Warforged

Gauntlet of Sharn's page

466 posts. Alias of Jeremy Clements.


Full Name

Gauntlet

Race

Warforged

Classes/Levels

LN Magus (Mindblade) 4 | HP36/36 (DR3/-) | Speed 20ft | AC 17, touch 13, flat-footed 16 (CMD 18) | Fort +6 : Ref +4 : Will +5 |Psychic Pool 6pts/Day | Init +2, Perception +5 | Active: None

Size

Medium

Age

~3yrs

Deity

None

Location

Sharn

Languages

Common

About Gauntlet of Sharn

Shortcuts:

[/dice=Knowledge (Arcana)]1d20 + 11[/dice]
[/dice=Perception]1d20 + 5[/dice]
[/dice=Profession(Soldier)]1d20 + 8[/dice]
[/dice=Knowledge (Local)]1d20 + 8[/dice]
[/dice=Craft(Armor Smithing)]1d20 + 11[/dice]

[dice=+2 Mindblade (Greatsword)]1d20 + 7[/dice]
[dice=Damage]2d6 + 5[/dice]

[dice=Acid Splash RTA]1d20 + 5[/dice]
[dice=Damage]1d3[/dice]

[dice=MW Heavy Crossbow]1d20 + 5[/dice]
[dice=Damage]1d10[/dice]

[dice=Slam Attack!]1d20 + 5[/dice]
[dice=Damage(Adamantine)]1d4 + 2[/dice]

[dice=Shocking Grasp Touch Attack w/Metal Enemy Bonus] 1d20 + 5 + 3[/dice]
[dice=Damage(Electrical)]2d6[/dice]

Description:

Like most warforged, Gauntlet looks like a large man made from rock, various metals, and wood. However, since he was designed for front-line fighting, his bulk is slightly higher and his metal compositions have a darker coloration from all the adamantine added to it.

His head is slightly bulkier as well with what appears to be a helmet-like fixture over a skull-like face, and with his unique symbol glowing prominently on his forehead. Strangely enough his particular symbol resembles a stylized four-fingered hand held upright, which is very unusual for a warforged symbol, and is where Gauntlet gets his name from.

In the end, the most unique characteristic of Gauntlet is his disquieting aura of "wrongness." This effect is not visual, but can cause normal animals to react badly to his presence, and anyone with the ability to see magic or detect auras finds Gauntlets to be very odd and almost disturbing to look at. Even normal people can sometimes get the "HeeBee-GeeBees" around him. Certain supernatural creatures and aberrations occasionally find Gauntlet fascinating, but only because his unusual "nature" seem to draw them like flies to rotting meat.

(Character Note: Think of a cross between Frankenstein's monster, Data from Star Trek, and 'Thing' from the Addams Family and you kinda get the get the idea of what Gauntlet is really like.)

Stats:

Gauntlet of Sharn
Level 4 Warforged Magus (Mindblade)
LN Medium Living Construct
Init +2; Perception +5

STATISTICS:
Str 15, Dex 14, Con 15, Int 18, Wis 12, Cha 9
Base Atk +3; CMB +5 ; CMD 18
Size: 6'2"
Weight 675lbs
DEFENSE:
AC 17, touch 13, flat-footed 16
HP 36 (4d8 +2 Con +2 Favored Class)
Fort +6; Ref +4; Will +5;

Immunities/resistance/etc.
DR 3/-
Immune to paralysis and sleep effects.
+2 to resist mind-affecting and stunning effects
+2 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.

OFFENSE:
Speed 20ft.
Melee:
+5 Natural Slam Attack (1d4+Str Adamantine)
+7 Mindblade (+2 Magic Melee Weapon) as a Standard action.
+5 Dagger (1d4+2)

Ranged:
+5 RTA Acid Splash (1d3 Acid)
+5 Dagger (1d4+2)
+6 MW Heavy Crossbow w/15 bolts

Special Attacks/Abilities:
Magus Psychic Spellcasting w/Psychic Pool(Su)

-Hero Points-[4+Level] (RULES)
8 pts (1 spent) (+2 GM Bonus for Gameplay!)

-Feats-
1st Level: Improved Damage Reduction
GM Bonus: Dodge
3rd Level: Improved Damage Reduction

Feats 2 Get
*Exotic Weapon Prof: Falcata
*Improved Damage Reduction
*Extra Arcana
*Weapon Trick

-Traits-
*Marked by Unknown Forces (Social): You may cast light three times per day as a spell-like ability, but this ability only targets
the palm of your hand, and it manifests as a glowing sigil representing your ominous birth (creation)—a holy or unholy symbol, a
demonic symbol, or perhaps some other distinctive marking established by you and your GM. Those who recognize this symbol have a
starting attitude toward you of one step closer to friendly (if they are followers of or scholars studying the sign) or one step
closer to hostile (if they are opposed to the sign or its followers).
*Vagabond Child (Regional: Urban): Select one of the following skills:
Disable Device, Escape Artist, or Sleight of Hand.
You gain a +1 trait bonus on checks with that skill, and it
is always a class skill for you. (Disable Device)
*Deft Dodger (Combat): You gain a +1 trait bonus on Reflex saves.
*Drawback (Paranoid): Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the
normal DC 10 check.

Racial Traits
*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 it 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 Upgrades
*Wand Sheath(4000gp): This narrow sheath is embedded in the forearm and hand of a warforged character, occupying space on the body as if it were a bracer. Once it is in place, the warforged can insert a normal magic wand into the sheath, whereupon it merges with the character’s body. The sheath can hold a single wand. Once a wand is inserted, it cannot be removed until all its charges are used up, at which point the wand drops out of the sheath and a new one can be inserted. A character can activate a sheathed wand (assuming the character could activate the wand normally) without having to retrieve it, simply by pointing a finger and thinking about activating it. Thus, the character can activate it in an area of silence or while grappling without difficulty.

Skills: 21pts (+2 Favored Class)
Adventuring Skills (x)=Class Skills
(x)Climb +7 (-2 w/armor)
(x)Disable Device +10 (-2 w/armor)
(x)Knowledge (Arcana) +11
(x)Spellcraft +11
(/)Perception +5
(/)Knowledge (Local) +8
(x)Intimidate +4 (New!)

Background Skills: 2pts (8 spent)
(x)Profession(Soldier) +8
(x)Craft(Armor Smithing) +11
*Takes 8 hours for a Warforged repair check:
#HPs repaired is Skill check -15

Languages:
Common, Draconic, Gnome, Gnoll

SQ
*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.

Magic:
*Psychic Pool(Su) 6 pts (1/2 Magus lvl +Int bonus)
~A mindblade gains a psychic pool, similar to a normal magus's arcane pool. At 1st level, a mindblade can expend 1 point from her psychic pool as a standard action to manifest a light melee weapon of her choice, formed from psychic energy. By spending 2 points, the mindblade can manifest a one-handed melee weapon, and by spending 3 points, she can manifest a two-handed melee weapon (but not a double weapon). This psychic weapon can last indefinitely, but it vanishes if it leaves the mindblade's hand. The mindblade can dismiss a held psychic weapon as a free action. When a psychic weapon vanishes, the mindblade regains the psychic energy used to create it. She can maintain only one weapon at a time.
~At 1st level, a psychic weapon counts as a magic weapon of whatever type the mindblade selected, with a +1 enhancement bonus. At 3rd level and every 3 levels thereafter, the weapon’s enhancement bonus increases by 1, up to maximum of +5 at 12th level. Starting at 5th level, the mindblade can add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal., although the weapon must maintain at least a +1 bonus to benefit from any weapon special abilities. At 15th and 18th levels, the weapon gains an additional +1 enhancement bonus, which the mindblade can spend only on weapon special abilities.

Magus Arcana
*Wand-Slam Arcana:(Unique Arcana created with Storyteller's Shadow)
A warforged with this Arcana who possesses an active wand sheath in his arm, can combine his natural slam attack with the wand effect currently placed in his sheath with spell combat (with the standard penalties for spell combat). Additionally, once/day he can activate the wand without using a charge by spending a Pool point as long as a wand is in place and still has charges remaining.

Spell Combat(Ex)
*At 1st level, 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. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spellstrike(Su)
*At 2nd level, 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. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Psychic Access (Su) - (Mind Thrust II, and Make Whole)
*At 4th level, the mindblade gains access to an expanded spell list. She adds two spells from the psychic class spell list to her magus spell list as magus spells of the same spell level. These must be spells of levels the mindblade is able to cast. At 7th, 11th, 14th, and 19th levels, she adds two more psychic class spells to her spell list, following the same restrictions. When a mindblade takes the spell blending arcana, she gains spells from the psychic class spell list instead of the wizard spell list. This ability replaces spell recall, knowledge pool, improved spell recall, greater spell combat, and greater spell access.

Magus Spells Usable/Day:
0 lvl: Infinite
1st lvl: 4/day
2nd: 3/day

Magus Spells Known: (DC= 10+SL+Int)
0- Mage Hand, Acid Splash, Dancing Lights, Detect Magic, Arcane Mark, Prestidigitation
1st- Thunderstomp, Feather Fall, Vanish, Magic Missile
2nd- Make Whole(Psychic Spell), Pilfering Hand

Combat Gear:
Chain Shirt (100gp)
Dagger (2gp)

Other Gear:
Adventurer's Sash (20gp)
Thieves Tools (30gp)
Armorsmithing Tools (5gp)
Warforged Repair Kit (2/10) (50gp)
Warforged Repair Kit (10/10)

2 black potions - Repair Light Damage (1d8+5),
1 green potion - Gaseous Form

Masterwork Heavy Crossbow w/14 bolts

New Purchases:
*Wand Sheath (4000gp) -Now carrying Wand of Shocking Grasp!
~Wand of Shocking Grasp:CL-2 (w/23 22 2120ch) 2d6 electricity damage (Touch Attack)
*Ioun Torch (75gp)
*Stubborn Nail (100gp)
*Potion of Expeditious Retreat x2 (100gp)

Money: 372gp remaining

Handy Haversack
• 80 bolts

History:
Gauntlet is a very strange Warforged. Built to be a front line defender, he came out of the Lifeforge unable to know his full abilities or what his true purpose was. Needing fighting bodies as fast as they could build them, and to help meet their quotas during the Last War, the Forge Master of House Cannith at the time ordered him trained in the use of his strange abilities and sent to the front lines ASAP to be used in a commando or even a suicide unit. However, a particular d'Cannith named Savilar disagreed and argued vehemently to dissect the Warforged and study this anomaly to see if it could be replicated. Obviously he lost the argument becasue Gauntlet was shipped out shortly after. He arrived on the battlefield, ready to do his part to win the war...Then peace descended like a hammer on Khorvaire, and he was free to suddenly find his own way in life. But what was life if not killing the enemy? He was lost. Following a lot of the disenfranchised soldiers from the war he ended up in Sharn: From fighting monsters and mock battles to body guarding soft-skins to make ends meet, and in the end desperately trying to find a purpose in his life.

Unlike others who fought in the war, Gauntlet has no war horror stories, but he often dreams of the Cannith that wanted to dissect him may still want to do so. In that regard Gauntlet has gone out of his way to remain out of touch of anybody he knew prior and during the war and fearful of making new friends. The one exception is an old one-legged former Brelish army mule-skinner named Farley McPheer, or Micky "P" as everyone calls him. Mickey acts as Gauntlet's part-time manager and occasional job broker. Gauntlet trusts him becasue Mickey vehemently hates all Dragon-marked houses for his own reasons, claiming they are all in "cahoots" with each other to overthrow Breland's rightful government.