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Ash

Guard's page

808 posts. Alias of Franz Lunzer.


Race

Warforged

Classes/Levels

Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3

Alignment

NG

About Guard

PBP Character for Seeker's "Pathfinder Savage Tide"

Appearence (Needs a rewording - not up to date):
Currently the Warforged is an impressive sight:
His black adamantine plating is overlayed with a second body, that of an angel, with pearl-white skin and whitefeathered wings. Behind him trails a mantle of blue flames that surrounds him. Over his shoulder a tiny blue ball with tendrils floats, illuminating the surroundings. Furthermore Guard handles a simple made heavy steel shield and a oversized looking, shining blue warhammer. He also wears a potion belt around his waist, mostly filled with flasks.
Strapped to his back is a Scimitar.

Guard illustrated by Butterfrog (aka: Hugo Solis)

Background:
After the war Guard founded his repairs/healings with the money caravans paid to get savely from town to town, or even keep save in town.

Then he met another warforged, calling himself Gregnus. He claimed to have come up with his name all by himself. He taught Guard some tricks, like how to repair small damages of his body, how to get to know the living better and such. And he taught him to be alive.

Guard had spared some money to buy himself an anvil and hammer, and a cart with two mules to carry it around. He sold his old sword he had since the war and bought a halberd and a heavy flail.

He kept selling his service to caravans, but occasionally he worked iron into a weapon or a pice of armor. He had the endurance to play with the metal for hours, working it into pices of art, more or less.

Full character ability summary (Guard essentials.doc)

STATS:

Spoiler:

Warforged Fighter 2 / Incarnate 4 / Ironsoul Forgemaster 3
NG, Medium living construct
Init +3; Senses Perception +1;
Aura Good aura (CL 7th)
Languages Common

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Defense
-----------------------------------------------------------------------
AC 24, touch 12, flat-footed 20, Incarnum radiance (+2), Light Fortification
(10 +1 Dex, +9 Adamant Body, +2 mwk Heavy steel shield, +1 Shield focus, +1 Ring of Protection)
hp 93 (10[Ftr] + 6[Inc(1d4+2=6)] + 3[Inc(1d4+2=3)] + 5[Inc(1d4+2=5)] + 8[Ftr(1d4+6=8)] + 5[IFm(1d4+4=5)] + 6[IFm(1d4+4)] + 8[IFM(1d4+4)] + 4[Inc(1d4+2=4)] + 36[9x4CON] +2[Favored Class])
Fort +13 (+3 Ftr2, +4 Inc4, +2 IFm3, +4 CON),
Ref +3 (+0 Ftr2, +1 Inc4, +1 IFm3, +1 DEX),
Will +6 (+0 Ftr2, +4 Inc4, +2 IFm3, +0 WIS),
+1 bonus on Will saves against fear
DR 2/-, Immune living construct traits

-----------------------------------------------------------------------
Offense
-----------------------------------------------------------------------
Speed 20ft., fly 10ft. (+10ft per point of Essentia)
Meleegood incarnate Warhammer +12/+7 (1d8+5/x3) (+invested Essentia to attack and damage)
or mwk Scimitar +12/+7 (1d6+5/18-20x2)
or Slam +11/+6 (1d4+5/x2)
Or Vital Strike: good incarnate Warhammer +12 (2d8+5) (+invested Essentia to attack and damage)
or mwk Scimitar +12 (2d6+5)
or Slam +11 (2d4+5)
Special Attacks:
Mantle of Flame (1d6 Fire damage base, +1d6 Fire damage per point of Essentia invested) (normal: 4d6)
Spell-Like Abilities (CL 7th)
at will - Detect Evil

-----------------------------------------------------------------------
Statistics
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STR 20 (17, 4th lvl, +2 belt), DEX 13 (12, 8th lvl), CON 18 (16, +2 belt), INT 10, WIS 10, CHA 10
Base Atk +6 (+2 Ftr2, +2 Inc4, +2 IFm3); CMB +11; CMD +23
Feats Adamant Body (1st lvl), Shield Focus (Ftr1), Weapon Focus (Warhammer) (Ftr2), Driven by Failure (3rd lvl), Got your back (5th lvl), Saving Shield (7th lvl), Craft magic arms and armor (IFm2), Vital Strike (9th lvl)
Skills
Craft (Weaponsmith) +15 (+4 with tools, +5 with bracers),
Craft (Armorsmith) +15 (+4 with tools, +5 with bracers),
Handle Animal +4,
Intimidate +12,
Knowledge (Arcana) +7,
Perception +1,
Spellcraft +6,
Languages Common
SQ Incarnum radiance 1/day (+2AC for 6 rounds)

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Special Abilities
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Soulmelds 4 (Airstep Sandals (feet), Incarnate Weapon (arms), Mantle of Flames (shoulders), Soulspark Familiar (crown);)
Essentia 6; Essentia Capacity 2, 3 for Soulmelds;
(Out of combat setup: 3 in in Mantle of Flames, 3 in Airstep Sandals)
Chakra Binds 2; Open Chakras crown, feet, hands; Bound soulmelds: Airstep Sandals (feet), Soulspark Familiar (crown);

SKILLS

Spoiler:
Fighter: 4+INT, Incarnate: 4+INT, Ironsoul Forgemaster: 4+INT,

Total = Ability + Rank + Misc

*Climb -1 = +5 +0 +0 -6ACP
*Craft (Weaponsmith) +15(+20/+24) = +0 +9 +6(+5 bracers, +4 anvil and hammer)
*Craft (Armorsmith) +15(+20/+24) = +0 +9 +6(+5 bracers, +4 anvil and hammer)
*Handle Animal +4 = +0 +1 +3
*Initmidate +12 = +0 +9 +3
*Knowledge (Dungeoneering) 0 = +0 +0 +0
*Knowledge (Engineering) 0 = +0 +0 +0
*Knowledge (Arcana) +7 = +0 +4 +3
Perception +1 = +0 +1 +0
*Profession 0 = +0 +0 +0
*Ride -5 = +1 +0 +0 -6ACP
*Spellcraft +6 = +0 +3 +3
*Survival 0 = +0 +0 +0

EQUIPMENT:
Shop:

Spoiler:

Book: The warrior of the light, a manual
Cart
Mule, 2
Anvil with masterwork tools: 70gp (gives +4 to Craft checks)

Worn / Equiped:

Spoiler:

Ring of Protection +1
Ring of Freedom of Movement
Belt of Physical Might +2 (STR, CON)
Bracers of the warsmith
Shield, heavy steel, masterwork
Scimitar, masterwork

Potion belt: (5/5)
1x Oil of Magic Weapon
1x Potion of Shield of Faith+2
1x Potion of Silversheen
2x Potion of Repair light damage (1d8+1)

Backpack
5x Vial labeled 'Poison', probably made from sea urchins
1x Potion of Repair light damage (1d8+1)
6gp, 7sp, 9cp

Snem, Lesser Soulspark (Familiar)

Spoiler:

Tiny Outsider (Good, Incarnum, Native)
Hit Dice: 4d8+8 (26 hp)
Initiative: +6
Speed: 20 ft. (4 squares), fl y 30 ft. (perfect)
Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple: +4/–4
Attack: Soul blast +8 ranged (1d6+2) [current: +9 (1d6+3)]
Full Attack: Soul blast +8 ranged (1d6+2)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Soul blast
Special Qualities: Amorphous, damage reduction 3/evil, evasion
Saves: Fort +6, Ref +8, Will +5
Abilities: Str 10, Dex 15, Con 15, Int 6, Wis 13, Cha 15
Skills: Diplomacy +4, Hide +17, Knowledge (history) +5, Listen +8, Move Silently +9, Sense Motive +8, Spot +8
Feats: Improved Initiative, Lightning Reflexes
Environment: Any
Organization: Solitary, pair, or flood (3–8)
Challenge Rating: 3
Treasure: Standard
Alignment: Always chaotic neutral, lawful neutral, neutral good, or neutral evil
Advancement: 5 HD (Tiny)
Level Adjustment: —

A mote of energy floats across the ground. It resembles a small ball of light surrounded by wispy tendrils of blue incarnum energy.

Soulsparks are sentient embodiments of incarnum energy.
Though a least soulspark can be formed by means of the soulspark familiar soulmeld, most are independent creatures formed spontaneously from incarnum.
A soulspark wanders the world alone, but it might choose to follow any other creature it encounters,
helping or hindering as its alignment dictates.
Chaotic soulsparks tend to be mischievous, while lawful ones loyally follow and attend to their adopted companions. Good soulsparks help creatures in need, while evil ones look for opportunities to take advantage of others when they least expect it.
A soulspark is about the size of an open hand, roughly 8 inches across. Because it is a being of energy, it has negligible weight. The glow of an individual soulspark’s body can be as bright as a sunrod or as dim as a candle, depending on the creature’s mood and whim (or its creator’s will, in the case of a soulspark familiar). Soulsparks glow brightly when angered or happy, and more dimly when sad or bored. Lacking appendages, the soulspark cannot hold or manipulate objects other than by nudging them. Soulsparks understand Common, and perhaps even other languages, but they do not speak. They communicate empathically by altering their luminosity and shifting their color slightly. Most creatures with a need to garner information from a soulspark eventually work out signals that it can use for “Yes” and “No” responses.

Combat
A soulspark darts around the battlefi eld, using its soul blast on targets near the outskirts of the fi ght. If severely injured, it backs away, focusing its essentia into healing itself before returning to the fi ght.
*Alignment Subtype: A soulspark’s alignment subtype matches its nonneutral alignment component.
Amorphous (Ex): A soulspark is not subject to critical hits. Creatures that fl ank it gain none of the normal benefi ts of fl anking.
**Damage Reduction (Su): A soulspark has damage reduction of a type opposed to its nonneutral alignment. For example, a chaotic neutral soulspark has DR 5/lawful, and a neutral evil soulspark has DR 5/good.

Soul Blast (Su): A soulspark attacks by focusing soul energy on its target as a ranged attack with a range of 5 feet. It gains a bonus on its damage roll equal to its Charisma bonus (if any). This doesn’t provoke attacks of opportunity.

Soulsparks and the Soulspark Familiar Soulmeld
A least soulspark can be shaped by meldshapers using the soulspark familiar soulmeld. When soulspark familiar is bound to certain chakras, the power of the soulspark is increased (see page 86 for details).
A soulspark familiar does not have its own essentia pool or the incarnum shroud ability. Instead, it draws upon the essentia of the meldshaper who shaped it, gaining similar abilities as its shaper desires.

Affiliations:

Arnkins Gandris:

Spoiler:
late of the 112th Karrnith heavy infantry.
Has a mangled arm, Guard repaired it to some extend.
Arnkins paid for the material with some gold, the promise to advertise the warforgeds craftsmenship, and by giving him a book titled "The warrior of the light, a manual"

Kerinith:

Spoiler:
a pale man with twisted limbs.
Kerinith is a real friend of Guard and now senior partner of the expanded shop.
He also is face to the customer, chief negotiator to the city guards (for the deal of supplying them).


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