Rune "Madwolf" Roads

Description:

Name: Rune “Madwolf” Roads
Race: Beastial (Wolf)
Class: Alchimist
Original Alignments: Rune – Chaotic-Good/Madwolf – Lawful-Good
Rune – Nature – (Scientist), Demeanor – (Creepshow)/ Madwolf – Nature – (Thrill-Seeker), Demeanor – (Scientist)
Diety: None at the moment
Homeland: Beastial Wolf Tribal Lands
Gender: Male
Height: 5’ 6"
Weight: 180 lbs
Hair: Black
Eye: Blue
Player: Isaac
Quote: “For Science!”

Level: 7/8 (Alchemist/Chemist)
Exp: 474,198
N. Exp: 600,000

Rune Form
ST: 14 + 2 (6 on checks from burly)
DX: 14 + 2 (
6 on checks from nimble)
CO: 10 + 0 (+4 on checks from burly)
IN: 19 + 4
WI: 10 + 0
CH: 10 + 0
AC: 22

Madwolf Form
ST: 20 + 5 (9 on checks from burly)
DX: 18 + 4 (
8 on checks from nimble)
CO: 10 + 0 (4 on checks from burly)
IN: 17 + 3
WI: 10 + 0
CH: 8 – 1
AC: 26
Damage Bite: 1d10 (
5str)(2Amulet)(4Brutality) + 1d6 Frost(From Amulet)
Damage Claw: 2 1d8 (5str)(2Amulet)(+4Brutality) + 1d6 Frost(From Amulet)
Bite to Hit: +15
Claw to Hit: +15

Madwolf Form With Enchants
ST: 24 + 7 (11 on checks from burly) (Bull’s Str +4 str) – With xformation 28 +7
DX: 18 + 4 (
8 on checks from nimble) – With xformation 22 7
CO: 10 + 0 (
4 on checks from burly) – With xformation 14 7
IN: 17 + 3
WI: 10 + 0
CH: 8 – 1
AC: 31 (Barkskin +5AC 140min) – With Transformation 35
Damage Bite: 1d10 (
7str)(2Amulet)(4Brutality) + 1d6 Frost(From Amulet)
Damage Claw: 2 1d8 (7str)(2Amulet)(+4Brutality) + 1d6 Frost(From Amulet)
Bite to Hit: +22 With bull’s str
Claw to Hit: +22 With bull’s str

HP: 103/103
BAB: +13 (Melee: +15/ Ranged: 15)
CMB (Combat Manuver Bonus): 17
CMD (Combat Manuver Defense): 32
F/R/W: +14 /16|18 /10
Initiative: 2
Moral Pts: 4

Race: Beastial (Wolf)
Beastmen:
Little is known about the origins of the Beastmen, only that they were formed in the fires of the great convergence. Many beastmen tribes exist, with countless variants of animal-human hybrids. The local tribes are Wolf, Puma, and Raven. Beastmen are famous for their wilderness skills, and their signature Wrist Weapons: The Talons. Resembling swords, or iron claws built into special bucklers, these unique weapons provide options for attack, and defense, and reward those that aspire to two weapon mastery.
+2 to one Attribute
Medium
Speed: 30’
Low Light Vision: See Twice as far as humans in dim light.
Intimidating: +2 to Intimidate Checks
Beast Blood: Counts as an Animal for the purpose of Magickal Effects.
Toothy: Has a bite attack that does 1d4 Piercing Damage.
Weapons Familiarity: “Beastman” Weapons; and Natural Weapons.
Heart of the Wilderness: Add 1/2 Character Level to Survival Checks; +5 to Con checks to Stabilize when Dying; add 1/2 Character Level to Con Score when determining negative HP total to kill you.
Manatouched: Select 1 Cantrip/Orison that you can cast at will. (Counts as Arcane) Light (spell effect bioluminescence. Rune – Blue/Madwolf – Red)

Skills: 104/0
Acrobatics (Dex): 6(2/1/3)
Appraise (Int): 8(4/1/3)
Bluff (Cha): 0(0/-/-)
Climb (Str): 6(2/1/3)
Craft [Alchemy] (Int): 22[craft 35](4/15/3)(14 from lvl bonus) [pg 93 core rule book]
Diplomacy (Cha): 0(0/-/-)
Disable Device (Dex): 16(2/11/3)
Disguise (Cha): 0(0/-/-)
Escape Artist (Dex): 6(2/2/2)
Fly (Dex): 6(2/1/3)
Handle Animal (Cha): 5(0/5/-)
Heal (Wis): 9(0/6/3)
Intimidate (Cha): 6(0/1/3)(
2 race bonus)
Knowledge [Arcana] (Int): 13(4/6/3)
Knowledge [Nature] (Int): 18(4/11/3)
Knowledge [Technology] (Int): 18(4/11/3)
Lingustics (Int): 12(4/8/-)
Perception (Wis): 11(-/8/3)
Perform (Cha): 0(0/-/-)
Profession (Wis): 0(0/-/-)
Ride (Dex): 2(2/-/-)
Sense Motive (Wis): 0(0/-/-)
Slieght of Hand (Dex): 8(2/3/3)
Spellcraft (Int): 12(4/6/3)
Stealth (Dex): 12(2/8/2)
Survival (Wis): 6(0/3/3)
Swim (Str): 1(1/0/0)
Use Magical Divice (Cha): 0(0/-/-)

Class Feats: WGP (___), AGP (_____).
Skills (4 class+ 4 int + favClass 2 = 10):

Class Abilities:
-Alchemy: Allows for creation alchemy items, extracts, and identify potions (1rd and craft alchemy check)
-Bomb (8d6+4 [4 is from Int] Fire Damage) 19/18
-Bomb-Thrower: Add Alchemist and Master Chymist level together for Bomb damage and use
-Brew Potion (Potions: Base price = spell level × caster level × 50 gp – divided by 2)
-Brutality (+4): Melee and Natural weapons deal +4 damage
-Feat: Pounce
-Mutegen 1/1 (4str +2Armor -2Int, +4Dex +2Armor -2Wis, +4Con +2Armor -2Cha) (Lasts 140 min)
-Mutegenic Form: Split personality of a different alignment (nature/demeanor)
-Mutate: 2/4 (Same as mutegen without consuming a mutegen) (lasts 140 min)
-Throw Anything
-Poison Resistance +4
-Poison Use (cannot poison self while applying to weapon)
-Point Blank Shot
-Swift Alchemy
-Swift Poisoning
-Feat (Discovery): Dispelling Bomb
-Feat (Discovery): Sticky Poison (number of poison uses bases on int modifier, so 4)
-Feat (Discovery): Fast Bombs
-Feat (Discovery): Extend Potion
-Feat (Discovery): Enhance potion – 4/4 Can cause any potion he drinks to function at a caster level equal to his class level.
-Discovery: Infusion
-Discovery: Precise Bomb
-Discovery: Feral Mutegen (1d8 bite and 1d6 x 2 claw no penalty for multiple attacks)
-Advanced Mutegen (per chymist class): Burly: +4 on Str checks, strength based skill checks, Con checks, and CMD/CMB.
-Advanced Mutegen (per chymist class): Nimble: +4 Dex checks, Dex skill checks, CMD, and AC.
-Advanced Mutegen (per chymist class): Greater Mutegen: +4 AC bonus, +6 to 1 physical stat, +4 to 1 physical stat, -2 to 2 mental stats.
-Advanced Mutegen (per chymist class): Restoring Change 1d8 + lvl in hp returned when changing form.
-Feat (Advanced Mutegen): Furious Mutagen – Step up attacks by 1 die step, so 1d10 bite, 1d8 per claw.
-Feat (Advanced Mutegen): Evasion


Extract (Spell) List: Effectively 12 lvl alchemist for spell known/use lvl

Level/ Spells Known/ Spell save DC/ Spells per day
0/ 1/ 19/ NA
1/ 7/ 19/ 6
2/ 7/ 19/ 6
3/ 7/ 19/ 5
4/ 7/ 19/ 4

0th: Light

1st:
Cure Light Wds: Checked (X)
(1d8 + 5)

Shield: Checked (X)
(+4 AC, 1 min per lvl, immune to magic missle)

Expedious Retreat: Checked (X)used
(Increase land speed by 30 ft for 1 min per lvl)

Truestrike: Checked (X)
(Gain +20 insight bonus on next attack)

Comprehend Languages: Checked (X)
(10 min per lvl)

Bomber’s Eye: Checked (X)
(Increase thrown weapon’s by 10 ft, +1 to range attack, 1rd per lvl)

2nd:
Fire Breath: Checked ( )
(15ft cone of flame, 1rd per lvl or 3 times, 4d6 then 2d6, then 1d6)

Barkskin: Checked (X) used
(+2 AC +1 AC per 3 lvls, 10 min per lvl)

Alchemical Allocation: Checked (X)
(Copy a drunk potion without using the potion)

Cure Moderate Wds: Checked (X)
(2d8 points of damage + 1 point per caster level (maximum +10))

Bulls Strength: Checked (X)
(+4str, for 1 min per lvl)

Blur: Checked (X)
(20% chance attacks miss, 1 min per lvl)

Invisability: Checked (X)
(1 min per lvl)

3rd:
Thorn Body: Checked (X)
(Any creature striking you takes 1d6 points of piercing damage +1 point per caster level (maximum +15). Creatures that successfully grapple
you take 2d6 points of piercing damage +1 point per caster level (maximum +15). In addition, your natural attacks and unarmed strikes deal an additional 1d6 points of piercing damage. 1rd per lvl)

Draconic Reservor: Checked (XX)_used 1
(Draconic reservoir functions as protection from energy, absorbing 6 points of one type of energy damage per caster level (acid, cold, electricity, or fire, maximum 60 points). Each round, as a swift action, the subject can release 1d6 points of the absorbed energy and apply it to any melee attack. 10 min per lvl.)

Beast Form: Checked ()
(Small animal: If the form you take is that of a Small animal, you gain a +2 size bonus to your Dexterity and a +1 natural armor bonus. Medium animal: If the form you take is that of a Medium animal, you gain a +2 size bonus to your Strength and a +2 natural armor bonus. 1 min per lvl)

Remove Disease: Checked (X)

Cure Serious Wounds: Checked (X)
(Cures 3d8 damage + 1/level (max +15))

Fly: Checked ( )
(60ft 1 min per lvl)

4th:
Stone Skin: Checked ( )
(The warded creature gains resistance to blows, cuts, stabs, and
slashes. The subject gains DR 10/adamantine. It ignores the first
10 points of damage each time it takes damage from a weapon,
though an adamantine weapon bypasses the reduction. Once the
spell has prevented a total of 10 points of damage per caster level
(maximum 150 points), it is discharged. 10 min per lvl.)

Universal Potion: Checked (X)
(As you ingest this extract, it transforms into the appropriate
extract for any formula you know of 3rd level or lower and takes
effect immediately. If the chosen formula has an expensive
material component, it must be provided along with the
component for this formula. You may not create an infused
extract with this formula.)

Restoration: Checked ( )
Restoration cures all temporary ability damage, and it restores
all points permanently drained from a single ability score (your
choice if more than one is drained). It also eliminates any fatigue or
exhaustion suffered by the target.

Cure Critical Wds: Checked ( )
4d8 points of damage + 1 point per caster level (maximum +20)

Detonate: Checked (X)used
You flood yourself with a potent surge of elemental energy.
One round after completing the casting of the spell, the energy
explodes from your body.
When this spell creates the explosion of energy, choose
one of the following four energy types: acid, cold, electricity,
or fire. The explosion inflicts 1d8 points of damage of that
energy type per caster level (maximum 10d8) to all creatures
and unattended objects within 15 feet, and half that amount to
targets past 15 feet but within 30 feet. You automatically take
half damage from the explosion, without a saving throw, but
any other energy resistance or energy immunity effects you
may have in place can prevent or lessen this overflow damage
caused by the explosion.

Elemental Form I: Checked (X)used
Air elemental: If the form you take is that of a Small air elemental,
you gain a +2 size bonus to your Dexterity and a +2 natural armor
bonus. You also gain fly 60 feet (perfect), darkvision 60 feet, and the
ability to create a whirlwind.
Earth elemental: If the form you take is that of a Small earth
elemental, you gain a +2 size bonus to your Strength and a +4
natural armor bonus. You also gain darkvision 60 feet, the push
ability, and the ability to earth glide.
Fire elemental: If the form you take is that of a Small fire
elemental, you gain a +2 size bonus to your Dexterity and a +2
natural armor bonus. You gain darkvision 60 feet, resist fire 20,
vulnerability to cold, and the burn ability.
Water elemental: If the form you take is that of a Small
water elemental, you gain a +2 size bonus to your Constitution
and a +4 natural armor bonus. You also gain swim 60 feet,
darkvision 60 feet, the ability to create a vortex, and the ability to
breathe water.

neutralize poison: Checked ( )

-————————————————————————————————————

Equipment (Encumberance: L 43/ M 44-86/ H 87-130):
Weapon:Cestus + 1 (1d6 Damage + 2, Type:P/S , Range:melee , Cost: X Amber Wt: Xlbs.)
Weapon:Bow (1d6 Damage, Type:P , Range:50ft , Cost: X Amber Wt: Xlbs.)

Armor: Leather (+2ac, -Xacp, +4maxdex, X%asf, Xlbs., cost: X Dragons)
Other? (Cost: X Dragons, Wt: Xlbs)
CURRENT ENCUMBERANCE: Xlbs/_____ (X Move Penalty)


Backpack
Bag of Holding
Clothes (peasant’s Outfit 1 silver 2 lbs)
Cold Iron Headbands (prevent mind control)
Cloak of Resistence + 5 (25,000gp)
Short Bow (30 dragons 2 lbs)
Arrows: 30 (2 dragons 6 lbs)
Leather Armor + 1 (10 dragons 15 lbs)
Bottles: 10 (10 dragons 5 lbs)
Catalysts: 5 (NA)
Alchemists Fire: 3 (14 dragons 2 lbs)
Thunderstone: 2
Tanglefoot Bag: 1
2 enchanted cestus + 1
30/30 bolts

Celestial Armor + 3 (22,500)
Slot armor; Price 22,400 gp; Weight 20 lbs.
This bright silver or gold +3 chainmail (6AC) is so fine and light that
it can be worn under normal clothing without betraying its
presence. It has a maximum Dexterity bonus of +8, an armor
check penalty of –2, and an arcane spell failure chance of 15%.
It is considered light armor and allows the wearer to use fly on
command (as the spell) once per day.

Amulet of Mighty Fists + 2 of Frost (45,000g)
Sonic: Upon command, a sonic weapon is sheathed in sonic vibrations
that deals an extra 1d6 points of cold damage on a successful
hit. The cold does not harm the wielder. The effect remains
until another command is given.

2 x Potion of Bomber’s Eye (3rd lvl)
2 x Potion of Expedious Retreat (3rd lvl)
2 x Potion of Comprehend Languages (3rd lvl)
2 x Potion of Shield (3rd lvl)
2 x Potion of True Strike (3rd lvl)
2 x Potion of Cure Light Wds (1d8 + 3)
2 x Potion of Cure Moderate Wds (2d8+3)
2 x Potion of Cure Serious Wounds (3d8+3)
1 x Potion of Overland Flight (cl10)
2 x Potion of Cure Disease (3rd lvl)
2 x Potion of Bulls Strength (3rd lvl)
2 x Potion of Blur (3rd lvl)
2 x Potion of Cure Poison (3rd lvl)
2 x Potion of Invisibility (3rd lvl)
2 x Potion of Beast Form I (3rd lvl)
2 x Potion of Thorn Body (3rd lvl)
2 x Potion of Draconic Reservor (3rd lvl)

1 x Alchemical COld Iron Mace +2

Enchanted Crossbow + 1
2 x Enchanted Cestus + 1

Poisons:
Carrion Crawler Poison — DC:13(fort) — 1 rd for 6 rds — 1d3 Dex Damage — 5 doses
Ant Poison — DC:12(fort) — 1 rd for 4 rds — 1d2 Str Damage — 4 doses
Cliff Spider Poison — DC:14(fort) — 1 rd for 4 rds — 1d2 Str Damage — 7 doses
Violet Poison — DC:13(fort) — 1 min for 6 min — 1d2 Str and 1d2 Con Damage — 5 doses
Nickelpeed Poison — DC:13(fort) — 1rd for 6 rd — 1d4 Dex Damage – 2 doses
————————————————————————————————————
Cash:
Jet (platnum): 4
Dragons (gold): 12,500
Amber (silver): 28
Irons (copper): 29
Shike’s Perch Note for 742 Dragons

Stored at the foundry:
3 x Bottles of croaker gut fluid
2 x Bottles of Egg sac goo
1 x Bottle of Swarm Jelly (Croaker goo)
1 x Bottle of Mushrooms (the fungus that grows the dungeon monsters)
1 x Bottle of Blood worms
1 x Bottle of Larva taken from a davergar corpse
1 x Bottle of Fleshy Blood
1 x Seflipod in a bottle
1 x Green Fungus in a bottle (heals you)
1 x Bottles of Water Sprite Water (may be just normal water w/out the sprite)
1 x Magic Box of Law
1 x Hobgoblin Skull
1 x Skull of Kous
1 x Suit of Splint Mail with Cromium Plating
6 x Shark Costume
1 x Rune’s Gazepede
1 × 4th lvl Kit Alchemist
. Requires handle animal dc10. Eats fossilized matter natural or created by its gaze.
2 x Bottle of Cocitrice Blood
2 x Bottle of Vile Hobgoblin Water
1 x Vial of Absolute Ichor (makes you fishy)
1 x G32 Gas Grenade (Knock out gas requires fort save)
1 x Bottle of Jutan the Wolf’s Blood
1 x Bottle of Green Goo (green slime)
1 x Bag of Wil-o-Wisp Cadaver
3 x Webmail
1 x Bottle of Moth goo
7 x Vials of Purple Worm Acid
2 x Bottles of Kirkwaser inards
1 x Brain of Highly Evolved Aboration
1 x Heart of Highly Evolved Aboration
1 x Testicles of Highly Evolved Aboration
1 x Fiendish (Abadon) Cockroch
1 x Vial of Diseased Warlord Blood
1 x Vial of Abadon Sand Spiders (each the size of a grain of sand, very poisoness)
1 x Blood grass gilly suit

Languages:
Common
Wolf Clan
Hobgoblin

Bio
Mentor: Worrad, Kirin (Foundry Master) aka Bill

Plans:
Must make Giant Ant with fungus growing on them and additional legs
Breed Goombas
Breed Giant Spider to create web down river to catch drowning victims and place them in suspended animation so you only have to check for them once a year.
Research spine mutagen
Find about the creation of Bugbears

Stuff Done:
Have cave farm of edible green cave truffels

Intresting Notes:
Got 65 Blackmoon dragons (background Incarta – blackmoon in the sky that did not appear until after the convergence)
Met Hafling of the Plains. All have dire wolves as companians. Speak Wolfen and Hafling.

Gammoth – Cross between a mountian goat and a buffalo
Mount Shyla has a active nickelpeed nest
Ankass native to Alfar farm lands
Giant wasps attempt attack live stock a Shrike’s Perch

Raven tribe is to the west of lake swan
Mawaza’s (female cload leapord member/preist)
We need to get otagues from hobgolins
Get Bill to rage prophet
Jutan the White Wolf (cyborg Hobgoblin wolf)
Ice Axe, 10 pitons, 50 ft of silken rope, all weather tent, 1xweek iron rations, pot of fire paste, water purifier tablets, fur lined cloak, cloth backpack, and a light grapnal. 20 lbs

Hobgoblin Missive
Shows hobgoblin patrol routes
Ignore Fishman patrols (do not communicate to or detain)
Are expecting trouble from darkmoon alfar (All prisoners taken straight to hobgolin high command)


Nature/Demeanor

Creep Show
You strive to shock and disgust those around you with gratuitous acts and ostentatiously “evil” mannerisms. You realize, of course, that it’s all show and merely a way to intimidate and control others. Outsiders, on the other hand, think you are the devil incarnate, and you revel in this image. Shock-rockers, rebellious teenagers and the attention-starved exemplify the Creep Show Archetype. -Regain a Morale Point whenever someone recoils from you in horror or otherwise reacts in fear.

Scientist
To a Scientist, existence is a puzzle which she can help assemble. A Scientist logically and methodically examines her every situation and maneuver, looking for logical outcomes and patterns. This is not to say that the Scientist is always looking for scientific or rational explanation, but rather, that she examines her surroundings rigorously and with a critical eye. The system a Scientist attempts to impose on the world may be completely ludicrous, but it is a system, and she sticks by it. -Regain Morale Points any time a logical, systematic approach to a problem helps you solve it, or information gather logically is of use in another similar situation.

Thrill-Seeker
The Thrill-Seeker lives for the rush brought on by danger. Unlike those of arguably saner disposition, the Thrill-Seeker actively pursues hazardous and possibly deadly situations. The Thrill-Seeker is not consciously suicidal or self-destructive – he simply seeks the stimulation of imminent disaster. Gang bangers, petty thieves, and exhibitionists are all examples of the Thrill-Seeker Archetype. -Regain a Morale Point anytime you succeed at a dangerous task that you have deliberately undertaken. Thrill-Seekers are not stupid, however, and the Storyteller may choose not to reward a player who heedlessly sends her character into danger for the sole intent of harvesting Willpower.

Enigma
Your actions are bizarre, puzzling and inexplicable to everyone but yourself. To the rest of the world, however, your erratic actions suggest that you’re eccentric if not completely crazy. Conspiracy theorists and deep cover agents all live up to the Enigma Archetype. -Regain a Morale Point whenever someone is completely perplexed or baffled by one of your actions that later turns out to be a fruitful endeavor.

Bio:

Madwolf08
Rune03
Madwolf03

Mentor: Worrad, Kirin (Foundry Master) aka Bill

Plans:
Must make Giant Ant with fungus growing on them and additional legs
Breed Goombas
Breed Giant Spider to create web down river to catch drowning victims and place them in suspended animation so you only have to check for them once a year.
Research spine mutagen
Find about the creation of Bugbears

Stuff Done:
Have cave farm of edible green cave truffels

Intresting Notes:
Got 65 Blackmoon dragons (background Incarta – blackmoon in the sky that did not appear until after the convergence)
Met Hafling of the Plains. All have dire wolves as companians. Speak Wolfen and Hafling.

Gammoth – Cross between a mountian goat and a buffalo
Mount Shyla has a active nickelpeed nest
Ankass native to Alfar farm lands
Giant wasps attempt attack live stock a Shrike’s Perch

Raven tribe is to the west of lake swan
Mawaza’s (female cload leapord member/preist)
We need to get otagues from hobgolins
Get Bill to rage prophet
Jutan the White Wolf (cyborg Hobgoblin wolf)
Ice Axe, 10 pitons, 50 ft of silken rope, all weather tent, 1xweek iron rations, pot of fire paste, water purifier tablets, fur lined cloak, cloth backpack, and a light grapnal. 20 lbs

Hobgoblin Missive
Shows hobgoblin patrol routes
Ignore Fishman patrols (do not communicate to or detain)
Are expecting trouble from darkmoon alfar (All prisoners taken straight to hobgolin high command)

Rune "Madwolf" Roads

From the Ashes of The Great Convergence IsaacObsidianPortal