Warforged

Daryl the Appraiser's page

30 posts. Alias of MrNomas.


Full Name

Daryl the Appraiser

Race

Warforged

Classes/Levels

Magus/2

Gender

Male-ish

Size

5'9" 225lbs

Age

Unknown

Alignment

Chaotic Neutral

Languages

Common,

Occupation

Appraiser

Strength 13
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 10
Charisma 8

About Daryl the Appraiser

Base Atk +1; CMB +2 (+1 BAB + 1 STR); CMD 14 (10 + 2 CMB + 2 DEX)

Appearance:

Please refer to the image I emailed out a while back. Ask me to resend if you need.

Daryl is slight for a ‘forged at 5’9” and just 225 lbs. While most Warforged look like a wall of metal meant to take a beating, Daryl looks more like he was built for speed. The real difference between Daryl and other Warforged is the coloring. Most Warforged are a mixture of shiny metal, stone, and wood fibers that resemble muscles. Daryl’s armor is black and his “fibers” are purple. You decide if your character even recognizes this as strange or just unusual. His eyes and “glowy bits” are purple.

Things that your characters probably haven’t noticed (save Daen)

  • Daryl talks when he rests (in his ‘sleep’ so to speak). It sounds like he is whispering his name over and over
  • A close examination of his armor will reveal a pattern of glyphs. Ask Jussi if you want to try and identify them
  • There are also crystalline structures within Daryl – generally hidden by the purple fibers. These crystals are very dark in color and have fractures all over them. Sometimes the fractures glow purple. You'd have to be very close to Daryl and be at just the right angle to see these. Please explain in character how this happened if you want your character to know about them.
  • His armor has a weird texture to it. Ask Jussi if you want to figure out what I mean by that.

Day to Day appearance

Daryl wears a large, reversable cloak. One side is a deep black, the other is a shimmering purple. He only wears the purple on the outside when he is “working.” He always carries his Masterwork Jewelry Loupe and also has a precision scale in his room that he uses when working.

Battle

Daryl wears studded leather armor and wears a rapier. He has a backpack, composite shortbow, and a bunch of arrows. When preparing for battle, the cloak will either be left behind or put in the backpack. The rapier and shortbow are both black. The armor is black as well except for the studs. The armor was not specifically made for him so it doesn’t exactly fit correctly and he looks a little like a manikin in ill-fitting clothes.

Defense
AC 14, touch 12, flat-footed 12 (No Armor)
AC 17, touch 12, flat-footed 15 (Studded Leather)
HP 19 (8 1st level class + 5 2nd level rolled d8 + 2 fav class +4 con (+2x2))
Fort +5, Ref +2, Will +3

 
Offense
Speed 30 ft.
Melee (Rapier): +3 = +1(base) +2(Dex (Weapon Finesse feat))
Melee Damage (dagger): 1d6+1, 18-20, x2
Ranged (Shortbow, Composite): +3 = +1(base) +2(Dex)
Ranged Damage (Shortbow): 1d6, x3
Natural (Slam): +3 = +1(base) +2(Dex (Weapon Finesse feat))
Natural Damage (Slam): 1d4+1, x2

Traits/Drawbacks

Aberrant Bloodline - There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.

  • Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

For the Money - You gain a +2 trait bonus on skill checks to haggle prices or negotiate payment; this bonus increases to +4 if you are in a position of military or economic power over your target. You also gain a +1 trait bonus on Appraise checks and Appraise is always a class skill for you.

Bruising Intellect - Your sharp intellect and rapier-like wit bruise egos. Intimidate is always a class skill for you, and you may use your Intelligence modifier when making Intimidate checks instead of your Charisma modifier.

Feats:
Weapon Finesse

Skills:

Acrobatics +2 (0 R + 2 DEX)
Appraise +10 (2 R + 4 INT +3 Class, +1 Traits)
Bluff -1 (0 R -1 CHA)
Climb +1 (0 R + 1 STR)
Diplomacy 11 (0 R + -1 CHA)
Disguise -1 (0 R -1 CHA)
Escape Artist +2 (0 R + 2 DEX)
Fly +2 (0 R + 2 DEX)
Heal +0 (0 R + 0 WIS)
Intimidate -+8 (1 R +4 INT, +3 Class)
Knowledge - Arcana +9 (2 R + 4 INT +3 Class)
Knowledge - Dungeoneering +8 (1 R + 4 INT +3 Class)
Knowledge - Local +5 (1 R + 4 INT)
Knowledge - Planes +8 (1 R + 4 INT +3 Class)
Perception +1 (1 R + 0 WIS)
Profession (Mediator/Appraiser) +5/7/9 (2 R + 0 WIS +3 Class/ See Trait: For the Money)
Ride +2 (0 R + 2 DEX)
Sense Motive +0 (0 R + 0 WIS)
Spellcraft +9 (2 R + 4 INT +3 Class)
Stealth +4 (2 R + 2 DEX)
Survival +2 (0 R + 0 WIS)
Swim +1 (0 R + 1 STR)
Use Magic Device +3 (1 R -1 CHA +3 Class)

 

Abilities

A magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute.

A magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast.

Whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack.

 

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.

Resources

Starting gold – 240
Spent – 235GP 2SP 5CP

Rapier - 20gp
Composite Shortbow 75gp
25 arrows .05gp x 25
Backpack - 2gp
Artisan's Tools, Masterwork (Scale) 55gp
Masterwork Tool (Jewelry Loupe) 50gp
Cloak (reversable) 1gp
Studded Leather Armor 25gp
Identification Papers 1gp
Miscellaneous Appraisal Tools (non-masterwork) – 5gp

Spells

Known (5/3)
Prepared (3/2)
Arcane Pool – 5

Cantrips:
Acid Splash (https://www.d20pfsrd.com/magic/all-spells/a/acid-splash)
Detect Aberrant
Detect Magic (https://www.d20pfsrd.com/magic/all-spells/d/detect-magic)
Light (https://www.d20pfsrd.com/magic/all-spells/l/light)
Read Magic (https://www.d20pfsrd.com/magic/all-spells/r/read-magic)

1st Level:
Shocking Grasp (https://www.d20pfsrd.com/magic/all-spells/s/shocking-grasp)
Long Arm (https://www.d20pfsrd.com/magic/all-spells/l/long-arm)
True Strike (https://www.d20pfsrd.com/magic/all-spells/t/true-strike)