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Kevin "Creepy" Crowley, Atomic Mutant


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Keven "Creepy" Crowley, Atomic Mutant

 

Race: Mutated Human

Classes:

Shifter (Apex Shifter) 9th

Mageknight 8th

Hive 1st

 

Age: 19
Gender: Male
Height: 6' 1"
Weight: 211 lbs
Eyes: cyan
Skin: russet chitin
Hair: none

Size: Medium
Speed: 40 ft
Initiative: +10

Senses: darkvision (60 ft), scent

 
  Ability Modifier
STR: 22 +6
DEX: 18 +4
CON: 22 +6
INT: 10 +0
WIS: 10 +0
CHA: 12 +1

Fort Save: +14
Ref Save: +12
Will Save: +9

Defenses: stalwart

Hit Points: 142
Armor Class: 22 (+6 armor, +4 dex, +2 deflect)
Touch: 16, Flat-footed: 18, CMD: 30
 
Combat
BAB: +8, CMB: +14
Colt M1911 (+12; 1d8+4, x4; 80 ft.)

 

 

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"Say hello to my little friends."

"Don't bug me."


Home Realm

The Cold War didn't end peacefully on every version of Earth. On Kevin's Earth, the Korean war drug on until 1955. The Castle Bravo test in 1954 further inflamed global tensions. Who launched the first attack, why, and even where have been lost to history—those who knew the answers having been reduced to radioactive ash. The massive exchange of atomic and nuclear weaponry reduced Europe and North American to blasted hellscapes. Likewise most of Asia save for India, shielded as it was by the Himalayas.

A handful of people cling to life among the ruins. Some mad genius sold a dozen or so cites on the idea of a defensive force bubble to protect them in the event of nuclear war. That unknown genius turned out to not be so very mad, because the force bubbles actually worked. Thought survival brings it's own set of problems as there's no way to turn off the bubble without letting the radiation inside—and food and water have to come from somewhere.

Another group of survivors, though the folk living inside of domes generally deny that description, are the mutants. A tiny percentage of people who were irradiated didn't die but instead were twisted and transformed. The transformations can be quite extreme and aren't always stable. Since animals can be mutated as well, many unaltered humans regard their mutated kin with suspicion.

While the world south of the Equator was spared direct bombing, the disruptions caused by the Northern Hemisphere's self-immolation were still catastrophic. Electromagnetic storms wrecked havoc on fragile power grids. Clouds of dust in the atmosphere disrupted weather patterns, worsening tropical storms and spawning droughts. Fallout drifted south in those rampaging winds, mutating plant and animal life. Economically devastated by these disasters, as well as the loss of their trading partners in the north, the nations of the Southern Hemisphere cling precariously to life in a world gone mad.

Appearance

At six foot one and two hundred eleven pounds, Creepy still has the build of a football player. Unfortunately his looks are now something out of a horror movie. Russet colored chitin and stiff bristly setae have replaced his skin. Bulging compound eyes dominate an inhuman face resembling an ant's. An eerie blue glow shines from those eyes—courtesy of the radiation that twisted his form and which still haunts it.

When in his natural form, Creepy usually wears blue jeans, a ragged tshirt, and his worn and filthy letter jacket. Dozens of his “friends” swarm about his person constantly scurrying in an out of his clothes. Which certainly does nothing to improve his smell, something that, at its best, could best be described as dank sawdust.

History

Life was swell until the world ended. As the starting quarterback and team captain, with a football scholarship to Heartland U., and the head cheerleader for his best girl, Kevin had it made in the shade. Then the Reds dropped a bomb on Pleasanton.

Kevin and Becky Robinson had been down at the old rock quarry playing backseat bingo, the thick stone shielded them from blinding, incineration and irradiation. It couldn't protect them from the fallout afterward though. It affected Kevin first as thick, stiff “hairs” began to sprout across his body. Quite naturally rattled, the pair burned rubber back to town. Or rather, to the crater where town had been.

Eventually, they decided to head for River Falls, the next town over. By now Kevin's mutation was becoming obvious as chitin grew over his skin. Worse still, Becky grew increasingly ill from the radiation she'd absorbed. Unfortunately, when they got to River Falls, the city had been devastated and most folks there were no better off than Becky. Although Kevin eventually succeed in finding a doctor, there wasn't really anything the man could do to help.

With Becky gone, there wasn't much reason to hang around River Falls. Particularly since the survivors there made it plain that they weren't to keen on a boy with antenna growing out of his forehead. So Kevin loaded up all the gas he could lay hands on and headed south—toward a bright white glow he'd recently seen lighting up the night sky. He tried to ignore that as a bug heading toward a bright light he was living out a stereotype. He also tried to ignore how that usually worked out for the bug.

A week later he arrived at the source of that light, a massive glowing dome. The walls of the dome were transparent and inside he could see a city. Which city, he wasn't quite sure as the road signs along the way had all been misplaced. But he could see people inside going about their lives. Unfortunately, he couldn't see any way to get inside. Over the next few days, he made his way carefully around the dome but couldn't find an entrance. Occasionally some of the people inside approached the wall but they didn't seem any more pleased to see him than the folks at River Falls had been.

Eventually he decided “screw it”, jumped back in his car and headed south again. The old rag top made it another hundred miles before blowing a gasket. From there, he walked scavenging the ruins as he went. His new form remained unstable, so sometimes he walked on six or eight legs. It made fore a nice change of pace when he learned to sprout wings.

A year later he was sitting alone in a bar in Central America—no one wanted to drink with “La Cucaracha”—when the Realmwardens came calling. Kevin jumped at the offered to go somewhere, anywhere, else.

Personality

A high school hotshot in a podunk town, Kevin Crowley had it all. Then it turned to ashes—quite literally. To say he's bitter would be a massive understatement. This most commonly manifests as him having a chip on his shoulder—ready to fight at the slightest provocation.

He's also decidedly weird, naming and talking to the various bugs that surround him just as if they were people. Most other walkers assume he's nuts but sometimes the things his “friends” tell him are disturbingly accurate.

 

Edited by Ulysses Dare (see edit history)
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Race: Mutated Human

Mutated Human

Size: Medium
Type: Humanoid (shapechanger)
Speed: 30 feet
Limbs: 2 arms, 2 legs
Languages: Common
 
Advanced Ability Score Modifier (4 RP): +2 physical stats, +4 cha, -2 int
Flexible Bonus Feat (4 RP)
Skilled (4 RP)
Darkvision (2 RP)
Multitalented (2 RP)
Skill Bonus (2 RP) +2 to intimidate
Static Bonus Feat (2 RP): basic magic training (alteration)
 
Starting Abilities: Str 17, Dex 15, Con 16, Int 12, Wis 10, Cha 8
Racial modifiers: +2 Str, +2 Dex, +2 Con, -2 Int, +4 Cha
Ability increases: +1 Str (4th), +1 Dex (8th), +2 Con (7th)

FCBs

Shifter: gain +9/6 of a bestial trait
Mageknight: gain +8/6 of a mystic combat
 

Gestalt Advancement

 
Level Classes BAB   Fort Ref Will   Hit Dice Skills CL
1st Shifter // Mageknight +1   +2.5 +2.5 +2.5   1d10 4+1 +0.75
2nd Shifter // Mageknight +1   +0.5 +0.5 +0.5   1d10 4+1 +0.75
3rd Shifter // Mageknight +1   +0.5 +0.5 +0.5   1d10 4+1 +0.75
4th Shifter // Mageknight +1   +0.5 +0.5 +0.5   1d10 4+1 +0.75
5th Shifter // Mageknight +1   +0.5 +0.5 +0.5   1d10 4+1 +0.75
6th Shifter // Mageknight +1   +0.5 +0.5 +0.5   1d10 4+1 +0.75
7th Shifter // Mageknight +1   +0.5 +0.5 +0.5   1d10 4+1 +0.75
8th Shifter // Mageknight +1   +0.5 +0.5 +0.5   1d10 4+1 +0.75
9th Shifter // Hive +0.75   +0.5 +0.5 +0.5   1d8 4+1 +0.75
  Totals: +8   +6.5 +6.5 +6.5   8d10+1d8 45 pts. 6.75
 

Class: Shifter

Shifter (Apex Shifter) 9th

Mid Caster: CL 9 alteration, 6 other; Spell points (9 + CAM)

Magic talents (6)

Quick transformation

Shapeshifter: bonus Alteration talent

Wild empathy

Bestial traits (2nd, 4th, 6th, 6th, 8th): Accommodating Form (vermin, add. limbs), Multiattack, Pounce, Scent

Endurance

Enhanced attacks (magic, cold iron, silver) or Enhanced Defense (DR 3/magic)

Lingering transformation

Steal language

Enhanced physicality (+2 con)

Immunity to poison

Extended Transformation

Knowledge of Many Shapes (1 flexible Alteration talent)

Rapid Transformation

Reactive transformation

Greater transformation

Class: Mageknight

Class : Mageknight 8th

Low caster: CL 4, Spell points (8 + CAM)

Magic talents (5)

Resist magic +2

Mystic combat (5): Greater Combatant (Venomous Soul), Mark of Pain, Mystic Adaptation, Unbreakable, Whirl of Blows

Stalwart

Marked

Class: Hive

Mid caster: CL +0; Spell points +1

Blended Talents (1)

Colony

Create swarm

Enhance swarm (1st): Explosive Release

Feats

Bonus feats: Alertness (familiar), Basic Magic Training - Alteration (race), Curse Mastery (boon), Multiattack (bestial trait), Venomous Soul (mystic combat), Whirlwind Attack (mystic combat)

1st: Favored Form (vermin)
 

Feats exchanged for Proficient progression: 1,5,9

Traits

Combat:
Magic: Favorite Shape
Social:
Region:
Faith:
Religion:
Equipment:

Skills

Shifter: Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Fly (Dex), Handle Animal (Cha), Intimidate (Cha), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).

Mageknight: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).

Hive: Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Spellcraft (Int).

Background Skills (18 pts): Appraise (Int), Artistry (Int), Craft (Int), Handle Animal (Cha), Knowledge (engineering), Knowledge (geography), Linguistics (Int)*, Lore (Int), Perform (Cha), Profession (Wis), Sleight of Hand (Dex)*

*not a class skill

Skill points from talents: Acrobatics 9 ranks, Climb 9 ranks, Fly 9 ranks, Handle animal 9 ranks, Swim 9 ranks

Bonuses: +1 trait bonus on Handle Animal and Wild Empathy checks.

+2 racial bonus to intimidate

+2 to perception

+2 to sense motive

+4 competence bonus to Acrobatics

–4 penalty on Diplomacy checks

–4 penalty on Handle Animal checks.

+4 bonus on Handle Animal checks

Martial Tradition: Lord of the Flies

Lord of the Flies

Attuned to the nuances of the buzzs, chirps, and squeaks produced by vermin, the lord of flies can induce them to do his bidding.

Equipment: none

Beastmastery sphere (Handle Animal package, Monster Tamer (vermin) drawback): Broad Skills, Wild Speaker

Variable: The lord of the flies gains two talents of his choice from the Beastmastery sphere.

Practioner

Talents [Martial Tradition (4) plus Proficient (4) plus Equipment (Discipline) (2)]: 10

Bonus talent: Broad Skills (Monster Tamer)

Athletics: Run; Expanded Training x2 (Climb, Fly, Leap, Swim)

Beastmastery (Monster Tamer (vermin)): Tame; Bee Keeper, Broad Skills, Rapid Handle, Wild Speaker

Equipment: Unarmored Training, Firearm Proficiency (discipline), Rock Toss (discipline)

Casting Tradition: Atomic Mutant

Atomic Mutant

Sometimes those twisted by atomic fire learn how to harness the energies suffusing them. Doing so requires an iron will and often leaves the caster's body wracked. Over time, use of this fickle power often warps the caster's form.

Casting Ability Modifier: Charisma

General Drawbacks: Draining Casting, Innate Curse, Mental Focus, Painful Magic, Unstable Storage, Witchmarked

Sphere Drawbacks: Lycanthropic (Alteration), Regenerate (Life), Bender (Warp)

Boons: Alien Source, Fortified Casting, Drawback feat (Curse Mastery); +1 spell point, +1/6 caster levels

Spherecaster

Caster Level: 9th (alteration), 6th (all other)

Spell Points: 31

Talents [Magic Talents (11) plus Casting Tradition (2) plus Blended Training (1)]: 14

Bonus Talents: Alteration (3), Life (1), Warp (1)

Alteration (Lycanthropic): Blank Transformation; Additional Limbs, Agile, Bestial Reflexes, Bestial Spirit, Extreme Changes, Greater Changes, Lingering Transformation, Odiferous, Size Change, Swarm Shape, Avian Transformation, Subterranean Transformation, Vermin Transformation,

Life (Regenerate): Deeper Healing

Warp (Bender): Extradimensional Storage

General drawbacks: Draining Casting, Innate Curse (Infested), Mental Focus, Painful Magic, Unstable Storage, Witchmarked (glowing eyes)

Boons: Alien Source (comic book radiation), Fortified Casting, Drawback feat (Curse Mastery); +1 spell point, +1/6 caster levels

Equipment

Budget: 46,000gp
 
Magic Items
Belt of physical might +2 (Str, Con)
Cape of Free Will +2/+3 will
10,000 gp
10,000 gp
6,500 gp
8,000 gp
6,000 gp
5,000 gp
 
Mundane Items
Colt M1911 (stats as a Nagant M1895 revolver)
60 bullets
60 metal cartridges
400 gp
6 gp
90 gp

 

Gold remaining: 4 gp

 

 

 

Edited by Ulysses Dare (see edit history)
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Stat block: Rad Scorpion form

Str: 24 (+7), Dex: 16 (+3), Con: 22 (+6), Int: 10 (+0), Wis: 10 (+0), Cha: 12 (+1)

Vermin transformation (1 head, 6 or 8 legs, no speech, no hands)
Traits: Extra arm, Pincers, Stinger, Venom (bite), Venom (stinger), Size Change (large), Trample
 
Senses: darkvision (60ft.), scent
Speed: 55 ft. land, 55ft. climb
Size: Large (10 ft. space, 10 ft. reach)
AC: 23 (+6 armor, +3 natural armor, +3 dex, -1 size, +2 deflect)
 
Attacks
Bite (primary): +16; 1d8+9, x2
+ Poision (Injury, save Fort DC 22, frequency 1/round for 6 rounds, effect 1d2 Con damage, cure 2 saves).
Stinger (primary): +16, 1d6+9, x2
+ Poision (Injury, save Fort DC 22, frequency 1/round for 6 rounds, effect 1d2 Con damage, cure 2 saves).
Pincers (secondary, x2): +14; 1d8+5

Stat block: Spider Wasp form

Str: 24 (+7), Dex: 16 (+3), Con: 22 (+6), Int: 10 (+0), Wis: 10 (+0), Cha: 12 (+1)

Vermin transformation (1 head, 6 or 8 legs, no speech, no hands)
Traits: Stinger, Venom (bite), Venom (stinger), Size Change (large), Trample, Trip, Web
 
Senses: darkvision (60ft.), scent
Speed: 55 ft. land, 55ft. climb
Size: Large (10 ft. space, 10 ft. reach)
AC: 23 (+6 armor, +3 natural armor, +3 dex, -1 size, +2 deflect)
 
Attacks
Bite (primary): +16; 1d8+9, x2
+ Poision (Injury, save Fort DC 22, frequency 1/round for 6 rounds, effect 1d2 Con damage, cure 2 saves).
Stinger (primary): +16, 1d6+9, x2
+ Poision (Injury, save Fort DC 22, frequency 1/round for 6 rounds, effect 1d2 Con damage, cure 2 saves).
Web: +11; range 10 ft. (max. 50 ft), escape DC 20

Stat block: Swarm form

Str: 22 (+6), Dex: 18 (+4), Con: 22 (+6), Int: 10 (+0), Wis: 10 (+0), Cha: 12 (+1)

Vermin transformation (1 head, 6 or 8 legs, no speech, no hands)
Traits: Swarm, Divided Self, Stinger, Venom (swarm), Wings, Improved Maneuverability, Evasion
 
Senses: darkvision (60ft.), scent
Speed: 55 ft. land, 55ft. climb, 50 ft. fly (good)
Size: Swarm (10 ft. space, 0 ft. reach)
AC: 24 (+6 armor, +3 natural armor, +4 dex, +2 deflect)
Defenses: 50% chance to ignore critical hits and precision damage
 
Attacks
Swarm (primary): automatic; 1d8+8, x2
+ Poision (Injury, save Fort DC 22, frequency 1/round for 6 rounds, effect 1d2 Con damage, cure 2 saves)
+ Distraction: fort DC 20 or nauseated for 1 round

Familiar

"Becky", Greensting Scorpion

Str: 3 (-4), Dex: 16 (+3), Con: 10 (+0), Int: 10 (+0), Wis: 10 (+0), Cha: 2 (-4)

Senses: darkvision (60ft.)
Speed: 30 ft. land
Size: Tiny (2.5 ft. space, 0 ft. reach)
 
AC: 23 (+3 Dex, +8 natural, +2 size)
Saves: +6 fort, +9 ref, +6 will
Defenses: Improved evasion
HD: 9, Hit points: 71
 
Attacks
Stinger (primary): +11, 1d2-4, x2)
+ Poision (Injury, save Fort DC 10, frequency 1/round for 6 rounds, effect sickened, cure 1 saves).
 
Skills: Climb +9, Perception +13, Stealth +16;
Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
 
Special: Alertness to master, +4 initiative to master, Share spells, Empathic link, Deliver Touch Spells, Speak with Master, Speak with Animals of Its Kind

Tamed

"The Boys", Botfly Swarm

Str: 2 (-4), Dex: 11 (+0), Con: 10 (+0), Int: -, Wis: 11 (+0), Cha: 2 (-4)

Senses: darkvision (60ft.)
Speed: 0 ft. land, 60 ft. fly (good)
Size: Swarm (10 ft. space, 0 ft. reach)
 
AC: 18 (+8 size)
Saves: +6 fort, +3 ref, +3 will
Defenses: swarm traits,
Immune: mind-affecting effects, weapon damage
Weakness: swarm traits
HD: 9d8, Hit points: 72
 
Attacks
Swarm (primary): automatic, 2d6
+ Infestation (Injury, save Fort DC 14, onset 1 day, frequency 1 day, effect 1d4 Con damage).
+ Distraction: fort DC 14 or nauseated for 1 round
 
Skills: Fly +12
 
Edited by Ulysses Dare (see edit history)
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