Ash

Blaze 47's page

37 posts. Alias of Urko.


Full Name

Blaze

Race

Warforged

Classes/Levels

Cleric 1

Gender

Male identified

Size

M

Age

7

Special Abilities

Warforged traits, cleric class features

Alignment

NG

Deity

Onatar

Location

Sharn

Languages

Common, Dwarvish, Goblin

Homepage URL

www.myth-weavers.com/sheetview.php?sheetid=739744

Strength 18
Dexterity 13
Constitution 12
Intelligence 14
Wisdom 16
Charisma 10

About Blaze 47

Hit Points 9
AC 21, Touch 11, Flat 20
Init +1
BAB +0, CMB +5, CMD 15 (14 flat)
Speed 20 (base 20, load 100/200/300, -6 acp)
Fort +3, Ref +1, Will +5

+4 Melee, warhammer, 1d8+4 bludgeoning, x3
+4 Melee, slam attack, 1d4+4 bludgeoning, x2
+4 Melee, dagger, 1d4+4 piercing or slashing, 19-20/x2
+1 Ranged, javelin, 1d6+4 piercing, x2
+1 Ranged Touch, firebolt, 1d6 fire

Medium, 6’ tall, 300 lbs, 7 yrs old
Copper body surface, red eyes

Speaks Common, Dwarvish, Goblin

Skills (only listing those with ranks)
+6 Craft: Armor (1, class skill)
+6 Craft: Weapons (1, class skill)
+3 Knowledge: Engineering (1)
+6 Knowledge: Religion (1, class skill)

Feats
- Adamantine Body (+8 AC, DR 2/adamantine, -5 acp, 20’ move, +1 max Dex bonus to AC, 35% arcane spell failure) 1st level

Traits
Armor Expert (-1 acp)
Birthmark (acts as divine focus; +2 to saves vs. charm/compulsion)

Warforged Traits
- Living Construct Subtype
- Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, sickening, energy drain
- No natural healing; halve effect of healing magic; full effect from repair spells
- Affected by spells which affect armored characters
- Does not lose additional hit points at 0 to -9 hp
- Does not need to eat, sleep, or breath
- Light Fortification (25% chance to ignore extra damage from critical hits or sneak attacks)
- Natural Weapon: slam attack (+4 Melee, 1d4+3, 20/x2, bludgeoning)

Cleric Class Features
- Channel Positive Energy (3x/day)
- Fire Domain (fire bolt (sp), 30’ ranged touch attack, 1d6+CL/2 fire dmg, 3+ WIS mod x/day)
- Artifice Domain (artificer’s touch – as mending at will; also can do 1d6+CL/2 damage as touch attack to objects and constructs, bypassing CL hardness and DR, 3+ WIS mod x/day )
- Spontaneous Casting (cure spells)

Spells Per Day 3| 2+d
0th- Guidance, Detect Magic, Light
1st- Animate Rope (domain), Bless, Protection from Evil

Possessions
Warhammer (belt left, 5 lb.) 12 gp
6 javelins (tube in backpack, 2 lbs ea.) 6 gp
Dagger (bandolier, 1 lb.) 2 gp
Heavy Steel Shield (carried left hand, 15 lbs.) 20 gp
Backpack (center back, 2 lb.)2 gp
Belt pouch x2 (belt right, 1 lb. total) 2 gp.
2 bandoliers (worn, --) 1 gp.
Masterwork Armor working tools (backpack, 5 lb.) 55 gp
Weapon working tools (backpack, 5 lb.) 5 gp.

Wealth
4 gp, 8 sp, 8 cp (in belt pouch)
10 gp wagered on Race of the Eight Winds

Description
Blaze is a fairly standard heavy duty combat model warforged, with a few minor differences. His ghulra is in the shape of a stylized crossed hammer and tongs and his eyes burn a deep orange, like the fire of Onatar that burns within him. His surface likewise has a slightly coppery cast to it.

Personality
"Steady as a stone" is how most who have worked with Blaze would describe him. He remains quietly determined in even the most hectic circumstances. Although he is quiet, Blaze is by no means a loner. He feels that the best way to spend time with others is by working together. It is when engaged in a group effort that Blaze comes most alive, making suggestions and listening to advice. He tends to base his opinion of others on the level of physical labor they're willing to engage in.

Background
Blaze was birthed from the Sharn creation forge in 991 YK, created to serve as a heavy infantryman in the Royal Army of Breland. His unit saw a fair amount of action on the western front, repelling incursions from Droaam. He was an adequate soldier and acquitted himself well enough on the battle field, but his true interest lay in the armory. His commanding officer saw his talent and reassigned him to a support role, where Blaze happily finished out the war repairing the arms and armor of his fellow soldiers. Working at the forge, with its heat around him like a palpable presence and the steady beat of hammers becoming an almost meditative hum, Blaze found true contentment. When the war finished and he was freed, Blaze returned to the city of his birth and sought work in a dwarf-run smithy in the Highhold district. Life fell again into the familiar rhythm of fire and work, but in time a change began to come over Blaze himself. He began to feel that the sounds of the forge were a voice, speaking to him. Not a voice, exactly, but Blaze began to feel that he was slowly becoming connected to a vast and mysterious power. A desire began to grow within him to see more of the world, the better to create even greater works, the better to serve the world at large and use his skills to protect the weak. The final moment of revelation is still a blur to him. One moment, he was at work, the next moment he stood stock still as his co-workers looked at him in surprise, pointing at his forehead. In the reflection of the quenching trough, Blaze saw that his ghulra had reshaped itself into a hammer and tongs. Onatar had marked Blaze as his tool and imparted the most infinitesimal vestige of his power into the warforged. Blaze immediately set down his hammer, politely sought his back pay from his employer, and set about equipping himself to find whatever adventure Onatar and the Sovereigns would lead him to. He is starting by a methodical exploration of the City of Towers.