Magus 1 11/11Hp | AC 14, T 12, Ff 12 |F +2, R +2, W +2 | perception +0, Init: +2
Gender
male
Size
6' 8" 260#
Age
0 ( less than a year old)
Special Abilities
Warforged traits, arcane pool 5/5
Alignment
nuetral
Deity
nope
Location
Leaky Dinghy, Stormreach...
Languages
Common, Draconic, Sahougin,Aquan, Elven and Dwarven.
Occupation
unemployed as of yet...
Strength
17
Dexterity
15
Constitution
12
Intelligence
20
Wisdom
10
Charisma
6
About Barnacle
Barnacle
Male Warforged Magus 1
HD:1d8 HP:11/11Speed:30'
BAB:+0, Melee:+3, Ranged:+2
Fort:+2, Ref:+2, Will:+2
Initiative:+2, CMB:+3, CMD:15
AC:14, T:12, Ff:12
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Attacks
+3 slam 1d4+3 /X2
or
+2 ranged Sling 1d4+3 50' inc. /X2
or
+3 melee Silver Kukri 1d4+3 18-20/X2
or
+3 melee Saw-backed Cutlass 1d6+3 18-20/X2
or
+3 melee Trident 1d8+3 /X2
or
Spell combat=+1 melee weapon and +1 melee spell/+0 ranged spell
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Backstory:
In Sahougin "I remember the Island sinking. Standing on the shore after the god-like waves deposited me there. A noise behind me...
Then ...Darkness. For an unknown length of time.
A bright light awakens me.
A voice in my head tells me to go forth and defend my brethren from the thieves....
I rise to follow the command, only to be knocked down and hit in the head, my black guardian body crushed, my head itself split. Crawling to the 'forge' I climb inside and sleep... Darkness descends once more...
Waking with a start, I prepare to fight , only to discover the fight is over.
My body seems to have been streamlined and made for work in the sea, not the Juggernaut that I was used to being. It was quite startling at first, but useful in this environment.
My brethren lie in pieces about the chamber, along the bodies of the intruders. Fascinated I study them. They leak a red liquid. Poking them I see their weakness. Understanding they are 'human' I realize that they are war like and that to continue I must be careful and prepared.
Gathering their weapons and gear, I take what catches my fancy... A trident , a cutlass with a saw on the back and a shiny silver kukri-knife. They have pack of gear, full of useful items and worthless water and organic 'food?'. I dump all of that out and take the useful stuff."
" And that is how I came to be. I will give you directions to this 'temple' that I awoke in, and you may strip it of all you like. all I ask for is a guide to the nearest town or city..."
Its very strange. I know things without actually remembering them, like the language of these creatures. And that I must learn to get along in these human cities and places to survive....
Description:
Barnacle is tall and slim, streamlined you might say. He is made of very little metal, mostly darkwood. He is covered in whorls and blue tattoos that represent water, and his arms and legs have a slight fin design to them. He is quiet a lot , but can wax loquacious if given the chance. Loves the sea and any other body of water, its in his design...
Class Abilities:
Arcane Pool6/6/day, Use 1 point to make weapon a +1 for 1 minute. Or use arcane powers which he has none yet.
Spell Combat Cast spell and attack with weapon, as like two weapon fighting. -2 to hit with weapon and spell attack.
Feats:
Combat Casting +4 to concentration while casting defensively or while grappled.
Toughness Add 3 Hp's, starting at 3rd level add 1 per level as well.
Traits:
Gifted Adept- Shocking grasp. Spell is always considered +1 castor level for me. (so at 1st level it does 2d6 dmg).
Touched By the Sea-+1 to swim/ is a class skill, penalty to underwater attacks is reduced by 1
◾Humanoid (Living Construct Subtype)
◾Medium Size or Small Size. Once chosen, this size cannot be changed.
◾Those that choose to be Small Size get the standard +1 size bonus to hit and armor class and -1 penalty to CMB and CMD.
◾Those that choose to be Medium Size do not get any size bonuses or penalties.
◾Base Speed: 30' for both Medium and Small.
◾Attribute Modifications: +2 Constitution, +2 Intelligence, -2 Charisma
◾Racial Traits:
◾+2 natural armor bonus to AC. While this is usually provided by a combination of metal plating that covers the warforged body, it can also be done with darkwood plating as desired. It is still considered natural armor. Warforged can still wear normal armor as can other races. Once chosen, this material cannot be change. This does allow warforged druids or other classes that have a material based limitation.
◾Warforged have a single slam attack: Medium (1d4) or Small (1d3). This follows the normal rules for natural attacks.
◾Immune to paralysis and sleep effects.
◾+2 racial bonus vs. disease, death effects, energy drain, exhaustion, fatigue, mind-affecting, nausea, poison, stunning and sicken effects.
◾+2 racial bonus to checks to remove negative levels and stabilization checks.
◾Do not need to eat, breathe or sleep, but do need to rest for 8 hours to regain spells or similar abilities.
◾Do not heal hit points or attribute damage naturally, but can be repaired with use of the Craft skill or with effects that repair constructs. Repairs made with the Craft skill take 8 hours and a warforged repair kit. The amount of hit point damage repaired per check is the result of the Craft check -15. Repairing a point of attribute damage requires 8 hours and a Craft check, DC 25. Repairing both hit point damage and one point of ability damage can done during the same 8 hour period, but still requires two different checks. Appropriate Craft skills include armorsmithing, blacksmithing, gemcutting and sculpting. A conscious warforged can repair itself.
◾All applications of the Heal skill while used on a warforged are replaced with an appropriate Craft skill.
◾Spells from the conjuration (healing) subschool or supernatural abilities that duplicate them are only half as effective, rounded down.
◾Can be targeted by spells and effects that affect objects objects made from metal, stone and wood.
◾Automatic Languages: Common. Bonus Languages: Draconic, Dwarven, Elven, Goblin, Gnome, Halfling and Orc
◾Favored Class Options:
◾Artificer: Add +1/4 to the caster level of any infusion cast that only targets yourself.
◾Fighter: Add +1 to the fighter's CMD when resisting bull rush or disarm attempts.
◾Paladin: Add +1/3 on critical hit confirmation rolls made while using smite evil (maximum bonus of +5). This bonus does not stack with Critical Focus.
◾Ranger: Add +1 round to the duration when using Hunter's Bond to grant his companions the bonus to a specific favored enemy.
◾Rogue: Reduce the penalty for not being proficient with one weapon by 1. When the nonproficency penalty for a weapon becomes 0 because of this ability, the rogue is treated as having the appropriate Martial or Exotic Weapon Proficiency feat for that weapon.
◾Wizard: Add 1 spell from the wizard / sorcerer spell list to the wizard's spellbook. This spell must be at least one level lower than the highest-level spell he can cast.
◾Age:
◾Adulthood: 0 years
◾Intuitive: +1d12 / Self-Taught: +1d6 / Trained: +1d4
◾Middle Age: 150, Maximum 150 years
◾Base Height & Weight:
◾Height: 5' 10" (Medium) or 2' 10" (Small)
◾Weight: 270 lbs (Medium) or 50 lbs (Small)
◾Modifier: 2d4 / Weight Modifier: x4