Goblin

Kommandar Killjoy's page

59 posts. Alias of Gobo Horde.


Strength 8
Dexterity 32
Constitution 16
Intelligence 18
Wisdom 10
Charisma 24

About Kommandar Killjoy

Kommandar Killthemjaro Killjoy:

Kommandar Killjoy Goblin Synthesist/Gunslinger 17, Mythic Champion 3
LN Small Humanoid (Goblin) Initiative +14 Senses Darkvision 120ft, 4x Low-Light Vision, Blindsense 60ft Preception +41
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Defenses
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AC 31 Touch 23 Flat Footed 19 FF Touch 11 (10 base, +7 dex, +8 armor, +5 deflection, +1 size)
hp 238/238 (17d10 +68)
Fort 18 Ref 26 Will 15
Resistances 20% concealment
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Offenses
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Speed 20ft, 20ft climb
Melee
Ranged Shogun +29 (1d6+26 /19-20/x2 (2d6+1d8 sonic +52 on a critical)) 100ft range. or
Vital Shogun +25/+25 (8d6+132 /19-20/x2 (10d6+1d8 sonic +264 on a critical)) 100ft range. or
Scatter Shogun +28/+28 (1d6+16 /19-20/x2+1d8 sonic) 20ft cone. Ignores concealment.
Modifiers (when vital striking)
To Hit 17 BAB, +11 Dex, +1 Size, +5 Enhancement, -5 Deadly Aim, +1 Point Blank, -4 Doubleshot, -2 Scatter
Damage 11 (44) Dex, +5 (20) enhancement, +10 (40) Deadly Aim, +1 (4) Point Blank, +(24) Devastating Strike, +1d8 sonic on a critical
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Spells
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Spells Per Day 1 (7/7), 2 (7/7), 3 (7/7), 4 (5/5), 5 (5/5), 6 (5/5), 7 (3/3)
Current Magical Effects
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Statistics
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Str 8, Dex 32, Con 16, Int 18, Wis 10, Cha 24
BAB +17 CMB +15 CMD +36

Stats:
Str: 8 (8 Base, 2pts, -2 racial)
Dex: 32 (8 base, 10pts, +4 racial, +4 level, +6 belt)
Con: 16 (8 base, 2pts, +6 belt)
Int: 18 (8 base, 4pts, +6 headband)
Wis: 10 (8 base, 2pts)
Cha: 24 (8 base, 10pts, -2 racial, +2 mythic, +6 headband)

Feats Dynasty Founder (bonus, story), Blindfight (bonus), Ricochet Shot, Signature Deed (ricochet shot), Vital Strike, Improved Vital Strike, Greater Vital Strike, Point Blank Shot, Precise Shot, Deadly Aim, Devastating Strike, Improved Critical, Leadership, Roll With It, Vigilant Eidolon,
Mythic: Distant Barrage, Mythic Weapon Training, Limitless Range, Extra Mythic Feat, Mythic Vital Strike, Mythic Leadership, Mythic Precise Shot
Potential Future Feats improved precise shot, pinpoint targeting, weapon focus, gunslinger, improved devastating strike, quick draw, rapid reload, skill focus (stealth, acrobatics), extra evolution
Total Feats; 9 normal, 2 mythic, 1 story, 4 bonus gunslinger

Evolution Shadow Form
Traits Colour Thief, Natural-Born Leader, Black Powder Bravado
Skills x8
Acrobatics +33 (17 Ranks, +3 CS, +2 MWT, +11 Dex
Climb +26 (17 Ranks, +8 Racial, +2 MWT, -1 Str
Disable Device +23 (17 Ranks, +2 MWT, +11 Dex
Intimidate +22 (10 Ranks, +3 CS, +2 MWT, +7 Cha
Perception +41 (17 Ranks, +3 CS, +8 Racial, +8 vigilant, +5 Competence, +0 Wis)
Sense Motive +16 (14 Ranks, +2 MWT, +0 Wis
Spellcraft +26 (17 Ranks, +3 CS, +2 MWT, +4 Int
Stealth +50 (17 Ranks, +3 CS, +4 Racial, +2 Trait, +10 Competence, +4 Size, +11 Dex)
UMD +26 (10 Ranks, +3 CS, +2 MWT, +11 Cha

Languages Common, Goblin
Other Gear
36,950: +5 Thundering Double-Barrelled Shotgun
36,850: +5 Large Thundering Double Hackbut
46,000: Belt of Physical Might +6 with Beneficial Bandolier
00,750: Endless Bandolier
57,500: Eyes of Eagles and Dragons
45,000: Headband of Mental Prowess +6
09,000: Amulet of Hidden Strength
12,500: Cape of Resistance +5
32,000: Bracers of Armor +8
20,000: Ring Gates
05,000: Bag of Holding
03,625: Bottle of Air
10,000: Demon Senses
25,000: Ring of Protection +5
06,350: Ring of Chameleon Power
00,500: Concealing Pocket
01,000: Blood Reservoir of Physical Prowess
05,000: Summon-Slave Crystal
00,350: Wayfinder with Cracked Incandescent Blue Sphere
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352,875

200,000gp for my "bag of bullets"

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TRACKED RESOURCES
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Grit (1/1)
Mythic Power (9/9)
Summon Monster IX (10/10)
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Special Abilities
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Amazing Initiative +3 initiative. Gain 1 extra standard action a round by spending 1 mythic power.
Aspect can divert up to 2 evolution points from Eidolon to summoner. (shadow form)
Bonus Feat +4 bonus combat or grit feats.
Colour Thief +2 trait bonus to stealth. You are just better than other boring goblins!
Darkvision see perfectly in the dark up to 60ft.
Deeds gain access to the following deeds.
***Evasive requires grit. Gain improved uncanny dodge and evasion.
***Gunslingers Initiative requires grit. +2 initiative.
***Lightning Reload requires grit. Reload 1 barrel as a swift action (or free, if using alchemical cartredges) that does not provoke.
***Quick Clear requires grit. Remove broken condition from firearm as a standard.
***Ricochet Shot requires grit. Bounce shot off of a wall or other solid surface, this new square is used to determine Line of Sight and Cover. Ignore effects of Cover and Concealment.
***Startling Shot requires grit. Standard action to miss a target, target is flat-footed until its next action.
Favoured Class Bonus +5 to hit to confirm a critical, +2 hps
Eidolon summon Eidolon with a casting time of 1 minute or dismiss as a standard, if summoner is unconscious or killed the Eidolon is dismissed. Eidolon has same alignment and languages as summoner, is a summoned creature but is unaffected by protection from evil and dispel magics dismissal effect. Eidolon does not heal and is destroyed when at 0hp, when destroyed cannot be summoned again for 24 hours but comes back with full hp.
Gunsmith gain gunsmithing as a bonus feat.
Gun Training add dex to damage for Hackbuts, double-barrelled shotguns and +3 guns, misfire value increases by 2 instead of 4 when misfiring.
Grit Regain grit when you confirm a critical hit or reduce a creature to 0 or fewer hps. Cannot gain grit against a helpless or unaware foe or against someone with less than 8hd.
Hard to Kill automatically stabilize when below 0 hps, dont die until -36hps.
Mythic Power 9/day. Can power Mythic Abilities. Counts as mythic creature.
Nimble +4 dodge bonus to AC when wearing light or no armor.
Recuperation heal fully after 8 hours rest, or half hps after 1 hour rest by spending 1 mythic power.
Shadow Form constant 20% concealment, melee attacks deal 50% reduced damage but gain ghost touch property.
Signature Deed (Ricochet Shot) reduces grit required by 1.
Skilled +4 racial bonus to stealth and ride.
Summon Monster IV SLA 6/day. Standard action casting time, lasts 12 minutes. Can only have 1 SM IV SLA or Eidolon out at a time.
Surge Add +1d6 to any d20 roll after the fact as an immediate action. Costs 1 mythic power.
Wayfinder with Cracked Incandescent Blue Sphere +1 competence bonus to perception. Blindfight as a bonus feat.

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Encumbrance lb
Light 15lb, Medium 30lb, Heavy 45lb
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Spells Known
1st: +6
2nd: +6
3rd: +6
4th: +5
5th: +4
6th: +3, Binding, Discern Location, Greater Planar Binding
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Experience 0!!!

BATTLE TANK!:

Kommandar Killjoys Battle Tank Goblin Synthesist/Gunslinger 17, Mythic Champion 3
LN Huge Outsider, Humanoid (Goblin) Initiative +12 SensesDarkvision 120ft, 4x Low-Light Vision, Blindsense 60ft, Preception +41
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Defenses
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AC 65, Touch 29, Flat Footed 61 FF Touch 13, (10 base, +12 dex, +8 armor, +14 natural armor, +8 natural armor bonus, +5 deflection, +4 shield, +2 large evo, -2 size, +4 dodge, +5 deflection)
hp 238/238//208/208 (17d10 +68) (13d10 +78)
Fort 21 Ref 27 Will 15
Resistances 20% concealment, 50% concealment in less than bright light, improved evasion
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Offenses
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Speed 20ft, 20ft climb
Melee bite 18 (3d8+7/x2, (4d8+14 on a critical)) 10ft reach (50% damage). or
Bite and Tail Slap 18/18/13 (1d8+7/x2, 1d8+3/x2) (50% damage)
Ranged Boomcannon +23 (8d6+27 /19-20/x4 (32d6+3d8 sonic +108 on a critical)) 250ft range. or
Vital Boomcannon +23 (32d6+132 /19-20/x4 (40d6+3d8 sonic +528 on a critical)) 250ft range. or
Modifiers (when vital striking)
To Hit 17 BAB, +12 Dex, +8 Str, -2 Size, +5 Enhancement, -5 Deadly Aim, +1 Point Blank, -4 Setup
Damage 12 (48) Dex, 8 (32) Str, +5 (20) enhancement, +10 (40) Deadly Aim, +1 (4) Point Blank, +(24) Devastating Strike, 50% reduced melee damage, +3d8 sonic on a critical

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Spells
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Spells Per Day 1 (5/5), 2 (5/5), 3 (4/4), 4 (4/4)
Current Magical Effects
Permenant Enlarge Person,
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Statistics
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Str 29, Dex 34, Con 23, Int 18, Wis 10, Cha 24
BAB +17 CMB +28 CMD +40 (cannot be tripped)

Stats:
Str: 29 (12 base, +8 size, +2 enlarge, +7 level)
Dex: 34 (16 base, -2 size, -2 enlarge, +7 level, +6 evolution, +3 level, +6 belt)
Con: 23 (13 base, +4 size, +6 belt)
Int: 18 (8 base, 4 points, +6 headband)
Wis: 10 (8 base, 2 points)
Cha: 24 (8 base, 10 points, -2 racial, +2 mythic, +6 headband)

Feats Dynasty Founder (bonus, story), Blindfight (bonus), Multiattack (bonus), Ricochet Shot, Signature Deed (ricochet shot), Vital Strike, Improved Vital Strike, Greater Vital Strike, Point Blank Shot, Precise Shot, Deadly Aim, Devastating Strike, Improved Critical, Leadership, Roll With It, Vigilant Eidolon,
Mythic: Distant Barrage, Mythic Weapon Training, Limitless Range, Extra Mythic Feat, Mythic Vital Strike, Mythic Leadership, Mythic Precise Shot
Potential Future Feats improved precise shot, pinpoint targeting, weapon focus, gunslinger, improved devastating strike, quick draw, rapid reload, skill focus (stealth, acrobatics), extra evolution
Total Feats; 9 normal, 2 mythic, 1 story, 4 bonus gunslinger

Evolutions Serpentine, Bite (bonus), Climb (bonus), Reach (bite, bonus), Tail (bonus), Tail Slap (bonus), Improved Natural Armor x4, Skilled (Acrobatics), Ability Increase (dex) x3, Limbs (Arms), Shadow Blend, Shadow Form, Large. 23/23
Traits Colour Thief
Skills[/b] x8
Acrobatics +42 (17 Ranks, +3 CS, +8 Racial, +2 MWT, +12 Dex
Climb +36 (17 Ranks, +8 Racial, +2 MWT, +9 Str
Disable Device +24 (17 Ranks, +2 MWT, +12 Dex
Intimidate +22 (10 Ranks, +3 CS, +2 MWT, +7 Cha
Perception +41 (17 Ranks, +3 CS, +8 Racial, +8 vigilant, +5 Competence, +0 Wis)
Sense Motive +16 (14 Ranks, +2 MWT, +0 Wis
Spellcraft +26 (17 Ranks, +3 CS, +2 MWT, +4 Int
Stealth +36 (17 Ranks, +3 CS, +4 Racial, +2 Trait, +2 MWT, -4 Size, +12 Dex)
UMD +26 (10 Ranks, +3 CS, +2 MWT, +11 Cha

Languages Common, Goblin
Other Gear
36,950: +5 Thundering Double-Barrelled Shotgun
36,850: +5 Large Thundering Double Hackbut
46,000: Belt of Physical Might +6 with Beneficial Bandolier
00,750: Endless Bandolier
57,500: Eyes of Eagles and Dragons
45,000: Headband of Mental Prowess +6
09,000: Amulet of Hidden Strength
12,500: Cape of Resistance +5
32,000: Bracers of Armor +8
20,000: Ring Gates
05,000: Bag of Holding
03,625: Bottle of Air
10,000: Demon Senses
25,000: Ring of Protection +5
06,350: Ring of Chameleon Power
00,500: Concealing Pocket
01,000: Blood Reservoir of Physical Prowess
05,000: Summon-Slave Crystal
00,350: Wayfinder with Cracked Incandescent Blue Sphere
=======
352,875

200,000gp for my "bag of bullets"

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TRACKED RESOURCES
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Dimension Door (3/3) SLA, CL 17
Grit (1/1)
Summon Monster IX (10/10) SLA, CL 17
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Special Abilities
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Ability Increase (dex) +6 dex. Evolution.
Armor Bonus eidolons gain 14 natural armor bonus.
Aspect can divert up to 2 evolution points from Eidolon to summoner. (shadow form)
Bite bite attack for 2d6 damage. Primary attack. 15ft reach. Evolution
Bonus Feat +4 bonus combat or grit feats.
Climb climb speed of 20ft. Evolution
Colour Thief +2 trait bonus to stealth. You are just better than other boring goblins!
Darkvision see perfectly in the dark up to 60ft.
Deeds gain access to the following deeds.
***Gunslingers Initiative requires grit. +2 initiative, draw firearm as part of the initiative check.
***Lightning Reload requires grit. Reload 1 barrel as a swift action (or free action if using alchemical cartredges) that does not provoke.
***Quick Clear requires grit. Remove broken condition from firearm as a standard. Spend 1 grit to remove as a move action.
***Ricochet Shot requires grit. Bounce shot off of a wall or other solid surface, this new square is used to determine Line of Sight and Cover. Ignore effects of Cover and Concealment.
***Startling Shot requires grit. Standard action to miss a target, target is flat-footed until its next action.
Favoured Class Bonus +5 to hit to confirm critical.
Eidolon summon Eidolon with a casting time of 1 minute or dismiss as a standard, if summoner is unconscious or killed the Eidolon is dismissed. Eidolon has same alignment and languages as summoner, is a summoned creature but is unaffected by protection from evil and dispel magics dismissal effect. Eidolon does not heal and is destroyed when at 0hp, when destroyed cannot be summoned again for 24 hours but comes back with full hp.
Evasion, Improved take no damage on a successful reflex save. Only Half damage on a failed save.
Fused Eidolon use Eidolons physical stats, natural armor, special abilities, evolutions, outsider type and hps as temporary hps. Retain summoners mental stats and equipment (except armor).
Fused Link When eidolon would be reduced to 0hp, take hps from summoner instead.
Greater Shielded Meld +4 shield bonus to AC, +4 circumstance bonus to saves.
Gun Training add dex to damage for hackbuts, double-barrelled shotguns and +3 gun, misfire value increases by 2 instead of 4 when misfiring.
Grit Regain grit when you confirm a critical hit or reduce a creature to 0 or fewer hps. Cannot gain grit against a helpless or unaware foe or against someone with less than 8hd.
Improved Natural Armor +8 natural armor. Evolution
Large large size. +8 str, +4 con, +2 natural armor, -2 dex, -1 AC, -1 to hit, +1 CMb and CMD, -2 fly checks, -4 stealth. Evolution
Limbs (Arms) gain 2 arms. Evolution
Makers Jump 2/day. Dimension door as a SLA, self only, CL 12.
Max Attacks eidolon can make a max of 6 natural attacks.
Multiattack +1 iterative bite attack at -5 to hit.

Nimble +4 dodge bonus to AC when wearing light or no armor.
Reach (bite) extend reach of bite to 10ft. Evolution
Shadow Blend gain total concealment in anything except bright light (50% miss chance).
Shadow Form constant 20% concealment, melee attacks deal 50% reduced damage but gain ghost touch property. Evolution
Share Spells cast spells with range of you on eidolon, even if not the right type (outsider)
Signature Deed (Ricochet Shot) reduces grit required by 1.
Skilled +4 racial bonus to stealth and ride.
Skilled +8 racial bonus to perception. Evolution
Str/Dex Bonus eidolons gain 7 str and dex.
Summon Monster IX SLA 10/day. Standard action casting time, lasts 17 minutes. Can only have 1 SM IV SLA or Eidolon out at a time.
Tail Slap +2 racial bonus to acrobatics to ballance on a surface. 1d8 secondary attack. Evolution
Wayfinder with Cracked Incandescent Blue Sphere +1 competence bonus to perception. Blindfight as a bonus feat.

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Encumbrance lb
Light 15lb, Medium 30lb, Heavy 45lb
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Spells Known
Cantrips: +6
1st: Ant Haul, +6
2nd: +6
3rd: +5
4th: +4
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Experience 0!!!

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Backstory, History and Personality

The Crystals Point:
Once, a while ago, there was an advanced city on the martial plane called the Crystals Point. It was a glorious city, that had amassed a huge amount of wealth, technology, prestige and power. It was a unique city in the fact that it had a special gate set in the heart of the city. A gate that led nowhere and everywhere. It was this gate, this Point that the city was named for, this gate was a gate to the planes. When properly set and powered, one could step across the threshold and find themselves on the Crystal Roads of Deleur and its unlimited riches. Or one could travel to the plane of Rusty Gears or Carrigmoor and have instant access to tecnology beyond the realm of mortal immigination. The gate could also be turned to more darker places, reaching into the underworld where a soul could, for the right price, buy its way to freedom and back to the mortal world. Or end up as trade fodder in the Casino or the Marketplace. Truly the Crystals Point was a place of commerce and amassed its great.wealth as a trading point between the realms.

The sack of Crystals Point:
Crystals Point was a singular megacity sorrounded by great forested mountians called the Green Peaks on the martial plane. Despite the large expanse of land, there were few natural or dangerous predators and the mountians could almost be said to be peaceful... Except for the goblins. The goblins were everywhere. The goblins were probably the reason that there was very little other life in those mountians as they swarmed and took over everything in the surrounding area. Truely there were millions of them and was the single largest gathering of greenies anywhere on the martial plane. Only the Crystals Point stood out as a glimmering saphire aming the wild greens. The goblins never stood a threat against the high walls and wonderous technology of that city and most of the cities defenses were pointed inward at the gate, for incursions from within that portal were far greater and far more deadly than the local inhabatants. Or so it was assumed.
As history goes, a ruler rose up among the goblins and united enough of them to pose a small threat to the shimmering city and assulted it. While they had no sucess nether did the city spend much effort eradicating them and a siege settled in. Had they dealt with the greenies then, that would have been the end, instead, word was spread that the siege was still ongoing and that was interpeded as sucess by the other goblin chieftans. Like a chain reaction a few tribes joined the siege, then more, then a flood broke out against those blue walls untill there was a single blue blue dot admidst a rolling sea of green.
It was never recorded how the city was breached, but it eventually fell to the relentless and endless horde, its uncountabe wealth and unfathomable technology lost. The Crystals Point was sealed.

Recent History:

Several centuries have passed since the sacking of Crystals Point and some of the realms have begun to try and find out what has happened to the Gem of Commerce. The first to attempt to was Poshment, a gear gnome from the plane of rusty gears. He made 3 critical errors in his attempt for glory. First he believed that his massive mechanical contraptions would be enough to overcome any resistance on the other side and for a while he was right. But he underestimated the sheer numbers of greenies and his forces were slowly hauled down. His third folly was the belief that he could close the portal from his side, but the ancient controlls malfunctioned and a permanant rift between the realms was opened.
In the years since the portal had closed, the marketplace had dried up and a great weapons factory had been built up in its place. The goblins were met with fierce resistance on the other side, the factory workers taking up their arms and machienery to fight off the horde. The battle raged on for months as the goblins learnt to up-gun themselves with the ample weaponry and munitions in the factory and took over. From this vantage point, the goblin menace has started to infect and spread among the Rusty Gears and an age of war has fallen on that sector.
The factory that opened the portal would later be known as Pandoras Portal, for once opened, none seemed able to close it.

Where the Kommandar comes in (finally!):

Jaro was one such goblin to pour through the breach and take up arms in the never ending fight. While he started out as lowly grot fodder, he quickly rose through the ranks and was able to take command of his own cadre of greenies. Where most goblins take a rather "direct" aproach of just swarm the enemy, Jaro toke a more stealthy role. He drilled his small cadre of goblins in th arts of stealth and assassination, silently bringing a small kill squad into the heart of the enemies command structure and assassinating the leaders of the opposing armies. He became so good at it that others started calling upon him to deal with their personal "rivals" and foes. They would call to him saying Kill them Jaro!! and the name stuck. These were his assassin years.

Later on, when his prowess and fame grew, he had aquired enough influence and followers that he had his own private army. Of one of the raids he went on, he infultrated a secret warehouse where they were building "Great Machines of Destruction" with the task of shutting it down. Inside he witnessed the machines, called tanks, preform a demonstration. He was so awestruck by the prowess displayed by them that he called off his mission. Instead he assembled his private army and directly assulted the warehouse, capturing it and its prizes for himself. Since, the Kommandar and his cadre are often seen taking to battle encased in massive hulks of steel and gears, the beheamoths spitting lead and fire wherever he goes.

Kommandar Killthemjaro Killjoy
The Kommandar, The Gear Ghosts (referring to his assassin cadre), The Grot Tank Brigade (referring to his fleet of tanks), The Metal Behemoth (referring to just him in his tank)
Domains: Glory (heroism), Law (loyalty, slavery, tyranny), Nobility (aristocracy, leadership), Trickery (ambush, deception, trickery), War (tactics), Black Powder Inquisition

Embodies the Serifa of Malkuth. The Kommandar asserts absolute authority over those under him and expects that his every command gets followed to the letter. Despite this iron hard view on rules he knows that he is not THE supreme ruler and he takes his orders from those who are in charge of the goblins as a whole, the current 12 ruling clans. The Kommandar is a LN goblin adrift admidst a green sea of CE. And not just slightly chaotic either, rather the insane, crazed chaos that exemplifies his race. This often means he has to take completely idiotic commands from his higher ups but he has to honor them because of his personal code. However, he expects those below him to uphold the same code and this oiled efficiency and chain of command is largely why he has been so successful in his chaotic world.

Herald: Gabberjabber. The Kommandar is probably the only goblin willing to use diplomacy and compromise as tactics and Gabberjabber is probably the only goblin in existence who could pull it off. Dressed astutely and smartly in a 2 piece tux, Gabberjabber is a master of political intruge, wit and charisma. When that fails, he falls back on his Grot Blasta and quick feet.
Personal friend of The Kommandar, he is one of the main reasons that the 12 ruling clans have failed to off The Kommandar so far. He is a rogue who knows he is often out of his depth. He carries his Grot Blasta, a medium sized revolver with the thundering enchantment and his own quick feet.

2-3 named servants
These are going to be his left hand, and not-left hand goblins. They are going to be his sub commanders. They are going to be synthesist summoners and be the commanders of his tank brigade. Their names will be something like "Govener Gretchen" and "Not-Lefty" :P
He will also have a goblin gunslinger as his sub-commander of the infantry division.
I will flesh these guys out more later :)
Beyond that, since i plan on taking the leadership feat, all the peons below will be given different ranks and most of them will be some form of gunslinger, although some of the higher leveled ones will be synthesist summoners, representing a swarm of grot tanks. Not that i will be actually using them in combat :p what are some lvl 1 dudes gonna do against a mythic, gestalted, lvl 17 demigod?
They just fill out the concept of him being a legendary commander XD

Deifiec Realm will be on the plane of Rusty Gears, specifically the district near where the portal is. This district will have guns everywhere and will be predominantly goblinoid and in a state of constant war. It will be quite steampunkish and the entire place will be broiled in anarchy except for 1 small selection of warehouses. These will be well maintained and cared for, and run with exacting efficiency, counterpoint to everything else.

Appearance and Personality Kommandar Killjoy, or Killthemjaro as his real name is, is a small goblin, not unlike most others. He wears a grey beret on his head and a spic and span uniform that he takes great care in maintaining. He saw one of the leaders in his dream wearing something similar and he does his best to emulate it. He carries a double barrelled shotgun he calls his "Shogun" and literally a tank in his pocket.

His tank is a mechanical beast. While not true metal, it is composed of an ultra-hard ceramic like substance that is partially see-through and made up from the essence of his mind. It consists of 2 gigantic treads on each side in the shape of a triangle, has a double barrelled cannon aptly and affectonatly named his "Boomcannon" protruding from its front and kegs of gunpowder on a platform in the rear. Inside the Kommandar can be seen scuttling about, pulling leavers and pushing buttons as he frantically tries to keep the beast moving and aimed at the right targets. The Boomcannon is capable of devastating blasts that are as loud as all get-out yet fire single shots and have a noticeably long reload time. His whole tank is painted red!