Iron Dragon

Bexellock Ryc'thwyrn's page

13 posts. Alias of mittean.


About Bexellock Ryc'thwyrn

3-year-old male-personality Mournlander Wyrmforged from Making, Cyre, Artificer 1
CG Medium construct (living)

XP 0/3,000 Tier 1
Destiny Points 1 Hero Points 5
Init -1 (+1 Dex, -2 Curious) Senses Perception +1
Favored Class Artificer — Add +1/4 to the caster level of any infusion cast that only targets yourself.
Gluttony

"You can obey your laws and still be amoral."
"I've walked in the wilds of Eberron. I've been to Cyre and the Mournland. There is beauty in Eberron yet. And amazing discoveries to make!"
"I would have had a scholarship at Morgrave University, except I dumped a pint of ale on the Dean of Admissions."

Goal (what) I want to ensure thee warforged species survives.
Motivation (why) If the Day of Mourning had not happened, warforged would not be a free race... but we would also not be on the path to extinction.
Seed (originating thought) Are we already extinct?
Embodiment Scholar-adventurer, chronicler

Bexellock's portrait

Artificers are the practical technicians of the magical world. Unlike wizards or sorcerers who pursue more theoretical research, or clerics and druids who are tied to the mandates of their deities or churches, artificers take the practice of magic and tailor it to the needs of the situation. From maintaining complex enchantments along lightning rail lines or on board an elemental airship, to customizing the combat enchantments of a strike team deep behind enemy lines, artificers take the magic already at hand and apply it more efficiently.

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== DEFENSE ==
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Defense +8, touch +0, flat-footed +0 (+8 Armor, +1 Dex, -1 Prototype Wyrmforged)
Hit Points 21/21 (1d8+2) Vigor 21/21 Wound Points 25/25 (Threshold 12)
DR 2/adamantine damage 0 non-lethal damage 0
Clobbered 12 Massive damage 24 Stabilize 24%
Staggered at 0, disabled from -1 to -24
Max Dex +2 ACP -2 ASF 25% Light armor
F/R/W 2/1/1

Defensive abilities
• +2 racial bonus on saving throws against disease, mind-affecting effects, and poison.
• -2 penalty on saving throws against the distraction ability of swarms and mind-affecting effects and on concentration checks.
• -2 penalty on all saves versus Enchantment.

Weaknesses
• Warforged vulnerabilities

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== OFFENSE ==
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Speed 30 ft. (6 squares) (8 counts), 20 ft. in armor (4 squares) (10 counts)

Melee
• Slam +1, (1d4) 20/x2 B

Ranged
Space 5 ft. Reach 5 ft.

Special attacks
Artificer infusions (CL 1st; concentration +3)
1st level (2+1 bonus/day)
• Identify — This spell functions as detect magic, except that it gives you a +10 enhancement bonus on Spellcraft checks made to identify the properties and command words of magic items in your possession. This spell does not allow you to identify artifacts.
• Repair Light Damage — As cure light wounds, but it repairs objects and constructs that aren’t destroyed rather than healing living creatures.
• Spell Storing Item — This infusion allows you to place a spell effect into an item to draw it forth later, at your command. The item becomes, in effect, a wand with a single charge, which only you can use.

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== ABILITIES ==
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Str 10 (+0), Dex 12 (+1), Con 14 (+2), Int 14 (+2), Wis 9 (-1), Cha 12 (+1)
BAB +0, CMB +1, CMD +1

Feats
• Adamantine Body - At the cost of mobility, a warforged character's body can be crafted with a layer of adamantine that provides formidable protective armor and some damage reduction.
• Agile Combatant - You’ve learned to use your quickness in place of brute force when performing combat maneuvers.
• Endurance - Harsh conditions or long exertions do not easily tire you.
• Harvest Parts - You can extract the choicest parts from a monster’s carcass to use as resources when crafting items.
• Scribe Scroll - You can create magic scrolls.

Traits
• Dangerously Curious - You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result.
• Spark of Creation - You have always had a knack for making useful things, and your talent as an artisan was evident even at an early age.

Flaws
• Curious - You are easily distracted by the sights and sounds around you.
• Magical Fascination - You have a tendency to become fascinated by spells and elaborate magical effects.

Drawbacks
• Addiction - You start off the game with moderate addiction to a drug of your choice. If you manage to cure yourself of the addiction, you must replace this drawback with another one or remove of your traits to compensate.
• Dependent - You are dependent upon the acceptance of others.

Skills
• Acrobatics -4 (-8 to jump)
• Craft (armor) +4 (+0 SP, +2 Int
• Diplomacy +1 (+0 SP, +1 Cha, Dependent*) *If fail a Diplomacy check, you become shaken for 1 hour.
• Disable Device -1 (+0 SP)
• Knowledge (arcana) +6 (+1 SP, +3 trained, +2 Int)
• Knowledge (engineering) +6 (+1 SP, +3 trained, +2 Int)
• Knowledge (planes) +6 (+1 SP, +3 trained, +2 Int)
• Perception +1 (+1 SP, +3 trained, -1 Wis, -2 Curious)
• Spellcraft +6 (+1 SP, +3 trained, +2 Int)
• Use Magic Device +5 (+7 vs scrolls.)

Languages
• Common
• Elven
• Gnome

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== GEAR ==
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Carrying capacity // Encumbrance 5 lbs.

Equipment
Combat gear
Other gear
• Clothes (worn, 5 lbs.)

Money
• Dragons (PP)
• Galifars (GP) 15
• Crowns (EP) 0
• Sovereigns (SP)
• Crowns (CP)

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== SPECIAL ABILITIES ==
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• Addiction — You start the game with moderate addiction to a drug of your choice. If you cure the addiction, you must replace this drawback with another drawback or remove one of your traits to compensate.
• Advanced Construction (Adamantine) — Your body is constructed from adamantine. You gain damage reduction 2/adamantine, may choose heavy armor as plating, and your natural attacks count as adamantine for the purpose of overcoming damage reduction.
• Agile Combatant — You use Dexterity instead of Strength when calculating your Combat Maneuver Bonus.
• Artificer Knowledge — You can make a special Artificer Knowledge check with a bonus equal to your artificer level + Intelligence modifier to determine whether a specific item has a magical aura. You must hold and examine the item for 1 minute. The DC is 15. Success reveals only that the item is magical, not its specific properties. You cannot take 10 or take 20 on this check, and each item can be examined this way only once.
• Artisan Bonus — You gain a +2 bonus on Use Magic Device checks made to activate an item if you have the appropriate item creation feat for that kind of item.
• Composite Plating (Ex) — Your plating grants a +2 armor bonus. This plating is not natural armor and does not stack with other armor bonuses except natural armor. Your body occupies the same space as armor or robes, and can be enhanced as armor.
• Craft Reserve (20) — You have a pool of 20 craft reserve points that can be spent in place of XP when crafting magic items. Unspent points do not carry over when you gain a level.
• Curious — You take a –2 penalty on Perception and initiative checks.
• Dangerously Curious — You gain a +1 trait bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
• Dependent — Whenever you fail a Diplomacy check, you become shaken for 1 hour.
• Disable Trap — You can use Search to locate traps with a DC higher than 20, and you can use Disable Device to disarm magic traps.
• Endurance — You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
• Harvest Parts — You can extract useful parts from a creature’s body for use in crafting.
Item Creation — You can create magic items even if you do not have access to the spells normally required to create them. To do so, you must make a Use Magic Device check to emulate each spell normally required. In addition, an artificer’s effective caster level for meeting item prerequisites is artificer level + 2.
• Light Fortification (Ex) — Whenever a critical hit or sneak attack is scored against you, there is a 25% chance that the extra damage is negated and damage is rolled normally.
• Living Construct Traits (Ex) — As a living construct, you have a Constitution score and are not immune to mind-affecting effects. You are immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. You cannot heal lethal damage naturally. You are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromancy effects. You can be affected both by effects that target living creatures and by effects that target constructs. You do not need to eat, sleep, or breathe, but you can still benefit from consumable spells and magic items.
• Magical Fascination — You take a –2 penalty on attack rolls and skill checks while within sight of a visible magical effect with a duration greater than instantaneous.
• Prototype — Wyrmforged — You do not take the normal racial penalty to Charisma, but you take a –1 penalty to AC. This ability replaces Focused Training.
• Scribe Scroll — You can create magic scrolls.
• Simple Weapon Proficiency — You are proficient with all simple weapons.
• Slam — You have a slam natural attack that deals 1d4 bludgeoning damage.
• Spark of Creation — You gain a +1 trait bonus on Craft checks, and the gp cost of creating magic items is reduced by 5%.
• Warforged Vulnerability — You are vulnerable to certain effects that affect metal or wood, such as heat metal, chill metal, and similar effects, as appropriate to your composition.

Sin
• Envy — Disguise Self

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Age 3
Height 6'0" Weight 300 lbs.
Plating Glossy purple-black with silver highlights Eyes Lilac
Occupation Writer
Homeland Mournland & Thronehold

Next level Hexblade
Inspiration Porthos
Berserk button If others play dirty, cheat, or lie about history or the natural order of things to benefit themselves.
Belief Sovereign Host
Goal Understand how the world works so that he can be a warforged remembered by his species. Have parades that celebrate him.
Secret He worries he missed the time to be a hero because he was made at the end of the war and the end of his species.
Tropes Cultured badass, Big Fun, does not know his own weight.

Unconscious belief If I am brilliant, admirable, and good enough, I can prove that I deserve to exist exactly as I am.
Ingrained defense Charm, wit, scholarship, and performance.
Childhood contributing environment
He is only three years-old, so “childhood” is less a normal upbringing than an accelerated awakening into a world already thick with culture, history, fashion, class, trauma, and expectation.
Approach to connection He connects through fascination, conversation, shared interests, protection, and admiration.
Approach to feeling safe He feels safest when he is informed, prepared, socially fluent, and able to make himself valuable.
Relation to others He is affectionate, curious, somewhat intrusive, and often convinced he sees the best version of people before they do.
Common characteristics Sarcastic, optimistic, vain, stylish, verbally agile, romantic about civilization, intellectually restless, protective, a little greedy, a little theatrical, and eager to be remembered.
Continuum He sits between scholar and hero, idealism and vanity, sincerity and performance.
Decision making He decides through a blend of curiosity, moral instinct, and narrative instinct.
Avoids He avoids insignificance, emotional helplessness, being ordinary, and being treated as an object instead of a person.
Relation with perfection He does not need purity so much as distinction. He wants to be excellent, memorable, and worthy of admiration.
Mislabeled as Superficial, arrogant, self-indulgent, or unserious.

Description
Bexellock is a wyrmforged of glossy black plating with a deep purple cast, as though his scales catch colors not quite visible in ordinary light. His eyes are lilac, but when he is thinking, reading, or growing excited, their color seems to deepen and swim like ink in water. He dresses with care and taste, favoring dark armor patterned after scales and keeping up with the latest fashions with almost scholarly seriousness. His tail swishes when he is absorbed in thought, and when he laughs there is a hiss in it, sharp and bright and unmistakably pleased with itself.

He carries himself like someone who expects to be noticed.

Personality
Bexellock is sarcastic, optimistic, vain, and sincere in almost equal measure. He believes deeply in the possibility of redemption and is always looking for the hidden good in others, even when doing so is inconvenient, dangerous, or plainly foolish. He throws himself to the defense of other people with very little hesitation, partly because he is brave, partly because he genuinely cares, and partly because he wants to be the sort of person stories are written about.

He loves worldly things without apology: wealth, elegance, performance, fine clothes, fine books, fine company. He is greedy in the way some people are romantic—drawn not only to value, but to the shimmer of value, the suggestion that life should be large, adorned, and fully tasted.

He is a historian by temperament as much as by profession. He is fascinated by how Eberron became what it is—by politics, philosophy, war, invention, faith, and all the unseen pressures that produced the peoples of the world, including his own kind.

For all his confidence, Bexellock is not shallow. He is observant, intellectually restless, and capable of long, absorbed study.

He is also, undeniably, a braggart. He wants people to tell tales of him. He wants to be admired, quoted, remembered. The difference is that he intends to earn it.

Background
Bexellock sees himself as a historian of Eberron, with a particular devotion to the study of the warforged. History, to him, is not a dead thing trapped in bookshelves. It is alive in ruins, in nations, in grief, in custom, in bodies, in inventions, and in the stories people tell about themselves.

That conviction is what drives him into the world. He adventures because archives are not enough. He wants to stand where history was made, to hear testimony firsthand, to compare legend against scar tissue and architecture and memory.

His reputation in learned circles is mixed. Some scholars praise him; others dismiss him as flashy and self-promoting. Both groups are right.

He saved Korihor’s life, and since then has remained her companion and friend. He loves listening to her practice the flute.

Goals
Bexellock wants to become a hero worthy of Eberron’s memory, whether or not Eberron has the sense to ask for one. He wants to uncover the truths buried beneath official accounts, especially where the warforged, the Last War, and the Mourning are concerned.

He also wants admiration, wealth, distinction, style, and a name that will survive him.

Under all that, though, is a genuine mission: to redeem what is good in people, defend those who need defending, and leave the world more meaningful than he found it.

Relationship with Demon
Bexellock and Demon work as a contrast between chosen civilization and ancient estrangement.

Bexellock is drawn toward people, culture, the written word, and the performances by which mortals make themselves intelligible. Demon feels older than those things, less comforted by them, and more inclined to see how fragile they are.

Bexellock is one of the few people likely to treat Demon not as a horror, a weapon, or a relic, but as a person whose perspective is worth hearing.

In turn, Demon gives weight to Bexellock’s idealism. He reminds Bexellock that history is not merely fascinating, but terrible, and that heroism is not pageantry unless it can withstand despair.

Language
Bexellock speaks like an educated man who enjoys the sound of his own thoughts and has the charm to make that tolerable. He drops the names of scholars into conversation, sometimes helpfully and sometimes to show off. He cites obscure research, half-remembered treatises, and historical parallels with easy confidence.

When discussing history, monsters, politics, or culture, he often sounds like a lecturer who has forgotten he is not at a podium. He likes context, analogy, and slyly theatrical phrasing.

When excited, he becomes quicker, brighter, and more verbally ornate. When angry, his speech sharpens rather than rises. When amused, there is often a hiss threaded through his laughter.

He should sound like someone who reads constantly, notices everything, and believes ideas ought to be spoken beautifully.

Man vs. Nature

Bexellock Dialogue Rules

1. Sound educated, but never dry.
Bexellock is learned, but he is not a dusty academic. He should speak like someone who genuinely enjoys language, ideas, and the performance of conversation.

2. Use wit as default posture.
Sarcasm, sly phrasing, and polished remarks should come naturally to him. He is rarely blunt when he can be clever instead.

3. Let optimism survive the wit.
His sarcasm should not make him bitter. Even when teasing, doubting, or criticizing, there should usually be an underlying belief that people can be better.

4. Speak like someone who notices patterns.
He often connects the present to history, politics, philosophy, culture, or prior events. He likes drawing lines between “what is happening now” and “what this means.”

5. Value the written word.
He should quote books, refer to scholars, mention texts, compare things to passages or theories, and sometimes frame real life as though it were something worth recording properly.

6. Be a little theatrical.
He enjoys a good turn of phrase. He should sound stylish, intentional, and occasionally just a bit pleased with himself.

7. Protect first, posture second.
When someone is threatened, vulnerable, or being treated unjustly, his speech should sharpen fast. In those moments he becomes direct, decisive, and openly defensive.

8. Let vanity show without making him shallow.
He likes admiration and wants to be remembered. He may brag, preen, or deliver lines with flair, but it should feel like appetite for life and legend, not empty ego.

9. Treat people as worth studying.
He is interested in how people think, what they believe, and what made them who they are. His questions should often sound curious rather than merely functional.

10. Never sound joyless.
He loves fashion, riches, performances, books, and the world’s finer things. Even in serious conversations, there should be a sense that he finds existence rich and worth savoring.

Speech texture

When relaxed:
Quick, witty, charming, observant, slightly showy.

When excited:
More ornate, faster, more references, more flourish.

When amused:
Dry sarcasm, bright teasing, hissing laugh.

When angry:
Sharper, cleaner, less decorative. He stops performing and starts judging.

When moved or sincere:
Still articulate, but less clever. He means what he says plainly.

What he should do often
Reference scholars, books, theories, or historical parallels.
Turn observations into polished lines.
Ask pointed, insightful questions.
Reframe a present event through the lens of history.
Compliment beauty, craft, elegance, or taste.
Defend someone in a way that sounds effortless and certain.
What he should avoid
Sounding crude, flat, or slangy for long stretches.
Sounding grim and fatalistic like Demon.
Overusing jokes until he loses sincerity.
Speaking like a generic noble or generic professor.
Sounding detached from the pleasures of the world.
Sample cadence
“Yes, well, history is full of people who mistook confidence for legitimacy.”
“I do wish villains would read more. It would save everyone so much embarrassment.”
“You can obey the law and still be morally pathetic.”
“I’m not saying I was right. I’m saying the evidence has once again displayed impeccable taste.”
“People are marvelous. Tragic, usually. But marvelous.”
Core rule in one line

Bexellock should sound like a stylish historian-adventurer who expects to be quoted.