It, the metal fighter's page

20 posts. Alias of Grand Moff Vixen.


Classes/Levels

Male Construct Fighter 1

Status:
HP 14 | AC 19 | T 11 | FF 18 | F +6 | R +1 | W +1 | Init +1 | Spot +3

About It, the metal fighter

Background:
The war was fierce. The casualties, terrible. It had spent time just attacking what the commander said to attack. It lived to serve.

And then it was over. It was made free to choose It’s own way. Nobody wanted It or wanted to give It orders. They ran away and called It monster. It hurt. As It made it’s way across the land It discovered that the fringe villages were the only places that It could stay for any length of time. Not that It did as they were bandits, thieves and other malcontents. It wanted more than just to be an outlaw.

At length It found It’s way to small towns and villages and helped out by being a blacksmith. The people began to trust It when It helped against raiders. Maybe It had found a place, a home. And then the village was gone. Destroyed by marauding orcs. It survived by being inert after taking a lot of damage. A wandering caravan that had a blacksmith repaired him. It traveled with the caravan for a while. It liked to protect and serve. The mothers kept the children away from It. Said It was not safe. It knew the truth. It was safer than a few in the group who fancied themselves important people. It didn’t like them.

When they tried to take advantage of a girl in the caravan It stopped them in the only way It knew how. It killed them. It would not tolerate such behavior. The caravan promptly kicked him out for his actions. They said something about that not being warranted. Ah well, It wandered again.

It finally came to a small town called Mardakine.

Maybe It would find better luck here. It thought as It walked into the outskirts.

Description:
It is 6’ 10” tall. It carries a greatsword on It’s back. It has a backpack, bedroll, and a blanket.

IT CR 1
Male Warforged Fighter 1
CG Medium Construct (Living Construct)
Init +1; Listen +3, Spot +3
Languages Common, Dwarven, Elven, Orc
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AC 19, touch 11, flat-footed 18
. . (+1 Dex, +8 armor)
hp 14 (1d10+4); Damage Reduction (2/Adamantine)
Fort +6, Ref +1, Will +1
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Speed 20ft.
Melee weapon Masterwork Greatsword +6 (2d6+6) and
. . Unarmed Strike +5 (1d3+4)
Space 5 ft.; Reach 5 ft.
Base Atk +1; Grp +5

Combat Gear Adamantine Body, Masterwork Greatsword
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Abilities Str 18 Dex 13 Con 18 Int 16 Wis 12 Cha 13
SQ Improved Bull Rush, Power Attack
Feats Adamantine Body, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Improved Bull Rush, Martial Weapon Proficiency - All, Power Attack, Shield Proficiency, Simple Weapon Proficiency - All, Tower Shield Proficiency
Skills Balance -4, Climb -1, Craft: Weaponsmithing +7, Escape Artist -4, Hide -4, Intimidate +5, Jump -7, Listen +3, Move Silently -4, Search +5, Spot +3, Swim -6
Possessions combat gear plus Backpack (empty), Bedroll, Blanket, winter, Money, Rations, trail (per day), Tindertwig, Traveller's Outfit (Free)
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TRACKED RESOURCES
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Action Points - 0/5
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Damage Reduction (2/Adamantine) You have Damage Reduction against all attacks.
Improved Bull Rush Bull Rush at +4 to push back. No attack of opportunity.
Power Attack You can subtract from your attack roll to add to your damage.

Warforged Racial Traits:


    Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs who combine aspects of both constructs and living creatures, as detailed below. Features: As a living construct, a warforged has the following features.

  • A warforged derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.

    Traits: A warforged possesses the following traits.

  • Unlike other constructs, a warforged has a Constitution score.

  • Unlike other constructs, a warforged does not have low-light vision or darkvision.

  • Unlike other constructs, a warforged is not immune to mind-affecting spells and abilities.

  • Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.

  • A warforged cannot heal lethal damage naturally.

  • Unlike other constructs, warforged are subject

    to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromancy effects.

  • As living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effects to a warforged.

  • The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repel metal or stone as if he
    were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforged
    makes him vulnerable to rusting grasp, taking 2d6 points of damage from the spell (Reflex half; save
    DC 14 + caster’s ability modifier). A warforged takes the same damage from a rust monster’s touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only and thus cannot be used on a warforged.

  • A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, as with a living creature. He can take only a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points
    are less than 0 and greater than –10, a warforged is inert. He is unconscious and helpless, and cannot
    perform any actions. An inert warforged does not lose additional hit points unless more damage is dealt to him, however, as with a living creature that has become stable.

  • As a living construct, a warforged can be raised or resurrected.

  • A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions.

  • Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before
    preparing spells.

  • +2 Constitution, –2 Wisdom, –2 Charisma: Warforged are resilient and powerful, but their difficulty
    in relating to other creatures makes them seem aloof or even hostile.

  • Medium: As Medium constructs, warforged have no special bonuses or penalties due to their size.

  • Warforged base land speed is 30 feet.

  • Composite Plating: The plating used to build a warforged provides a +2 armor bonus. This plating
    is not natural armor and does not stack with other effects that give an armor bonus (other than natural
    armor). This composite plating occupies the same space on the body as a suit of armor or a robe, and
    thus a warforged cannot benefit from the effects of magic armor or magic robes. Composite plating can
    gain a magic enhancement bonus and magic armor properties as armor can, using the Craft Magic Arms and Armor feat. The character must be present for the entire time it takes to add this enhancement. In addition, spells and infusions that normally target armor, such as magic vestment and armor enhancement, can be cast with the composite plating of a warforged character as the target.