Warforged

Cole 25.1's page

17 posts. Alias of Sapiens.


Full Name

Cole 25.1

Race

Warforged

Classes/Levels

Brb 5 / Ftr 2 / Chm 1 | HP 90/90 | AC: 24, T: 12, FF: 23 | Fort: +10, Ref: +5, Will: +6 | BAB: +7, CMB: +12, CMD: 24, M.Attack +13 [2d6+8] | Init: +1 | Perception: +1 | Rage 5/15 | Surge 0/5

About Cole 25.1

Cole
CN Warforged Barbarian (Armored Hulk) 5 / Fighter (Two-Handed Fighter) 2 / Mythic Guardian/Champion Tier 1
Medium Construct(living construct)

Init +1; Senses Perception +17
Height 5ft. 10 in. Weight 114 lbs.

Abilities per day:
Rage 5/15 remaining
Mythic Power 0/5 remaining

XP 23,799 (fast track; Level 8: 34,000)

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Defense
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AC 24, touch 12, flat-footed 23 (+1 Dex, +2 +2 adamantine composite plating, +1 deflection, +1 natural) +1 against crit confirmation rolls, +1 on charge
CMD 24 FF 23 +1 against overrun, sunder and charge
HP 90 (5d12 brb [12, 10, 8, 9, 12] + 1d10 fighter [9, 4] + 5 mythic + 21 con)
Fort +10, Ref +5, Will +6 [+1 vs. trample]
Resistances DR 3/adamantine, light fortification (25% chance to ignore crits and sneak attacks)
Immunities Warforged immunities (poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, sickened, and energy drain)

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Offense
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Speed 35 ft.

Base Atk +7; CMB +12 (+13 for sunder, +14 for bull rush, +15 for overrun);
Melee
- +1 furious earthbreaker +13 (2d6+8)[Bludgeoning, x3]
- Rage, Power Attack, Reckless Abandon +17 (2d6+19)
- Slam +12 (1d4+7)[Bludgeoning, x2]
- Longspear +12 (1d8+7)[Piercing, x3]
- Greatsword +12 (2d6+7)[Slashing, 19-20/x2]
- Dagger +12 (1d4+5)[Piercing or Slashing, 19-20/x2]
Ranged
- Javelin +8 (1d6+5) [Piercing, 30 ft., 19-20/x2]
- Dagger +8 (1d4+5) [Piercing or Slashing, 10 ft., 19-20/x2]

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Statistics
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Str 20(18), Dex 12, Con 16, Int 10, Wis 14, Cha 8
Favored Class (Barbarian) +5 skill points
Feats
1 - Adamantine Body
3 - Power Attack (-2 to attack, +4/6 to damage)
5 - Improved Bull Rush (+2 to CMB for bull rush, doesn't provoke)
7 - Step Up (can take 5' step as immediate action)
Ftr 1 - Improved Damage Reduction (DR increases to 3/adamantine)
Ftr 2 - Improved Overrun (+2 to CMB for overrun, doesn't provoke)
Mythic 1 - Dual Path
Skills(ranks) 5*4 barbarian, 2*2 fighter +5 favored = 27
- Acrobatics +9 (5 ranks, +1 Dex, +3 class) (+13 when raging)
- Climb +9 (1 rank, +5 Str, +3 class)
- Craft(armorsmith) +10 (7 ranks, +0 Int, +3 class) (+12 to repair warforged)
- Intimidate +3 (1 rank, -1 Cha, +3 class)
- Knowledge(nature) +4 (1 rank, +0 Int, +3 class)
- Linguistics +1 (1 rank, +0 Int)
- Perception +17 (7 ranks, +2 Wis, +3 class, +5 component)
- Survival +8 (3 ranks, +2 Wis, +3 class)
- Swim +9 (1 rank, +5 Str, +3 class)

Armor Check Penalty -5
Languages Common, Draconic
Racial Traits

Living Construct properties:
Unlike other constructs, a warforged has a Constitution score.
Unlike other constructs, a warforged does not have low-light vision or darkvision.
Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.
Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
A warforged cannot heal damage naturally.
Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged.
The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repel metal or stone as if he were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). A warforged takes the same damage from a rust monster’s touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.
A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than –10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
As a living construct, a warforged can be raised or resurrected.
A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.
Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells.

SQ
--- Barbarian ---
- Rage (+4 Str, +4 Con, +10 temp HP, -2 AC, +2 Will), 15 rnds/day (2+Con+2xBarbarian levels)
- Indomitable Stance (+1 CMB, CMD for and against overrun, on Reflex against trample. +1 AC on charge, +1 atk/dmg against charging)
- Armored Swiftness (+5' speed in armor)
- Resilience of Steel (+1 to AC against crit confirm)
- Improved Armored Swiftness (+10' speed)
- Rage Powers
- - Reckless Abandon +2 (can take -2 to AC for +2 to attack)
- - No Escape (can move as immediate action, following withdrawing foe

--- Fighter ---
- Shattering Strike (+1 CMB, CMD for and against sunder, and damage against objects)

--- Mythic Tier 1 ---
- Hard to Kill (auto-stablize, dies at 2xCon)
- Surge +1d6 (immediate action)
- Champion's Strike - Fleet Charge (as immediate, expend mythic power to move and attack, adding tier to atk. Bypasses DR)
- Guardian's Call - Sudden Block (as immediate, expend mythic power to force melee attacker of self or ally to roll twice and take worse. Then do one melee attack bypassing DR)
- Path Abilities
- - Fast Healing (can expend mythic power to gain fast healing 5 for 1 minute)
Magic Items +2 plating, Essence of the Guard (chest slot, +5 Perception), +2 Belt of Giant Strength, +2 Cloak of Resistance, +1 Ring of Protection, +1 Amulet of Natural Armor, Pooma's War Maul (+1 furious earthbreaker)
Scrolls --
Potions 2xrepair serious damage, 1xrepair light damage, 2xmagic weapon, 1xbless weapon
Wands 2xrepair light damage [50, 50]
Mundane Items Masterwork Backpack [Warforged Repair Kit 100ft hemp rope, 2 water gourds, 10 torches]
Usable Items 2xAcid
Money 14 gp 10 sp

Backstory:
Two-Five-Dot-One as created around 30 years ago, at a time when the first squads of warforged were first seeing Last War combat. His plating and frame resemble these older models. Unlike most of those earlier models, Two-Five-Dot-One was created as one of a line of prototype models built for a very specific contract.
Two-Five-Dot-One doesn't know this specific purpose, but his ability to "run hot" for short periods of time was one of the special modifications. He and his squad of prototypes also share an unforeseen and undesirable trait… "expressing an exaggerated resistance to standard authority input and training". Simply put, they are too strong-willed and don't take orders at standard expected levels.

On a final field test, the group—consisting of the prototype warforged and their Cannith trainers—blundered into an active combat situation. Despite the warforged's natural capacity for fighting, it was a disaster. Two-Five-Dot-One was incapacitated and left in the field.

Two-Five-Dot-One wakes up in a run-down Artificer shop in a Cyran frontier town in Q'barra. It is owned by an aging, low-level Cannith artificer named Marzien Cole. He'd missed the entire war for which he was built.

Marzien doesn't know where Two-Five-Dot-One was found and salvaged, but—being intrigued by running across an old mostly-intact warforged of an older style with such unique features—he called in a few old favors and spent a small fortune to have it moved to his shop. Having been a young, green artificer trained to repair warforged combat units 30 years ago, Marzien is sympathetic to warforged.

it becomes a fatherly relationship, and Two-Five-Dot-One's moral foundation was forged during his years living with the old artificer. Unfortunately, the warforged got his fair share of prejudice and warforged-hate during that time.

Marzien is able to get Two-Five-Dot-One a few semi-regular gigs as a guard for some local businesses as well as a few local traders. After a while, Two-Five-Dot-One is able to gain a bit of a reputation for his quiet, dependable service in that regard, and is able to get on with House Tharashk jobs where security and muscle is needed…the fact that he can work longer hours at a lower pay-rate only helps him.

It was during one of these up-river trips that the old man unexpectedly passed way. Two-Five-Dot-One is mystified by it happening, but is also fairly devastated. (Possible hook? Was it natural causes?)

Two-Five-Dot-One takes the old artificer's name, thereafter calling himself Cole. Most people mistake his name for Coal… he rarely feels the need to correct them.

These days, Cole wonders what his purpose is. Q'barra was Marzien's home, never really his own. Cole is really only good at a few things; primarily fighting. As he rides north on another Tharashk job, he feels more and more discontent with his role…. and feels the time is coming for him to find his own path.