Name Pending's page

2 posts. Alias of Gobo Horde.


Strength 11
Dexterity 18
Constitution 12
Intelligence 14
Wisdom 12
Charisma 14

About Name Pending

The crew is currently at a spot where they can accept a non-Atalantian submission, if you don't want to play an Atalantian. However, I would not accept more than one non-Atalantian. So, take your bets. If you are interested, the character creation is at the beginning of this thread. However, you would create them at Level 8.

We currently have :

1) A Psion (Shaper)
2) An Aegis (Trailbazer)
3) A Vitalist/Marksman 6/2
4) An Ooze Morph (hard to explain)

Standard WBL.

HP is either Max + 1/2D per level, or, Max + you roll. However, if you choose to roll, you roll for every level. Everyone so far has chosen Max + 1/2D per level.

Too old a game for background skills, or I would be using them.

Alright, so I was looking at your current players, what they built and what they took (I was curious :S ), and heres a (very) brief summary of my findings.
Adraniel: a midget with a punch! Well, a very strong halfling swinging around an oversized greatsword. Massive physical stats and has self-buffs. Despite that he is still a stealthy little bugger :/
Telv: ahh. An Oozemorph Shifter. I understand now :)
He is also very physically fit (if a little flabby around the waist) and relies on multiple 'homegrown' natural attacks.
Flan: A stealthing sniper with a sweet sniper pistol! Also has healing and support powers and is a Mid level caster.
Connor: The Wiz Kid and his toys. Has a ton of abilities boosting his summoned constructs or his very handy Psicrystal. Is a High caster with 4th lvl powers. And the Leadership feat :p Can't have too many minions!

So you currently have a super strong Gnome with a greatswoord, an Ooze-thing with 3 strong natural attacks, a phasing Sniper with utility and heals, and the Minion Overlord full caster with a sweet psicrystal.

As for me, I have no idea yet :p
But I figured that if I figured out what the others are doing, I might be able to figure out some ideas of my own :)
Back to figuring!

1) Need a reason why he'd get 'recruited' by the intelligence services. Something that got him in trouble, and he got sprung from jail or some other punishment (or even execution) in exchange for him working for the spooks undercover.

Another idea was to take the Telepath Dicipline and focus a lot on the telepathy aspect of your setting that I had read about near the begining of the original recruitment thread about the messenger services. He would be one of those responsible for transmitting somewhat sensitive information discretely and untracably. The main problem is that *I* have to know the information to be able to transmit it ;)
In this case the messenger IS the liability, and that could be a good hook for why I got recruited by the the Intelligence Services and maybe why I am using them as protection against someone else <_<
Telepaths get 400ft carte blanche telepathy, and can cast 80min long Mind Links as a few different means of filling the role (and other, more insidious powers such as Read Minds and Memory Modification >:D).
I will probably make him very strong-willed (high Will saves), maybe silent? Communicates only with telepathy?, either that or he will be very secretive about his mind powers.
He would also be a collector of knowledge and secrets, desiring to know all sorts of dark secrets (preferably without anyone else knowing that he know them >_>

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

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 technology beyond the realm of mortal imagination. 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 mega-city surrounded by great forested mountains called the Green Peaks on the martial plane. Despite the large expanse of land, there were few natural or dangerous predators and the mountains 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 mountains as they swarmed and took over everything in the surrounding area. Truly 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 sapphire among the wild greens. The goblins never stood a threat against the high walls and wondrous 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 inhabitants. 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 assaulted it. While they had no success nether did the city spend much effort eradicating them and a siege settled in. Had they dealt with the greenies swiftly, that would have been the end, instead, word was spread that the siege was still ongoing and that was interpreted as success by the other goblin chieftains. Like a chain reaction a few tribes joined the siege, then more, then a flood broke out against those blue walls until there was a single blue blue dot ad-midst 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 uncountable 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 controls malfunctioned and a permanent 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 machinery 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 Pandora's 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" approach of just swarm the enemy, Jaro toke a more stealthy role. He drilled his small cadre of goblins in the 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 acquired enough influence and followers that he had his own private army. Of one of the raids he went on, he infiltrated 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 assaulted 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 behemoths 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 ad-midst 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. But 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.

Joseph Bonkers
Male Human Alchemist (Mindchemist)/Bard (Archivist) 1
CN Medium humanoid (Human) Initiative +3, Senses Perception -5
--------------------
Defenses
--------------------
AC 13, Touch 13, Flat Footed 10 (+3 dex)
hp 10/10 (1d8+1)
Fort 3 Ref 3 Will 0
(+8 vs sight based effects)
--------------------
Offenses
--------------------
Speed 30ft
Melee
Ranged Bomb +2 (1d6+5/x2) Fire, 6 splash damage (DC 16 Ref half), 10ft range, 20% miss chance.
Modifiers +0/+0 BAB,+3/+0 Dex, +0/+5 Int, +1/+0 Throw Anything, +1/+1 Point Blank
----------------------
Extracts
----------------------
Extracts Prepared
Lvl 1:
Free: (3/3)
DC: 10+ extract Lvl+ 5
Extracts Known
Lvl 1: +7 Comprehend launguages, Crafters Fortune, CLW, Endure Elements, Identify, Jump, Reduce Person, Shield, True Strike
----------------------
Spells
----------------------
Spells Per Day 1 (2/2)
Spells Known 1: 2
Cantrips: +4 Prestidigitation, Read Magic, Ghost Sound, Mending, Detect Magic, Light, Mage Hand
1st: +2 Grease, Saving Finale, Vanish, Silent Image
DC: 10+ Spell Lvl+ 2
----------------------
Bardic Performances
----------------------
Countersong, Distraction, Fascinate, Inspire Competance, Naturalist
----------------------
Current Magical Effects

----------------------
Statistics
----------------------
Str 8, Dex 16, Con 12, Int 20, Wis 12 Cha 14
Base Atk +0 CMB -1 CMD +12

Feats Brew Potion (bonus), Throw Splash Weapon (bonus), College Experience, Point Blank Shot
Traits Secret Knowledge. Mathmatical Prodigy, Snake Hater, Oblivious

Skills  x12
Craft: Alchemy +12 (1 Rank, +3 CS, +1 Alchemy, +2 College, +5 Int)
Disable Device +7 (1 Rank, +3 CS, +3 Dex)
Knowledge: Arcana +12 (1 Rank, +3 CS, +1 Trait, +2 College, +5 Int)
Knowledge: Dungeoneering +13 (1 Rank, +3 CS, +2 Trait, +2 College, +5 Int)
Knowledge: Engineering +12 (1 Rank, +3 CS, +1 Trait, +2 College, +5 Int)
Knowledge: Genetics +13 (1 Rank, +3 CS, +2 Trait, +2 College, +5 Int)
Knowledge: Local +8 (1 Rank, +2 College, +5 Int)
Knowledge: Planes +8 (1 Rank, +2 College, +5 Int)
Perception -5 (0 Ranks, -2 Oblivious, -4 Goggles, +1 Wis)
Profession: Mad Scientist! +6 (1 Rank, +3 CS, +2 Wis)
Sense Motive -1 (0 Ranks, -2 Oblivious, +1 Wis)
Spellcraft +8 (1 Rank, +3 CS, +5 Int)
+2

Languages  Common, Androfan, +4
Other Gear Smoked Goggles
0gp
----------------------
Tracked Resourses
----------------------
Bombs (6/6)
Bardic Performance (6/6 rounds)
Cognatogen (1/1)

----------------------
Special Abilities
----------------------
Alchemy gain Brew Potion as a bonus feat. +1 to Craft: Alchemy. Can use Craft: Alchemy to identify a held potion as detect magic for 1 round.
Bardic Knowledge add 1/2 level to all knowledge checks (1)
Bardic Performances standard action to activate, free action to maintain. Only one at a time.
Countersong:make sing check each round. All within 30 feet affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. Gain a second saving throw if already affected.
Distraction: make dance check each round. All within 30 feet affected by a affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. Gain a second saving throw if already affected.
Fascinate: cause one creature +1 per 3 levels to become fascinated with him that are within 90 feet, able to see and hear the bard, undistracted by combat or danger and capable of paying attention to him. (DC 12 Will negates) If a creature saves, he is unaffected for 24 hours. The creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on skill checks made as reactions, such as Perception checks. Any potential threat to the target allows a new saving throw. Any obvious threat automatically breaks the effect.
Inspire Competence 1 ally within 30ft gets +2 competence bonus on 1 skill as long as you perform.
Naturalist: if you identify a creature with a Knowledge check the all allies within 30 feet gain +1 insight bonus to AC, attack rolls and saving throws against exceptional, supernatural, and spell-like abilities by those creatures.
Bomb 6/day. Standard action that provokes to mix and throw a bomb. Deal 1d6+5 fire damage on a hit and 6 splash damage. Those caught in the spash can take a Dc 16 Ref for half.
Cognatogen +4 Int, -2 Str, +2 AC for 10 minutes. Afterwards take 2 Str damage.
College Experience +2 to all Craft and Knowledge skills and can make Knowledge checks untrained.
Favored Class Bonus +1 Skill Point.
Human +1 feat at lvl 1 and +1 skill per level.
Mathmatical Prodigy +1 to Knowledge. Arcana and Engineering. Engineering is a class skill.
Oblivious -2 Perception and Sense Motive.
Point Blank Shot +1 to hit and damage to targets within 30ft. Does not apply to splash damage.
Secret Knowledge +2 to Knowledge. Genetics and it is a class skill.
Snake Hater +2 to Knowledge. Dungeoneering and its a class skill.
Throw Anything gain Throw Anything as a bonus feat. Add Int to damage for splash weapons.

----------------------
Encumbrance 0lb
Light 26lb, Medium 53lb, Heavy 80lb
With Cognatogen
Light 20lb, Medium 40lb, Heavy 60lb
----------------------

Joseph Bonkers
Male Human Alchemist (Mindchemist) 1
CN Medium humanoid (Human) Initiative +1, Senses Perception -6
--------------------
Defenses
--------------------
AC 11, Touch 11, Flat Footed 10 (+1 dex)
hp 9/9 (1d8+1)
Fort 3 Ref 3 Will 0
(+8 vs sight based effects)
--------------------
Offenses
--------------------
Speed 30ft
Melee
Ranged Bomb +2 (1d6+4/x2) Fire, 5 splash damage (DC 15 Ref half), 10ft range, 20% miss.
Modifiers +0/+0 BAB,+1/+0 Dex, +0/+4 Int, +1/+0 Throw Anything, +1/+1 Point Blank
----------------------
Extracts
----------------------
Extracts Prepared
Lvl 1:
Free: (2/2)
DC: 10+ extract Lvl+ 4
Extracts Known
Lvl 1: +6 Comprehend launguages, Crafters Fortune, CLW, Endure Elements, Identify, Jump, Reduce Person, Shield, True Strike
----------------------
Current Magical Effects
----------------------
----------------------
Statistics
----------------------
Str 8, Dex 13, Con 13, Int 19, Wis 11 Cha 10
Base Atk +0 CMB -1 CMD +10

Feats Brew Potion (bonus), Throw Splash Weapon (bonus), College Experience, Point Blank Shot
Traits Secret Knowledge. Mathmatical Prodigy, Snake Hater, Oblivious

Skills  x10
Craft: Alchemy +11 (1 Rank, +3 CS, +1 Alchemy, +2 College, +4 Int)
Disable Device +5 (1 Rank, +3 CS, +1 Dex)
Knowledge: Arcana +11 (1 Rank, +3 CS, +1 Trait, +2 College, +4 Int)
Knowledge: Dungeoneering +12 (1 Rank, +3 CS, +2 Trait, +2 College, +4 Int)
Knowledge: Engineering +11 (1 Rank, +3 CS, +1 Trait, +2 College, +4 Int)
Knowledge: Genetics +12 (1 Rank, +3 CS, +2 Trait, +2 College, +4 Int)
Knowledge: Local +7 (1 Rank, +2 College, +4 Int)
Knowledge: Planes +7 (1 Rank, +2 College, +4 Int)
Perception -6 (0 Ranks, -2 Oblivious, -4 Goggles, +0 Wis)
Profession: Mad Scientist! +4 (1 Rank, +3 CS, +0 Wis)
Sense Motive -2 (0 Ranks, -2 Oblivious, +0 Wis)
Spellcraft +8 (1 Rank, +3 CS, +4 Int)

Languages  Common, Binary, +3
Other Gear Smoked Goggles
Explorers outfit 8lb
Flint and steel
Cooking kit (iron pot, iron skillet, a ladle, a skewer, a wooden cutting board, a cutting knife, an iron tripod for the pot, a packet of tinder, spices) 18lb
Spellbook
Stacks of paper

----------------------
Tracked Resourses
----------------------
Bombs (5/5)
Cognatogen (1/1)

----------------------
Special Abilities
----------------------
Alchemy gain Brew Potion as a bonus feat. +1 to Craft: Alchemy. Can use Craft: Alchemy to identify a held potion as detect magic for 1 round.
Bomb 5/day. Standard action that provokes to mix and throw a bomb. Deal 1d6+4 fire damage on a hit and 5 splash damage. Those caught in the spash can take a Dc 15 Ref for half.
Cognatogen +4 Int, -2 Str, +2 AC for 10 minutes. Afterwards take 2 Str damage.
College Experience +2 to all Craft and Knowledge skills and can make Knowledge checks untrained.
Favored Class Bonus +1 Skill Point.
Human +1 feat at lvl 1 and +1 skill per level.
Mathmatical Prodigy +1 to Knowledge. Arcana and Engineering. Engineering is a class skill.
Oblivious -2 Perception and Sense Motive.
Point Blank Shot +1 to hit and damage to targets within 30ft. Does not apply to splash damage.
Secret Knowledge +2 to Knowledge. Genetics and it is a class skill.
Snake Hater +2 to Knowledge. Dungeoneering and its a class skill.
Throw Anything gain Throw Anything as a bonus feat. Add Int to damage for splash weapons.

----------------------
Encumbrance 26lb
Light 26lb, Medium 53lb, Heavy 80lb
With Cognatogen
Light 20lb, Medium 40lb, Heavy 60lb
----------------------

Languages:

Outsiders: Abyssal, Aklo, Celestial, Infernal
Elementals: Aquan, Auran, Ignan, Terran
Core: Dwarven, Elven, Gnome, Halfling
Unusual: Draconic, Giant, Sylvan, Undercommon

Forest Guardians:
Forest Guardians have long been extinct. Back in ages when even the elves were young and the world was wild, where forests spread out among the lands. It was here that the Forest Guardians walked among the trees, conversing with them and tending to them like giant gardeners. Large and strong, and immensely old, these kind spirits would care for large plots of land, only a few in each continent. They were fiercely protective of their lands and were known to be able to defend the lands from giant beasts and demons, yet they could not stop the flood of humans. As the forests got cut back and the land became ever more civilized, they slowly disappeared, unneeded and forgotten.

Well we here at Arcenture Science Industries believe that such a magnificent creature should not be lost to the legends and lore! In fact we have even managed to recreate one! We are just putting the finishing touches onto its memory uplinks and the first Forest Guardian to walk the earth in millennia with be available for poking and prodding! We even intend to let it loose into the Biodome and see how well it fares!

Description Forest Guardians are tall plants that look like trees, and can often be mistaken for such, yet they have their differences. First and formost is the lack of leaves, for Forest Guardians have sparse leaves, looking like a willow that shed all is leaves in the middle of winter despite the heat of summer. Next distinguishing feature is its face, a giant knot in the middle of one side of the tree bears a pattern remarkably similar to a gnomish or dwarvish face, big burly eyebrows, giant nose, small closely centered eyes and big fat lips. Forest Guardians do not seem to need this mouth to eat, for they suck up all the nutrients they need from the ground through their extensive root systems. When they need to move, they uproot their roots and drag their bulk across the ground with them and when threatened they will lash out with their long, powerful branches, smashing anything within reach. These seem to be especially destructive against buildings and objects and have been known to demolish such structures in short order.

Standard Racial Traits

Ability Score Racial Traits: Forest Guardians are large and durable, if a little slow. They are usually ancient beyond reckoning, even eclipsing the long lived elves. This makes it hard to empathize with the shorter lived races that disappear in the blink of an eye. They gain +6 Strength and +2 Constitution, -2 Dexterity and -2 Charisma.
Type: Forest Guardians are Plants.
Size: Forest Guardians are large creatures and thus gain a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Base Speed: Forest Guardians are slow and pondering. They have a base speed of 20 feet.
Languages: Forest Guardians begin play speaking Common and Sylvian. Forest Guardians with high Intelligence scores can choose from the following languages; Aklo, Auran, Draconic, Elven, Gnome, Halfling or Treant. See the Linguistics skill page for more information about these languages. Forest Guardians also have the ability to converse with plants as if subject to a continual speak with plants spell.

Defence racial Traits
_________________________________________________________
Stability: Forest Guardians receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Vulnerability to Fire Forest Guardians are Vulnerable to Fire.

Feat and Skill Racial Traits
_________________________________________________________
Durability: Forest Guardians receive toughness as a bonus feat at first level.

Movement Racial Traits
_________________________________________________________
Terrain Stride Forest Guardians can move through natural difficult terrain at their normal speed while within forests (as the Ranger favoured terrain).

Offense Racial Traits
_________________________________________________________
Gatecrasher Forest Guardians gain a +2 racial bonus on Strength checks to break objects and a +2 racial bonus on combat maneuver checks to sunder.

Natural Weapons (Ex) Forest Guardians have 2 slam attacks that deal 1d6 points of damage each.

Senses Racial Traits
_________________________________________________________
Low-light Vision: Tree Guardians can see twice as far as humans in conditions of dim light.

_________________________________________________________

Race Points: Forest Guardian

Plant Type: 10rp
Large: 7rp
Slow: -1rp
Specialized Stats: +2str, +2con, -2cha: 1rp
Standard Languages: +0rp
Advanced Strength: +4rp
Stability: +1rp
Static Bonus Feat: +2rp
Terrain Stride: +1rp
Gatecrasher: +2rp
Natural Attack, Slam, X2: +2rp
Low-Light Vision: +1rp
Vulnerability to Fire: -2rp
Tree Speach: +2rp
Total: 30rp
Note: I gave him vulnerability to fire despite not being an outsider because trees are vulnerable to fire...

Shadowlings:
Assassins-R-Us commissioned us to create for them a natural addition to their forces that could be created quickly and could execute their missions efficiently. The fact that we KNOW that our creations are going to be used for unethical purposes is no determent to us here at Arcenture Science Industries! To that end we created the Shadowling. We took the very essence of the plane of Shadow and infused it within a goblin, enhanced its strength 6 fold and fostered within it a great distrust and resentment, that can never be a bad idea! We then severed it from its own shadow (a tricky process indeed!) and stuffed that shadow inside our now almost imperceivable ball of love and cuteness. We tasered it multiple times, just to be sure...

Description Shadowlings hardly seem there, even when you look at them directly they can seem indistinct and hard to focus on, almost as if they weren't all within the martial plane. This doesnt stop them from seeing you however, and their clawed hands are very much real. Standing just over a foot and a half tall, with a wide head and a ferocious snarl on their face, these creatures are pitch black and even under focused bright light leave no shadow yet the bright light seems painful to their specially augmented eyes. They are so adapt at hiding that even magical means can struggle to locate them and they have been known to sneak right through magically warded areas without triggering any sensor or their presence known.

Standard Racial Traits

Ability Score Racial Traits: Shadowlings are very strong and swift, yet unnerve most races. They gain +4 Strength, +2 Dexterity and -2 Charisma.
Type: Shadowlings are Aberrations.
Size: Shadowlings are small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Base Speed: Shadowlings have a base speed of 40 feet.
Languages: Shadowlings begin play speaking Terran. Shadowlings with high Intelligence scores can choose from the following languages; Common, Draconic, Dwarven, Giant, Sylvan or Undercommon. See the Linguistics skill page for more information about these languages.

Defence racial Traits
_________________________________________________________
Mistchild: Whenever a Shadowling has concealment or total concealment, the miss chance of attacks against her increases by 5%.

Shadow Blending Attacks made against Shadowlings while they are within areas of dim light have a 50% miss chance instead of the normal 20% miss chance. This trait does not grant total concealment; it just increases the miss chance. This is a supernatural ability.

Shadow Resistance Shadowlings gain cold resistance 5 and electricity resistance 5.

Feat and Skill Racial Traits
_________________________________________________________
Enclave Protector Shadowlings add +1 to the caster level of any abjuration spells they cast. Shadowlings also gain the following spell-like abilities (the caster level is equal to the user's character level):

Constant—nondetection;
1/day—faerie fire, obscure object, sanctuary

Silent Hunter: Shadowlings reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a –20 penalty (this number includes the penalty reduction from this trait).

Sneaky: Shadowlings gain a +4 racial bonus on Stealth checks.

Stalker Perception and Stealth are always class skills for Shadowlings

Magical Racial Traits
_________________________________________________________
Shadow Phasing Shadowlings can use Vanish at will as a spell-like ability.

Movement Race Traits
_________________________________________________________
Fleet Footed Shadowlings receive Run as a bonus feat and a +2 racial bonus on initiative checks.

Senses Racial Traits
_________________________________________________________
Darkvision: Shadowlings can see perfectly in the dark up to 60 feet.

See In Darkness Shadowlings can see perfectly in darkness of any kind, including that created by spells such as deeper darkness.

Light BlindnessAbrupt exposure to bright light blinds Shadowlings for 1 round; on subsequent rounds, they are dazzled as long as they remain in the affected area.

_________________________________________________________

Race Points: Shadowlings

Aberration Type: 3rp
Specialized Stats: +2str, +2dex, -2cha: 1rp
Xenophobic Languages: +0rp
Advanced Strength: +4rp
Mistchild: +1rp
Shadow Resistance: +2rp
Shadow Blending: +1rp
Silent Hunter: +2rp
Sneaky: +5rp
Stalker: +1rp
Enclave Protector: +2rp
SLA at will, Vanish: +2rp
Fleet Footed: +3rp
Fast: +1rp
See In Darkness: +4rp
Light blindness: -2rp
Darkvision: Free
Total: 30rp
Note: This is my attempt to create something very powerful using the race builder. Invisibility at will as a SLA for only 2rp? Tack on it 55% miss chance whenever I have concealment, ability to see in darkness, +9 stealth out the gate and its speed and you have a very fast assassin type even before you add in any classes.
NOTE: I still have to edit its points as with the new changes to the costs of at-will SLAs it now costs 34rp.

Terran Titan:
Terran Titans or Earth Titans as they are also known are a cross between an earth elemental and an orc. Orcs have thrus far proven to be the only widespread race capable of handling the splicing processes and even they are largely overtaken by the earth elementals natural power with very little remaining of them aside from their size and general shape. An interesting turn of events has reversed the Orcs poor cognitive abilities and boosted them considerably. Who knew that adding rocks and Orcs together made them smarter?

Description Earth Titans stand just over 9 feet tall and look like a cross between an Orc and a chunk of slate. They have fully articulated limbs and are capable of wielding tools in their oversized hands yet those hands work just as well unarmed due to the sheer mass of them. They retain the Orcs hunched appearance as well as their brutish looks save that they are slate grey in colour. Despite being created for their brute size they have been proven to be remarkably cunning and quick of wit, even showing sorcerous powers that were unexpected. Why such dull creatures could create such intelligent offspring is beyond us here at the Arcenture Science Industries yet we intend to find out! Our next experiment will be to combine a goblin and a rock to see what happens. Isnt science fascinating!

Standard Racial Traits

Ability Score Racial Traits: Earth Titans are very strong and durable, yet quite slow. They also have advanced mental capabilities. They gain +6 Strength, +2 Constitution, -4 Dexterity, +2 Intelligence, Wisdom and Charisma.
Type: Earth Titans are Outsiders with the Native subtype.
Size: Earth Titans are large creatures and thus gain a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.
Base Speed: Earth Titans have a base speed of 30 feet.
Languages: Earth Titans begin play speaking Terran. Earth Titans with high Intelligence scores can choose from the following languages; Common, Draconic, Dwarven, Giant, Sylvan or Undercommon. See the Linguistics skill page for more information about these languages.

Defence racial Traits
_________________________________________________________
Natural Armour: Earth Titans have +3 natural armor.

Immune to Acid Earth Titans take no damage from acid attacks.

Feat and Skill Racial Traits
_________________________________________________________
Earth Affinity: Earth Titan sorcerers with the elemental (earth) bloodline treat their Charisma score as 2 points higher for all sorcerer spells and class abilities. Earth Titans with the Earth domain use their domain powers and spells at +1 caster level.

Stone Singer:Earth Titans are treated as 1 level higher when casting spells with the earth descriptor, bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery.

Offense Racial Traits
_________________________________________________________
Natural Weapons (Ex) Earth Titans have 2 slam attacks that deal 1d6 points of damage each.

Senses Racial Traits
_________________________________________________________
Darkvision: Earth Titans can see perfectly in the dark up to 60 feet.

_________________________________________________________

Race Points: Terran Titans

Outsider Type: 3rp
Large: 7rp
Advanced Stats: +4str, -2dex, +2cha, +2int, +2wis: 4rp
Xenophobic Languages: +0rp
Advanced Constitution: +4rp
Natural Armour: +2rp
Improved Natural Armour x2: +3
Energy Immunity: +4rp
Elemental Affinity: +1rp
Stonesinger: +2rp
Natural Attack, Slam, X2: +2rp
Darkvision: Free
Total: 30rp
Note: It was intended to be a melee class with strong ties to earth and earth elementals but it actually looks like it would make an overpowered and very durable sorcerer :P I wanted to add in burrowing but I just couldn't fit it in sadly.

Poison Dart Skink:
Poison Dart Skinks are an underwater race of amphibians that are naturally very resilient and hard to kill and are very very poisonous. They were one of the first creations of Arcenture Science Industries after they got their official title. The scientists at the time took poison and infused it with more poison. They then cast an altered version of the Anthropomorphic Animal spell on it but all they got was an animated gelatinous blob. They needed a body for it so they took an underwater creature known as a skink and fused the two together, creating one of the most venomous and deadly creatures in the sea. This process was not without pain however, and the skinks became inured to almost all feeling as the searing poison worked its way through its veins and saturated there. As a result, they are incredibly durable, known to keep fighting even with the loss of an arm or suffering an otherwise deadly wound.

Description Poison Dart Skinks are often brightly coloured, a warning to other creatures of the venomous nature under their skins, yet they retain an almost chameleonic trait as they can mute their skin tones to an almost dull green, grey or blue hue to blend in with their surrounding water. They are quite lithe and nimble with large, almost gator like jaws and slitted green eyes on the sides of their heads. Standing around 4 feet tall with the females slightly smaller and thiner while often more brightly coloured, they sport thin frog-like legs and an elegant flat tail. They make for good swimmers and their natural habitat is below the sea among the reeds but they can be found in any body of water large enough to hold seaweed or something similar. It is within these reeds or seaweed that they make their home and unlike most of the other created specimens of Arcenture Science Industries have been around long enough to create colonies and communities.

Standard Racial Traits

Ability Score Racial Traits: Poison Skinks are small yet incredibly hardy yet they lack the strength of larger creatures and only have an animalistic intelligence. They gain -2 Strength, +6 Constitution and -2 Intelligence.
Type: Poison Skinks are Humanoids with the reptile subtype.
Size: Poison Skinks are small and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks.
Base Speed: Poison Skinks have a base speed of 30 feet and a swim speed of 30 feet.
Languages: Poison Skinks begin play speaking Aquan. Poison Skinks with high Intelligence scores can choose from the following languages; Common, Aboleth, Draconic or Boggart . See the Linguistics skill page for more information about these languages.

Defence racial Traits
_________________________________________________________
Poison Resistance: Poison Skinks gain a racial bonus on saving throws against poison effects equal to their Hit Dice.

Scaly Skin Poison Skinks have scaly, slimy hides that grant them +2 natural armour.

Feat and Skill Racial Traits
_________________________________________________________
Camouflage: Poison Skinks gain a +4 racial bonus on Stealth checks while within or above water (as the ranger favored terrain).

Weapon Familarity: The favoured weapons of the Skinks are the bola and trident and they are proficient with them.

Weapon Finesse: Poison skinks are small and weak so they rely on their nimbleness in combat. They gain Weapon Finesse as a bonus feat.

Noxious Bite: As their namesake, Poison Skinks are lethally poisonous and gain the noxious bite feat as a bonus feat.

Movement Racial Traits
_________________________________________________________

Amphibious: Poison Skinks have a swim speed of 30 feet and can breathe both air and water.

Terrain Stride Poison Skinks can move through natural difficult terrain at their normal speed while on or within water (as the Ranger favoured terrain).

Offense Racial Traits
_________________________________________________________
Bite Due to their formidable jaws they have a natural bite attack that deals 1d4 damage.

Acidic Breath Weapon Poison Skinks have an internal sac of toxins and acid that allows them to make a breath weapon attack for 2d6 acid damage with a range of 20 feet (DC is 10 + 1/2 the Skinks character level + the Skinks Constitution modifier) usable once per hour.

Poison Use: Skinks are skilled with poison and never risk accidentally poisoning themselves when applying it to weapons.

Toxic: Skinks have an internal sac of toxins and acid and a number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic saliva or blood (using blood requires the creature to be injured when it uses this ability). Applying venom in this way is a swift action. Envenoming its bite attack is a non-action.
Paralytic Venom: Injury; save Fort DC 10 + the 1/2 Skinks Hit Dice + the Skinks Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex; cure 1 save.

Senses Racial Traits
_________________________________________________________
Deepsight: Skinks are specially adapted to the lightless depths of the oceans, but not to air-filled environments. They can see in the dark up to 120 feet while underwater, but do not gain this benefit out of water.

_________________________________________________________

Race Points: Poison Skinks

Humanoid (reptile) Type: 0rp
Small: 0rp
Greater Paragon Stats: -2str, +4con, -2int: 2rp
Xenophobic Languages: +0rp
Advanced Constitution: +4rp
Poison Resistance: +3rp
Natural armour: +2rp
Improved natural armour: +1rp
Static Bonus Feat: +2rp
Terrain Stride: +1rp
Camouflage: +1rp
Swim Speed: +2rp
Amphibious: +2rp
Bite: +1rp
Breath Weapon: +1rp
Extra Damage: +1rp
Poison Use: +1rp
Toxic: +1rp
Weapon Familiarity: +1rp
Weapon Finesse: +2rp
Deepsight: +2rp
Total: 30rp
Note: Lots of little abilities :P They are mainly an underwater race and as such some of there abilities will be useless above ground, but that is ok, they still have enough going for them that this shouldnt be much of a problem. I also reduced the time it takes to poison your bite attack from a swift to a non-action, as getting saliva on your teeth is not all that difficult to achieve..

Beast of Burden:
"We need these heart cubes moved onto those big red buttons over there and there is no way we are going to do that ourselves! As such we have built ourselves a slave race that it may carry out our every whim! Obedient and generally only capable of an animalistic intelligence these sturdy animals have been most useful! They do however posses this weird trait where they seem to care for each other. Odd."

Beasts of Burden were never given an official title as they were deemed too low for such an honor, referred to simply as "Beast" or "Slave" or "You" or other even more derogatory terms. These simple creatures are usually kind hearted despite their masters usual cruelty or dismissive attitudes and are loyal to a fault. Often pacifists, Beasts will rarely be the instigators in a fight and can often try and protect their would be aggressors even as they themselves are being attacked. They combine the loyalty and trust of a canine and the simplicity and obedience of an oxen or mule.

Beasts of Burden were created with very little regard for their own care or well being and as such have developed a sense of community empathy that borders on psionic. They can take on the pain of others and make it their own, lessening the pain the original creature feels in the process. This can have some rather odd implications when combined with the low intellect of the Beasts and there have been documented instances of Beasts using this on those that they are trying to attack, hurting themselves in the process or where an object might fall on one Beast in a group and all those around it suddenly die from the shock of the connection. Another set of reports tells of how a Beast herder would sometimes survive an otherwise fatal accident solely due to a faithful Beast nearby and one thing is sure, these Beasts can be incredibly durable when in large herds as you cannot kill any of them until you kill all of them as empathetic waves bounce and reverberate among the herd.

Description Despite being bipedal, Beasts tend to walk on all fours much like a gorilla as their overlarge front arms are long enough to reach the ground from a standing position. Their arms are often covered in a thin layer of light, silvery hair yet under this lies steel chords of enhanced muscles as they were created solely for hard labour. At the end of their long arms are a pair of roughly humanoid hands with amazing grip and they make for very proficient climbers, they are able to support their entire weight and the weight of a heavy load while clinging to small cracks or outcroppings with only a few fingers. In-between their large and hunched shoulders lies a head somewhat akin to a yak or minotaur, a large forehead, a thick, forward protruding brow topped with bushy eyebrows and small, dull grey and unintelligent eyes.

Standard Racial Traits

Ability Score Racial Traits: Beasts are bred for manual labour and only have basic animalistic intelligence. They gain +4 Strength, +4 Constitution and -2 Intelligence.
Type: Beasts are Magical Beasts.
Size: Beasts are Medium creatures and have no bonuses or penalties due to their size.
Base Speed: Beasts are slow and lumbering. They have a base speed of 20 feet and are never slowed by armor or encumbrance. They also have a climb speed of 20 feet.
Languages: Beasts, like their namesake are not evolved enough for a common language. Beasts without additional languages due to high Intelligence scores or ranks in Linguistics can only communicate with grunts and gestures. Beasts with high Intelligence scores can choose from the following languages; Common, Elven, Dwarven, Gnome, Halfling, Sylvan, and Undercommon. See the Linguistics skill page for more information about these languages.

Defence racial Traits
_________________________________________________________
Stability: Beasts receive a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground.

Natural Armor Beasts are durable and hard to hurt. They have a +2 armor bonus.

Silvery Hide Beasts have silvery hides that are resistant to damage and gain DR 5/silver.

Feat and Skill Racial Traits
_________________________________________________________
Durability: Beasts receive Toughness as a bonus feat at first level.

Empathetic Field Beasts are very empathetic, almost to the point of psionic, and can subsume the wounds of others around them. They gain Shield Other as a spell-like ability at will.

Movement Racial Traits
_________________________________________________________
Expert Climber Beasts are extraordinary climbers and gain a climb speed of 20 feet and can cling to cave walls and even ceilings as long as the surface has hand- and footholds. In effect, Beasts are treated as being constantly under the effects of a non-magical Spider Climb spell, save that they cannot cling to smooth surfaces. They also double the normal +8 racial bonus on Climb checks normally granted to creatures with a climb speed (to a total +16 bonus).

Senses Racial Traits
_________________________________________________________
Darkvision Beasts can see perfectly in the dark up to 60 feet.

Low-light Vision: Beasts can see twice as far as humans in conditions of dim light.

_________________________________________________________

Race Points: Beast of Burden

Type: Magical beast: 3rp
Darkvision
Low-Light Vision
Medium: 0rp
Slow: -1rp
Specialized Stats: +2str, +2con, -2int: 1rp
xenophobic Languages: +0rp
Advanced Strength: +4rp
Advanced Constitution: +4rp
Stability: +1rp
Moon-Touched DR: +3rp
Static Bonus Feat: +2rp
Natural Armor: +2rp
Improved Natural Armor: +1rp
SLA At Will: 4rp, Shield Other
Climb: +2rp
Expert Climber: +4rp

Total: 30rp
Note: I made him a magical beast, and gave him both low-light vision and darkvision for 3 points. If you think this should be more just tell me :) I could also change it to humanoid (beast) if it becomes a problem. I also gave him the language options of a feral orc. Low intelligence Beasts are just that, beasts. He has shield other as a SLA which is both a blessing and a curse. Use it to much and I could get insta-gibbed by a fireball :)

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

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 technology beyond the realm of mortal imagination. 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 mega-city surrounded by great forested mountains called the Green Peaks on the martial plane. Despite the large expanse of land, there were few natural or dangerous predators and the mountains 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 mountains as they swarmed and took over everything in the surrounding area. Truly 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 sapphire among the wild greens. The goblins never stood a threat against the high walls and wondrous 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 inhabitants. 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 assaulted it. While they had no success nether did the city spend much effort eradicating them and a siege settled in. Had they dealt with the greenies swiftly, that would have been the end, instead, word was spread that the siege was still ongoing and that was interpreted as success by the other goblin chieftains. Like a chain reaction a few tribes joined the siege, then more, then a flood broke out against those blue walls until there was a single blue blue dot ad-midst 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 uncountable 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 controls malfunctioned and a permanent 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 machinery 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 Pandora's 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" approach of just swarm the enemy, Jaro toke a more stealthy role. He drilled his small cadre of goblins in the 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 acquired enough influence and followers that he had his own private army. Of one of the raids he went on, he infiltrated 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 assaulted 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 behemoths 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 ad-midst 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. But 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.

Joseph Bonkers
Male Human Alchemist (Mindchemist)/Bard (Archivist) 1
CN Medium humanoid (Human) Initiative +3, Senses Perception -5
--------------------
Defenses
--------------------
AC 13, Touch 13, Flat Footed 10 (+3 dex)
hp 10/10 (1d8+1)
Fort 3 Ref 3 Will 0
(+8 vs sight based effects)
--------------------
Offenses
--------------------
Speed 30ft
Melee
Ranged Bomb +2 (1d6+5/x2) Fire, 6 splash damage (DC 16 Ref half), 10ft range, 20% miss chance.
Modifiers +0/+0 BAB,+3/+0 Dex, +0/+5 Int, +1/+0 Throw Anything, +1/+1 Point Blank
----------------------
Extracts
----------------------
Extracts Prepared
Lvl 1:
Free: (3/3)
DC: 10+ extract Lvl+ 5
Extracts Known
Lvl 1: +7 Comprehend launguages, Crafters Fortune, CLW, Endure Elements, Identify, Jump, Reduce Person, Shield, True Strike
----------------------
Spells
----------------------
Spells Per Day 1 (2/2)
Spells Known 1: 2
Cantrips: +4 Prestidigitation, Read Magic, Ghost Sound, Mending, Detect Magic, Light, Mage Hand
1st: +2 Grease, Saving Finale, Vanish, Silent Image
DC: 10+ Spell Lvl+ 2
----------------------
Bardic Performances
----------------------
Countersong, Distraction, Fascinate, Inspire Competance, Naturalist
----------------------
Current Magical Effects

----------------------
Statistics
----------------------
Str 8,