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About Daryl the AppraiserBase 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)
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
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.
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:
Skills: Acrobatics +2 (0 R + 2 DEX)
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
Rapier - 20gp
Spells Known (5/3)
Cantrips:
1st Level:
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