Wax Golem

Scout 42's page

89 posts. Alias of Cutlass.


Full Name

Scout 42

Race

Golemnoid

Classes/Levels

Rogue 2 | HP 18/18 | AC 16, T 14, FF 13 | CMD 15 | F +1, R+6, W +1 | Init +5 | Senses DV 120 ft | Percep +9

Size

small

Age

35

Alignment

Chaotic Good

Deity

None

Languages

Common, Draconic, Elven, Undercommon, Gnome

Strength 14
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 13
Charisma 10

About Scout 42

Race Builder information for golemnoid race:

Type: Outsider (Native), ties to positive energy plane___________3 rp
Type: Half Construct_____________________________________________7 rp
Thus we have an Outsider (Native, Construct)
Size: Small (there are medium size variants as well)_____________0 rp
Base Speed: Normal (30 ft/round)_________________________________0 rp
Ability Score Modifiers: (Standard)______________________________0 rp
DEX +2, WIS +2, CHA-2
Languages: Standard______________________________________________0 rp
Starts knowing Common only. Bonus languages for high INT are Dwarven, Elven, Gnome, Draconic, Celestial, Goblin, Orc
Racial Traits
Defensive: Lifebound________________________________________________2 rp
Senses: Darkvision 120 ft___________________________________________1 rp
(Had darkvision 60 ft free for being an Outsider, so 1 rp
for upgrade)
Total:_____________________________________________________________13 rp

Outsider (Native)

A native outsider is at least partially composed of the essence (but not necessarily the matter) of some plane other than the Material plane. ... When making a native outsider race it is sometimes important to pick a single Outer plane that a race is tied to. ... A native outsider race has the following features:

* Native outsiders have the darkvision 60 feet racial trait. Then paid an extra 1 rp to upgrade that to darkvision 120 feet.

* Native outsiders breathe, eat and sleep.

Half-construct

A half-construct race is a group of creatures that are artificially enhanced or have parts replaced by constructed mechanisms, be they magical or mechanical. A half-construct race has the following features:

* Half-constructs gain a +2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.

* Half-constructs can not be raised or resurrected.

* Half-constructs do not breathe, eat or sleep, unless they want to gain some beneficial effect from one of these activities. This means that a half-construct can drink potions to benefit from their effects, and can sleep in order to regain spells, but neither of these activities is required for the half-construct to survive and stay in good health.

Lifebound

Members of this race gain a + 2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

General Description

A golemnoid is an advanced form of wooden golem that has been animated by a life force drawn directly from the Positive energy plane. This life force animates the golemnoid and supplies it with intelligence, personality and free will. Golemnoids heal normally and can wear armor. They benefit normally from healing magic and the heal skill can be used on them.

Golemnoids look like giant wooden puppets. There is very little metal used in their construction, usually just a little bit of reinforcement around joints. They have relatively thin darkwood plates that cover the outside of their bodies, and various sorts of vines can be seen running under those plates substituting for muscles and performing various circulatory functions.

Their faces are solid darkwood masks that do not move, thus they have no facial expressions. However, their jaws do open and close and they can be seen to have some sort of tongue. If one looks deeply into a golemnoid's eyes so they can see what passes for the Golemnoid's retinas they will detect a very faint purple glow. The eyeballs appear to be small spheres carved out of darkwood that are free to move in the eye sockets of the Golemnoid's head in a manner similar to other races.

Golemnoids can be individually identified and told apart from one another when one gets to know them just like members of other races. There are minor differences in the face masks from one Golemnoid to another. The grain pattern of the darkwood used in their construction varies from Golemnoid to golemnoid. There are also minor differences in voice from one Golemnoid to another.


Character Traits:

Basic Trait - Combat - Reactionary: +2 bonus on initiative checks.

Feats:

Skill Focus - Perception: Gets a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in the skill the bonus increases to +6.

Rogue Class Features:

Weapon and Armor Proficiency: Proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor but not with shields.

Sneak Attack: The rogue's attack deals extra damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a dexterity bonus or not) or when the rogue flanks his target. Sneak attack damage is 1d6.

Trapfinding: A rogue adds half his level to Perception checks made to locate traps and to Disable Device skill checks (minimum + 1). A rogue can use Disable Device to disarm magic traps.

Evasion: If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save he instead takes no damage.

Rogue Talents:

Fast Stealth: Can move at full speed using Stealth skill without penalty.

Trained Skills:

______________________Class___MOD_____Ranks____MISC_____Total
Acrobatics (DEX*)______+3_____+3_______+2________________+8
Bluff (CHA)____________+3______0_______+2________________+5
Climb (STR*)___________+3_____+2_______+2________________+7
Disable Device (DEX*)__+3_____+3_______+2______#_________+8
Escape Artist (DEX*)___+3_____+3_______+2________________+8
Linguistics (INT)______+3_____+2_______+2________________+7
Perception (WIS)_______+3_____+1_______+2______+3%#______+9
Sense Motive (WIS)_____+3_____+1_______+2________________+6
Sleight of Hand (DEX*)_+3_____+3_______+2________________+8
Stealth (DEX*)_________+3_____+3_______+2_______+4^_____+12
Use Magic Device (CHA)_+3______0_______+2________________+5

An * after the key ability indicates an armor check penalty may apply. Currently wearing armor with an ACP of 0.

# gets an additional +1 when used vs traps
% skill focus
^ bonus due to size
Favored class bonus taken as extra skill point.

Caravan skills
____________________Class_____Mod_____Ranks__Misc____Total
Disguise (CHA)______+3________0_______+1______+1______+5
Handle Animal (CHA)_+3________0_______+1______+1______+5

Misc = trait bonus

Equipment:

Encumbrance

Light load < 43 lbs, medium load < 87 lbs, heavy load < 131 lbs

Explorer's Outfit___________(free)_______2 lbs
Backpack______________________2 gp_______0.5 lbs
Leather Armor________________10 gp_______7.5 lbs
Gladius______________________15 gp_______1.5 lbs
Thieves' Tools_______________30 gp_______1 lb
Morningstar___________________8 gp_______3 lbs
Sap___________________________1 gp_______1 lb
Crossbow, Heavy______________50 gp_______4 lbs
40 bolts______________________4 gp_______2 lbs
Mirror, small steel__________10 gp_______0.5 lbs
12 throwing darts_____________6 gp_______3 lbs
1 dagger______________________2 gp_______0.5 lbs

Total spent: 138 gold pieces, 2 gold pieces left over
Total weight carried: 26.5 lbs, light encumbrance


Init +5, +3 DEX +2 trait
Senses Darkvision 120 feet, Perception +9
BAB +1, CMB +2, CMD 15

Defense:

AC = 10 + 3(DEX) + 1(size) + 2(leather armor) = 16, touch = 14, Flat = 13
HP 15/15
Fort +1, Reflex +6, Will +1
+2 racial bonus on saving throws against disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
+2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.

Offense:

Speed = 30 feet

Ranged HVY XBOW, +5 (1d8, 19-20/×2) 120 ft, P
Ranged Dart, +5 (1d3+2, ×2) 20 ft, P
Ranged Dagger, +5 (1d3+2, 19-20/×2) 10 ft, P or S

Melee Morningstar, +4 (1d6+2*, ×2) B and P
Melee Gladius, +4 (1d4+2, 19-20/×2) P or S
Melee Dagger, +4 (1d3+2, 19-20/×2) P or S
Melee Sap, +4 (1d4+2, ×2) B, nonlethal
Melee Unarmed strike, +4 (1d2+2) B, nonlethal

* damage 1d6+3 if used two handed

BAB 1, CMB +2, CMD 15

Physical Description:

Scout stands all of 3 feet 6 inches tall. He weighs in at 49 lbs. While he uses male terms to refer to himself he actually has no gender.

Scout is wearing leather armor over an Explorer's Outfit. With the hood on his cloak up, gloves on his hands and a balaclava covering most of his face people who saw him would likely assume he was a gnome. Once they got close enough to talk to him, hear his voice and see his eyes they would realize that he was something they hadn't seen before. While Scout is small enough to potentially try to pass as a child, no child would be carrying so much weaponry. Scout would likely not be taken for a halfling as he wears boots and halflings habitually go barefoot.

Scout is carrying a heavy crossbow slung over his right shoulder and a quiver holding a dozen throwing darts slung over his left shoulder. He has a Gladius attached to the center front of his belt set up for a right hand draw. He carries his morningstar on the left side of his belt. On the right side of his belt he has an oversize crossbow bolt case that holds 40 bolts. His sap is on the left side of his chest attached to a sort of suspender like arrangement that connects to his weapon belt. He is carrying his dagger concealed in his right boot.

Scout's voice is a bizarre sort of high pitched monotone and his eyes give off a faint purple glow. When more of him is visible he looks like a life sized wooden puppet that was intended to represent a gnome. The wood that went into making his outer layer is darkwood giving him a rich deep brown color. The carving that was done to make him is obviously masterwork.

The above description will do for when Scout is traveling and not performing in the circus. When Scout is performing in the circus all of his gear is stowed in one of the wagons and he is "nude". It is obvious that he is a masterwork wood carving that was made to look like a gnome. As such he was carved and painted so that it looks like he is wearing clothes. So unless the act he is in requires him to wear a special outfit he just appears as his maker intended him to.

As for what Scout does for performances, he juggles things, he does acrobatic tumbles and flips, he has played the part of a ventriloquist's "dummy", and he has helped with animal acts using small trained dogs.

Backstory:

Cylondil was an elven golemancer who lived in the Empire. He specialized in making wooden golems and was always trying to improve on them as much as he could. Cylondil also maintained good relations with the local thieves' guild both as a way of helping with his security as well as using them as a source of supply for various items that were difficult if not impossible to get through normal channels.

One day the head of the thieves' guild gave Cylondil the opportunity to purchase some manuals and assorted diagrams that had been "acquired" from an adventurer who had robbed an ancient tomb. Cylondil bought the items after spending a reasonable amount of time haggling over the price, though he would cheerfully have spent at least 20 times as much as he paid had it been necessary.

Cylondil did not know the ancient language that well, and portions of the manuals had obviously excluded some important details. Nevertheless it was clear that they described how to make an advanced form of wood golem that was actually alive. Cylondil simply had to try to make one himself, and focused on the small "scout" variants as it required fewer materials to make them.

After much trial and error Cylondil eventually succeeded with Scout number 42. In order to find out just how good the design was Cylondil arranged to have Scout 42 trained by the local thieves' guild and have them report back to him when they were finished with the training. Eventually the training was finished, and Scout returned to Cylondil with favorable reports about his abilities from the thieves. Cylondil kept Scout around performing various odd jobs while he decided what to do next.

Unfortunately for Scout and Cylondil a covert operations unit that was part of the Imperial government learned of the tomb robbing and was eventually able to trace some of the stolen materials to Cylondil. As a result they launched a raid on Cylondil's workshop. A furious battle ensued during which Cylondil was killed and the workshop was destroyed. Scout was barely able to escape with his life. Worse, he was seen as he made his escape. While he lost his pursuers initially, they pulled out all the stops trying to track him down. It was shortly thereafter that Scout made contact with the circus.

Scout's life before the circus had gone reasonably well in his opinion right up until the time of the raid. Then it was terrifying. Once Scout joined the circus things got better again. He had a group of people he could trust to hide and cover for him. He also had a chance to put his skills to work in a useful manner that would not create more enemies for him to worry about. When asked where he thought the circus should go, Scout voted for Bard's Gate.

Personality:

Scout was originally not that outgoing. But his years with the circus have caused him to open up some. Scout will be polite and friendly towards customers and has even been able to develop a minor rapport with children.

Scout does his best to look out for his fellow performers. He also tries to look out for the customers as well. For instance, he won't tolerate somebody trying to pick pockets in the crowd.

Scout takes pride in trying to perfect his various skills. He likes taking care of the animals.