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The ChatGPT AI is so fascinating.

AI Written Background :P:

Certainly! Let's create a new background for a human female warpriest and cult leader of Freya in the city of Djanet, with a poor charisma and additional information about Freya's teachings:

Born in the city of Djanet, she was raised in a small community that worshiped the goddess Freya. From a young age, she displayed a strong devotion to the goddess, but her lack of charisma and social skills held her back from rising through the ranks of the temple's priesthood. Despite her shortcomings, she continued to study the teachings of Freya and hone her combat skills, eager to prove herself as a true servant of the goddess.

Freya's teachings focus on love, beauty, and strength. She is revered as a goddess of war, fertility, and wealth, and her followers are encouraged to embody these qualities in their own lives. The warpriest was particularly drawn to Freya's teachings of strength and ferocity, and dedicated herself to mastering the art of combat in the goddess's name.

During a time of war and turmoil in the city, she was given the opportunity to prove her worth. She led a group of Freya's followers into battle, using her knowledge of the goddess's teachings and her combat prowess to defeat their enemies. Despite her lack of charisma, her tactical prowess and unwavering devotion to Freya earned her the respect of her followers and the title of "warpriest."

She now leads a small cult dedicated to Freya, preaching the goddess's teachings of love, beauty, and strength. While her followers respect her for her martial skills and dedication to the goddess, they do not see her as a charismatic leader. Despite this, she remains humble and dedicated to the worship of Freya, using her strength to defend and care for her followers as best she can. She also strives to embody Freya's teachings in her own life.

brvheart wrote:

@CucumberTree add 8 hp, you start with full hp at level one and 1 hp per level for favorite class bonus.

I used my favorite class bonus for a new feat:

Human Gain 1/6 of a new bonus combat feat.

so I should add 2 hp instead correct?

Still got money that I plan on using, but here she is otherwise

Freya Babe:

Human Warpriest(Cult Leader) of Freya
CG humanoid
Init +8; Senses: Perception +11
Darkvison 60'
AC 21, touch 16, flat-footed 15 (+5 armor, +6 Dex)
hp 36 (6d8+12)
Fort +7, Ref +8, Will +7
Speed 30 ft


+1 Longbow, composite(+2 Str) +13 1d8+3 x3

+1 Longbow, composite(+2 Str) +11/+11 1d8+3 x3

Str 14
Dex 22 (+2 Race, +2 Magic, +1 Level)
Con 14
Int 10
Wis 14
Cha 7

Base Atk +4; CMB +6; CMD 22


Point-Blank Shot (Combat)
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Precise Shot (Combat)
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Weapon Focus (Combat)(Longbow)
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

Accomplished Sneak Attacker
Benefit(s): Your sneak attack damage increases by 1d6. Your number of sneak attack dice cannot exceed half your character level (rounded up).

Bonus Feat(Favored Class Bonus):
Rapid Shot (Combat)
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a –2 penalty when using Rapid Shot.


Benefit: You gain a +2 trait bonus on initiative checks.

Keen Ear
Benefit(s): You can always take 10 on Perception checks, even when stress and distractions would normally prevent you from doing so.


Acrobatics (Dex) 15=6+3+6
Perception (Wis) 11=6+3+2
Stealth (Dex) 17=6+3+6+2
Escape Artist (Dex) 15=6+3+6

Languages: Common

Belt of Incredible Dexterity Price 4,000 gp (+2)
+1 Mithral Shirt Price 2,100 gp
+1 Longbow, composite(+2 Str) 2600 gp

Cash: gp

Special Abilities

Cleric Spells:
0th Level

1st Level


2nd Level


Class Features
The following are the class features of the warpriest.

Weapon and Armor Proficiency
Cult leaders are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword, as well as the favored weapon of their deity. They are proficient with light armor and light shields. The cult leader does not gain Weapon Focus as a bonus feat as a warpriest normally would.

This replaces the warpriest’s weapon and armor proficiencies.

Spell Casting (Divine)

Spontaneous Casting: A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn’t an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with “cure” in its name.

Aura (Ex)
A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity’s alignment (see detect evil).

Blessings (Su)(6 times per day)
Increased Defense (minor): At 1st level, you can gain a +1 sacred bonus on saving throws and a +1 sacred bonus to AC for 1 minute. The bonus increases to +2 at 10th level and +3 at 20th level.

Aura of Protection (major): At 10th level, you can emit a 30-foot aura of protection for 1 minute. You and your allies within this aura gain resistance 10 against acid, cold, electricity, fire, and sonic. At 15th level, the energy resistance increases to 20.

War Mind (minor): At 1st level, you can touch an ally and grant it a tactical advantage for 1 minute. At the start of its turn each round, it can select one of the following bonuses: +10 feet to base land speed, +1 dodge bonus to AC, +1 insight bonus on attack rolls, or a +1 luck bonus on saving throws. Each bonus selected lasts for 1 round.

Battle Lust (major): At 10th level, you can touch an ally and grant it a thirst for battle. All of the ally’s melee attacks are treated as if they had the vicious weapon special ability, but the additional damage dealt to the ally from that special ability is nonlethal. In addition, the ally receives a +4 insight bonus on attack rolls made to confirm critical hits. These benefits last for 1 minute.

Well-Hidden (Ex)
A cult leader gains a +2 bonus on Disguise and Stealth checks.
This ability replaces focus weapon.

Sacred Weapon (Su)(6 rounds)
At 4th level, the warpriest gains the ability to enhance one of his sacred weapons with divine power as a swift action. This power grants the weapon a +1 enhancement bonus. For every 4 levels beyond 4th, this bonus increases by 1 (to a maximum of +5 at 20th level). If the warpriest has more than one sacred weapon, he can enhance another on the following round by using another swift action. The warpriest can use this ability a number of rounds per day equal to his warpriest level, but these rounds need not be consecutive.

These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The warpriest can enhance a weapon with any of the following weapon special abilities: brilliant energy, defending, disruption, flaming, frost, keen, and shock. In addition, if the warpriest is chaotic, he can add anarchic and vicious. If he is evil, he can add mighty cleaving and unholy. If he is good, he can add ghost touch and holy. If he is lawful, he can add axiomatic and merciful. If he is neutral (with no other alignment components), he can add spell storing and thundering. Adding any of these special abilities replaces an amount of bonus equal to the special ability’s base cost. Duplicate abilities do not stack. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added.

Bonus Languages
A warpriest’s bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race.

Fervor (Su) (5 Times per Day)
At 2nd level, a warpriest can draw upon the power of his faith to heal wounds or harm foes. He can also use this ability to quickly cast spells that aid in his struggles. This ability can be used a number of times per day equal to 1/2 his warpriest level + his Wisdom modifier. By expending one use of this ability, a good warpriest (or one who worships a good deity) can touch a creature to heal it of 1d6 points of damage, plus an additional 1d6 points of damage for every 3 warpriest levels he possesses above 2nd (to a maximum of 7d6 at 20th level). Using this ability is a standard action (unless the warpriest targets himself, in which case it’s a swift action). Alternatively, the warpriest can use this ability to harm an undead creature, dealing the same amount of damage he would otherwise heal with a melee touch attack. Using fervor in this way is a standard action that provokes an attack of opportunity. Undead do not receive a saving throw against this damage. This counts as positive energy.

As a swift action, a warpriest can expend one use of this ability to cast any one warpriest spell he has prepared with a casting time of 1 round or shorter. When cast in this way, the spell can target only the warpriest, even if it could normally affect other or multiple targets. Spells cast in this way ignore somatic components and do not provoke attacks of opportunity. The warpriest does not need to have a free hand to cast a spell in this way.

Sneak Attack (Ex)
At 3rd level, a cult leader gains the sneak attack ability, as the rogue class feature. If he already has sneak attack from another class, the extra damage from the classes that grant sneak attack stack for the purpose of determining the sneak attack’s extra damage dice. This extra damage is 1d6 at 3rd level and increases by 1d6 every 3 levels thereafter.

This ability replaces the bonus feats gained at 3rd, 9th, and 15th levels.

Enthrall (Sp)
At 4th level, a cult leader can cast enthrall. Using this ability consumes two uses of his fervor ability.

This ability replaces channel energy.

Standard Racial Traits

Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans 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.

Bonus Feat: Humans select one extra feat at 1st level.

Dimdweller (2 RP): Whenever characters with this trait benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks. Humans can take this trait in place of the skilled trait, also gaining darkvision to a range of 60 feet.

brvheart wrote:
@CucumberTree I will allow you to reroll if you wish

lol...I might do worse.

no, it fits in line with an archer. a little less than average

HP: 6d8 ⇒ (6, 2, 3, 5, 2, 6) = 24

brvheart wrote:
Archers do just fine, just don't fire thru your allies. I have been using this rule for over 10 years here and 15 in my ftf games. Ranged characters never have an issue doing damage.

An enemy who has no front liner to stop them from beating the archer senseless...He can't really use the bow against them, but if there is a frontliner stopping him from slapping the archer senseless...the archer has to risk shooting the frontliner?

I'll take you at your word, but I don't see how that works.

brvheart wrote:

11) Note on ranged attacks: Cover: When firing through your allies they provide a +4 cover to the enemy. This is in addition to the -4 for firing into melee. Precise shot removes the latter only. Improved precise shot is needed to get around this. Now here is the kicker. If you miss by the cover, you hit the cover. Meaning you have a 20% chance of hitting your ally!

So a war priest would need to be level 15 to get Improved precise shot. Yeah an archer is not feasible for this game.

Aurora Shadowbane wrote:

I was told he posted 49 of lost lands gods in campaign information, so yes

Where is the island?

Just north of Thybos, Just take the big river north...its just past it's delta

Robert Henry wrote:
CucumberTree wrote:

What can you tell me about:

Island of Karpathos: Djanet

here you go!

I always wanted to be a gyro

Robert Henry wrote:
CucumberTree wrote:
CucumberTree wrote:
how would an angel fair in such an environment. assuming you allow it.
You know how bugs are attracted to light in the middle of the night, especially during summer time? Well, magnify this times 1000.
So what I'm hearing is a team of Aasimar?

all with holy much fun

What can you tell me about:

Island of Karpathos: Djanet

god of Love, fertility, battle, and death. sounds like a real party girl.

Warpriest(Cult Leader) of Freya it is

CucumberTree wrote:
are there any gods who have a longbow for a primary weapon?

I'll just invent a god then

EltonJ wrote:
CucumberTree wrote:
EltonJ wrote:
CucumberTree wrote:
What do I have to pay Hasbro to play?
I don't represent Hasbro, so you don't have to pay anything.

Cool, can I play a Lawful Evil Drow bard who plays bongos?

just trying to push the envelope.

If that is what you want to play.

Mistress be praised

CucumberTree wrote:
how would an angel fair in such an environment. assuming you allow it.

You know how bugs are attracted to light in the middle of the night, especially during summer time? Well, magnify this times 1000.


how would an angel fair in such an environment. assuming you allow it.

are there any gods who have a longbow for a primary weapon?

EltonJ wrote:
CucumberTree wrote:
What do I have to pay Hasbro to play?
I don't represent Hasbro, so you don't have to pay anything.

Cool, can I play a Lawful Evil Drow bard who plays bongos?

just trying to push the envelope.

What do I have to pay Hasbro to play?

I feel like a redheaded stepchild of this group. Not sure why you dm'd me to return, but yeah I'm leaving

Poor Wandering GM wrote:

Mr. Sardonicous

I am afraid you misapprehend your situation. Simply going out of combat -time had no effect at all beyond freeing people to post without considering card order.

Nothing in your dilemma has changed. You are still in a blind corridor filled with smoke and [dice=growing(?)]1d6(oh yes very much growing) fire.

You still need to make the 3 damage rolls previously mentioned to see if you can move into the room to the 'east'. Please make these rolls. If any individual roll does 14 points of damage or more then you can move 1" into the next room.

The dead drone and anything they were wearing or carrying is gone. While you were dead a fusion grenade went off nearby. You were dropped to incapacitated again and the drone body was destroyed. You could try searching for the body or the gear but any Notice rolls made in this corridor are now at -5 due to the smoke and rapidly spreading flames. To say nothing of the risk of damage that such action would accrue.

Also, Advancements are how experience works in Savage Worlds. When the group is awarded an Advancement you will have a decision to make. Please see SWADE page 54 for details.

ok this is no longer fun...thanks

Poor Wandering GM wrote:
Correct your claw attack does 1d12+3 (strength) + 1d8 (claw). The Wild die does not generally apply to damage. It is used to hit but the Burrowing power takes care of the hitting part for you.

ok, so it's just rolling attack damage. why would he not use 4 attacks in an action, like he could on a personal attack?

Poor Wandering GM wrote:

In this case you have used 1 claw attack but it did not break the concrete. You still have 2 other claw attacks this turn if you want to keep trying to burrow into the next room. To make these attacks you need to decide if you want to use any bennies for Power Stunts or re-rolling the low damage roll from the first attack. Then you will need to roll the damage for the attacks to see if you get through the concrete and out of the fire.

ok, why are we down to 3 attacks now? this is what you had me do last time:

Action 1: Attack with claw, to hit {best of [Fighting d12 ; Wild d6] -2 Multi action penalty, +2 Wild attack} = X

Bonus die (attack) from Imp. Frenzy {Fighting d12 -2 Multi action penalty, +2 Wild attack} = X1

Action 2: Attack attack with other claw, to hit {best of [Fighting d12 ; Wild d6] -2 Multi action penalty, -2 Off hand penalty, +2 Wild attack.} = Y
Bonus die (attack) from Imp. Frenzy {Fighting d12 -2 Multi action penalty, -2 Off hand penalty, +2 Wild attack} = Y1 i should roll three more damage rolls?

Poor Wandering GM wrote:
Mr Sardonicous wrote:
on the map, if the top is north, then MR S would dig into the hard to believe this structure has no basement... and he would head east to the other room. he'd then pop back in. All I know is the 4 attack algorithm from previously. show me, or roll for me what you need.

It is just your normal claw attack damage. I am assuming you are not biting the concrete.

I'll roll for you this time.
[dice=Can you dig me?]1d12;1d8 +3 for 8. Wow that was a bad roll. You might want to spend a benny to re-roll that. Maybe even spending more to Push super Strength or melee attack (and maybe All Out Attack if you Push melee attack). (see SPC pg 30-31 for details.)

Now I'm confused.

the 1d12 is the attack...why are we adding a 1d8 and why are we adding +3. Do I also roll a 1d6 wild card? what is added to that?

This is all new to me, and whats a push?

whay does this mean:
(and maybe All Out Attack if you Push melee attack).

can you help me and just tell me what to roll


Flesh entwined with mechanis spanned the enormous room. It's height is supported with a gothic like design. Golden globes of light exude through Mechanis-flesh walls. Up high, a germination tube lights from within. A humanoids body wriggles awake. Small swimming constructs move through the germination's blue fluid. They rip the body apart as the blue water fights against the blood. The little fleshbots needs some of it for implantation, and the rest went to storage or food.

The fleshbots pull free as one piece, which was made with the brain, brainstem, and eyes. The robotic capturers move through the liquid and into a pipe. The pipe runs to the top of a Fleshbot humanoid torso. An opening to the pipe was nestled behind and over the fleshbot's headless neck. The small fleshbots place the living mind into the body. Head halves seal themselves from either side. His eyes slide into open slots. A human with Mechanis-flesh subsummation, stands next to the new creation. "I am Xann."

Xann is erect in the air while floating by tendrils that extend into the ceiling. Tools slide to him through the tendrils. He floats closer to Mechanis-flesh body. He reaches into the cavity filled with blue nutrient fluid. Injectors erupt from his fingertips and begin to inject self-forming organs. "No need for lungs. No need for stomach. The healed flesh fixes the mechanis. The healed mechanis fixes the flesh." Xann says to his newly awake creation.

Xann closes the chest and the Mechanis-flesh seals. He floats back as the awakened golem's surgical table rotates upright. Xann mentally lowers what looks like a beam weapon. It fires and envelopes the creation with green light. The monstrosity grows. Two service drones place armor pieces on his body. The plates are drilled into his frame.

Xann floats to be close to it's face. "A moment" An injector connects to the back of the creature neck. A neural net is injected in. It quickly weaves around the creature's brain. Information from combat to skills bombards the large Fleshbot's mind. Service drones place a visor over his forever open eyes. The sound of drills are replaced by Xann's voice.

"This place is a demi-plane created by my human conversion, Doctor Penn Nicely. He created this demi-plane to research Mechanis-flesh. He knew that he needed the demi-plane to protect the Prime-plane should something go wrong. From his perspective it went wrong. The Mechanis-flesh consumed him, from the inside and finally took over his body." He pauses.

"I am the result, and the Mechanis-flesh is my servant. I can pull constructs and clones." He waves at the battalion of constructs that surround the room. "It will provide to my imaginings." He sighs, "The Mechanis-flesh and the demi-plane continue to expand. The unconscious mind of Nicely plays at the edges creating constructs focused on killing me."

The large warror is given a weapon. The shield stays suspended in front of both the creator and the creation. "The numbers don't lie, he will kill me eventually...And I can't leave for this is my home." Xann flies closer to the shield. "I create you as my son. And I leave you to the endless worlds. And this, this is your birthright." He says while highlighting the shield with his hands.

To be continued...

Voice of Awesomeness wrote:

Sorry, I meant to reply to this yesterday. Unsure what you're asking, exactly. Do you just want the flavor of the living construct but no mechanical benefits? I was asking for this in my question.

Also, I was thinking you could just maybe apply the subtype to your wolf as like a mini template, if you wanted? This would be very cool, because of the world I'm building.

Finally, I saw you're playing a single class character, right? As opposed to a gestalt or tristalt one? It's totally okay if you are, just wanted to make sure. Yeah, I find gestalt+ is good for 1-2 players, but it helps eliminate RP interaction in larger groups IMHO

Can I make my wolf Living construct story wise, without changing the wolf's game stats?

I Finished the crunch, Now the background story...

Living Machine Fighter Level 1/Ranger(Galvanic Saboteur) Level 7
NG Large humanoid
Init +7; Senses: Perception +16
AC 26, touch 15, flat-footed 20 (+6 armor, +5 Dex, +5 shield, -1 Size, +1 Dodge)
hp 112 (8d10+32)
Fort +10, Ref +10, Will +6
Speed 20 ft

Large Split-blade sword +1 +13/+8 3d6+6 ×2 disarm, trip

Large Shield +2 +15/+10 1d8+7 +free bull rush when hit


Str 20 (+2 Size, +2 Magic)
Dex 20 (+2 Race, -2 Size, +1 Level, +2 Magic)
Con 16 (+1 Level, +2 Magic)
Int 13 (+2 Race)
Wis 14
Cha 5 (-2 Race)

Base Atk +8; CMB +16; CMD 29

Feral Heart (Story)

In your chest beasts the heart of a wild beast.
Benefit: Whenever you receive a morale bonus on Strength or attack rolls (such as from heroism or the barbarian rage class feature), you receive a +2 bonus on Dexterity– and Strength-based ability and skill checks and a +1 bonus on Reflex saves until the morale bonus effect ends.
Goal: Woo and then marry or otherwise enter into a committed relationship with a person from a civilized culture. This relationship must be forged in love, not bought or coerced.
Completion Benefit: Delay the penalties for the exhausted, fatigued, shaken, and sickened conditions for 1 round after first receiving them. If you already have the condition in question and it is applied again, this feat provides no benefit. Despite ignoring the penalties you do still have the condition. For example, if you become shaken again while benefiting from this feat, you become frightened as normal.

Skill Focus(Perception)(Background)

Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Skill Focus(Disable Device)(Background)

Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Endurance (Ranger Feat)

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.

Improved Shield Bash (Combat)(Combat Style)

Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.

Shield Master (Combat)(Combat Style)

Benefit: You do not suffer any Two-Weapon Fighting penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield’s enhancement bonus to attack and damage rolls made with the shield as if it were a weapon enhancement bonus.

Shield Focus (Combat)(Fighter Bonus Feat)

Benefit: Increase the AC bonus granted by any shield you are using by 1.

1 Two-Weapon Fighting (Combat)
You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary weapon.
Prerequisite: Dex 15.

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting.

Table: Two-Weapon Fighting Penalties
Primary Hand Shield
–2 0

2 Dodge

Revised. You gain a +1 dodge bonus to your AC. This bonus increases to +4 against attacks of opportunity caused when you move out of or within a threatened tile. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

3 Powerful Maneuvers

New. You do not provoke an attack of opportunity when performing a bull rush, drag, overrun, or sunder combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.

4 Weapon Focus (Combat)(sword)

Prerequisites: Proficiency with selected weapon, base attack bonus +1.

5 Exotic Weapon Proficiency (Split-blade sword)

6 Shield Slam (Combat)

Prerequisites: Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +6.

Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.

7 Greater Two-Weapon Fighting

Revised. Prerequisites now Dex 17, Two-Weapon Fighting, BAB +6. In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty. Once your BAB reaches +11, you also gain a third attack with your off-hand weapon, albeit at a –10 penalty.

8 Deft Maneuvers

New. You do not provoke an attack of opportunity when performing a trip, disarm, dirty trick, feint, reposition, or steal combat maneuver. In addition, you receive a +2 bonus on checks with these combat maneuvers. Now a prerequisite for the relevant greater combat maneuver feats.


Chance Savior
Benefit: You gain a +2 trait bonus on Initiative checks.

Regional Recluse
Benefit: You gain a +1 trait bonus on Survival checks and one of the following benefits.
Gain a +1 trait bonus on Perception checks made at night.

You gain a +1 trait bonus on Escape Artist checks, and Escape Artist is a class skill for you.


Climb (Str) 16=8+3+5
Escape Artist (Dex) 17=8+3+5+1
Disable Device (Dex) 19=8+3+5+3
Knowledge(Arcana)(Int) 13=8+3+1
Perception (Wis) 16=8+3+2+3
Spellcraft (Int) 13=8+3+1
Stealth (Dex) 16=8+3+5
Survival (Wis) 14=8+3+2+1
Swim (Str) 12=4+3+5

Background skills

Craft (Traps) 12=8+3+1
Knowledge (engineering) 12=8+3+1
Perform(Wind instruments) 5=8+0-3

Languages: Common

Kit, Ranger’s
This includes a backpack, a bedroll, a belt pouch, a flint and steel, iron pot, mess kit, rope, torches (10), trail rations (5 days), and a waterskin.

Belt of Physical Perfection
Aura strong transmutation; CL 16th; Slot belt; Price 16,000 gp (+2)

Lion’s Shield
Aura moderate conjuration; CL 10th Weight 15 lbs.; Price 9,170 gp

DESCRIPTION: This +2 heavy steel shield is fashioned to appear to be a roaring lion’s head. Three times per day as a free action, the lion’s head can be commanded to attack (independently of the shield wearer), biting with the wielder’s base attack bonus (including multiple attacks, if the wielder has them) and dealing 2d6 points of damage. This attack is in addition to any actions performed by the wielder.

Large Lamellar (Mithral)
Cost 8,300 gp; Weight 35 lbs.
Armor Bonus +6; Max Dex Bonus +5; Armor Check Penalty -2
Arcane Spell Failure Chance 15%; Speed 20 ft./15 ft.

Permanent Enlarge person 2,500 gp

Large Split-blade sword +1 2700 gp

Cash: 1,330 gp

Special Abilities

Ranger Spells:

1st Level


2nd Level


Class features

Weapon and Armor Proficiency
A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Ranger(Galvanic Saboteur)

Class Skill(s): A galvanic saboteur adds Disable Device and Knowledge (arcana) to his list of class skills and removes Handle Animal and Knowledge (dungeoneering) from his list of class skills.

Favored Enemy (Ex) (construct 1st, ? 5th)
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2.
If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger’s bonuses do not stack; he simply uses whichever bonus is higher

Combat Style Feat (Ex)
At 2nd level, a ranger must select one combat style to pursue.
The ranger’s expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
The benefits of the ranger’s chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.

A ranger gains Endurance as a bonus feat at 3rd level.

Reprogram (Ex)
At 1st level, a galvanic saboteur can improve the initial attitude of a mindless construct. This ability functions as wild empathy, except only against mindless constructs. The ranger can use this ability against constructs with an Intelligence score, but he takes a –4 penalty on the check.

This ability replaces wild empathy.

Lucky Dodge (Ex)
At 3rd level, a galvanic saboteur can dodge the precise attacks of even the most technologically advanced foes. The ranger gains a luck bonus to AC against attacks that target his touch AC as long as his opponent’s type matches that of his first favored enemy. This luck bonus is equal to 1/2 the ranger’s favored enemy bonus against that creature type. At 8th, 13th, and 18th levels, the ranger gains this luck bonus to AC against attacks that target touch his AC as long as his opponent’s type matches his second, third, and fourth favored enemy, respectively. A galvanic saboteur’s animal companion (if he chose one for his hunter’s bond) also gains this luck bonus.

This ability replaces favored terrain.

Hunter’s Bond (Ex) (Wolf)
At 4th level The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger’s animal companion shares his favored enemy and favored terrain bonuses.
This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger’s effective druid level is equal to his ranger level –3.

Beginning at 4th level

Technological Trapsmith (Ex)
At 7th level, a galvanic saboteur can rig technological traps using the remains of destroyed constructs with the clockwork or robot subtype. To successfully rig such a trap, the ranger must spend 1 minute working on the destroyed construct and succeed at a Disable Device check (DC = 10 + the construct’s HD). On a failure, the trap doesn’t function and the construct’s remains are ruined. On a success, the ranger creates a mechanical trap with the following statistics.

Rigged Construct Trap
Type mechanical; Notice Perception DC 20; Disable Disable Device DC 20

Trigger location (all spaces occupied by the construct’s remains); Reset none; Effect blast of electricity (1d6 electricity damage/2 HD of construct); Reflex negates (DC = 10 + 1/2 the ranger’s level + his Intelligence modifier); multiple targets (all targets within 5 ft. of construct’s remains) Other types of destroyed constructs can serve as suitable materials for a rigged construct trap (at the GM’s discretion). Constructs destroyed by disintegrate or similar effects that leave no intact remains cannot be used to create a rigged construct trap.

This ability replaces woodland stride.

Favored class bonus
+8 HP

Standard Racial Traits

Racial Traits
Ability Score Modifiers: Standard (+2 Dex, +2 Int, –2 Cha) (0 RP)
Type: Construct (20 RP)
Size: Small (0 RP)
Base Speed: Normal (0 RP)
Languages: Standard (0 RP)

Darkvision: Wyrwoods have darkvision and so can see perfectly in the dark up to 60 feet.
Low-Light Vision: Wyrwood can see twice as far as humans in dim light (they have low-light vision). (0 RP)
Alternate Racial Traits

Living Machine: Through generations of refining the techniques of creation, many young wyrwoods have become closer to organic beings than constructs. These wyrwoods are constructs with the living machine subtype. They gain a Constitution score and can be targeted by spells and effects that target living creatures or constructs, as well as those that require a Fortitude save. They are no longer immune to ability damage, ability drain, energy drain, exhaustion, or fatigue. Wyrwoods with this trait require sleep, but they do not need to breathe or eat. They are not destroyed when reduced to 0 hit points, instead becoming unconscious and stable. They are destroyed when reduced to a negative number of hit points equal to their Constitution score. They can be raised or resurrected when destroyed. This alters the wyrwood’s creature type.

Since my character is unconscious, I'm not going to read up on what happens. It'll make RP more fun with the others for me. Please ping me when M.S. is awake


Poor Wandering GM wrote:

b) Be incapacitated but alive with a significant injury. Your regeneration will very likely heal this injury before you wake up from the incapacitation.

This seems cheaty, but if you good with it then fine by me.

This is miserable. I'll have to think about adding additional bad news to this character. Not sure man

ok weird I typed 1d8

vigor again: 1d8 ⇒ 1

Poor Wandering GM wrote:
Mr Sardonicous wrote:
Poor Wandering GM wrote:

Mr. Sardonicous Jack of Clubs

Please make a Death and Defeat (SPC pg 34) Vigor + Wild die roll with a -2 wound penalty. The target number is 4 for success or 8 for a raise.

Resolution pending

Vigor: 1d8 - 2 ⇒ (6) - 2 = 41d6 - 2d6 - 100d1d8 ⇒ (4) - (4, 4) - (1, 4, 8, 5, 1, 5, 2, 4, 4, 2, 1, 2, 8, 4, 2, 5, 4, 5, 7, 6, 3, 1, 1, 6, 6, 5, 7, 6, 3, 8, 2, 1, 3, 6, 7, 5, 7, 6, 6, 6, 3, 7, 3, 8, 8, 8, 3, 4, 2, 5, 1, 5, 4, 6, 2, 5, 3, 8, 2, 4, 7, 6, 7, 6, 7, 8, 3, 6, 5, 1, 8, 1, 3, 2, 8, 4, 4, 6, 7, 1, 3, 7, 2, 8, 2, 6, 2, 6, 5, 6, 1, 1, 2, 2, 2, 1, 1, 2, 2, 4) = -435

Poor Wandering GM wrote:

Your regeneration power, currently is it's "Fed" or 10 point state will heal these wounds quickly but only if you actually suffer these wounds.
Additionally if you are incapacitated you will be unconscious for a one game hour according to the Regeneration power (SPC pg 82, Knocked Out). Unless events dictate otherwise.

I don't know what this means, that if I'm unconscious that I can't heal? It's already ridicules that I roll a 1d10-3 for (What number do I need a 5 or higher?) a 30% chance of success?

Uggg! I planned him while thinking each attack would lose a wound, otherwise I would have went heavy into parry or toughness.

Mr. Sardonicous gets shot and has to go hide in a corner to heal for an average of 10 rounds. uggg!

you've exposed him as a crappy frontliner. And he's no good for doing much else. Uggg!

The rules are getting crazy complicated for no reason it seems to me.

Yeah let him pass out then

Kara "Imagine" Luthor wrote:

@ Mr Sardonicous: Page 96: ** spoiler omitted **

And ignoring 1 point of Wound Penalties doesn't mean that you don't take the wound. It just means at 3 wounds you are -2 to rolls, instead of at -3 (because pain is a lesser coin for you). If that last wound puts you from 3 wound to 4 you'll still be incapacitated.

I'm not sure that this can be right. It's an 8 superpower

too bad. It would have looked cool for him to carry the dead armored body while holding a gun. Looking for a time to striip him and armor himself. :P

I'd still like to know if the pilot has armor

Poor Wandering GM wrote:
Mr Sardonicous wrote:
Hey, Does the pilot have armor?


Hey Mr. Sardonicous. Did we ever decide how long after feeding your fed regen lasts? If you can find that info then please add it to the fed regen on your character sheet.

I stated an hour and you told me to relace it with the wording currently there.

CucumberTree wrote:
Voice of Awesomeness wrote:

Would a Wrywood with the Living Machine alt racial trait work?

I didn't even know this existed. Weird name though. This is fine. Maybe I'll have someone cast enlarge permanently on the character to make him large. Now I'll have to figure a profession. cool

I'll be making my own creation theory though

Living Machine doesn't say how it heals... if resurrection works, then regular healing should work right?

Voice of Awesomeness wrote:

Would a Wrywood with the Living Machine alt racial trait work?

I didn't even know this existed. Weird name though. This is fine. Maybe I'll have someone cast enlarge permanently on the character to make him large. Now I'll have to figure a profession. cool

I'll be making my own creation theory though

Voice of Awesomeness wrote:

Hmm, what exactly is it you want from the Flesh Golem? Let's see if we can't find a good middle ground. There's a few different ideas I have in mind, so tell me what ya want, and we'll go from there...

First off, I want to use Awaken Construct

Rolling Int...he may be a dummy or brilliant. Plus it builds a master creator of somesort into the backstory. I haven't figured out the world yet.

I like the thinking-construct part. I like the idea that he is ageless and immortal, far outliving his creators... maybe. I've highlighted the traits that I'm ok with losing.

Construct Traits:
A construct possesses the following traits (unless otherwise noted in a creature’s entry).

No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
*Low-light vision.
*Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature’s description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
A construct cannot be raised or resurrected.
A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
Constructs do not breathe, eat, or sleep.

As far as the Flesh golem, I'm fine with keeping Berserk, but it's not a must :P

Immunity to magic has to go.

Hrmmm I thought about a clockwork version as

I like the backstory of awakening. It has a great deal of RP juice.

Half construct could be ok. but the:
*Half-constructs cannot be raised or resurrected.

This seems harsh for the bonuses.

It would have to be added to a large giant.

I dunno. I'll have to think

Voice of Awesomeness wrote:
6) Cucumber, I'm leery about allowing full constructs as they have a ton of immunities. While making it awakened removes some of them(I think), you'll still have a fair amount....

I assume that this is a no. Too bad, Having a Frankenstein's monster in a RP heavy game would have been a hoot.

how about an awakened 8hd flesh golem

ok deleted

BTW The last post is exactly what I needed to understand.

ok screwed it up

do I delete and doo it again?

No, no. We all have our creative methods. If it help you create an interesting/exciting environment to interact with, then lets play with you're quarters handily.

I'm not sure why you are asking, but you probably have storylines in mind.

I'll bet everyone is excited to begin :)

All right, I'll go to read NE setting then. Thanks

Poor Wandering GM:
Poor Wandering GM wrote:

Ok. That bit of business happened at the earliest in 1967 when 5th Dimension wrote that song for the musical Hair.

**I didn't give a time frame, The song could be coming from a smart phone. What is the current time frame? I have done my best to not read about the environment. I want to be surprised both as player and character. It's much more fun for me that way.

Not an immense amount to go on but I think I can find my way.

**My current idea is:

He rams the car containing a drained Heather into the prison entrance. Using it as a diversion, he climbs the wall by digging the claws into the concrete. The barbwire rips at his flesh and it is instantly healed. He doesn't understand alarms or cameras or Comms. He is trapped and a fight ensues.

So a random question.

You mention being hungry in this story. Do you eat food or do you Require blood to stay among the upright?

*Hunger is a motivator. Hunger is the most important motivator. The hunger is only fed by blood. He will drain lizards or toads as the need grows to its height. Mr Sardonicous longest time between feeding on humans was for over three years while he was stranded in a swamp. Don't know what happens if he's fully starved.

Oh and a suggestion, Spoilers really help for long posts. It makes navigating the page easier for other people.

*But not in gameplay right?

CucumberTree wrote:
Poor Wandering GM wrote:

Hey Mr. Sardonicous.

I'm putting your game start post together. Were you going to give me more info on your capture/breaking in to prison or am I free to invent here?

Everyone Please take a second look at your appearance as described on your character sheets. Make sure it is correct as I am using it for the game start post.

Also everyone Please double check your character sheets and be sure they say what you want them to say. Once you post in the soon-to-be-opened game page changes get harder to make.

Right seats upright and locked. Tray tables secured. Seat belts securely fastened we are preparing for take off.

I'll write up until he gets caught (working on it now). Adding in his clothing.

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