animosity towards the roaming bandits as they often use them for target practice or dismantle/destroy them in some other humorous fashion.
Alignment: Claptraps are generally lawful neutral as they dutifully follow their programming with little care for anything else though some can take a moral stance. Occasionally a Claptrap will go "Rogue" completely abandoning their programming and have a very radical shift in alignment. These rogue Claptraps will often attempt to join the nearest bandit camp or risk being dismantled by those who see them as 'faulty.' Attempting to align with the bandits is hazardous and rarely successful as they are often seen as just another target to shoot.

Classes: Most Claptraps tend to be manual labourers and never rise above the status of commoner but of those that do rise from the dregs often become paladins or rangers, helping out those around them and healing those that they can. Rogues, fighters and gunslingers are also seen as they take up whatever means of weaponry they have available to them. There are a few rare CL4P-TPs that take up alchemy, creating different oils and lubricants and lobbing grenades at those deemed a threat, or wizardry, creating technological effects so powerful as to be called spellcraft. Of the Claptraps that go rogue, they often take up the mantle of an inquisitor, rogue, anti-paladin or even assassin as a way of enforcing their own ideals on the world. There is even a CL4P-TP Ninja out there... You will probably never see a Claptrap Cavalier.

Standard Racial Traits

Ability Score Racial Traits: CL4P-TPs are small and weak but their circuitry allows for quick processing and reactions. They gain +2 Dexterity, +2 Intelligence, and –2 Strength.
Type: CL4P-TPs are humanoids with the robotic subtype.
Size: CL4P-TPs are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
Base Speed: CL4P-TPs are fast for their size, and have a base speed of 30 feet.
Languages: CL4P-TPs begin play speaking Common. CL4P-TPs with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Defence racial Traits
_________________________________________________________
Blind Panic: Whenever a CL4P-TP is reduced to half its hit points or fewer and has no conscious ally within 30 feet, it gains a +2 racial bonus on melee attack rolls and to Armor Class.

Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), CL4P-TPs count as both humanoids and constructs. CL4P-TPs gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. CL4P-TPs can never gain morale bonuses, and are immune to all emotion-based effects except fear effects.

Feat and Skill Racial Traits
_________________________________________________________
Emotionless: CL4P-TPs have problems processing emotions properly, and thus take a –4 penalty on Sense Motive checks.

Wheeled: Jumping is quite difficult when you only have 1 wheel and no legs! CL4P-TPs take a -4 penalty to all acrobatics checks made to jump and do not have a feet slot.

Master Tinker: CL4P-TPs have a natural affinity with robotics and machinery. They gain a +1 bonus on Disable Device and Knowledge (engineering) checks and are also treated as proficient with any weapon they have personally crafted.

Senses Racial Traits
_________________________________________________________
Darkvision: CL4P-TPs see perfectly in the dark up to 60 feet.

_________________________________________________________

Favoured Class Options
Alchemist Add one extract formula from the alchemist formula list to the character's formula book. This formula must be at least one level below the highest formula level the alchemist can create.
Bard Add 1 to the CL4P-TPs total number of bardic performance rounds a day.
Gunslinger Add +1/3 on critical hit confirmation rolls made with firearms (maximum bonus of +5). This bonus does not stack with Critical Focus.
Paladin Add +1/2 hp to the paladin's lay on hands ability (whether using it to heal or harm).
Ranger Add +1 hit point to the ranger's animal companion. If the CL4P-TP ever replaces his animal companion, the new animal companion gains these bonus hit points.
Rogue The rogue gains +1/6 of a new rogue talent.
Wizard Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level the wizard can cast.

.

Race Points: CL4P-TP

Constructed: 2rp
Emotionless: -1rp
Small: 0rp
Normal movement: 0rp
Standard Abilities: 0rp +2 dex, +2 int, -2 str
Linguist: 1rp
Cornered Fury: 4rp
Master Tinker: 2rp
Darkvision: 2rp
Penalty to Jump: -1rp
Total: 9rp

Joseph Bonkers

Male Human Barbarian (Invulnerable) 18, unbreakable 1, troll 1
CN Large Humanoid (human) Int +0, Senses 120 Darkvision, 60 Blindsense, Double Low Light Vision, Double Normal Vision Perception +25 (+3 while raging, +2 on sight based checks)
----------------------
Defence
----------------------
AC 10, touch 8, flat-footed 10 (+2 armour, -1 Dex -1 Size)
hp 346 (1d10+18d12+120)
DR 9 (19 combat expertise)
Resistances cold: 5
Regeneration 9
Fort +26 Ref +11, Will +13 (18 against fear)
----------------------
Offense
----------------------
Speed 40 ft.
Melee GolGarmon +23/13/8/3 (3d6 +54/x3 +2d6, Fort DC 29 stun) or
GolGarmon + 33 (3d6 +54/x3 +2d6)
----------------------
Statistics
----------------------
Str 30, Dex 8, Con 24, Int 18, Wis 14, Cha 14
Base Atk +19; CMB 33 (28 combat expertise) CMD 38 (48 vs sunder)

Raging:

Defence
----------------------
AC 3, touch 1, flat-footed 3, (+2 armour,-1 Size, -1 Dex, -2 rage, -5 reckless abandon)
hp 566 (1d10+18d12+340)
DR 16 (26 combat expertise)
Resistances cold: 5, fire 32 (52 combat expertise)
Regeneration 14
Fort +45, Ref +25, Will +27 (+4 vs enchantments, +5 vs fear, paralysis, sleep)
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Offense
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Melee GolGarmon +32/22/17/12 (3d6 +60/x3 +2d6, Fort DC 29 stun) and
Animal fury +17 (1d6 +31/x2, Fort DC 29 stun) or
GolGarmon + 42 (3d6 +60/x3 +2d6)
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Statistics
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Str 38, Dex 8, Con 34, Int 18, Wis 14, Cha 14
Base Atk +19; CMB 37 (32 combat expertise), CMD 42 (52 vs sunder)

Feats endurance (bonus), diehard (bonus), great fortitude (bonus), power attack, stunning assault, furious focus, fast healer, raging brutality, raging vitality, combat expertise, stalwart, improved stalwart, extra rage power: reckless abandon, +1 feat
Rage Powers superstition, renewed vigor, regenerative vigor, increased DR, intimidating glare, animal totem, dragon totem/reselience/wings
Traits Talented Organizer, Spiritual Forester
Skills (*class skill*) Acrobatics* +22, Intimidate* +25, Knowledge (local) +24, Knowledge* (Nature) +28, Knowledge* (planes) +28, Perception* +25 (+3 while raging, +2 to sight based checks), Sense Motive* +26, Survival* +10, Swim* +14 (18 when raging)
Languages Common, Draconic, Giant
Other Gear Juggernaut's Pauldrons of resistance (+5), GolGarmon, Boots of speed, Headband of Superior Havoc (+4), Eyes of the Dragon, Ring of Regeneration, Ring of Friend Shield, Belt of Physical might, wayfinder with clear spindle, +1 determined heavy fortification armored kilt 41 820 gp

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TRACKED RESOURCES
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rage (59/59)
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Special Abilities
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Troll Bloodline +2 to sight based perception checks, +2 to bluff/diplomacy/gather information/intimidate/preform checks in regards to trolls, heal twice as fast.
Animal Fury gain a bite attack (1d6), can bite as part of a grapple to gain +2 to grapple checks.
Belt of Physical Might +6 to str, dex and con
Boots of Speed haste up to 10 rounds
Red Dragon Totem +3 preception while raging, +5 moral bonus against fear, paralysis and sleep effects
Dragon Resilience +6 DR, double DR as fire resistance (32/52)
Dragon Wings gain 40ft fly speed (average) as a standard or as a immediate fo 2 rage rounds. Each round flying costs 2 rage rounds.
Eyes of the Dragon darkvision 120, blindsense 60, double low light, double normal vision
GolGormon Fun Stuff!!
Headband of Superior Havoc (+4) +4 int, wis and cha. Superstition counts as 4 higher. 1/day as an immediate action can rage, costs 2 rage rounds.
Increased Damage Reduction +1 DR.
Indomitable Will +4 saves vs enchantments while raging.
Intimidating Glare intimidate as a move action for 1d4 rounds.
Juggernauts Pauldrons of Resistance +4 to CMB, enlarge person on command, ferocity ability, 3/day deadly juggernaut, +5 to all saves
Rage +8 str, +10 con, +5 will saves, +4 saves vs enchantments. 59 rounds.
Reckless Abandon -5 AC, +5 to hit.
Regenerative Vigor gain fast healing 18 after using renewed vigor.
Renewed Vigor heal 4d8 +18 as a standard once per day.
Ring of Friend Shield can cast shield other at will, targets paired ring
Ring of Regeneration regenerate 2 +con mod (7, 12 while raging) every round, can reattach limbs.
Superstition +15 moral bonus against spells, spell-like abilities and supernatural abilities. Must always try to save.
Tireless Rage no longer fatigued at the end of a rage.
Wayfinder with Clear Spindle does not need to eat or drink, protection from possession and mental control
+1 Determined and Heavily Fortified Armored Kilt +2 AC, negate 75% crits and sneak attacks, 1/day gain 5d8 +10 hp if brought below 0 hps. Can revive if enough damage is healed.

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Encumbrance xxxlb
Light 1064lb, Medium 2128lb, Heavy 3200lb (3200, 6400, 9600 while raging)
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Modifiers and such:
Defence
----------------------
AC 10, touch 8, flat-footed 10 (+2 armour, -1 Dex -1 Size)
hp 346 (1d10+18d12+120)
10 fighter, 216 barbarian, 140 con mod
DR 9 (19 combat expertise)
10 Improved Stalwart
Resistances cold: 5
5 Extreme Endurance
Fort +26 Ref +11, Will +13 (18 against fear effects)
Fort =11 base, 2 fighter, 2 great fortitude, 6 con, 5 cloak
Ref =6 base, 5 cloak
will =6 base, 5 cloak, 2 headband, 5 courageous enchantment

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Offense
----------------------
Speed 40 ft.
10 Fast Movement
Melee GolGarmon +23/13/8/3 (3d6 +54/x3 +2d6, Fort DC 29 stun) or
to hit =19 bab, 10 str, 5 weapon enchantment, -1 size, -5 stunning assault, -5 combat expertise, -5 power attack, +5 furious focus
iterative =-5, -5 power attack
damage =3d6 base, 19 bab, 15 str, 15 power attack, 5 weapon enchant, 2d6 vicious, stunning assault

GolGarmon + 33 (3d6 +54/x3 +2d6)
to hit =19 bab, 10 str, 5 weapon enchantment, -1 size, -5 power attack, +5 furious focus
damage =3d6 base, 19 bab, 15 str, 15 power attack, 5 weapon enchant, 2d6 vicious

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Statistics
----------------------
Str 30, Dex 8, Con 24, Int 18, Wis 14, Cha 14
Str =16 base, 2 racial, 4 level up, 2 size bonus, 6 belt
Dex =10 base, -2 size penalty
Con =16 base, 1 level up, 1 troll, 6 belt
Int =14 base, 4 headband
Wis =10 base, 4 headband
Cha =10 base, 4 headband

Base Atk +19; CMB 33 (28 combat expertise) CMD 38 (48 vs sunder)
BAB =18 barbarian, 1 fighter
CMB =19 bab, 10 str, 4 juggernauts pauldrons, -5 combat expertise
CMD =10 base, 19 bab, 10 str, -1 dex, 10 impervious (sunder)

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Raging
----------------------
Defence
----------------------
AC 3, touch 1, flat-footed 3, (+2 armour,-1 Size, -1 Dex, -2 rage, -5 reckless abandon)
hp 566 (1d10+18d12+340)
10 fighter, 216 barbarian, 320 con
DR 16 (26 combat expertise)
9 barbarian, 6 dragon totem, 1 improved DR, 10 Improved Stalwart
Resistances cold: 5, fire 32 (52 combat expertise)
5 Extreme Endurance, 32 (16x2) dragon resilience, 20 (10x2) improved stalwart
Fort +45, Ref +25, Will +27 (+4 vs enchantments, +5 vs fear, paralysis, sleep)
Fort =11 base, 2 fighter, 2 great fortitude, 11 con, 12 superstition, 2 courageous, 5 cloak
Ref =6 base, 12 superstition, 2 courageous, 5 cloak
will =6 base, 2 headband, 12 superstition, 2 courageous, 5 cloak, 5 courageous (against fear), 4 indomitable will, 5 dragon totem (against fear, paralysis, sleep)
Note: Superstition, courageous and dragon totem do not stack but are situational. Take best one in each circumstance.

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Offense
----------------------
Speed 40 ft.
Melee GolGarmon +32/22/17/12 (3d6 +60/x3 +2d6, Fort DC 29 stun) and
to hit =19 bab, 14 str, 5 weapon enchantment, 5 reckless abandon, -1 size, -5 stunning assault, -5 combat expertise, -5 power attack, +5 furious focus
iterative =-5, -5 power attack
damage =3d6 base, 19 bab, 21 str, 15 power attack, 5 weapon enchant, 2d6 vicious, stunning assault

Animal fury +17 (1d6 +31/x2, Fort DC 29 stun) or
to hit =19 bab, 14 str, 5 reckless abandon, -1 size, -5 stunning assault, -5 combat expertise, -5 power attack, -5 secondary attack
damage =1d6 base, 19 bab, 7 str, 5 power attack, stunning assault

GolGarmon + 42 (3d6 +60/x3 +2d6)
to hit =19 bab, 14 str, 5 weapon enchantment, 5 reckless abandon, -1 size, -5 power attack, +5 furious focus
damage =3d6 base, 19 bab, 21 str, 15 power attack, 5 weapon enchant, 2d6 vicious

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Statistics
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Str 38, Dex 8, Con 34, Int 18, Wis 14, Cha 14
Str =16 base, 2 racial, 4 level up, 2 size bonus, 6 belt, 6 rage, 2 courageous
Dex =10 base, -2 size penalty
Con =16 base, 1 level up, 1 troll, 6 belt, 6 rage, 2 courageous, 2 raging vitality
Int =14 base, 4 headband
Wis =10 base, 4 headband
Cha =10 base, 4 headband

Base Atk +19; CMB 37 (32 combat expertise), CMD 42 (52 vs sunder)
BAB =18 barbarian, 1 fighter
CMB =19 bab, 14 str, 4 juggernauts pauldrons, -5 combat expertise
CMD =10 base, 19 bab, 14 str, -1 dex, 10 impervious (sunder)

Item costs
775 000 Juggernauts paldrons and cloak of resistance
12 000 Boots of Speed
76 000 Headband of Mental Superiority
110 000 Eyes of the Dragon
90 000 Ring of Regeneration
50 000 Ring of Friend Shield
4 500 Wayfinder with Clear Spindle
90 000 Belt of Physical Might
66 340 +1 Determined, Heavy Fortification Armored Kilt
264 340 GolGarmon
Total =838 180, 41 820 left over

Why nature brought forth such an abomination or why it allows it to continue to exist may never be known. And yet Joseph lives, born of the union of the Demon Lord Urxehl and a lowly slave girl. Born into the war torn provence of Provosia and blessed with untold vitality Joseph grew up swift and strong. Whenever he was injured or hurt his wounds would heal over in minutes and make him stronger still while filling him with a reckless exuberance for what could truly kill him? Indeed he had been confirmed dead a dozen times or more on the battlefield yet each time he roze again fit for battle in minutes. Cocky and brash in the extreme he takes to battle unarmored and pays no effort to avoid the blows of his foes all the while hewing them down with his axe, GolGarmon.
GolGarmon is an ancient axe, forged during the time when Titans ruled and humanity was in its infancy. Sentient and powerful, GolGarmon seeks to end the reign of man and restore the ancient beings, Titans and Giants and Dragons, to dominance once again. Vicious and cruel, GolGarmon is not above using humans to achieve his goals, indeed he takes pleasure in twisting humans toward their eventual destruction and downfall. Ancient beyond counting the Elysian Bronze axe is so rune encrusted that merely standing near it is enough to drive people insane if not killing them outright.
Joseph wields this axe without fear and to great effect while so far surviving the worst the axe has put him through yet one day Joseph will be included among GolGarmons victims.

GolGarmon:
GolGarmon is an axe that is so ancient that he has forgotten more history than most learned scholars would ever know. Made by the Titans and forged from Elysian Bronze this nearly indestructible axe was gifted to the humans to sow discord and destruction. Outlasting the reign of its creators, GolGarmon seeks to restore them to their past glory. GolGarmon retains the unique ability to shift between an axe and the form of a giant earthbreaker yet it loathes to show its "brutish" nature when it can be avoided. Aside from its great hatred for humanity it also retains a great dislike for the undead, for it believes its victims should stay dead. Demanding blood when drawn and known to be deliberately harmful to the one wielding it, only the most stalwart can hope to control it for long, for is not the wielder also one of those it hates?

GolGarmon: Large +5 Courageously Vicious ManSlaying Greataxe
Impervious and transformative, can change between a Greataxe and an Earthbreaker by a command word. Made from Elysian Bronze.

CE Large Greataxe Senses 60ft darkvision Preception +2 Ego 21
HP 110 Hardness 30
Int 20
Wis 14
Cha 14
Skills Knowledge (history) +15
Languages Common, Draconic, Giant, Abyssal, Celestial
When unsheathed its runes glow brightly and activate for the next 2 hours and 40 minutes then needing 10 minutes to recharge.
All within 60ft must make 3 fort saves and 3 will saves unless the password is spoken.
1st fort: -4 attack rolls, skill checks and ability checks until 1 hour after leaving area
2nd fort: -3d6 str damage
3rd fort: die (first 150 hps only, closest creature first)
1st will: slowed (as the slow spell) for 16 rounds
2nd will: panicked for 16 rounds
3rd will: insane (as the insanity spell)(1-25 act normal, 26-50 do nothing, 51-75 1d8 +str to self, 76-100 attack nearest creature)
In addition all creatures within 60 feet gain 1 mirror image until 16 rounds after it leaves the area, this refreshes every turn.

This item is cursed;
* GolGarmon must draw blood when wielded. It can't be put away or exchanged for another weapon until it has scored a hit.

264,340gp, 3d6 x3 B or P. 28lb
Courageous, Vicious, Bane (human)

Large Masterwork Earthbreaker: 340
Elysian Bronze: 1000
+5 Courageous, Vicious, Bane (human): 128,000
Impervious: 4,000
Transformative: 10,000 (greataxe and earthbreaker only)
Intelligent: 500

Int:8,000 (20) (E:5)
Wis: 1,000 (14) (E:2)
Cha: 1,000 (14) )E:2)
Speech: 500
60ft Darkvision: 1,000
10 ranks in K (history): 10,000 (E:2)
Defeat Humans (E:2)
Base Value: (E:8)
Total: 21,500 (E:21)

Permanent symbols
death, fear, insanity, mirroring, pain, slowing, weakness, all CL 16.
+100,000

Introducing Johnny Adams (nice average sounding name :)
Barbarian 2 (breaker)
Power attack, improved sunder. I plan on sticking with barbarian through and through, gaining battle scavenger at level 3 and mostly fighting unarmed and largely wreaking things :)

Conviction and Mechanics:

He has been sent to the reformatory a couple of times for bad behaviour and drunken brawls and what not. Gained lvl 3/4 conviction when he was in a bar where some members of a freedom fighters rebellion group were about to be arrested. In a drunken brawl (again) he ended up fighting the guards and helping the rebels, in which one escaped. The government convicted him as one of the rebels and held him personally responsible for the escaped rebel, hence the overtly large conviction.

Character Concept:

He should have very little reliance on weapons of any sort, and be a destructive little nuisance, a style of play that intrigues me.
He will also be a chance to play the rebellious teenager that I never was XD

Spoiler:
10 minute background]
1: 5 background and concept elements.
1: He is young, probably only 15 or 16.
2: He can be very brash and rejects authority of any kind. He is always ready for a fight if he can swing it :)
3: Is headstrong and figures he knows it all. He will make knowledge checks often, and if he doesnt know anything, he will make up stuff that sounds plausible or he thinks he knows.
"Red dragons breathe fire so they must be weak to water, if we can submerge it completely with water it should be weakened greatly! Right?"
4: He has violent tendencies and can have quite the temper. This comes out in his combative nature and his tendencies to wreak things around him, eg throw a table at the wall when he is mad, just for a burst of release.
5: He is a teenager through and through. He likes to drink, party, girls, adventure and the thrill of danger, starting fights, getting into trouble, shirking duties and responsibility and "hanging out." He also idolizes the gang life and is part of a (minor) gang called the Skull Shredders.

2: 2 goals for the character.
1: He has something to prove. He really doesnt know what yet, but he has an undeniable urge to prove himself and gain the acceptance of those around him. He is a teenager who feels like he doesnt belong.
2: I would like him to "grow up," to mature into an adult and learn from his past experiences. Become a better human being. Failing that, he will turn into one rotten guy ;)
3:

3: 2 secrets about the character.
1: He is surprisingly loyal and likes to "stick up for the little guy", so to speak. He would do most anything for his friends and even complete strangers, unless, of course it was him doing the things... He feels ashamed about this and often tries to hide it or brush it off as "no big deal" and gets kind of shy about it.
2: He thinks that the members of the Skull Shredders will come to his aid, besides, I am sure that they will figure something out. Secret? They wont.

4: 3 people tied to the character.
1: The Skull Shredders. a minor gang consisting of a handful of guys. They do petty crimes, hang out in back alleys and smoke, and generally be a nuisance and and eyesore to the neighbourhood.
2: Jimmy, the leader of the Skull Shredders, is his childhood friend and they are best buds. He has given up on Johnny, but who knows? He is a gang member committing petty crimes and whatnot and from a less-prestigious family. They might just meet up sometime... They were known as the JJ Jones brothers (Jimmys last name).
3: Constable Bill. He was the one who would often catch/chase Johnny and Johnny made sure to give him no end of trouble. Bill figures that he is a no good troublemaker. (I doubt that you would see a lawman in the prison, so I will add a few more)
4: Phillipe LePaul. He was the rebel that got away thanks to Johnnys intervention, yet he doesnt give two hoots about Johnny. He has a "sucks to be you" kind of attitude about it.
5: Agent Francis. Johnny gave him no end of trouble when he was incarcerated. Whatever that gnome above did, Johnny did 5 times worse. He would pick fights with the guards and get beat down. He would attempt to make a break for it and got beat down. He wreaked some of the supplies and got beat down. He even headbutted Francis and... got beat down...
Francis was very glad to get rid of him and send him on through the portal, nursing a broken nose. "Good riddance damn convict scum."

5: 3 mannerisms, qualities and quirks.
1: Brash and headstrong and very combative.
2: Has at least a bit of a superiority complex, he believes that humans are superior and any other races should "just get out of the way"
3: He likes to graffiti and has his own signature. He likes to "tag" buildings and under bridges and whatnot. Its his "artistic pride" as he calls it. (is there a trait that would allow me to cast arcane mark once per day or whatever that I could use as his "Tag"?)

Thanks to Reflin Tree Runner for the formatting style :)

What do you think about my submission so far?