Warforged

Flametouched's page

108 posts. Alias of Shisumo.


Race

Warforged

Classes/Levels

Barbarian (armored hulk) 1 / Oracle of flame 2

Gender

Genderless

About Flametouched

The warforged that calls itself Flametouched was once a simple warrior unit in the armies of Breland, built and activated during the waning days of the Last War. Originally designated KR-211911, it served several months on the Thrane front, participating in a number of battles, although never with any great distinction. Its last battle began much as the rest had - it was a small skirmish against a Thranish scout force, otherwise unremarkable. The Brelish forces were victorious, thanks to superior numbers, but something... odd... caught KR-211911's attention. It found itself walking to a particular body, one of the enemy soldiers who had fallen during the battle's first moments. A shining silver-white sword lay a few inches from the dead woman's fingers, and - without fully understanding the impulse - KR-211911 picked up the blade.

Everything went silver-white.

The next thing it knew, it was standing standing on top of a hill in central Thrane, looking down toward the city of Flamekeep. It did not know how or why it came to be there, but it felt something calling it from within the city. When it entered the city, it felt the unwelcome, hurtful stares of those it passed, but ignored them - something was pulling at it, something beyond its ability to control. It followed the feeling through the city, to the Cathedral of the Silver Flame, where the faithful gathered in hopes of hearing the Voice of the Silver Flame.

When it entered, guards moved to intercept it, but it paid no attention. Its eyes were only for the brilliant silver fountain of light, the light that flickered and glowed and filled the room, that filled its very being... It fell to its knees, unable to stand the glory, and the guards paused in confusion. After a moment, the warforged opened its eyes and spoke: "I am Flametouched," it said, and its voice was full of wonder.

Later, Flametouched would learn that six months had passed between the moment it had picked up the sword and the moment it found itself on the hill above Flamekeep. The Church acted quickly to have the warforged that called itself Flametouched banished from Thrane - many called for the being's destruction as some kind of heretical joke, for the Church had long since made clear that warforged have no souls, and therefore the Flame could never claim one of them as its own. Flametouched was deluded, or deliberately flawed in some fashion, designed to be used as a weapon against the Church.

Flametouched took the banishment peacefully - it understood the clergy's need to protect the Church, and besides, it felt no further from the Flame in Breland, where it had been banished to, than it had back in Flamekeep. Moreover, Flametouched and the Church have little in common when it comes to matters of theology. Flametouched understands the awful and majestic power of the Silver Flame, but it feels no drive to worship it - while it knows much of deities and faith, it associates neither of those things with the Divine Flame to which it is connected. It can sense both the incredible power and the divine purpose, but it can feel nothing of a "self" within it that would encourage or even recognize worship. The Flame, it feels, is an act, not an identity. Accordingly, it has gone out to find allies in the work of the Flame, to oppose evil and forward the cause of justice.

Unfortunately, Flametouched has many enemies, most of whom share its faith. It also worries at times about its own history, what might have happened to it before it awoke on that hill in Thrane. Six months of its existence are gone, and thus far, Flametouched has found nothing and no one to tell it what happened in that time. For the moment, these are questions that Flametouched sets aside easily - it has work to do, and the past matters less than the future. Someday, however, it would like answers...

Flametouched
Genderless warforged barbarian (armored hulk) 1/oracle of flame 2
NG Medium construct (living construct)
Init -1; Senses Perception +4

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DEFENSE
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AC 19, touch 9, flat-footed 19
(armor +10, Dex -1)
hp 29 (1d12+2 plus 2d8+6); current 13
Fort +4, Ref -1 (+0 vs trample), Will +3
Defensive Abilities composite plating, indomitable stance; DR 2/adamantine; Immune living construct immunities
Weaknesses limited experiences, warforged vulnerabilities

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OFFENSE
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Spd 30 ft.
Melee mw flametouched iron longsword +6 (1d8+3, 19-20/x2) and slam +0 (1d4+1, 20/x2) or
mw flametouched iron longsword +6 (1d8+4, 19-20/x2) or
slam +5 (1d4+3, 20/x2)
Ranged javelin +1 (1d6+3, 20/x2)
Special Attacks rage 6 rounds/day (5 used)
Spells Known (CL 2nd, touch +5, ranged touch +1, concentration +4):
1st (5/day, 4 used) - bless, burning hands (DC 14), cure light wounds, sun metal
0 - detect magic, light, read magic, spark (DC 13), stabilize

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STATISTICS
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Str 16 (+3), Dex 8 (-1), Con 14 (+2), Int 12 (+1), Wis 10 (+0), Cha 14 (+2)
Base Atk +2; CMB +5 (+6 overrun); CMD 14 (15 vs overrun)
Feats Adamantine Body, Spell Focus (evocation)
Skills Climb +2 (1 rank), Craft (armorsmithing) +7 (3 ranks), Diplomacy +7 (2 ranks), Heal +5 (2 ranks), Intimidate +6 (1 rank), Knowledge (religion) +6 (2 ranks), Perception +4 (1 rank), Spellcraft +6 (2 ranks), Survival +4 (1 rank); armor check penalty -5; Racial Modifiers -2 to all untrained Wisdom-based skills.
Languages Celestial, Common
SQ cinder dance, mystery, oracle’s curse (tongues – Celestial)
Combat Gear scroll of make whole, scroll of lesser restoration, wand of cure light wounds (15 charges); Other Gear masterwork flametouched iron longsword, 3 javelins, +1 composite plating, armorsmithing tools, backpack, belt pouch, healer's kit (10 uses), silk rope (50 ft), torches (3), whetstone, 2 pp, 4 gp, 10 cp; Encumbrance 28 lbs (light load)
XP 3660; Next Level 6000.

When raging:

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DEFENSE
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AC 17, touch 7, flat-footed 17
(armor +10, Dex -1, rage -2)
hp 35 (1d12+4 plus 2d8+10)
Fort +6, Will +5

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OFFENSE
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Melee mw flametouched iron longsword +8 (1d8+5, 19-20/x2) and slam +2 (1d4+2, 20/x2) or
mw flametouched iron longsword +8 (1d8+7, 19-20/x2) or
slam +7 (1d4+5, 20/x2)
Ranged javelin +1 (1d6+5, 20/x2)

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STATISTICS
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Str 20 (+5), Con 18 (+4)
CMB +7
Skills Climb +4 (1 rank)

Warforged traits:
WARFORGED RACIAL TRAITS
+2 Constitution, +2 Wisdom, –2 Charisma: Warforged are resilient and vigilant, but their difficulty in relating to other creatures can zmake them seem aloof or even hostile.
Living Construct: Warforged are constructs with the living construct subtype (see below). As living constructs, warforged cannot heal naturally, do not breathe, eat, or sleep, and are immune to disease, energy drain, exhaustion, fatigue, nausea, paralysis, poison, sickening, or sleep effects.
Medium: Warforged are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Warforged have a base speed of 30 feet.
Composite Plating: Warforged receive a +2 armor bonus from the plating used in their construction. This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warforged cannot wear armor or magic robes. The plating can be enhanced just as armor can be, though the character must be present for the entirety of the time that it takes to enhance the armor.
Composite plating also causes a warforged to incur a 5% arcane spell failure chance.
Limited Experiences: Warforged do not select traits at character creation. Additionally, warforged take a –2 penalty on untrained Wisdom-based skill checks. As a young race, they remain largely ignorant of practices, professions, and habits considered by most to be matters of common sense.
Warforged Vulnerabilities: A warforged takes damage from chill metal and heat metal effects as if he were wearing metal armor. A warforged is repelled by a repel wood effect, and is affected by rusting grasp effects and a rust monster’s attacks as a ferrous, metallic creature would be.
Slam: A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
Languages: All warforged can speak Common, but may not choose additional languages at creation.

THE LIVING CONSTRUCT SUBTYPE
Living constructs with 1 Hit Die exchange their construct Hit Die for the class features of a PC or NPC class. Living constructs with more than 1 Hit Die are the only living constructs that make use of the features of the construct type. A living construct possesses the following traits:
> Unlike other constructs, a living construct does not gain low-light vision or darkvision.
> Unlike other constructs, a living construct has a Constitution score, can be raised and resurrected, and is affected by spells that target living creatures as well as those that target constructs.
> Unlike other constructs, a living construct gains no immunity to ability damage, ability drain, death or necromancy effects, mind-affecting abilities, nonlethal damage, or stunning. Additionally, though they do not sleep, a living construct must still rest for 8 hours before preparing spells.
> Living constructs do not eat or drink, but a do gain all the usual benefits from consumable items such as potions, or from heroes feast and similar spells.
> Spells from the healing subschool and supernatural abilities that restore hit point damage or ability damage provide only half their normal benefits to a living construct. Like ordinary constructs, living constructs do not heal naturally.
> When reduced to 0 hit points, a living construct is disabled, just like a living creature. When a living construct’s hit points are negative, but equal to or greater than its Constitution score, it is inert – helpless and unconscious, but stable and not at risk of losing additional hit points.