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Daedal's page

12 posts. Alias of far_wanderer.


Race

Warforged

Classes/Levels

Ardwright 1

Size

Medium

Alignment

Neutral Good

Languages

Common, Halfling, Elven, Draconic, Dwarven, Gnome

Strength 13
Dexterity 14
Constitution 12
Intelligence 20
Wisdom 10
Charisma 14

About Daedal

Combat:

Initiative +2
HP 10
BAB 0
CMB 1
CMD 13
AC 14 (10 +2 Dex, +2 Shield)
Touch 12
Flat-footed 12
Fortitude 1
Reflex 2
Will 2
Attack: Slam +1 (1d4+1)

Skills:

8 Appraise---(1 rank, +3 class, +5 Int)
7 Disable Device---(1 rank, +4 class, +2 Dex)
3 Escape Artist---(1 rank, +2 Dex)
1 Heal---(1 rank)
8 Know: Arcana---(1 rank, +3 class, +5 Int)
4* Perception---(1 rank, +3 class) *(+1 class when detecting traps)
3 Perform: Sing---(1 rank, +2 Cha)
14* Spellcraft---(1 rank, +3 class, +5 feat, +5 Int) *(+2 equipment when crafting)
8* Use Magic Device---(1 rank, +3 class, +2 feat, +2 Cha) *(+2 equipment when crafting)

Spells:

Zero (4, at will)
-Mending
-Detect Magic
-Mage Hand
-Light
First (3)
-Repair Light Damage
-Repair Light Damage
-(empty)

Feats and abilities:

Traits: Hedge Magician, Magical Knack (Ardwright)
Feats: Scribe Scroll, Magical Aptitude, Skill Focus (Spellcraft)
Racial:
--Cannot heal damage naturally
--Immune to poison, sleep, paralysis, disease, nausea, fatigue, exhaustion, sickened, energy drain
--Can be healed by repair spells
--Receives only half the effect from healing spells
--Vulnerable to spells that affect wood (but not wooden objects)
--Always stabilized if reduced to negative hit points
--Does not have to eat, sleep, or breathe
--Light Fortification (25% chance to negate sneak attacks and critical hits)
Class (Ardwright):
--Peerless Craftsman (gain all item crafting feats as soon as they are available, can add HD to a homunculus)
--Trapfinding (add half class level to checks to detect traps and Disable Device)

Dwimmers:

Drams=6/day
1 Dram
--Armor ability of 5000gp or less or +1 equivalent for 10 min/level
--+1 enhancement bonus to armor for 1 hour/level
--Weapon ability of +1 equivalent for 10 min/level (cannot choose Bane, self only)
--+1 enhancement bonus to weapon for 1 hour/level (self only)

self-enhancements:

None yet

Equipment:

Heavy Wooden Shield 10lbs
Enchanter's Toolkit (MW) 3lbs (Spell component pouch + Masterwork tool)
Schema Book 3lbs
Backpack 2lbs

Schema book:

("*" indicates non-Ardwright spells)
Zero
-Arcane Mark
-Detect Magic
-Light
-Mage Hand
-Mending
-Open/Close
-Read Magic
First
-Magic Aura
-Repair Light Damage
-Identify
-Floating Disk
-Unseen Servant
-Grease
*Shield of Faith
*Endure Elements

Description:

Daedal is more slender than most warforged, and has an elongated head. Where there would normally be metal plates, Daedal instead has a dull pearl coating. His eyes are featureless blue orbs, and he has the disconcerting habit of orienting his head to appear as if he is looking over the shoulder of the person he is talking to. He wears a bandoleer that has been re-purposed to hold two leather pouches - one with a spellbook, and one with an assortment of small tools. He keeps a simple wooden shield strapped over his backpack for use in times of danger.

Backstory:

Daedal was created in an attempt to harness raw arcane power in a warforged body. When the experiment failed, Daedal was deemed unfit for military service due to his frail construction and was disposed of in a labor camp. Although he had no innate arcane talent, Daedal did posses an unnaturally strong intellect, and through careful observation he began to teach himself about magic. After two years, Daedal was sold to a plantation. With no magic left in his surroundings to study, Daedal became despondent, and with no outlet for his intellect he began to compose songs while he worked.
The second son of the plantation owner was a young man named Valen, who was the black sheep of his family and a bit of a troublemaker. One morning he was out for a walk in the fields and overheard Daedal's singing. Intrigued by the idea of a singing warforged, Valen employed all of his argumentative talents and was able to convince his father to bring Daedal into the household staff as a butler. Things did not go as planned, however. From within the household, Daedal was able to find bits of magic to study again, and he no longer felt compelled to sing. He was always willing and eager to perform when asked, but the urge to simply sing as he worked had passed, and with it had gone Valen's interest. Daedal found himself ending up with increasingly ridiculous and difficult tasks, and Valen would periodically through a fit and condemn him to the basement for days on end.
During one of these periods of imprisonment, Daedal became aware that someone in the household staff had failed to properly latch the door when fetching potatoes for that day's dinner. Seizing the opportunity, Daedal slipped out under cover of darkness and ran into the wilderness.
He eventually made his way to Sharn, and squeezed out a living as a street performer while he continued to build his talents. Eventually, his perseverance paid off, and he achieved a breakthrough of understanding. After a few weeks of trying out his abilities and assembling a toolkit, he began to search for better paying work. Soon he discovered the Darkstar One, a new experimental airship just getting ready to launch. Eager to see new magic at work, and confident that his new-found abilities will quickly prove useful, has applied for a job as part of the crew.