Rage 9/19 remaining
Mythic Power 0/5 remaining
Strength Surge 1/1 per rage
Cole (HC ExMod 347.25.1 / "Two-Five-Dot-One")
XP 23,799 (fast track; Level 8: 34,000)
STR 20 (18) DEX 12 CON 16 INT 10 WIS 14 CHA 8
Speed 35 (40 when raging)
DR 1/—, 2/adamantine
Fort +10 Reflex +5 Will +8
Melee +12 (+1 on attack/damage against charging creatures)
Living Construct Subtype (Ex)
• Cannot heal naturally
• Subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
• 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 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.
• takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected 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 ? for half). Spells such as stone to flesh, stone shape, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged.
• 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 negative his Constitution score, 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.
• Can be raised or resurrected.
• Does not eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feats and potions.
• Must rest for standard night to regain spells or class abilities (Rage).
Composite Plating: Plating is not natural armor and does not stack with other effects that give an armor bonus (other than natural armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and thus a warfare cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him.
Light Fortification (Ex): 25% chance that critical hit or sneak attack is negated and damage is rolled normally.
Slam 1d4: Warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
Automatic Languages: Common.
Adamantine Body: +9 AC; +1 Max Dex; -5 ACP; DR 2/Adamantine; 35% spell failure chance (basically, as adamantine masterwork full plate).
Indomitable Stance (Ex): An armored hulk gains a +1 bonus on combat maneuver checks and to CMD for overrun combat maneuvers, and on Reflex saves against trample attacks. She also gains a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures. This ability replaces fast movement.
Rage (Ex): 11 rds/day (2 + Con + [2 x barb level])
Rage Power: Swift Foot (2nd), Superstition (4th), Witch Hunter (6th), Strength Surge (7th, feat)
. . Swift Foot (Ex): The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack.
. . Superstition +3 (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
. . Witch Hunter +2 (Ex): While raging, the barbarian gains a +1 bonus on damage rolls against creatures possessing spells or spell-like abilities. This damage bonus increases by +1 for every four levels the barbarian has obtained. A barbarian must have the superstition* rage power to select this rage power.
. . Strength Surge (Ex): The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action. This power can only be used once per rage.
Armored Swiftness (Ex): At 2nd level, an armored hulk moves faster in medium and heavy armor. When wearing medium or heavy armor, an armored hulk can move 5 feet faster than normal, to a maximum of her speed. This ability replaces uncanny dodge.
Resilience of Steel +2(Ex): At 3rd level, an armored hulk is able to use her armor to help avoid deadly hits. While wearing heavy armor, she gains a +1 bonus to AC that applies only on critical hit confirmation rolls. This bonus increases by +1 every 3 levels beyond 3rd (maximum +6 at 18th level). This ability replaces trap sense
Improved Armored Swiftness (Ex): At 5th level, an armored hulk's land speed is faster than the norm for her race by +10 feet. This benefit applies when she is wearing any armor, including heavy armor, but not while carrying a heavy load. Apply this bonus before modifying the armored hulk's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed. This ability replaces improved uncanny dodge.
Damage Reduction 1/— (Ex): At 7th level, a barbarian gains damage reduction. Subtract 1 from the damage the barbarian takes each time she is dealt damage from a weapon or a natural attack. At 10th level, and every three barbarian levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0.
Rage Mechanic House-rule:
When raging, a barbarian doesn’t gain the standard HP increase from his Rage-improved Constitution score. Instead, he gains 2 temporary HP for each of his Hit DIe. These temporary HP stack with those from other sources.
Mythic Guardian & Champion:
Hard to Kill (Ex): Whenever you're below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don't die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Feat: Dual Path
Mythic Power: 5/day
Surge +1d6: as immediate action after results are revealed, may spend Mythic power to add 1d6 to the roll.
Champion’s Strike - Fleet Charge (Ex): As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.
Guardian’s Call - Sudden Block (Su):: As an immediate action, you can expend one use of mythic power to hinder a melee attack made against you or an adjacent ally. Add your tier to your AC or the ally's AC against this attack. The creature making the attack must make two attack rolls and take the lower result. Once the attack is resolved, you or your ally (your choice) can make one melee attack against the creature. The damage from this attack bypasses all damage reduction.
— Fast Healing (Ex): As a swift action, you can expend one use of mythic power to gain fast healing 5 for 1 minute. This ability can be taken a second time at 3rd tier or higher and a third time at 6th tier or higher. Each additional time you take this ability, the fast healing increases by 5.
Feats Adamantine Body (1), Power Attack (3), Iron Will (5), Extra Rage Power: Strength Surge (7)
Skills ACP -5 (33 total = 28 barbarian + 0 INT + 5 favored)
Languages: Common, Draconic
Worn +2 personal armor enhancement, Essence of the Guard (Warforge component: chest slot; +5 to Perception), +2 Belt of Giant's Strength, +2 Cloak of Resistance, +1 Ring of Protection, +1 Amulet of Natural Armor, Pooma's mwk war maul (+1 furious earth breaker), greatsword, mwk heavy steel shield, javelins x5, dagger, backpack
belt pouch monies
mwk Backpack Warforged Repair Kit, 2 wands of Repair Light Damage (50 charges), Vial of Repair Light Damage, 2 oils of Repair Serious Damage, 2 Oils of Magic Weapon, Oil of Bless Weapon, 2 acid flasks, 100ft hemp rope, 2 water gourds, 10 torches
Spare backpack empty
Made for an unknown purpose 30 years in the past, Cole is a tool of war. Forged, lost, then forgotten... he was only recently found, but in an era without a need or appreciation for him. Carrying the training of a soldier and the name of the dead artificer he considers his father, Cole feels a rising sense of discontentment with his place in Eberron.
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.
1) Adamantine Body
2) RP: Swift Foot
3) Power Attack
4) RP: Superstition, +1 Str
5) Iron Will
6) RP: Witch Hunter
7) Extra Rage Power (Strength Surge)
8) RP: Sunder Magic (?)
9) Intimidating Prowess (?)
Feats to consider: Vital Strike (and Mythic Vital Strike), Mythic Power Attack, Intimidating Prowess