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No posts. Alias of Capt Wombat.


About GM Tantamount

Image of Carl

Carl in Space Mining Iron Skin Form

Looks
Carl is short 3'2" and just as wide, he seems to carry no weapons that can be seen, he dos have two arm braces, [that seem magical, with and DC roll over 10]. You may note he seems massively heavy, floors creek when he walks over them. Also things bend and brake around Carl, as if hes having an affect on things. As a PC Carl is a gruff dwarf, on his travels his leaned a thing or two, most of them in a bad way. He has been coned, tricked, cheated, this made him somewhat a stoic Dwarf. Carl dos not suffer fools gladly, nor does he pay much heed to polite manners, [unless around ladys] seeing them as superficial and mealy mouthed. But Carl is of noble clan family, Carl will call a Hammer a Hammer no matter what, he can come over as hard and blunt even rude at times. But Carl is not being mean; he’s just being a dwarf. Cutting to the point and wasting little time "talking around the rock" as they say. On the whole what you see is what you get with Carl. He dos how ever have a heart of gold.

Carl has his own Scout/mining ship, "The Hammer Shaft"
and two magic arm braces.

Carl's wee Problem:

Things to Know about Carl, hes all about Gravity and Mass, ALL his powers are linked this in some way and its also Carl's problem,

*[Carl only becomes a Gravity Elemental when enraged, and he has little control, his INT drops to 3, He thinks only of eating, any and every thing close to him with mass. In this Gravity Elemental form he can become runaway, instinctively Linking to the plane of Gravity V Celestial Sanctum and then puling is mass, Sn=M3*3 runaway black whole eating in all matter it can reach and growing in size. To stop this his god placed Epic Armbands on him. (GM use to shut him down for for this) Only a god (GM can remove them)]

CRUNCH:

Movement: [30'] +10 With long strider
1/2 in Iron Skin Form

Fly
30/40 SLA
100' in gravity elemental form

Teleport
D door 840'
Line of sight combat Teleport
160' d step /day

BAB+16/+11/+6/+1

Saves
Ref +28(+10 base) (+15Str) (+1feat)(+2 warlock)
Fot +28(+10 base) (+15Str) (+1feat)(+2 warlock)
Wil +28(+10 base) (+15Str) (+1feat)(+2 warlock)

+9 insight bonus on saves against spells and spell-like abilities.
Godlings Domian = V Str +2/+4 4r /day

DR 3/Electricity
DR 15/Adamantine [In Iron Skin Form]
DR 20 [Force]
SR/PR 21

Immunitys
Starvation and Thirst [Eats Gravity waves]

Force, Missile Attacks, + Elemental Immunity's [In Gravity E form]

Blindness, critical hits, ability score damage, deafness, disease, drowning, electricity, poison, stunning, Suffocation, Gas attacks.
[No respiration] [In Iron Skin Form]

Immunity to mind-affecting, petrification, and polymorph spells 1/day 4r

Feats traits:

Levels x 8
1: Luck of the Goods +1 all saves
2: Extra Lineage Domain
3: Power Attack
4: Godling Spell
5: Godling Spell
6: Godling Spell
7: Godling Spell
8: Emergent Divinity

Bonus feats X2 M godling class (must be combat feats)
1: Two handed attack
2: Improved Unarmed Strike

Skills:

Class Skills

Skill Points 2+int (2+6+1FC)x16=144

The warlock’s class skills are Acrobatics (Dex), Bluff (Cha), Craft (Int), Disguise (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Use Magic Device (Cha), Climb (Str), Diplomacy (Cha), Handle Animal (Cha), Knowledge (local) (Int), (Int), Perception (Wis), Ride (Dex),Stealth (Dex), Survival (Wis), and Swim (Str).

Race Dwarf:

Standard 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.

Defense Racial Traits

Defensive Training:
Dwarves gain a +4 dodge bonus to AC against monsters of the giant subtype.

Magic Resistant: SR/PR 21
Some of the older dwarven clans are particularly resistant to magic. Dwarves with this racial trait gain spell resistance equal to 5 + their character level. This resistance can be lowered for 1 round as a standard action. Dwarves with this racial trait take a –2 penalty on all concentration checks made in relation to arcane spells. This racial trait replaces hardy.

Stability:
Dwarves gain a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.

Craftsman: [Miner]
Dwarves are known for their superior craftsmanship when it comes to metallurgy and stonework. Dwarves with this racial trait receive a +2 racial bonus on all Craft or Profession checks related to metal or stone. This racial trait replaces greed.

Stonecunning:
Dwarves gain a +2 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.

Darkvision:
Dwarves can see perfectly in the dark up to 60 feet.

Hatred:
Dwarves gain a +1 racial bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes because of their special training against these hated foes.
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.
Alternate Racial Traits

Warlock L16:

Arcane armor mastery (light)(medium)(heavy)
cantrips,
school abilities x10

At 1st level, the warlock learns a number of cantrips equal to their Cha modifier.

The DC for any save is equal to 10 + the spell’s level + the caster’s Charisma modifier.

School Abiulty

1:x2
A: Arcane Bolt (Su): [FORCE only] +9d6 260' [Force] Blast 20' + Spell Sight.
You can make a ranged touch attack that does 1d6 points of damage, +1d6 for every two warlock levels. The warlock may choose whether the damage is acid, cold, electricity, or fire. The range on an Arcane Bolt is 100ft. + 10ft./level

Transmutation School
Physical Enhancement (Su) +4Str
You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

2ed Air School
Air Supremacy (Su) [space flight]
You gain a +2 enhancement bonus on Fly skill checks. This bonus increases by +1 for every five wizard levels you possess. In addition, you can cast feather fall on yourself at will. At 5th level, you can cast levitate on yourself at will. At 10th level, you can cast fly on yourself at will.

4th Arcane Burst (Su): [FORCE only] 20'
You can use his arcane bolt as a burst effect with a 20 foot radius.

6th Summon Monster (Su): [Small Gravity Elemental only]
You can summon monsters to aid you as per the summon monster II spell. The duration lasts a day. Creatures summoned always have maximum hit points.

8th Heroic Touch (Su): +2
You gain a +2 morale bonus on attack rolls, saves, and skill checks. You can transfer this ability to another creature with a touch, but you lose the benefits while the other creature is affected. You can take back the bonus at any time.

10th Abyssal Bloodline +4STR
Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

12th Combat Teleport (Su):
You can instantly teleport anywhere that you can see. Roll a d20. On a 6-20, you end up exactly where you want to be. On a 2-5, you appear close to it. Roll a d8 to determine the direction (N, NE, E, etc) and then roll a 1d4 to determine the number of 5-foot squares in that direction you’ve moved. If this is impossible (e.g. you were trying to teleport near a wall), then you appear as close as you can in that direction. On a roll of 1, you suffer a mishap. You take 1d10 points of damage and roll again (perhaps changing directions and/or suffering mishaps again). You keep rerolling as long as you suffer mishaps. In addition, you are dazed for 1d4 rounds.

14th Physically Fit (Su): +2str
You can add a +2 bonus to one of his ability scores. You may change the ability score affected from round to round.

16th Iron Skin (Su):
You can turn your body into living iron, as per the iron body spell.

Might Godling L16:

Lineage domain x3
Bonus feat x2
divine trait rank 4 +1
Scion talent x4
Greater scion talent x3

Divine trait rank x4

1: Paramortal I:
The godling does not need to eat or drink. While the godling may partake if she desires, she suffers no penalties for lack of food or water, and does not suffer starvation or thirst. The godling ages only 1 year for every 2 years that pass

2: Divine Portfolio I+I 3DT: x2
The godling selects one oracle mystery. He gains one revelation from the mystery. He must meet all the revelation’s prerequisites. The godling treats his godling level as his oracle level for this revelation (including fulfilling the revelation’s prerequisites). The godling may choose to have any of the ability’s calculations that are normally based on Cha modifiers instead be based on any ability modifier of the godling’s choice. (Once this choice is made, it cannot be changed).

->Mystic Null (Ex): +4
You gain a +2 insight bonus on saves against spells and spell-like abilities. At 7th level, this bonus also applies on saves against supernatural abilities. At 11th level, the bonus increases to +4.

Crystal Sight (Ex):
You can see through stone, earth, or sand as easily as if it were transparent crystal. Your gaze can penetrate a number of feet equal to your oracle level, or 1/12th this thickness of metal. You can use this ability a number of rounds per day equal to your oracle level, but these rounds do not need to be consecutive.

3: Mystic Inheritance I:
The godling selects one sorcerer bloodline or wizard arcane school. If the godling selects a bloodline, he gains the bloodline arcana and the bloodline power gained at 1st level. If he selects an arcane school, he gains one power the arcane school grants at 1st level. The godling treats his godling level as his sorcerer or wizard level (as appropriate) for these powers. The godling may choose to have any of the ability’s calculations that are normally based on Int or Cha modifiers instead be based on any ability modifier of the godling’s choice.

Void School
Void Awareness (Su) +5
Your ability to recognize the void allows your body to react to magical manifestations before you’re even aware of them. You gain a +2 insight bonus on saving throws against spells and spell-like abilities. This bonus increases by +1 for every five wizard levels you possess.

Scion talent x4
Divine Power: X3
The godling gains the Godling Spell feat. The godling must meet all the Feat’s prerequisites.

Spellsense (Su):
Whenever the godling cast’s an area spell, she may make a Perception check to notice creatures within the area. This can allow a godling to know the exact location of creatures within a spell’s area, but outside the godling’s line of sight

Greater scion talent x3

Force of Brawn (Su):
Your deific heritage manifests in the form of amazing physical might, which allows you to accomplish things through sheer power of sinew rather than mental acuity or natural talent. This brawn also powers a barrier of divine defense which helps protect you from harm. You may add your Str mod, rather than any other ability scores, to your saving throws. (Replace your Con mod with your Str mod for Fort saves, your Dex mod with your Str mod for Ref saves, and your Wis mod with your Str mod for Will saves).You may also use your Strength modifier rather than the normal ability modifier for three Dex- or Cha-based skills of your choice. Once these skills have been selected, the choice cannot be changed.

Monstrous Rage (Ex):
When you are taken by surprise, extremely frustrated, or badly injured, you may fly into a rage, as the titans and old gods are said to have done. Whenever you roll a natural 1 on a saving throw (a “1” shows on the die), are hit by a critical hit or sneak attack, roll a natural 1 on a skill check under circumstances that prevent you from taking 10, or are damaged in a surprise round before you have taken an action, you must make a Will save (DC 10 + 1/2 your level + your Cha modifier) or fly into a monstrous rage. You may intentionally fail this save. You may also choose to rage (with no roll required) if an ally, cohort, animal companion, familiar, steed, or follower is slain within your line of sight. Your rage gives you a +2 bonus to saving throws, attack rolls and weapon damage rolls, a +5 bonus to Strength checks and Strength-based skill checks, double your carrying capacity, and 1 temporary hit point per level. It lasts for 1 minute. While you are raging you attack the last foe that harmed you (if possible). You may use any attack you normally use against your foes (including spellcasting). If that foe is beyond your ability to attack, or is unconscious or dead, you attack the nearest creature to you (friend of foe). Any round you wish to take some other action while raging you must make a Will save (DC 10 + 1/2 your level + your Cha modifier) to do so. If you attack an ally, you may immediately make the same Will save to change targets after your attack resolves. You can’t rage for one hour after previous rage ends. You can rage a maximum number of times per day equal to your Con or Cha bonus (whichever is higher, minimum 1 rage/day).

Divine Weapon (Su): [Force DMG only] [most often 2x his Fists used for mining)
You have developed a supernatural weapon of pure immortal power. Summoning the weapon is a free action, and it is permanent until you dispel it (a swift action) or it leaves you hand (causing it to dissipate at the end of your turn). You may wield the weapon as any weapon with which you are proficient. It deals 4d6 base damage if used as a 2-handed weapon, 3d6 damage if used as a 1-handed, thrown, or ranged weapon, and 2d6 if used as a light weapon. The weapon deals energy damage of a type chosen when you select this talent (Force). The appearance of the weapon reveals the energy type it does (a javelin that does electricity appears to be a lightning bolt, a sword that does fire damage appears to be a column of pure flame, and so on).

---------//////----------
Divine Power: x8
The godling gains the Godling Spell feat. The godling must meet all the feat’s prerequisites.

Manifest X7 + Celestial sanctum [plane of Gravity]
At will

Calsxraps x2
At will.
1: Read magic
2: Detect magic

1: Force bolt 1d3
2: Long Strider +10' movment
3: Mage Hand
4: Dispel Magic
5: Dimension Door 640'
6: Celestial Sanctum [links him to the plane of Grvity when Raging.] [Only one Sanctum at a Time]
7: Heal 150 HP/r
8: Elemental body IV Gravity [small to huge] only
[Carl only becomes a Gravity Elemental when enraged, and he has little control, his INT drops to 3, In Gravity Elemental he can become runaway, Linking to the plane of Gravity V Celestial Sanctum and then puling is mass, M3*Sn=(AnMn)*3 runaway black whole eating in all matter it can reach and growing in size. To stop this his god placed Epic Armbands on him. (GM use to shut him down for for this) Only a god (GM can remove them)]

Lineage domain x3 +1 Feat [4]

Strength Domain
Granted Powers: In strength and brawn there is truth—your faith gives you incredible might and power.

Strength Surge (Sp): +8str 7/day
As a standard action, you can touch a creature to give it great strength. For 1 round, the target gains an enhancement bonus equal to 1/2 your cleric level (minimum +1) to melee attacks, combat maneuver checks that rely on Strength, Strength-based skills, and Strength checks. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Might of the Gods (Su): +16 to STR 16r/day
At 8th level, you can add your cleric level as an enhancement bonus to your Strength score for a number of rounds per day equal to your cleric level. This bonus only applies on Strength checks and Strength-based skill checks. These rounds do not need to be consecutive.

Domain Spells: 1st—enlarge person, 2nd—bull's strength, 3rd—magic vestment, 4th—spell immunity, 5th—righteous might, 6th—stoneskin, 7th—grasping hand, 8th—clenched fist, 9th—crushing hand.

Earth Domain ->Gravity
Granted Powers: You have mastery over earth, metal, and stone, can fire darts of acid, and command earth creatures.

Force bolt (Sp): 7/day 1d6+8 [Force]
As a standard action, you can unleash an force Bolt targeting any foe within 30 feet as a ranged touch attack. This acid dart deals 1d6 points of Force damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Force Resistance (Ex): DR20 Force
At 6th level, you gain resist Force 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to Force.

Domain Spells: 1st—Mage hand, 2nd—soften earth and stone, 3rd—Force Punch, 4th—Emergency Force Sphere, 5th—Wall of Force, 6th—stoneskin, 7th—elemental body IV (Gravity only),

Preservation Domain
Granted Powers: The will of the gods allows you to shake off any effect that would alter your mind or form.

Earthly Perseverance (Su): 4/day
when you fail a Fortitude or Will save, you may make another saving throw against the effect with a resistance bonus equal to your Wisdom or Constitution modifier (whichever is higher). This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability a number of times per day equal to your Wisdom modifier.

Heavenly Perseverance (Sp): 1/Day 4r
At 8th level, once per day for a number of rounds equal to your Wisdom modifier, you gain immunity to mind-affecting, petrification, and polymorph spells. You can activate this ability as an immediate action and the duration cannot be broken up.

Domain Spells: 1st—endure elements, 2nd—restoration, lesser, 3rd—dispel magic, 4th—restoration, 5th—break enchantment, 6th—heal, 7th—restoration, greater, 8th—antimagic field, 9th—true resurrection.

Travel Domain
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): +10 Movment
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): 160'/day
At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—greater teleport, 8th—phase door, 9th—astral projection.

Item (GM used God made artifact Epic Level Cursed) Ioun Arm Braces:

**Epic level Cursed Item,
Can't be removed, unless by a god like being (GM), used by GMs to shut Carl down at will when he rages.
Carl as no save v the Arm Bands powers.**

Carl don't yet know what the psionic/magic Arm Braces do's fully, they where given to him by his uncle, saying " Carl they activate your ship,[its true, with out them his ship will not take his commands or any ones, they are also Gene locked to Carl.] also when your ready they will awaken" Carl can't take them off, they are in fact coursed until he learns to control his powers fully. Also they are not under Carls control, they have a mind of their own, Having been crafted by the family, to [in this order].

1: Keep other safe from Carl.
2: Keep the family Honour from Carls Actions.
3: Keep Carl safe from his Actions.

*Description->
Carl's braces , psionics Intelligent item, ML??
Actions: Monitors Carl and his state of mind, the arm brace's have 6 lights on them, that others can see, 3 green, 2 yellow, 1 Red. As Carl starts to lose control so, the lights change, if the last red light is lit then Carl go's into a rage, the braces will try and shut Carl down by means of spells and actions. This can mean Carl is often at odds with them.

Powers and Ability's He know about.

Feats -> Sunder, Improved Sunder.

Ships Lock "The HammerShaft"
They are Gen-Clocked to Carl and activate his Scout ship with out them the ship is dead, the two seem to be linked.
[Unknown to Carl they also have override of the ship if they wish]

"Hammer Shaft" Teleport pad target, if Carl rages they will teleport him into the SAFE cage so he be controlled.

Mind Lock out, the give mind block for [immunity Powers/spells/effects]
That may trigger Carl to rage, such as fear, course emotion and other such spells/effects that may make him rage, this that may help Carl even stop his rage they left throw. Carl can be mind read, if you do you get thoughts of Mining, Ale, big chunky lady's and Cigars most of the time

They can and do often use.
Cleanse of Alcohol
*stops Carl getting very drunk, much to his annoyance.

Item Scout Ship:

"Ship"spacecraft [Heavy Scout class] Intelligent/Magic

*Linked to Armbands

Carl's Heavy (Scout Class) mining craft,
He’s family could afford the cost, so an massively strong ship was made stronger, with systems simple and durable so they can deal with Carls Gravity waves. Think industrial SteamPunk, valves and clockwork, simple and massively over built to be robust and strong, meters of plating, massive power plant, fields and shielding. All Built to deal with Carl's Gravity powered ranges, a cage to lock him into, it will teleport him into itself if Carl loses it.

Class: Heavy Scout Mining craft,
Berths: 4
Cargo hold: 1 120mx80m80x
Cryo units 4
Nav and control computer: basic.
Hull: extreme environment [Hardened]
Manoeuvrability: Good
Max Gravity Field Stranded to x10'000
Flight systems: FTL Drive [Gravity wormwhole] + gravity Repulses + Thrusters.
Armaments: Heavy duty mining laser
Sensors: long range 1.5ly [Geological]
Displacement: 1850 metric tones
Coms: Mid-Range 0.5 ly
Power Unit: Destroyer class Elemental fission reactor, with Elemental power cell back up [Destroyer] {H3i fuel.}
Other:
4x - life pods
1x - environment Crawler [Small Flat tracked vehicle]
6x - Mining Probes x6[environment Hardened, Geological]
1x - Garbing Arms/winch
1x - extreme environments space suit.
1x - Orbit to Planet Teleporter pad.
OTHER: Miscellaneous mundane Equipment.