Fantasy crossbreed gen The confused, bitter female half-Nightmare druid. She has a graceful build. Her wardrobe is strange. She appears far more non-human than human.
Deity gen This immature god of woodlands takes the form of a young man. He is very short and has a wide-chested build. His large eyes are turquoise. He has aquamarine skin. His outfit is that of a druid, is covered in vine designs, and it is mostly ebony in color. He also wears an armband. He carries a bow.
Magic item gen (clothing/jewlery) Kingly Glimmering Tiara of Sadism Circle Unspeakable Gothic Suit Belt of the Dreamer Shoes of Fire and Insanity
Outer plane gen Fields of the Foolish
Dark ritual gen Dreaming God's Conjuration of Pain
He thought it was a good idea at the time. He was a god, why not? Take a nap in this odd dimension hed disovered. He was tired! His large turquoise eyes drooped shut, they were only just darker than his aquamarine colored skin. His chin rested on his wide, ebony and green leather-clad chest. His bow would not be stolen, there was no one around, right? He fell to sleep and he dreamt.
She thought it was a good idea at the time. After all, a Nightmares business in the Fields of the Foolish was to investigate any and all activity. Who would be stupid enough to sleep here? Well, apparently there was one. His shape was that of a god, obviously, it glowed dimly and said volumes about his power the man-shaped lump below a tree was hardly his true shape after all.
He was dreaming something completely inappropriate, too. The mare gave off a hissing sound, it was more her flaming hooves touching the ground, than anything else. The god did not wake, but his mind did seek out hers, and the resulting shocking behavior on both their parts would be written about for generations.
When the result of their extremely unusual joining was born, her mother named her Pandemonium, and offered her gifts that would help her in the worlds which she would travel. Her father dubbed her Chastity, for he was a believer in the importance of names.
It was her mothers choice to offer her golden shoes for her hooves, but when one pair went on they gripped tightly and sprang terrible nails into the quick. The ones upon her forefeet were warm, causing sparks and flame to erupt if she was in too-dry litter.
Her father gave her a tiara, not knowing what it would do little had he known it was probably this item that had attracted his Nightmare mate in the first place, a kingly glimmering Tiara of Sadism would crown her head and cause many to enjoy things they might not otherwise.
From her mother, a twisted compliment to the Tiara upon her head: the Belt of the Dreamer, hooked soundly around the clothing gifted to her by her father.
All these things put together, made Chastity a bit nervous. After all, she wasnt a true centaur those creatures would certainly respect her, but never accept her because of her nightmarish wings; and she wasnt a god nor a true mortal she drifted between those states, aware of dimensions and how they affected her; and she certainly wasnt a true nightmare either what with the having a humanoid torso and hands and all.
In short, she was confused. And angry her parents grew her to a young adult age, and then dropped all this garbage on her, and said pretty much have fun, and went their separate ways. She has not seen nor heard from them in years. Much of her remains bitter, and shes glad that she hasnt had the chance to meet up with them again. If she did, theyd be getting an earfull.
Chastity did know that she was quite good with nature. She tended to sulk around in the spookier parts of it: ruins, marshes with willowisps, old overgrown cemetaries. But she did know her way around the woods, she could make trees grow and plants flower, or wither, and she also enjoyed invading mortal mans dreams with her tiara and her belt making it easy.
Seventh Sanctum Generator Results: The race of Griffin-people. In their culture, martial arts is a highly prized ability. They turned their back on their old gods to follow newer ones. Their government is a magiocracy. (Fantasy Race Generator)
Since he was god of the sky, Horus became depicted as a falcon, or as a falcon-headed man In this form, he was sometimes given the title Kemwer, (Wikipedia)
First, a bit of History:
-The Kemwer were created in ancient Egypt by the god Horus to be his servants and soldiers as well as acting as advisors to his priests and bodyguards to the Pharoahs. History and legend does not record their presence because they tended to remain in the shadows, performing their allotted tasks in secrecy and silence. On the rare occasions when they were seen, the Kemwer were often mistaken for their creator and god, Horus. Modern historians also fall victim to this misconception, leading to the label Kemwer being given to Horus rather than his creations. The mythical creatures known as Griffins, which originated from the Achaemenid (Persian) Empire, were also derived from the Kemwer. When the Persians conquered Egypt, a large part of the resistance they encountered came from servants of the gods, including a large number of the Kemwer. Over time, the descriptions deteriorated from being fairly accurate depictions of Horuss servants to a fanciful creature with a lions body but an eagles head and wings.
-Originally, the Kemwer numbered into the hundreds of thousands. The conflict with the Persians drastically reduced their numbers, sowing seeds of resentment against Horus. The final straw came after the murder of Osiris by his brother Set. Horus, obsessed with revenge against his uncle, ignored the fact that Sets minions were massacring the Kemwer by the hundreds. His neglect, combined with the bloody slaughter that they had been through, motivated the last of the race (numbering now around 500) to abandon both Egypt and their old god to seek their own fortune. The vast majority of them roam the world alone or in small families, but a few (about 150) have established a small city named Asar beneath the shifting sands of the Sahara Desert. Their ruler, Akhom, led them out of Egypt and helped to set up Asar. He was the advisor to Horuss High Priest and possesses a large amount of magical ability, which he used to shift the sands to make room for their city. In the style of the Egyptians, Akhom is worshipped as a god.
The Race: -The Kemwer are a physically powerful race, standing anywhere from six to seven feet tall. All are extremely fit. When they had the support of Horus, they had no need for food or sleep, but without their divine backing the Kemwer eat and sleep just as much as anyone else. Their wings enable them to fly at speeds of up to 60 MPH. All Kemwer possess these wings, as well as a brown-feathered eagles head and a lions tail. They are much stronger than man can hope to become, able to lift and throw objects weighing over a ton. All are skilled in some form of combat, as they were created largely for that purpose. Most are greatly skilled in hand-to-hand combat, as it requires little to no weapons maintenance and allows quick action. Kemwer who are skilled in unarmed combat are usually considered to be the greatest of warriors.
-The Kemwer are a dying breed. Horus did not see fit to give them the ability to reproduce, as he could simply create more as he needed. So, unless they can find a God to create more of them or give them the ability to reproduce, they will be extinct within a thousand years or so (Their lifespan is around 3000-4000 years).
-Mentally, the Kemwer are incredibly wise, possessing an almost godlike ability to see things impartially. In fact, the Kemwer possess little sympathy for anyone outside of their own race. They have no care for humans or other supernatural creatures, preferring to be left to their own devices. Although they cannot breed, Kemwer do mate, taking one partner (usually) for their entire lives. Kemwer are not automatically good or evil- they possess their own personalities. Many have turned to less virtuous ways since leaving Horus, and take great pleasure in cheating both humans and other supernatural beings out of their possessions and power. Others have become champions for the weak and downtrodden, not because of feelings of sympathy (for they have none for non-Kemwer), but because they enjoy the battle with the other side.
-In Asar, high positions in the government are always held by those with magical power. This is due partially to the fact that Kemwer hold a great respect for magical ability, but it is mostly because the Kemwer who were granted the ability to use magic were the advisors of Priests and Government officials in Egypt, and therefore know what they are doing when it comes to administrative abilities (also, magic gives them a HUGE upper hand in conflicts for power).
Final Notes/Comments/Insane Ramblings: -First off, this is my first Seventh Sanctum contest entry/deviantART submission ever, I hope you guys think its decent. Unfortunately, I have a decided lack of artistic abilities so I used UGOs Heromachine V 2.5 to draw the Kemwer, and then Picniked the text onto it. The generator result was from the Fantasy Race generator. At first I didnt like this result very much, but then I started looking at it and decided that maybe it had a bit of merit. The idea of Griffins doing martial arts seemed to be a little difficult to carry off, and besides this is supposed to be an original race, so I tinkered a bit with the idea of a humanoid with Griffinlike traits. Then I started looking at it, and was reminded of the Egyptian God Horus (Falcon-headed guy.). From there it was pretty simple to dream up the rest of the story behind them, and after a few web searches for some historical/mythological backing, I ended up with this. (Luckily enough, the Griffin myth really did result from the Achaemenid Empire, and they really did conquer Egypt. So that was cool. Hope you like it. -A-Clockwork-Apple
One of my entries for Seventh Sanctum's Class Act contest. This is the Forgotten Gambler of the Earth Goddess.
Long ago, there was a great and wise earth goddess whose name is now lost in the mists of time. She selected certain champions with which to surround herself and gifted them with great talents and skills. The requirements for joining the ranks of her chosen were stringent, but the rewards were great. She offered them wonderful powers and near-eternal life. Being an earth goddess, she forbade her followers from slaying any form of intelligent life and bid them be wary of injuring any sentient being. They chose instead to challenge those who would insult their deity using only contests of luck and skill, playing for high stakes. They became reknowned throughout the land and many adventurers traveled far and wide for a chance to challenge this legendary order, hoping to gain great rewards and perhaps even a chance to join their ranks.
As time wore on, however, their fame dwindled, as did the number of worshipers of their goddess. Their woodland temple was forgotten as the wilderness around it grew more twisted. The immortal gamblers locked themselves away in this sanctum, growing ever more weary of their eternal life as time wore on.
The requirements to become a Forgotten Gambler of the Earth Goddess are as follows. By nature, they depend on luck, chance, and chaos, and hold all life in highest respect, so a Forgotten Gambler must always be Chaotic Good. They must be skilled in sleight of hand and have formidable dexterity. In addition, they must be in possession of sufficient wisdom to use the spells granted by the earth goddess. Finally, the aspiring Forgotten Gambler must make a pilgrimage to the hidden forest temple, deep within a fiend-infested, trackless forest, and defeat one of the ranks of Forgotten Gamblers in a contest of skill, chosen by the challenged party. This is easier said than done. Minds honed by unnaturally long lives, the Gamblers have had a long time to devise their devious and cunning mind games, alone in the forest. Finally, the pilgrim must spend some time in prayer to the earth goddess and swear him or her self to service forever. At that point, he or she will be welcomed into the ranks of the Forgotten Gamblers.
At level one, the new Gambler gains the ability to turn aside or rebuke any undead creature by channelling the good energy of his or her deity. He or she also gains the ability to cast cleric spells. The Gambler also gains at this point an increase in luck, making chance a major factor in deciding the outcome of any of the Gambler's undertakings. Finally, the Gambler is required at some point during his or her first level to go on a vision quest to discover a spirit animal companion. This spirit animal takes the form of a woodland creature of the Gambler's choosing and will add its skills to the Gambler's own.
(more class features to be added as I get time later. )
It seems like the only art I do recently is for Seventh Sanctum competitions, but what can I say, I just happen to love it. This one is the Fantasy Fusion contest, where the goal is to draw a generated crossbreed character.
"The sheltered female half-Basilisk crusader searching for purpose. Her wardrobe is unconventional. Her non-human ancestry is very obvious and not-concealable, but not particuarly disturbing."
Asadar is a female half-basilisk who lives in the caves near the ocean of some fantasy country. She's a caring and compassionate sort, so she wears a cloth around her eyes so that she doesn't kill the butterflies that sometimes wander into her cave. One day, as she's carefully watching the ocean, she sees a prince on the beach running and jumping. She immediately is fascinated by him and his legs-- her snake tail had been the only thing she'd known all her life. She admires the prince, and immediately fell in love with him.
Asadar goes to visit her mother, who is her monster half. Her mother says that she can make Asadar all human, but her deadly sight would still be intact. Only marriage to the prince would give her human sight. However, if the prince marries someone else, she will die. Asadar agrees, and her mother gives her legs.
Asadar finds her way toward the princes castle, and the prince immediately takes in the strange, bald, supposedly blind girl. Asadar does not tell the prince of her lineage for fear of frightening him away, and neglects to tell him why her eyes are always covered.
In the following weeks that Asadar is at the court, she falls more and more in love with the prince, and he begins to tell her all his secrets. He trusts her, and she soon becomes his best friend. Asadar is sure that they will be married and her deadly sight will be no more until the prince tells Asadar that he is to be married to the daughter of the next kingdom over. Asadar is heartbroken, and runs away and removes her blindfold to cry. The prince's father, the King, comes into the room and is immediately killed by her deadly sight.
The prince, now king, is under more pressure than ever to marry, and chooses the neighboring princess. Asadar's mother meets her daughter on the beach and tells her if she kills the prince with her sight, she will live and not die. Asadar goes to the princes room, and is about to wake him when she realizes she couldn't. At sunrise, she turns into a bunch of butterflies and flies away over the ocean.
// Little Mermaid much? I love taking old fairy tales and putting a new spin on them-- I figured taking something that was not as beautiful as a mermaid and going for the same story would shake the themes up a little bit.
Anyway, I'm submitting this on the last day of the contest so I hope it gets accepted (shotdead). But here it goes! Hope you like it!
THIS IS FOR SEVENTH SANCTUM'S WEPONS AND WARRIORS CONTEST!!!!! Made w/ the tink maker @ azaleasdolls.com.
Magical Girl Generator: This calm magical girl's droopy eyes are the color of pine needles and her neck-length, wavy, silky, violet hair is worn in a dignified style. She has a wide-hipped figure. She has plant powers that come from a sceptre. Her pretty outfit is green and black and it looks as if it is made of leaves.
Sword Generator: This sword has an irregular blade with butterflys and knots engraved on it. Its grip is of a bronze metal with a pattern made of waves and triangles done in an inlay of a black-colored material.
Magical Girl Title Generator: Forest Goddess
Elf Name Generator: Athael
Battle Aura Generator: A flickering green aura. it is a representation of the manifester's inner self.
25 years ago, the godess Athael went misteriously missing, and for good reason. She'd noticed that the mortals down below were now desicrating nature with reckless abandon. She knew in her heart that something must be done to make them moderate themselves and cut back on their destruction of her beloved forests. So without telling any of the other gods and goddesses, she secretly placed herself into the womb of a pregnant woman. The little girl who was born was named Endralyn, who had grown up with no idea of the immense power sleeping inside her, but had a perfectly normal life. She grew up, went to school and colledge, and got married. She had always loved taking walks in the forest behind her childhood home and her university campus, where she was now working on her master's degree. She loved gardening, cooking with herbs she had just picked last weekend, stories and myths of elves, fairies, and unicorns. She had large crystal and pressed leaf and flower collections. People often said she was wise beyond her years. One day, she was taking a routine walk through the campus woods, wondering how she would write an extremly challanging paper for her botany class, when she heard the buzz of a chainsaw. She ran toward the sound, and stopped a few feet away from a very rugged man in the middle of cutting down a pine tree. She yelled "HEY, YOU! STOP! THAT TREE AND MOST OF THE LAND AROUND HERE BELONGS TO PHOENIXFLIGHT UNIVERSITY! She felt a great rage well up inside her that she couldn't explain, followed by a sudden and eriee calm. She saw and felt a green aura of light pulse around and through her, coming from her heart chakra and the innermost core of her soul. Her strawberry-blond hair changed to a brillant violet and her light gray eyes into the greenish-brown of a baby pinecone. Her outfit was transformed to resemble the black and green leaves above her head and below her feet. She marveled at her appearence long enough to notice that the woodcutter was getting away. She pointed her vine sceptre, topped with a glowing spring-green flower, at him and simply murmured, "Imprision him.". The pine tree the man was trying to cut down shot out its branches and crammed the man into the cut he had made, shutting him inside. "Now," said the tree with the wind's rustle in it's brances, " your body and soul will nurish mine due to the wound you have given me.". Endralyn/Athael nodded in approval and shouted to the forest around her "Fear not, all beings of the woods of the world, the Forest Goddess Athael has come to heal you!". "Now," she thought, "what to do about that chainsaw?". As if responding to the goddess within her, her sceptre pulsed with a green light and transformed into a strange and beautiful sword capable of great magical power that could cut through almost anything. She cut and hacked and slashed at the chainsaw until she was sure it could never be used again. Her sword then changed back into a sceptre and, with a process the exact oppisite the one she first transformed with, became her usual self again. "Wow. That was strange, but totally awesome! Who's the Forest Goddess Athael? Should I tell Owen or any of my friends and family about this? Probably not. I should get back to campus and do some research on this!" THE BEGINNING.
"Aha! The Ancients were more advanced than we could possibly imagine! Look at this! They put such craftsmanship into everything they made, especially their weapons. I think they're beautiful. They're art in motion! Some pierce, some slash, some burn, I even have one in here that folds space in on whatever it hits; a very painful way to die, I assure you! I want to see them all. My divinations have only revealed the tiniest fraction of them, and I've recovered but a fraction of that! If you think this collection is impressive, just you wait! It's getting better all the time!"
Lady Aurora Luther was born to Bernardo and Andromeda Luther, Margrave and Margravine of Tegonu. As she grew, her education served primarily to groom her for a position of nobility, but she was far too inquisitive to settle for that alone. As there were very few children her age about to play with, she spent long hours alone in the castle library reading up on whatever subject struck her fancy, but she soon became particularly fascinated with artifacts from the First Age. When she became twenty-one, her father granted her a portion of his land, called Aesconia, and bestowed the title of Countess upon her. Her lands were fairly unproductive, being rocky and unsuitable for agriculture, but her education had prepared her, and she was a savvy investor. When she had earned enough money to support herself, she began to seriously consider acquiring some of the First Age artifacts that so fascinated her. She hired a wizard to teach her in the basics of divination, at which her skill proved prodigal. Within a few years she was developing her own depth-scanning divination spells and she wielded them to great effect to map out the subterranean ruins of the Ancients' cities. Using her own money, she funded expeditions down into the ruins to retrieve the artifacts. The first such attempt proved disastrous, however, as the team of spelunkers she had hired were all slain by the Ancients' guardian constructs that yet haunted the ruins. Following the incident she could find no one else to take up her offers, so she decided to study marksmanship and spelunking herself. Armed only with piecemeal skills gained through a crash course, she braved the ruins, slew or evaded the guardians, and made off with her first artifact, a blessed pistol she dubbed "The Demigun." The weapon so vastly superior to modern firearms that she became obsessed with seeing what else the Ancients had to offer in terms of firepower, and has since explored many more ruins and gathered an impressive collection of Ancient firearms. Of course, rumor spread that there was First Age treasure hidden beneath her land, and she has since had to deal with an invasion of thugs and mercenaries seeking to strip the ruins of treasure themselves.
Okay! Now for some other stuff! This is an entry to the latest Seventh Sanctum contest, Weapons and Warriors, found here: [link] Here are my generator results: Anthropomorphic Animal Generator "The mystical female anthropomorphic Snake antiquities collector. Her wardrobe is unconventional."
The description I generated reads as follows: "The educated female half-Werewolf witch-hunter. Her wardrobe is revealing. She appears as an 'humanized' version of her non-human parent, but it is an attractive, not monstrous appearance."
If not for a twist of fate, Lupine Napellus would likely have been hunted down and slain like the other Children of the Night she now relentlessly pursues. Her mother was cursed with lycanthropy while Lupine was still in the womb, and was killed by a group of Inquisitors shortly after Lupine was born. They would have killed her too, but just in time their leader, Father Bish Napellus, realized that there was something unusual about the newborn creature, and took her for study.
It seemed that somehow, instead of being cursed as well, Lupine (as he named the child) had for some reason become something in between a werewolf and a human. She could neither shapeshift nor could she pass on lycanthropy, instead combining a portion of the beast's physical prowess with the mental faculties of a human. As she grew older, Napellus formally adopted the unusual child and began tutoring her, giving her a thorough education in a broad range of subjects in order to see where her interests lay. Perhaps not surprisingly, she eventually settled on the path of the Inquisitor, putting her urge to hunt to good use.
Since then, she has gained a reputation as an efficient, ruthless, and cunning witch hunter. She has a preternatural knack for ferreting out foes that escape others, earning her respect and fear amongst the populace. Her distinctive appearance and flamboyant mode of dress make her instantly recognizable to anyone. She and her custom-built pistol, Condemnation, have brought down everything from hag covens, vampire enclaves, demon infiltrations, zombie plagues, and even werewolf packs, with a zeal born of true dedication to her cause and a willingness to do whatever it takes to get the job done.
Lupine more or less revels in being 'different', considering it a point of pride. She enjoys intimidating others but also being alluring; she is a bit of a tease in more relaxed, social situations. She has an undeniable flair for the theatrical, both in her fluid combat moves and her behavior. Those who earn her trust find her to be a faithful and reliable companion, but a frustrating one as she enjoys keeping a veil of mystery about her and what conclusions her clues are leading her to. When on the chase, she has an almost predatory manner, not allowing anything to distract her from her ultimate goal, and is very ruthless at extracting confessions or other information from her targets.
And no, despite rumors to the contrary, she has never eaten a suspect.
Lupine would probably make a good mid-level NPC ally or a Hero Antagonist to act as a foil to the players. Given that I haven't actually playtested her character build and only did this as an experiment, however, I'm not sure how she will fare in an actual game. Use at your own risk!
Animal Blood (Ex): Lupine counts both as an animal and a humanoid for the purpose of spells, abilities, and effects that specifically affect animals. She is allowed a Will save to resist spells and effects that specifically affect animals, even if the effect does not normally allow a Will save. The DC for such a save equals 10 + the spell's level + caster's appropriate ability modifier. If the effect is not a spell, the DC is equal to 10 plus 1/2 her HD plus her Charisma modifier. Success renders Lupine immune to that particular effect for 24 hours. "Awaken animal" has no effect on her.
Bane (Su): Lupine can imbue one of her weapons (usually her pistol, Condemnation) with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while Lupine wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to Lupine’s level. These rounds do not need to be consecutive.
Detect Alignment (Sp): At will, Lupine can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Immunity to Lycanthropy (Ex): Because of her unusual nature, Lupine is immune to the curse of lycanthropy and does not risk contracting it from the bite of a lycanthrope.
Judgment (Su): Lupine can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, she receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Lupine can therefore use this ability 4 times per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. Lupine must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When Lupine uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. Any bonuses Lupine receives from her judgments are sacred bonuses; this cannot be changed.
Destruction: Lupine is filled with divine wrath, gaining a +4 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: Lupine is surrounded by a healing light, gaining fast healing 4. This causes the inquisitor to heal 4 points of damage each round as long as she is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs Lupine to seek justice, granting a +3 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. This bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives Lupine great focus and makes her spells more potent. This benefit grants a +4 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +3 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. This bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: Lupine is protected from the vile taint of her foes, gaining a +3 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. The bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes Lupine resistant to harm, granting DR 3/chaotic. This DR increases by 1 for every five levels she possesses.
Resistance: Lupine is shielded by a flickering aura, gaining 8 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes Lupine’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. Her weapons also count as lawful for the purpose of bypassing damage reduction. Her weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Lore Keeper (Sp): Lupine can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, she gain information as if she made the appropriate Knowledge skill check with a result equal to 15 + her Inquisitor level + her Wisdom modifier.
Monster Lore (Ex): Lupine adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Second Judgment (Ex): Whenever Lupine uses her judgment ability, she selects two different judgments, instead of one. This only consumes one use of her judgment ability. As a swift action, she can change one of these judgments to another type.
Solo Tactics (Ex): All of Lupine's allies are treated as if they possessed the same teamwork feats as her for the purpose of determining whether she receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies’ positioning and actions must still meet the prerequisites listed in the teamwork feat for Lupine to receive the listed bonus.
Track (Ex): Lupine adds half her level on Survival skill checks made to follow or identify tracks.
Trip (Ex): Lupine can attempt to trip her opponent as a free action without provoking an attack of opportunity if she hits with her bite attack. If the attempt fails, she is not tripped in return.
Wolf Empathy (Ex): Lupine can communicate and empathize with wolves and dire wolves. She can use Diplomacy to alter such an animal's attitude, and when so doing gain a +4 racial bonus on the check.
Combat Gear: +3 cunning holy huntsman jurist dual-barreled pistol 'Condemnation', +3 silver dagger, +5 bracers of armor, pistol balls x20, silver pistol balls x10 Non-Combat Gear: candle of truth x3, ring of chameleon power
Special weapon: 'Condemnation': A special pistol custom-built and enchanted for Lupine's use. When in her hands, or in the hands of another lawful Inquisitor of her Order, it acts as a +3 dual-barreled pistol with the cunning, holy, huntsman, and jurist properties. In anyone else's hands, it acts as a masterwork dual-barreled pistol, and additionally bestows a negative level on any evil or chaotic character that attempts to use it. This negative level cannot be removed by any means, not even restoration or a similar spell, until the character relinquishes the weapon, in which case the negative level automatically disappears.
(Done for Seventh Sanctum's Cartoon Cash-In Contest, The Merchandisable Cartoon Generator Results: Eve Maximum And The Knights Of Time)
Eve Maximum and the Knights of Time, a BOS (Buy Our Shit) CORP cartoon.
Eve is just your average high school student until one day she unearths a time capsule in her back yard. When she opens it, the villainous Counter Clockwise escapes from his imprisonment and starts wreaking havoc, but also out of the capsule come the Knights of Time, Second, Minute, and Hour. Eve learns that the Knights originally had a deal with Counter Clockwise that they would all lock themselves away together so neither could gain the upper hand while the other was trapped, but Eves opening the capsule undid the seal. The Knights, led by Eve in her new role as Eve Maximum, Captain of the Knights, seek to trap Counter Clockwise before he can conquer the world.
Eve: Slightly confused by the whole thing, but more than willing to help her new friends out. In day to day life, Eve gives the Knights a place to stay (and hopes they dont trash her home or traumatize her parents while shes at school) and helps them understand their new temporal situation and all of its accoutrements. When Counter Clockwise is stirring up trouble, however, the Knights give Eve the ability to transform into Eve Maximum so she can lead them against their foe(s). Eve has tried to relinquish to role of Captain back to Hour more than once, but he always refuses despite her argument that Former Captain probably knows more about fighting Counter Clockwise than Modern Schoolgirl. For all her protests, she takes to her new twin blades with what some might term unholy glee.
Hour: The original leader of the Knights (and the shortest, though the toy line removes any real height differences). He seems to have a better grasp of the situation at any given time than the others, which is useful for strategy but also makes him a bit of a worrywart. He and Counter Clockwise seem to have some sort of past relationship with each other beyond enemies, but Hours not talking about it. Rumor has it the sword he wields once belonged to Counter Clockwise.
Minute: Kind of a spazz. Loves to relax and have a good time, but is totally down for kicking ass and taking names as well. He prefers to keep his enemies as far away as possible, but hes no slouch in close combat. Surprisingly, Minute (when he puts his mind to it) can be the most patient of the Knights. He is also the one having the most fun with all the modern conveniences Eve has been introducing them to.
Second: The youngest, the fastest, and the tallest, Second is kind of awkward physically and socially, though he can really chatter up a storm once he gets comfortable. He has the most magic power of the Knights and is a respectable fighter as long as he can keep his enemy at a range where his staff is useful. Second and Minute are especially close, possibly because theyre the closest in age.
Counter Clockwise (Only Available in this Exclusive Full Set!): The mysterious villain. The clocks on his armor are all numbered in reverse. Aside from his possession of a fierce bitchface, not much is known about him. Hour, of course, knows more than hes letting on, but Counter Clockwise soon makes it clear that that goes both ways...
EDIT: Manufacturing Problem: The hilts of Eve's swords should actually be sea green like the highlights of her armor, but after doing Hour's sword I forgot and used the same colors even though his sword was supposed to be unique in not matching his color scheme because he got it from Counter Clockwise. Oops! But I don't particularly feel like fixing it, so I'm just going to call it a quirk of this particular toy line. Yay manufacturing mistakes! It adds to the realism :V
~Entry for Seventh Sanctum's Twilight of the Vampires Contest~ [link]
[[ Entry submitted a few days ago...but I think my email got lost among the big wide world that is the internet...So now I'm not sure if this can still be used for the contest ..as it is now past the due date...>o> ]]
Name Generated by Vampire Name Generator: Cassandra Gray
Cassandra Gray was not created by the typical, vampire bites victim, victim turns into vampire situation. In fact, she might not even be considered as a vampire at all; depending on your take/opinion on the way she was created. You see, Cassandra was born a common garden spider, only one of the many spiders born on that ordinary spring day. The only thing that set her apart were the strange red markings on her body, spread out sporadically in horizontal stripes from her eight beady black eyes to the tips of her hairy legs.
It will be these markings that bring her to her downfall.
Cassandra lived the first little bit of her life as a spider, spinning glorious webs to capture flying insect. She was content with her life, and found great pleasure in creating the most explicate webs known to spider kind. Her easy way of life was disturbed by none other than Mr. Gray, bug collector and servant in the King's court. It turns out that the King of the country had a slightly disturbing attraction towards unique bugs of every shape and size, and had appointed Mr. Gray as head of his bug and insect research team. Cassandra's markings were what made her stand out to Mr. Gray, and as a small spider with no powers against a human, she was easily captured.
Now Cassandra faces the idea of her short life ending even faster, with her body mounted on a crystal plate and presented to a Entomologist King. Desperate, Cassandra prayed to any deity that may listen for the power to escape from Mr. Gray. She was surprised when her prayers were answered. Cassandra woke up the night before she would appear in front of the king, to discover that physically, she was no longer a common little spider, but a human.
Confused, weak, and painfully hungry, Cassandra turned to the nearest living thing, Mr. Gray, and proceeded to suck out his blood through the punctures she created in his wrist. It was nothing like drinking the juices of insects caught in her web. The human blood rushed through her body. It was hot, painful, but not without satisfaction and pleasure. It gave her more energy than she could have ever wished for, and filled her to the core with a new found surge of power. It left her longing for more. However, it will be the first and last time that Cassandra will drink human blood from her own lips.
Nature does not like being disturbed, and that night Cassandra has done just that; not once, but two times. First with her unnatural transformation, and then by consuming the blood of a human.
As punishment, Cassandra's lips were sealed together. In fact, sewed together by some powerful force would be a better description. No blood of any creature will ever pass by her mouth again. But even still, Cassandra must feed, or risk starving to death in her new human form. (It seemed that her appetite has not changed, although her appearance is now greatly different. )
Using the web weaving skills she had patiently and cleverly developed over the years, Cassandra created a doll. This was no ordinary doll. Attached to Cassandra's fingers and controlled by strong silken threads, the doll acts as an extension of Cassandra's body. It will sneak out at night and finding sleeping individuals to draw blood from.
Bitter from the card life has dealt to her, Cassandra directed all her anger at Mr. Gray, and the foolish king who wanted to collect her. As Mr. Gray was already dead, Cassandra made sure the first victim of her doll was the King. She also adopted Mr. Gray's name, just to make sure she never forgets the man who made her suffer.