Augmented Gearsman

Electric Eye's page

206 posts. Alias of Jereru.


Race

Stats:
AC 19 (T 17, FF 16) Mobility| CMB +4/+6, CMD 17 | Init +3 | Speed 30ft | F +3, R +7, W +4 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +11, SM +9

Classes/Levels

HP 38/38 | Inspiration 6/6 | Healing Oil 1/3

Gender

CG Warforged Investigator 4 | Status:

About Electric Eye

Eberron Conversion Wiki

Intro, Defense & Offense:

Electric Eye
Male Warforged Investigator (Battered Empiricist) 4
CG Medium Humanoid (Living Construct)

Languages
Common
Elven
Dwarven
Giant
Old Common
Draconic

Speed 30 ft
Initiative: +3

STR 13 (+1)
DEX 17 (+3) (16 Base +1 Level)
CON 14 (+2) (12 Base +2 Race)
INT 18 (+4) (16 Base +2 Race)
WIS 10 (+0)
CHA 08 (-1) (10 Base -2 Race)

DEFENSE
AC 19, Touch 17, Flat-Footed 16 (10 Base +4 Armor +3 Dex +2 Natural)
+1 dodge vs traps
+3 dodge vs AoO due to moving
HP 38 (10+5+6+5)+4x(+2 Con +1 FCB)
Fort +3, Ref +7, Will +4
+2 vs mind-affecting and stunning, disease, death, energy drain, exhaustion, fatigue, nausea, poison and sicken effects
+1 Ref vs traps
+2 Will to disbelieve illusions
Immunities Paralysis, sleep
CMD 17

OFFENSE
BAB +3

Melee
+1 Rapier +7 1d6+4 P (18-20)x2
Slam +5 1d4+3 B x2

Ranged
-

CMB: +4/+6


Class & Race Features:

INVESTIGATOR FEATURES (Empiricist, Battered Investigator)
1-
Combat Training (Ex)
Martial Tradition: Dedicated Duelist
Inspiration (Ex)
Trapfinding
Veteran’s Edge
2-
Ceaseless Observation (Ex)
3-
Investigator Talents
·Expanded Inspiration (Ex)
·Perceptive Tracking (Ex)
Keen Eye
Trap Sense (Ex)
4-
Sutied Combat (Ex) +2
Studied Strike (Ex) 1d6
Unfailing Logic (Ex)

Favoured Class Bonus (Class): +4 HP +4 Skill

WARFORGED FEATURES
+2 Con, +2 Int, -2 Cha
Construction Metabolism:
·No need to eat, breathe or sleep.
·Can't be healed naturally or with Heal checks, but with Craft checks instead.
·Healing spells heal only half the amount, round down.
Construct Mind +2 racial bonus to resist mind-affecting and stunning effects and immune to paralysis and sleep.
Construct Resistance +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 +2 natural armor bonus to AC.
Slam Slam as a natural attack, 1d4.


Traits, Feats & Talents:

TRAITS
Finding Hal (Campaign)
Clever Wordplay Bluff (Social)

FEATS
1-
Deadly Agility
Extra Combat Talent (Bonus)
3-
Extra Investigator Talent

SPHERES

Duelist Training (Tradition)
Finesse Fighting (Tradition)
Unarmored Training (Tradition)

ALCHEMY Sphere (Investigator Bonus)
·Formulae
Spark Plug Change (Alchemy Entry Bonus) As Salve (see link) but affects constructs without halving the amount healed and has no effect on living creatures.

ATHLETICS Sphere (2nd Level Talent)
·Run Package
Sudden Flank (3rd Level Talent)
Mobility +3 (4th Level Talent)

FENCING Sphere (Tradition)
·Fatal Thrust
Fast Feint (Extra Combat Talent)

SCOUT Sphere (Investigator Bonus)
·Scout


Skills:

Armor Check Penalty: 0

*This skill can use Inspiration without spending from Inspiration pool.

ADVENTURE SKILLS
Skill Points: 4x(6 +4 Int +1 FCB) = 44 +4 Acrobatics +4 Bluff +4 Stealth = 47
Acrobatics: 10 (4 Rank +3 DEX +3 Class -0 ACP)
Bluff: 11 (4 Rank +4 CHAINT +3 Class)
Climb: 5 (1 Rank +1 STR +3 Class -0 ACP)
*Diplomacy: 4 (1 Rank +0 CHA +3 Class)
When gathering information use INT instead of CHA
Disable Device: 14 (Untr) (3 Rank +4 DEXINT +3 Class -0 ACP +2 Trapfinding +2 Tools)
Disguise: 0 (0 Rank +0 CHA +0 Class)
Escape Artist: 9 (3 Rank +3 DEX +3 Class -0 ACP)
Fly: 3 (0 Rank +3 DEX +0 Class -0 ACP)
*Heal: 0 (0 Rank +0 WIS +0 Class)
Intimidate: 0 (0 Rank +0 CHA +0 Class)
*Kn Arcana: 11 (Untr) (4 Rank +4 INT +3 Class)
*Kn Dungeoneering: 11 (Untr) (4 Rank +4 INT +3 Class)
*Kn Local: 11 (Untr) (4 Rank +4 INT +3 Class)
*Kn Nature: 11 (Untr) (4 Rank +4 INT +3 Class)
*Kn Planes: 11 (Untr) (4 Rank +4 INT +3 Class)
*Kn Religion: 10 (Untr) (3 Rank +4 INT +3 Class)
*Perception: 11 (4 Rank +4 WISINT +3 Class)
+2 to locate traps.
Ride: 3 (0 Rank +3 DEX +0 Class -0 ACP)
*Sense Motive: 9 (2 Rank +4 WISINT +3 Class)
*Spellcraft: 9 (Untr) (2 Rank +4 INT +3 Class)
Stealth: 10 (4 Rank +3 DEX +3 Class -0 ACP)
Survival: 0 (0 Rank +0 WIS +0 Class)
To find and follow tracks, use Perception
Swim: 1 (0 Rank +1 STR +0 Class -0 ACP)
Use Magic Device: 11 (Untr) (4 Rank +4 CHAINT +3 Class)

BACKGROUND SKILLS
Skill Points: 8 +4 Craft: Alchemy
Appraise: 8 (1 Rank +4 INT +3 Class)
Craft: Alchemy 11 (4 Rank +4 INT +3 Class)
Craft: Blacksmith 10 (3 Rank +4 INT +3 Class)
Handle Animal: 0 (Untr) (0 Rank +0 CHA +0 Class)
*Kn Engineering: 8 (Untr) (1 Rank +4 INT +3 Class)
*Kn Geography: 8 (Untr) (1 Rank +4 INT +3 Class)
*Kn History: 8 (Untr) (1 Rank +4 INT +3 Class)
*Kn Nobility: 4 (Untr) (0 Rank +4 INT +0 Class)
*Linguistics: 8 (Untr) (1 Rank +4 INT +3 Class)
Perform: 0 (0 Rank +0 CHA +0 Class)
*Profession: 0 (Untr) (0 Rank +0 WIS +0 Class)
Sleight of Hand: 3 (Untr) (0 Rank +3 DEX +0 Class -0 ACP)


Gear:

+1 Rapier 2320 gp (2 lb)
Knife 2 gp (1 lb)
Canteen 2 gp (1 lb)
Belt Pouch 1 gp (.5 lb)
Potion of Repair Light Damage 100 gp (- lb)

Backpack 2 gp (2 lb) with
Bedroll .1 gp (5 lb)
Blanket .5 gp (3 lb)
Soap 0 gp (.5 lb)
Flint and Steel 1 gp (- lb)
Identification Papers 2 gp (.5 lb)
Chalk and Charcoal .5 gp (- lb)
String and Fishing Hook .11 gp (.5 lb)
Warforged Repairing Kit 50 gp (1 lb)
Alchemy Crafting Kit - gp (5 lb)

Total Weight: 22/50 lb (Light Load)

Cash: -43 gp / 5 sp

Electric Eye:

Of course, Electric doesn't know much about his birthday. He took self-conscience, then he wandered about a bit trying to figure what was this 'life' about. Then he met Hal.

Hal was more than a friend, he was the closest a Warforged could get to a father. He tought Electric how to fight, how to speak properly and how to behave. He spotted Electric's weak and strong points, and helped him refine them.

But these days weren't going to last forever.

Electric was good finding things. Very. He even accepted jobs to find things or people, clues or evidence. He was the closest you could be to a detective, all thanks to Hal having noticed his knack and encouraging him to develope it. But that day he couldn't find Hal. He was not in his place, not anywhere, and no sign was to be found of either struggle or willing departure.

Being smart enough to notice that if he wanted to find Hal he would need better training and more money, he noted down all the evidence he could find on Hal's disappearance (mostly nothing) and started hiring himself as a private detective, hoping to hone his skills, earn money and know some contacts who could help him with his task.

Knowing that House Cannith is looking for a qualified investigator in the area, Electric directs himself towards the Cannith estate.