Warforged

Catalyzer's page

9 posts. Alias of Taimat.


Classes/Levels

Warforged Alchemist (gun chemist) 1 [ HP 34/34 | Vigor 34/34 | Wounds 22/22 ] [ Init +3 | Perc +5 | 5/5 Hero Pts ] [ Defense +9 | FF +6 | Touch +3 ] [ F+4 | R+5 | W+1 | Construct immunities ] [ CMB +1 | CMD +4 ]

About Catalyzer

CATALYZER
"Male" Warforged (Karrnath) Alchemist (gun chemist) 1
Medium humanoid (living construct)
Init +3; Senses Perception +5
Hero Points 5/5
Favored Class: Artificer

Portrait
"Life, although it may only be an accumulation of anguish, is dear to me, and I will defend it."

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Defense
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Defense +9, Touch +3, Flat-Footed +6 (+4 Armor +3 Dex +2 Natural)
HP 34/34 (1d8+2+14+10), Vitality 34/34, Wound Points 22/22
Fort +4, Ref +5, Will +1
(+2 vs mind effecting & stunning effects)
(+2 vs disease, death effects, energy drain, exhaustion, fatigue, nausea, poison, sickened, stabilization, removing neg levels)
Immune: Sleep, Paralysis

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Offense
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Speed 30 ft.
Melee: Slam +3 (1d4+1 20/x2) [Bludgeoning]
Ranged: Musket +3 (1d12 20/x4) [Bludgeoning / Piercing ] Range 40 Capacity 1

Alchemist Extracts Known (CL 1st; concentration +3)
. . 1st (2/day)— Cure Light Wounds, Endure Elements, Heightened Awareness, Monkey Fish, Shield

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Statistics
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Str 12 (+1), Dex 16 (+3), Con 14 (+2), Int 17 (+3), Wis 12 (+1), Cha 10 (+0)
Base Atk +0, CMB +1, CMD +4

Feats: Elephant in the Room Feats, Precise Shot, Gunsmithing
Traits: Artifact Hunter, Pragmatic Activator, Armor Expert
Skills: Craft (Alchemy) +8, Craft (Firearms) +7, Diplomacy +1, Disable Device +7, Kn Engineering +4, Kn Nature +7, Perception +5, Profession (Soldier) +5, Spellcraft +7, Use Magic Device +8
Languages: Common, Draconic, Elven, Gnome
Special Abilities: Alchemical Ordinance (4/Day), Mutagen, Alchemy
Equipment: Musket, Chain Shirt, Adventuring Kit, Blacksmith / Tinkering Tools

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Non-HeroLab Sheet:

Catalyzer
Male Warforged
Alchemist (Gunsmith) 1

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    Stats
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Alignment: LN
Gender: "M"
Initiative: +3 (+3 Dex)
Languages: Common, Draconic, Elven, Gnome
Senses: Perception +5
Size: Medium
Speed: 30
Type: Humanoid (Living Construct)

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    Attributes
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Strength: 12 (+1)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 17 (+3)
Wisdom: 12 (+1)
Charisma: 10 (+0)

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    Offense
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Base Attack Bonus: +0 (+0.75 Alchemist)

Slam
Attack: +3 (1d20 + 0 BAB + 3 Dex)
Damage: 1d4+1 (1d4 + 1 Str)
Crit: 20 x2

Musket
Attack: +3 (1d20 + 0 BAB + 3 Dex)
Damage: 1d12 (1d12)
Crit: 20 x4
Range: 40 ft.

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    Defense
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HD: 34/34 (1d8 Alchemist + 2 Con/Level + 24 Base)
Vigor: 34/34
Wounds: 22/22

AC: 19 (10 + 4 Armor + 3 Dex + 2 Natural)
Touch: 13
Flat-Footed: 16

CMB: 1 (+0 BAB +1 Str)
CMD: +4 (0 BAB + 1 Str + 3 Dex)

Saves:
Fort: +4 (2.5 Alchemist + 2 Con)
Refl: +5 2.5 Alchemist + 3 Dex)
Will: +1 (0.5 Alchemist + 1 Wis)

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    Skills
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Alchemist / Level: 9 (4 Base + 3 Int + 2 Background)

Class Skills: Appraise, Craft, Disable Device, Fly, Heal, Knowledge (Arcana, Nature), Perception, Profession, Sleight of Hand, Spellcraft, Survival, Use Magic Device

  • Craft (Alchemy) 8 (+1 Rank +3 Class +3 Int +1 Alchemist)
  • Craft (Firearms) 7 (+1 Rank +3 Class +3 Int)
  • Disable Device +7 (+1 Ranks +3 Class +3 Dex)r]
  • Knowledge (Engineering) +4 (+1 Background +3 Int)
  • Knowledge (Nature) +7 (+1 Ranks +3 Class +3 Int)
  • Perception +5 (+1 Ranks +3 Class +1 Wis)
  • Profession (Soldier) +5 (+1 Background +3 Class +1 Wis)
  • Spellcraft +7 (+1 Ranks +3 Class +3 Int)
  • Use Magic Device +8 (+1 Ranks +3 Class +3 Int +1 Trait)

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      Feats
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    Elephant in the Room: You gain Weapon Finesse as a bonus feat. At BAB +1, you’ll also gain Power Attack/Piranha Strike, Deadly Aim, and Combat Expertise. (Feat Tax)

    Precise Shot: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. (Level 1)

    Gunsmithing: If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms. (Alchemist 1 Bonus Feat)

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      Traits
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    Artifact Hunter (Campaign): You’ve always had an interest in magic, but you’re fascinated with those legendary magic items known as artifacts. You’ve spent years researching these mythical relics and committed the stories and legends about them to memory, making you something of an expert on the subject. You gain a 1 trait bonus on Spellcraft checks to identify the properties of magic items and a 1 trait bonus on Use Magic Device checks, and one of these skills (your choice) becomes a class skill for you. In addition, whenever you first encounter an artifact, there is a 50% chance (1% per level) that you recognize the artifact and know its name, origin, and something of that artifact’s powers, abilities, or dangers. Exactly how much knowledge you possess is left to the GM’s discretion.

    Pragmatic Activator (Magic): You may use your Intelligence modifier when making Use Magic Device checks instead of your Charisma modifier.

    Armor Expert (Combat): When you wear armor of any sort, reduce that suit’s armor check penalty by 1, to a minimum check penalty of 0.

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      Special Abilities
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    Proficiencies: Gun chemists are proficient with all simple weapons, firearms, and light armor.

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      Alchemist Abilities
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    Alchemical Ordinance (4 / Day): A gun chemist is adept at using his know-how to infuse his ammunition with volatile chemicals and his own magical reserves. When loading a firearm, he can infuse the ammunition as a free action. The compounds are unstable, and if not fired within a number of rounds equal to the gun chemist’s Intelligence modifier (though no sooner than the end of his next turn), the alchemical ordnance becomes inert and loses its additional effects; he can still fire the firearm as normal. Each day, the gun chemist can infuse a number of pieces of alchemical ordnance equal to his class level + his Intelligence modifier, and he can fire no more than one piece per round.

    Alchemical ordnance deals damage as normal, plus an amount of fire damage equal to 1d6 + the gun chemist’s Intelligence modifier. The damage of the gun chemist’s alchemical ordnance increases by 1d6 points at every odd-numbered class level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). The explosive nature of alchemical ordnance causes the attack— both the firearm’s base damage and the alchemical ordnance’s additional damage—to deal full damage to swarms of any size. If the gun chemist uses alchemical ordnance to make a scattering shot with a weapon with the scatter quality, each creature in the area instead takes additional fire damage equal to the alchemical ordnance’s minimum damage (so if the alchemical ordnance would deal 2d6+4 points of fire damage normally, it deals only 6 points of fire damage with a scattering shot).

    The gun chemist’s alchemical ordnance functions safely only in weapons he wields. If anyone but a gun chemist attempts to fire a firearm loaded with alchemical ordnance that is not yet inert, the firearm’s misfire value increases by 4.

    If the firearm would explode as the result of such a misfire, the explosion deals additional fire damage equal to that of the alchemical ordnance.

    Alchemical ordnance is treated like an alchemist’s bomb for the purpose of discoveries, though such discoveries ignore any effects associated with a bomb’s splash damage or radius unless the gun chemist also applies the exploding bullet discovery (see below). A scattering shot modified by a discovery applies additional effects as though affected creatures were caught in the splash damage of a bomb rather than subject to a direct hit. The DCs of saving throws associated with alchemical ordnance are equal to 10 + half the gun chemist’s alchemist level + the gun chemist’s Intelligence modifier.

    Gunsmith: A gun chemist gains a battered gun identical to the one gained by a 1st level gunslinger, as well as the Gunsmithing feat (including the ability to restore his battered gun as if he were a gunslinger). As a standard action, the gun chemist can expend one use of his alchemical ordnance to remove the broken condition from a single firearm he is currently wielding, as long as that condition was gained from a misfire.

    Mutagen: At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

    When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

    A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.

    Alchemist: When using Craft (alchemy) to create an alchemical item, an alchemist gains a competence bonus equal to his class level on the Craft (alchemy) check. In addition, an alchemist can use Craft (alchemy) to identify potions as if using detect magic. He must hold the potion for 1 round to make such a check.

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      Alchemy Extracts
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    Prepared caster. Extracts cannot be used by others. Extracts remain potent for 1 day, must be prepared each day. Making an extract takes 1 minute of work. Extracts are “cast” by drinking them. DC is 10 + the extract level + the alchemist’s intelligence modifier.

    Bard Spells
    Spontaneous casting. Spell save DC is 10 + Spell Level + 4 (CHA modifier).

    1-Level Extracts (2 / Day)

  • Cure Light Wounds
  • Endure Elements
  • Heightened Awareness
  • Monkey Fish
  • Shield

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      Racials Abilities
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    Construction Metabolism: Warforged have the following alterations to a normal humanoid's natural processes
    Warforged do not need to eat, breathe or sleep, but do need to rest for 8 hours to regain spells or similar abilities.

  • Warforged 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.
  • Warforged are not capable of procreation, having to rely on a Lifeforge to create new warforged.
  • Warforged do not change size or appearance naturally over time.
    Construct Mind: Warforged get a +2 racial bonus to resist mind-affecting and stunning effects and are immune to paralysis and sleep effects.
    Construct Resistance: Warforged get a +2 racial bonus to resist disease, death effects, energy drain, exhaustion, fatigue, nausea, poison and sicken effects as well as stabilization checks and checks to remove negative levels.
    Natural Plating: Warforged have a metal plating that provides them with a +2 natural armor bonus to AC. Warforged can still wear normal armor as can other races, however this plating also counts as metal for the purposes of a druid's armor limitation. Warforged can be targeted by spells, powers and effects that affect objects made from metal, stone and wood.
    Slam: Warforged have a single slam attack: Medium (1d4). This follows the normal rules for natural attacks.

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      Equipment
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    Light Load: 34 lbs / 43 lbs
    Gold: X

    Musket (0gp, 9 lbs)
    Chain Shirt (100gp, 25lbs)

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      Build Plan
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    Warforged. Going to start with one level in Alchemist (Gun Chemist). Having a gun and only starting to dabble in creating and repairing things is going to reflect Catalyzer's background. I'll probably flavor the Mutagen as a sort of "Overclocking" kind of ability.

    From there I plan on going Artificer for the rest of the time (though I may at some point take a second level in Alchemist to get a Discovery). Catalyzer should ideally be somewhat a support role (some good knowledges around Arcana, Religion, and Psionics), capable of crafting things, doing some off-damage (I'll never get Dex to Damage and even reloading will be a struggle so my gun is never going to be particularly impressive), I'll have trapfinding and some infusions.

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      Background
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    I stand with my firearm in hand, but for the first time, it is of my own volition. It is broken now, and I remain functional. There is an aspect of me that wishes the opposite were true.

    We are almost the same age, made in the same factory, in the same hours. In those 31 years, 2 days, 14 hours, 47 minutes, and 12.5 seconds, I have not parted with it. And even though it is not the case any more, I still believe that losing it would be reprehensible, and I would be punished.

    I can still feel the sting that accompanies acknowledgement of failure, as though it occurred only moments ago. As with every event that has happened in those 31 years, 2 days, 14 hours, 47 minutes, and 52.3 seconds, it is as fresh and clear to me as when it occurred.

    My mind is here in 998. But it is also in 967, and the sensors that function as my eyes activate for the first time. I see darkness, and the flicker of flames. It will be 5 days, 3 hours, 12 minutes, and 42 seconds before I see the sky. My birth is rushed, into a dirty factory. I am told less than I can understand, and am handed my gun and shuffled off to the side, so another automaton can follow.

    Two men examine me, one is a taller man, portly, with spectacles. He is Merrix d’Cannith, the man who will call himself my father.

    I would not learn for another 3 years, 64 days, 12 hours, 49 minutes, and 11 seconds that the man truly responsible for my creation is his biological son, Aaren. I will learn this minutes before Aaren is exiled. In the days and weeks before his exile, Aaren has been asking us if we feel oppressed, if we want something different. Many of us do, some of us are afraid to say so. He understands, and he teaches us the word “slave”. In that one concept, what he gives us is more valuable than the 11,295.8 hours of combat training that Merrix will give us. And in return for his kindness, he is sent away to die. He turns and gives a sad smile. I do not fully understand, then, that I will never see him again.

    In the factory, in 967, there is a smaller gentleman, with a red beard at Merrix’s side, who is taking notes. I do not have the word for Dwarf yet. Nor do I yet know that his name is Greddark, and that he will repair me when I disappoint Merrix. He is gruff, but intelligent, and respects the art of creation. Merrix speaks coarsely to me now while he examines me. “Good,” he says, moving my arms to test my joints. He peers into my face sensors. “Welcome, my son. You are a Warforged. You will join the esteemed ranks of countless others, and you will fight, and you will be glorious.”

    I want to ask him what “fight” means, but he has already moved on to the next one, the next “Warforged”. I will learn what fight means in 5 days, 3 hours, 32 minutes, and 19 seconds. And I will long for the ignorance that I had at this moment.

    It is 973 and I am being trained. There is another Warforged I am to fight. We do not have names yet, he is #29-1842. I have not fully yet realized that I have the tools at my disposal to want something else. I do not wish harm to #29-1842, but I do not see another path. Failure will bring insults, and searing pain. We lunge at each other, swinging steel. Our eyes do not reflect emotion, yet I wonder what #29-1842 feels. Does he feel determination? Pride? Is he frightened, as I am?

    I know that failure will bring insults and greater pain, so I do not hold back, or show mercy to #29-1842. When I am finished, he is missing a limb and will spend weeks having his torso repaired. For this senseless violence, I am rewarded.

    I do not know what happened to #29-1842 after. I wonder if his efforts in war were successful, if he became “a hero”, as many of us were promised we could be. I wonder if he died, as so many of us did instead. In vanity, I wonder what he feels towards me. I wonder if he knows that I never did that to another Warforged again. I wonder if that matters.

    It is 979, and we are at war. A battalion of Warforged have been sent alongside an army to siege a place called Arythawn Keep. When our victory is clear, the enemy begins to flee. Our sensors identify that they are no longer threats. They admit defeat and seek only to leave with their lives. But we have not been told to stop, and we are not allowed to make those kinds of decisions. We feel that we have no choice. We run after them, and hunt them as one would deer, and we massacre those escaping.

    We should be rewarded for this, it is what we have been taught to do, and we did it well. But we are not. We are seen as barbaric, monstrous, unstable. I do not pass blame - we were indeed barbaric and monstrous. But you could not call us unstable. We had been given rules for war, unaware that others might be using a different set of them.

    I am confused about my purpose. I am to kill, but sometimes it is wrong to kill. But I am not to decide when it is wrong, but I may still be punished if it is wrong.

    It is 996 and I have been given freedom. It was not from some altruistic sense of obligation of my creators, but rather insistence from others. They are not allowed to make any more Warforged. I cannot say how this makes me feel.

    Freedom was not taught to me, and I do not know what to do with it. All of my purpose and training was for one thing, and I can no longer do that thing. What am I now? Where do I go?

    It is 998 and I still have not answered those questions. I continue to look both ahead and backwards. It is only in applying newly acquired knowledge to the events of the past that things become clear. I didn’t not understand at the time that Merrix was driven by greed, by lust for power - I did not possess those words or concepts. I only knew how he would react to disappointment.

    The motive, the drive behind it, gives clarity to why actions were taken, why words were said. But there are abstract ideas that I still grasp at. Was Merrix evil? Was I evil? On some level did he understand that what he was doing was wrong, as I did? What does that make either of us? What about Aaren? I believe now that he had different hopes, different desires for us. Was he evil for allowing what happened to happen?

    I look at the gun in my hands, broken during the last days of the war. I believe that I can repair it. Is there a reason to? I do not wish to use it again. But it has a function, and it is currently prevented from fulfilling that function. I do not have a function. But I am capable of restoring what it can do. I consider my options. Though I do not want to use it for its intended purpose, perhaps restoring its purpose, can be my purpose, until I discover another one.