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Official Blood and Bewitchment Character Creation Thread

Started by Steerpike, June 11, 2010, 12:41:10 AM

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Steerpike

Mummified magus hand called Ghost Claw?  Yeah that fits!

And Brown Jenkins is about the creepiest thing in Dreams of the Witch House.

So, we've got a fairly variegated party: a ghul witch trying to reclaim his former glory lost to amnesia, an occult sharpshooter with links to the most cutthroat Robber Guild in Macellaria, a footpad and city rat trying to lose his humanity, a disgraced nobleman with gruesome appetites and a genius intellect, and a carrion-eating bird-man bard!

Llum

Quote from: Cataclysmic CrowLlum, reading your abilities over again, it seems you might have just bought them on a 1-for-1 basis?

What do you mean? As a Man-At-Arms I get to choose 3 Skill groups (Perception, Robbery and Academia). After buying those 3 out I still had skill points left over, so I bought some more skills individually.


Llum

Alright so I just noticed that I have a medium load. I do not want that at all. So, is there some sort of thing I could purchase that could carry my stuff? I mean, ya I could get a donkey, but it seems so beneath a highborn (even exiled) to use one.

Maybe some kind of servitor? What do you think Steerpike? My idea is some kind of sword servitor that walks behind me carrying my sword. Then in combat I'd drop my noble outfit and take my sword from my servitor (The servitor would pick up the haori).

Quote from: SteerpikeThe nobility are distinguished first and foremost by the clothing. Silk is the most common material for clothing, although velvet, fur, cloth-of-gold, lace, and satin are also worn. In contrast with the dull colours of the lower classes the wealthy wear clothing in as vibrant and scintillating hues as possible, frequently with very ornate patterning and embroidering. Silk shirts with leather vests, breeches, and high leather boots are common for men, often worn under a flaring knee-length coat. For women, long gowns are the norm, often with low necklines and clinging fabrics (though gowns are usually still ankle-length). Both sexes wear their hair long or else wear powdered wigs. The upper class are also distinguished by their distinctive masks or veils of fine silk, which are always worn in public as a mark of status; they also wear large hats, often tricornes for men. Magisters and magistra '" the true nobility '" and a few individuals of equivalent status all bear the traditional glyph-graven silver manacle around their wrist (usually the left) with a silver chain running from the shackle to the collar of his familiar, a demon he or she has summoned themselves [This assumes the magister has the proper training - obviously your character missed that, perhaps leaving before his first summoning]. Jewellery is often lavish and is worn by both men and women, often incorporating precious gems such as bloodstones, carnelians, opals, sapphires, emeralds, and rubies [this would work perfectly with your headband, which I was imagining as a family heirloom]. Young men always go clean-shaven, and older men very occasionally sport well-trimmed goatees.

So, sort of somewhere between asian and Restoration British. Fuse a Samurai with a 17th century libertine and you have roughly how I imagine the magisters: arrogant but disciplined, doggedly atheistic but almost paradoxically spiritually aware (demonology), invested both in the worlds of extreme hedonism and in honor. Of course, your character might be reacting to much of this

Alright, for my noble outfit I'm picturing something like this: Black leather vest embossed with intricate patterns of clockwork gears and silkmoths picked out in silver. On top of that a large silken haori in riotus red, violet and yellow that falls to his knees. Leather breeches made from a deep crimson leather tucked into black boots embossed with patterns to match the vest also picked out in silver. A silver torc is clasped about his neck fashioned into the likeness of a horde of wasps with eyes picked out in carnelians and locusts with eyes picked out in bloodstones. About his left wrist is a silver manacle graven with frosty blue glyphs from wich hang several feathers, charms and a miniature length of chain. He also sports a modest tricorn with a handfull of silver plumes.

Ghostman

Quote from: SteerpikeMummified magus hand called Ghost Claw?  Yeah that fits!

And Brown Jenkins is about the creepiest thing in Dreams of the Witch House.

Cool. I'd still like to know exactly which skill groups a Witch can access?
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

LD

-Thank you for the clarification Steerpike and Crow. I did not realize that Arcanist == Iron Heroes Wizard so I had thought it was in addition to the witch.

-I am considering doing something foolish and advancing as such: Bard 1/Witch 2/LA 1 for now and then take one level of Thief next level. (Good advice about the Thief, by the way, Steerpike) It just seems to suit my concept of the fellow- a dabbling, jabbering, inconsistent, worrying, fiendish bird.

-Speaking of the 1LA... You are probably better at balancing than I am but I am not certain that a Jatayi really needs a 1 LA. The 30 ft. Fly partially justifies it, and they do get one more trait than most of the monstrous races, but they do not receive any ability boosts. Are you certain that they should have 1 LA?

-Modified and improved character sheet and added background.

[ic]Coming from Skein, the Clockwork City, this Clockwork Jatayi Witch lived far from the main brood; the Jatayi Fablers come from Macellaria while Cacaphonous Whisper-of-the-Desert, "Wispy", was raised by a half-mad, drug-addled sapfiend hen who was exiled from the tribe because she trafficked with demons and did unspeakable things each moon-lit night.

Wispy arrived near Macellaria with ruffled feathers, a contract out on him and a holy sword he 'borrowed' from his last adventuring ally, who he thinks he left to die lost and alone in the desert.

Wispy is always ready to run, to dance, to disappear when trouble gets too dire and he is prepared to endure great privations in order to survive.
[/ic]

-Pretty obvious why he's probably in the pits...

- Another Question:

How much should something like this cost?

Jatayi Bolts
(Basically hand crossbows that can be concealed in feathers and potentially dual wielded... That is, two could shoot in the first round, then you'd have to manually load them afterwards at the usual speed for loading crossbows.)

I assume they should cost about 150 gp each and are only usable by Jayati due to their particular physiognomy.

I imagine them dealing 1d6 rather than 1d4 damage, but in all other respects (including range) being the same as regular crossbows. I also imagine them depending on dexterity for damage rather than strength.

What do you think? In full open disclosure, this would mean that my Bard/Witch can deal 1d6+3 / 1d6+3 damage in the first shot, but then has to reload (does that take a full round action or a move equivalent action? If it is move equivalent, in round 2 he reloads one and casts a spell). I do not think this is game breaking or twinking... and It looks really neat. Imagine a bird "crossbow-slinger" walking into a bar, shooting people on his right and left, then dazing the rest, retreating and hiding, then tossing out dancing lights to distract everyone, and shooting two again.


TheMeanestGuest

Ok! I finally sort of have my character worked out from a fluff perspective. I still need to finish up the stats and stuff, I'll update as I work on that.

I'm unsure if I got the masterwork pricing right. I was under the impression it was 300 for a weapon and 150 for your armour or a shield.

[ic]
Kaius Alexander
Human (Insomnolent)
Level Four Armiger

Hit Points: 54

Combat Stuff: Check Penalty: -6 (w/ full plate and heavy shield), Passive Defense Bonus: 3 (w/ heavy steel shield), Active Defense Bonus: 4, BAB: 7, RBAB: 5

Stats: Strength: 16, Dexterity: 12, Constitution: 19, Wisdom: 10, Intelligence: 12, Charisma: 10

Feat Mastery: Armour: 3, Power: 2, Tactics: 1

Traits: Brave, Resilient Toughness

Class Abilities: Armour Mastery, Tough as Nails, Armoured Trap (Armour Pool), Uncanny Dodge

Skills: Craft Clockwork: 7, Craft Armor: 7, Swim: 7, Climb: 7, Jump: 7, Intimidate: 7, Balance: 7, Spot: 5, Disable Device: 4, Tumble: 3 Listen: 2

Feats: Diehard, Weapon Proficiency: Firearms, Armour Mastery: 1 (not to be confused with Armour Mastery), Weapon Focus: Longsword 2

Languages: Shambles, Morbis

Equipment:

209 Obeloi

Insomnolent Guard Standard Field Kit:

Masterwork Full Plate Armour (1650 obeloi, 50 lbs), Masterwork Heavy Shield, Steel (170 obeloi, 15 lbs), Masterwork Revolver (950 obeloi, 3 lbs), Masterwork Longsword (315 obeloi, 4 lbs), Box of 150 bullets (15 obeloi, 3 lbs), Dagger (2 obeloi, 1 lb), Baton (2 obeloi, 2 lbs), Handaxe (3 lbs, 6 obeloi)

Guards Insomnolent combat uniform (15 obeloi, 5 lbs), Backpack (2 obeloi, 2 lbs), Bedroll and Blanket (2 obeloi, 8 lbs), Steel canteen x 2 (2 obeloi, 2 lbs.) Steel cookware (1 obeloi, 2 lbs), 10 days of field rations (5 obeloi, 10 lbs), Collapsible shovel (10 obeloi, 5 lbs), Flint and steel (1 obeloi, 0 lbs) Rope, 50 feet (10 obeloi, 5 lbs), Bullseye Lantern (12 obeloi, 3 lbs) Flask of lantern oil (1 obeloi, 1 lb)

Nonstandard Equipment: Artisan's Tools, masterwork (55 obeloi, 5 lbs), Lady Genevieve's Gift (???, 0 lbs.)

Total Weight: 129 lbs.
Total Value: 3221 obeloi.

Carrying Capacity: Due to Tough as Nails a light load for Kaius is 173 lbs. or less.

Physical Description: Though he has spent many years in the south, Kaius's skin remains unnaturally pale. His hair is light brown and close cropped, excepting the front which is spiked upwards. Standing several inches short of six feet, he still seems to loom over everyone else in the room. Layered over his hardened frame are a multitude of scars, proof of years of unforgiving training. His every movement is calculated and deliberate. When outside of his armour Kaius wears a set of unremarkable and well-worn grey fatigues. His face is expressionless. Staring into his icy blue eyes, you try to find evidence of human emotion. It does not surprise you when you see none.

Brief History: Born into the Machiavellian world of the Lords and Ladies Revenant there are few cruelties Kaius has not witnessed in his life. His childehood was spent in relative luxury and isolation in the vast palace complexes of Somnambulon. That is until, on the morning of his eight birthday, it was determined that Kaius would be an unsuitable host. There is but one recourse for a childe such as he: deliverance into the brutal hands of the Insomnolent Guard. Bodies and minds altered by a horrific pharmaceutical regimen, the Insomnolent are unswerving in their loyalty to their Lord or Lady and their House. Though many are claimed by the training, or are driven mad by the drugs, Kaius managed to survive. Forged into a living weapon, Kaius was assigned to the protection and service of one Lady Genevieve. He would serve her faithfully.  

[/ic]

I also wrote a little bit about Kaius's last day before being dragged off to the pits, just to help me get a feel for the character. My formatting is terrible, you have been warned.

[spoiler]                                                    His Last Waking Day

Even this late in the day the heat was oppressive. Kaius leaned against the crumbling stucco wall. Motes of dust danced in the light cast by the setting sun. The witch hovered over Lady Genevieve, moving his hands in seemingly random patterns, muttering under his breath. Kaius watched impassively from the doorway. The witch straightened 'There is nothing I can do for her. The parasite inside her ails. Her body will not last much longer' he said. He approached Kaius 'Of course, there is still the matter of my fee'. The witch smiled, extending his hand. Kaius exhaled slowly.

'You will save My Lady. If not, then your only hope is that you can save yourself' said Kaius. Seeing the cruel intent written on Kaius's face the witch's smile faltered; he moved quickly to one side, trying to dart from the room. He found his path blocked. The witch stumbled backwards.

'You fucking gleetworm. When this old bitch dies you're gonna be nothing!' he sputtered. Kaius advanced. The witch began intoning an incantation. He was interrupted by Kaius's fist slamming into his jaw. The witch went sprawling, blood leaking from his face. Snarling, he drew a dagger as he picked himself up. The witch lunged at Kaius, aiming for the heart; Kaius blocked the thrust with his forearm. His face registered nothing as the blade sank into him.  He grabbed the witch by the throat  and dragged him to the open window. 'You'll hang for this, scum'  the witch hissed; spitting in Kaius's face.  Kaius snorted derisively. He let go. The witch's scream was cut short quickly by a sickening crunch. Kaius withdrew the dagger and threw it across the room; blood pooled on the floor. He sighed as he sat down heavily in an old chair at Lady Genevieve's bedside. She smiled as he placed a damp cloth on her forehead.

'My Lady. There is no one else who will come. Our so-called friends abandon us. I know not what to do... I have failed you.' Lady Genevieve coughed weakly as she scrabbled at Kaius's clenched fist; he opened his hand. Into it she placed a small leather bag. Kaius emptied it into his palm. Inside was a jet black spheroid no bigger than a grape. It felt almost as if it was exuding an aura of.. active curiousity. This unnerved him; he swiftly placed the orb back into its pouch. 'My Lady, what do you wish of me? I do not understand.' he said. She looked directly into his eyes but said nothing. Kaius leaned back in the chair.    

Kaius awoke with a start, grasping at the the dregs of a dream just beyond remembrance. Cursing at himself for falling asleep, he lurched to his feet and scanned the room. Lady Genevieve was unmoving. 'My Lady?' he called. Staring at her supine form the grim reality slowly dawned on him. His Mistress was dead. Of all the deaths he had experienced, this was the only one Kaius did not know how to deal with. He felt numb '" listless; his purpose in life was gone. Gingerly, he picked up the corpse of Lady Genevieve. Slowly, so slowly, he ascended the dingy stone staircase that led to the roof. Though he could not match the grand funerals of Somnambulon, he did what he could. Covering his Lady in a white sheet, he reverently doused her in oil. Reopening the wound on his left arm, he dripped the blood lengthwise down the sheet. Dripping some into his hand, he spiked the front of his hair into a crest of mourning. He was no longer of the Insomnolent, and would not be again until he served a new master of the lineage. He lit the flame. Hours passed. Kaius stared into it until only ashes were left.

His rumination was interrupted by the sound of footsteps on the stairs. The sun was rising. The door opened.  A group of armed men and ghilan lazily swaggered out onto the roof.

'Well if it ain't the bitch's pet maggot. Fuckin' stupid making a mess out of Gjani like that, now that she ain't around.' the leading ghul smirked as he talked. 'Gonna be the pits for you, and consider yourself fuckin' lucky.' the ghul hefted a pair of heavy manacles. Kaius remembered the orb. It was clear now that his Lady had entrusted it to him for one final task. He would just have to find out what that was. 'I serve My Lady yet. I will not be taken.' said Kaius. There were snorts and laughs from the group as they began to fan out around him. 'Thanks for the present, maggot. I'm gonna enjoy this' said the first ghul, and he lunged. The sword scored along Kaius's ribs, digging in to one of them. The ghul was off balance; Kaius stepped in smoothly and snapped his foe's neck with a grating twist. The nearest man fired a shot point blank into Kaius's shoulder; he fumbled for his blade. Kaius delivered an open palmed hit to the bridge of the pistolier's nose. He reeled backwards, clutching his bleeding face. Kaius turned, looking for the next threat. A stout wooden club was swinging for his face.[/spoiler]
Let the scholar be dragged by the hook.

Steerpike

[blockquote=Ligh Dragon]-Speaking of the 1LA... You are probably better at balancing than I am but I am not certain that a Jatayi really needs a 1 LA. The 30 ft. Fly partially justifies it, and they do get one more trait than most of the monstrous races, but they do not receive any ability boosts. Are you certain that they should have 1 LA?[/blockquote]They should!  I'm not sure why I didn't have that on there - even mantids have an LA +1 for their crappy flight speed, the jatayi definitely need LA+1.  Thanks for catching that!
[blockquote=Light Dragon]Jatayi Bolts
(Basically hand crossbows that can be concealed in feathers and potentially dual wielded... That is, two could shoot in the first round, then you'd have to manually load them afterwards at the usual speed for loading crossbows.)

I assume they should cost about 150 gp each and are only usable by Jayati due to their particular physiognomy.

I imagine them dealing 1d6 rather than 1d4 damage, but in all other respects (including range) being the same as regular crossbows. I also imagine them depending on dexterity for damage rather than strength.

What do you think? In full open disclosure, this would mean that my Bard/Witch can deal 1d6+3 / 1d6+3 damage in the first shot, but then has to reload (does that take a full round action or a move equivalent action? If it is move equivalent, in round 2 he reloads one and casts a spell). I do not think this is game breaking or twinking... and It looks really neat. Imagine a bird "crossbow-slinger" walking into a bar, shooting people on his right and left, then dazing the rest, retreating and hiding, then tossing out dancing lights to distract everyone, and shooting two again. [/blockquote]I can't OK the Dexterity adds to damage thing, since the Archer actually gets that as a class ability, so giving it for free to wielders of that weapon seems to shortchange the Archer.  Everything else looks OK, though: a Hand Crossbow that deals 1d6 damage for 150 obeloi and counts as an exotic weapon does not seem game breaking in the slightest.

[blockquote=Ghostman]
Cool. I'd still like to know exactly which skill groups a Witch can access?[/blockquote] Sorry!  here they are: Academia, Mysticism, Social, and Theatrics.

[blockquote=Llum] Maybe some kind of servitor? What do you think Steerpike? My idea is some kind of sword servitor that walks behind me carrying my sword. Then in combat I'd drop my noble outfit and take my sword from my servitor (The servitor would pick up the haori).[/blockquote]For 150 obeloi I'll let you have a servitor stitched together in the tissue-shops of Macellaria.  He can't fight, only haul gear, and counts as a medium zombie in all other respects.

Alternatively you could go for a clockwork automaton, which are common in Skein, but expensive.  Not sure what the stats of that one would be, but we could come up with some; however, I think one of these would be a minimum 500 obeloi, just for a basic model.

In either case, may I suggest a name for the hapless beast of burden: "Scabbard."  Also, I love the clothing descriptions - exactly how I'd imagine them.

Finally, well done Meanest Guest!  Kaius looks great, and the short story is brilliant.  All the masterwork stuff looks like it's been done perfectly.

LD

QuoteI'm not sure why I didn't have that on there - even mantids have an LA +1 for their crappy flight speed, the jatayi definitely need LA+1. Thanks for catching that!
Actually you did have that on there. Okay re the LA +1. I built the character with that LA in mind, so no changes are necessary on my end there, but I look at leechkin for example and it seems that they receive a lot of bonuses for no LA. Now, flying can be useful if people can't reach you with their arrows, but I would assume that leechkin should by the same argument have a +1LA due to their bonuses in water, their ability bonus, and extra bonuses. As long as someone does not make a CHA based character, the -4 to CHA does not really hurt them. (Although they do not earn traits and they walk at 20 feet).

I will fix up the weapon as per your suggestion. I will just have to remember to purchase bolts that have +1 damage :).

Another question: Will we have action points a la Eberron, perchance?

Once again: Congratulations on the amount of work it took to put this system together. The Iron Heroes base system is intriguing and seems to be a good fit.

Llum

Quote from: Light Dragon
QuoteI'm not sure why I didn't have that on there - even mantids have an LA +1 for their crappy flight speed, the jatayi definitely need LA+1. Thanks for catching that!

Actually I'd be willing to say the Leechkin is somewhat underpowered. They are slower than normal, they do not gain traits (wich are really big in IH) and +2/-4 isn't that great compared to the other races +2/-2.

The best race without a LA would probably be the Ghilan IMO. Immunity to poison, disease and aging. +2 con which is good for everyone. Non-background trait (a lot more variety that just background traits).

LD

Llum,

You can gain traits over time? Not just at level 1 in Iron heroes?

Steerpike

You can only gain traits at level 1.

It's funny, I was just talking about the leechkin with Llum (in fact I just upped their Con drain to 1d2 instead of just 1): they seem to have polarized people.  I thought that the drawbacks of the 20 ft. speed and in particular the Bloodthirst would make up for their natural attacks.  They're a tricky bunch, and probably hard  to play, especially since I've written them to be a biologically and culturally hyper-lazy people (literally parasites), which makes it difficult to imagine them as adventurers.

Every flying race I've seen has always had an LA of +1 - it does kind of remove the threat of certain hazards and allow obstacles that are otherwise treacherous (such as a cliff) to be effortless overcome.  I agree it doesn't seem like a big deal, but I think it is more useful than most imagine at first.  I love the character by the way, particularly his name!

Things might get interesting if the group runs into the jatayi currently camped outside Macellaria.  They normally move on to Crepuscle this time of year, but they've been staying an unseasonably long length of time...

[blockquote=Light Dragon]Another question: Will we have action points a la Eberron, perchance?

Once again: Congratulations on the amount of work it took to put this system together. The Iron Heroes base system is intriguing and seems to be a good fit.
[/blockquote] Thank you!  It was a bit disorganized at first, but its come together quite nicely, I hope.  Thanks to everyone for posting questions so that I didn't miss anything.

There may be something called "Glory Points" which an IH expansion suggests adding.  I may create my own variant tailored to CE.

Llum

The Gorethirst
[spoiler=Dead]
[spoiler=Stats]
Leechkin Berzerker 5
13800 xp
STR: 20 [+5]
DEX: 14 [+2]
CON: 18 [+4]
INT: 12 [+1]
WIS: 10 [+0]
CHA: 4 [-3]

HP:
HP: 70
Reserve Points: 35

Languages
Shambles
Leechdance

Feat Mastery
Other Mastery: 1
Armor Mastery: 2
Power Mastery: 3

Traits:
Bloodthirsty (Acquired from dining on the blood of a Fetch)

Feats:
Improved Initiative
Run
Armor Mastery
Sudden Strike(Greataxe)
Martial Proficiency(Scimitar)
Martial Proficiency(Greataxe)
Martial Proficiency(Lance)

Special:
-Fury Pool
-Uncanny Dodge
-Berzerker Damage Reduction(1d4)
-Berzerker Ability: Berzerk Strength(1st)
-Berzerker Ability: Blind Rage(5th)
-Berzerker Ability: Berzerk Mind(1st)
-Berzerker Ability: Primal Howl (DC 17)(3rd)

Abilities:
Aquatic Subtype
+2 Hide in swampy vegetation
+4 Swim
Amphibious
Naturals Weapons: Bite (1d4) x2 (one primary, one secondary)
Blood Drain(Ex)
Haematophage
Blood Scent

Skills:
Athletics
-Swim(Str): 8+5+4 = 17
-Jump(Str): 8+5+2 = 15
-Climb(Str): 8+5 = 13
Ride(Dex): 8+2+2 = 12
Tumble(Dex): 8+2+2 = 12
Craft(Goldsmith)(Int): 6+1 = 7
Knowledge(language): 1
Survival(Wis): 1+0 = 1
Handle Animal(Cha): 8-3 = 5

Combat:
Natural Weapon(Bite): +10[+5 BAB +5 Str] (1d4+5[+5 Str])
Natural Weapon(Bite)x2 + (Gore)x1: +10/+5/+5[+5 BAB +5 Str] (1d4+5[+5 Str]/1d4+5[+5 Str]/1d6+3[+3 Str])
Masterwork Battleaxe: +11[+5 BAB +5 Str +1 Mwk] (1d12+7[+7 Str])
Masterwork Lance: +11[+5 BAB +5 Str +1 Mwk] (1d8+5[+5 Str]) x2 on Charge
Scimitar x2: +4/+0[+5 BAB +5 Str] (1d6+5[+5 Str]/1d6+5[+5 Str])
Defense: 15 (3 BDB + 2 Dex)
Armor: Berzerker DR: 1d4+1/magic
Initiative: +6
Saves: +5
[/spoiler]

[spoiler=Inventory]
Money:
656 obeloi

Items:
Gorethirst Manacles
The Helm of Urus
Masterwork Greataxe 12lbs
Masterwork Lance 10lbs
Scimitar x 2 8lbs
Quentin's Signet Ring
Glut's Teeth

General Supplies:
Goldsmiths Kit, Masterwork(Arisans kit, Masterwork) 5lbs
Sack 1/2lbs
Robe, Silk 250ft 25lbs
Peasant's Outfit 2lbs
Blood soaked Tattered Web cloak x2 2lbs

Total Weight: 64 1/2 lbs

Other:
Dire Maggot, heavy war mount
Dire Maggot saddle
[/spoiler]

[spoiler=Magic Items]
Bloodslake Manacles(Bracers of Sustenance
These two dark Ur-fossil manacles are graven with deep indigo glyphs and pulse as if with their own hearbeat. The edges of these manacles are plated in gold leaf to look like razor teeth, the quality of the leaf plating is inferior to the original Ur-fossil craftmanship and it is quite obvious that it was done later by a less experienced hand. The manacles were originally made by Leechkin shamans in Lophius for the Gorethirst to slack its seemingly endless thirst for blood. Permanetly attached to the Gorethirsts wrists by bronzen nails driven through its wrists they constantly drip blood down the Gorethirst wrists that is hungrily drinks with its hand-mouths.
The Helm of Urus
A helm made of solid black bone that glistens in the sepia lamplight.  The helm has no visor but is carved to resemble a monstrous visage with an open maw.  Wicked horns sprout from the temples. Acquired from Mara of the Dogskull Clan for killing Glut and his Masticators.
[/spoiler]

[spoiler=Fluff]
The Gorethirst is a barrelchested leechkin with black skin with green mottling down its left side. Its hands, chest and head are greatly scarred from enemies fighting back while being drained of their lifeblood. Ur-fossil manacles are clasped about its wrists, they weep blood constantly dripping into the Gorethirsts hungry hand-mouths. Other than its manicles it wraps it feet with cloth as impromptu boots, wears a slitted leather kilt ornamented with gold leaf around its waist. It's only concession to vanity is a golden tooth-edged tattoo that spirals across its chest, down its right side and down its spindly right leg.

The Gorethirst was originally from Lophius. Different from most leechkin it wasn't terribly apathetic displaying a greater thirst for blood than any of its kind save those taken by the psychotic bloodthirst. Finding work as a gladiator in the fighting pits to earn money for blood. It often finished defeated fows by draining their blood, leaving them dessicated husks. Reviled by most of its kindred for its work effort, it had little to do with the beggars of Lophius. The Gorethirst had more in common with its fellow gladiators, although it wasn't much loved by them because of its habit of draining defeated foes. Driven by its unaturally strong thirst it went to the many leechkin shamans in Lophius to plead for help, it was ignored by most and sent away with threats by the rest.

It wasn't until it went into a berzerk rage, similar to the psychotic bloodthirst but slightly different, in a pirate bar down in Bile-Mire killing several pirates as well as a group of hagmen (who started the fight) that the shamans took notice. Somewhat worried about repercussions against leechkin from several gangs that lost members as well as the many city hagmen, they crafted the Bloodslake manacles from rare imported Ur-fossil. After they pounded the last nail through the manacles securing them in place they exiled the Gorethirst from Lophius telling it not to cause them anymore trouble.

Following its exile it slowly wandered across the Cadaverous Earth.Even with its hunger sated by its manacles, it found itself different from other leechkin, a lifetime driven by overpowering thirst had burned away most of the traditional leechkin apathy. Eventually it ended up in Macellaria drawn to another city with a large leechkin populace. It found home in The Catacombs amongst the leechkin and cestoids. It was slowly being drawn back to the life of fighting pits after conversing with and befriending some cestoid gladiators. Arrested after partially draining a Kennel-Master apprentice in yet another bar fight, it now finds itself back at home, where it belongs, in the fighting pits.

Not long after its exile from Lophius Gorethirst attempted to settle down into a less violent lifestyle. Apprenticed to a goldsmith Gorethirst worked at the craft, gaining a modicum of skill before the urge to travel and thirst for battle forced it to continue on its journey. Not long after leaving its apprenticeship, the Dire Maggot Corpsegobble was won in a fight.
[/spoiler]

[spoiler=Corpsegobble(Large Dire Maggot Mount)]
Dire Maggot, Large
HD:                     4   
Size/Type:            Large Vermin    
Hit Points:            16    
Initiative:            +2    
Speed:               40 ft. (8 squares), climb 40 ft.    
Defense:            14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12    
Base Attack             +3
Grapple:            +8    
Attack:            Bite +4 melee (1d8+3 plus poison)    
Full Attack:            Bite +4 melee (1d8+3 plus poison)    
Space/Reach:            10 ft./5 ft.    
Special Attacks:    Poison    
Special Qualities:    Darkvision 60 ft., vermin traits    
Saves:                    Fort +4, Ref +3, Will +1    
Abilities:            Str 17, Dex 15, Con 10, Int Ø, Wis 10, Cha 2    
Skills:            Climb +11, Hide +6, Spot +4    
Feats:                    Weapon Finesse(Bite)    
Environment:            Underground    
Organization:            Solitary or colony (2-5)    
Challenge Rating:    1
Advancement:            4-5 HD (Large)
Level Adjustment:    '"
Poison:                 Fort DC: 11 Damage: 1d4 Dexterity
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Llum

Quote from: Light DragonLlum,

You can gain traits over time? Not just at level 1 in Iron heroes?

No, I meant they do not gain any at all. They get none at character creation.