Warforged

Tik'Klik's page

764 posts. Alias of mdt.


Full Name

Tik'Klik (Unit 010382)

Race

Golem (Wyrwood)

Stat:
HP - 27 | AC/Touch/Flat 14(18)/15/11(15) | Fort/Ref/Wil +0/+4/+5 | CMD 14 | INIT +7

Classes/Levels

Skills:
Acrobatics +10 | Appraise +9 | Craft (Clockwork) 10 | Craft (Tattoo) 11 | Disable Device +10 | Perception +9 | Spellcraft +12 | Kn (Arcan) +12 | Stealth 9 | UMD +4
Seeker Sage Sorcerer (2)

Size

Small

Age

*TILT*

Strength 12
Dexterity 17
Intelligence 20
Wisdom 14
Charisma 9

About Tik'Klik

Golem(Wyrwood) Seeker Sage Sorcerer 2
LN Small Construct
Init +7; Perception +8

DEFENSE
AC 14/18, touch 14, flat-footed 11/15
hp 17
Fort +0, Ref +3, Will +5
Construct Traits

OFFENSE
Speed 30 ft.
Melee morningstar +3 (1d6+2x2)

STATISTICS
Str 12, Dex 17, Con --, Int 20, Wis 14, Cha 9
Base Atk +1; CMB +1; CMD 14
Feats Improved Initiative
Languages Common, Elven, Draconic, Dwarven, Orc, Goblin

Special Qualities:

Arcane Bolt (Sp): Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Tinkering (Ex): Seekers often look to ancient devices, old tomes, and strange magical items in order to learn more about their sorcerous bloodlines. As a result of this curiosity and thanks to an innate knack at deciphering the strange and weird, a seeker gains Disable Device as a class skill. In addition, at 1st level, a seeker adds half his oracle or sorcerer level on Perception checks made to locate traps and on all Disable Device skill checks (minimum +1). A seeker can use Disable Device to disarm magical traps. If the seeker also possesses levels in rogue or another class that provides the trapfinding ability, those levels stack with his sorcerer levels for determining his overall bonus on these skill checks.
This ability replaces his bonus Eschew Materials feat.

Weapon and Armor Proficiency: Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).

Spells: A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats.

Cantrips: Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.

Arcane: Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.

Class Skill: Knowledge (any one).

Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).

Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.

Bloodline Arcana: Unlike most sorcerers, whose innate magic is powered by force of personality, you use your intellect to understand and master your mystic powers. You use your Intelligence, rather than your Charisma, to determine all class features and effects relating to your sorcerer class, such as bonus spells per day, the maximum spell level you can cast, the save DCs of your spells, and the number of daily uses of your bloodline powers. You gain a +2 bonus on all Knowledge (arcana) and Spellcraft checks.

Spells Known:

Spells Known :
Cantrip (4), First (2)

Cantrip : Detect Magic, Read Magic, Acid Splash, Jolt
1st : Mage Armor, Infernal Healing

Spells per Day : First (5)

Equipment:

MW Backpack (50gp)
Thieve's Tools (30gp)
Sorcerer's Kit (9gp)
Silk Rope (10gp)
Saw (0.04gp)
Chalk (0.03gp)
Spell Component Pouch
20 GP
9 SP
3 CP

Traits:

Fully Articulated Joints (Regional) - Your construct body was built by the Revith Clan, who builds fully articulated joints into all their construct bodies. (Originally Rice Runner)
Benefit: You gain a +1 trait bonus on Acrobatics checks, and Acrobatics becomes a class skill for you.

Church Guard (Religion)

You were originally commissioned as a church guard golem, and your senses were thus heightened to assist with such a job. (Originally Eyes of the City)

Benefits: You gain a +1 trait bonus on Perception checks, and Perception becomes a class skill for you.

Arcane Temper (Magic)
Benefits: You gain a +1 trait bonus on concentration and initiative checks.

Meticulous (Drawback)
You plan and prepare everything in detail, and aren’t good at improvising when things don’t go as planned.
Effect: You take a –2 penalty on skill checks for skills with which you’re untrained.

Appearance:

Tik'Klik looks like a humanoid statue made of wood. His outer form resembles a soldier in full plate, complete with a complex helmet. But it is soon clear that this is just an appearance, and not what he actually is. First off, he's only 4 ft tall. His helmet's eyes are black onyx crystals, and there is a round blue crystal in his chest that glow's softly (although it can be turned off).

When he needs to use tools, he usually internalizes them. So, one arm retracts it's hand and a morningstar takes it's place. The other hand's fingers open to reveal tiny lockpicks when needed.

When he needs to deal with ice, his feet open up and blades descend down with a distinctive 'snick'.

Background:

Deep in the crafting lab of Dominick Revith, Master Golem Crafter

"OH MY GOD! Master Revith is going to kill us both!" Tansy Revith breathed, as the rose quartz crystals that were supposed to be the 'brain' of the golem finally stopped tinking on the flagstone floor of the shop. It had taken awhile for them to stop, as they had gone from one large crystal to a few million shards.

Her brother, Mils, was pale as he looked at what he'd done. That crystal was the last of the crystals, and this golem was a rush job for a very important noble. He'd been told not to touch the crystal, but the magic thrumming in it had been almost siren in it's humm. "Oh god! Grandpa's going to skin me alive... He'll turn me into a flesh golem!" Mils panic'd, overly so, given his grandpa was not in the habit of making such things.

Tansy fluttered, her face nearly as pale as Mils. "I'll get blamed too you know! I told you not to touch it!" She drives her fist into her brother's shoulder hard enough to leave a bruise and generate a cry of pain. "What are we going to do?"

Mils bites his lip in pain and thinks as hard as he's ever thought in his life. Then his eyes widen. "What about that sapphire crystal that Grandma keeps sealed up in her lab? The one she found in the old ruins that she said she couldn't figure out who made it or what for? If we put it in the golem, and then seal the head up, we can tell Grandpa it we helped by sealing the head, and we'll not only not get in trouble but we'll get praised for helping on a rush project!"

Tansy stops, opening her mouth to say what a stupid idea, but then stops and thinks as well. "But... what if it doesn't work? We don't even know it is a golem control crystal. It could be a power stone."

Mils groans. "If it doesn't work, we're not in much more trouble than we are already, and if it does, we're out of trouble. I'll clean up, you go get the crystal!"

Tansy looks unconvinced, but then nods. "Ok, fine, it's worth a try. And Grandma hasn't looked at it since we were like, 5, so I doubt she'll notice it's gone before we're 20."

Twenty minutes later, the shards of rose quartz were gone, dumped into cursed bag of holding Grandpa kept around for disposing of dangerous magical artifacts.

The two apprentices struggle to get the blue sapphire, which is a dodecahedron to fit into the head chamber of the small wooden golem which was layed out for the rose quartz octahedron. They end up having to add in some additional connectors and mithral mounts to get it in and stabilized, but finally it pulses with a cold steady blue light, much as the former rose quartz pulsed with a warm steady pink light.

Then they go about sealing the head, finishing the delicate connections as quickly as they can. When the final seal is complete, the golem's sensor crystal, a long rhombus of onyx, rotates in it's socket 3 times, and the golem's open mouth slit makes a sound. "Tik'klik" It says, then the body goes back to not moving.

"I never heard a golem talk before... are you sure this is ok?"[b] Tansy asks, sounding nervous.

[b]"It wasn't talking, it just clicked something inside. You know grandpa said golems sometimes twitch when they are first sealed up." Her brother says, although his tone sounds like he's convincing himself as much as her.

The sounds of a large man approaching down the hallway send the duo scrambling to not look guilty when their Grandpa comes in, ready to seal up the golem he finds already sealed and humming with magic in standby mode.

Construct Traits:

Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).

Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.

Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.

Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.

Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).

Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.

A construct cannot be raised or resurrected.

Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.

Proficient with no armor.

Constructs do not breathe, eat, or sleep.