Fighter

Mercy Ülricsdottir's page

82 posts. Alias of SecSeibzehn.


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Female Human Oracle 1

After making that post I've reconsidered. Should I run a level one game? I'd like people to tell me what they'd like me to do if they want to play in the game.

I'll just re-make a thread if that's so.


Female Human Oracle 1

Well, I'll just post up the OOC thread I wrote up and see who signs on.

IT's Carrion Hill OOC


Female Human Oracle 1

Am I right in assuming that the hangers on in the thread will be remaining in the group if I run? I'm fine with making a recruitment thread, I just don't want to if I can just as easily pull all four of you out of this and into my own. Much less hassle.

EDIT: Found a good module. Has anyone here played Carrion Hill? If so, I should probably re-pick.


Female Human Oracle 1
Denis Dubosc wrote:
Mercy Ülricsdottir wrote:
Denis Dubosc wrote:
I'd personally like to hear more. If Tieflings are allowed I'll use Denis, if not, I have many others to use.

I imagine it will be allowed.

I just have to sit down and think something out.

Definantly sounds interesting. I suggest going for a published adventure and adhoc the stuff that isn't mentioned, like my group having a druid that managed to get friendly with a Shark.

Good idea. I'll page through some of the module descriptions and see if I find one I like. After that, it's just a matter of editing, I suppose.


Female Human Oracle 1
Denis Dubosc wrote:
I'd personally like to hear more. If Tieflings are allowed I'll use Denis, if not, I have many others to use.

I imagine it will be allowed.

I just have to sit down and think something out.


Female Human Oracle 1

I suppose I could also run some sort of game if you guys would be interested. I figure I've learned nigh all that I needed to about running online, save that I don't have to be completely prepared for all scenarios as I can take my time with responding.

That, and less maps to be drawn...


Female Human Oracle 1

Kiptera and Isis:

Spoiler:

Mercy tries to look mad but can't keep herself from cracking a smile. "Oh, come on. This from the girl with the puppy eyes and the wistful sighing all the time?"


Female Human Oracle 1

Isis and Kiptera:

Spoiler:
She listens to Isis and Kiptera speak, nodding along silently. She was glad Isis was here-- her subtlety with her words and her cleverness was something that Mercy could never emulate, and even though they were vastly different, Mercy felt that her and Isis were remarkably similar in ways she couldn't quite figure out. She then answers Kiptera's question; "I can see to about... eh, that tree, right there," she says with a gesture to a nearby tree-- about thirty feet away. "At least, I hope that's a tree. Anything after that is gone-- lost in the mist, I suppose. Anything before that is blurry and uh... indistinct. I can barely make out faces; hafta almost kiss ya' before I can. Not that I, uh, have, or anything, but you know what I mean. I'm just glad everyone here is so unique-- makes tellin' people apart much easier. I once almost served a pint to a gang of children because I thought they were halflings before Claire set me straight."

Mercy listens to Isis, and smiles, half-relieved, half-discouraged. "Well, that's good. Another day with Mercy as unnecessary baggage, I suppose."


Female Human Oracle 1

Back and forth, back and forth... At this rate, we'll talk so much we never level up. :P

Considering running my own PBP for Serpent's Skull... wondering if any of you would like to cross-pollinate, perhaps.


Female Human Oracle 1
Isis Hex wrote:

Yeah, that is just getting sick.

Especially when I compare it to a few weeks back with a character that I have in RL Pathfinder campaign. The character was using a Glaive to do Whirlwind.

Over two rounds of swinging at targets he rolled five 1s in eight rolls. The only two shots that rolled a successful hit were on shadows that both made their incorporeal rolls to be missed.

Nothing like having your Cavalier be the laughing stock of the table for weeks after that incident.

I just spent a game session playing a level 9 paladin in Kingmaker... in five combats, I did 35 total damage in two swings. I was about ready to hang myself.


Female Human Oracle 1
Kiptera Stiresong wrote:
To Mercy and Isis: ** spoiler omitted **

Mercy nods, listening intently to Isis as she describes what's going on. She hops off the end of the wagon, laying her guisarme in the bed, and then lifts it up, rotating it around so that it faces the other direction-- towards their camp site, but a little askew.

"Let me know if fighting starts so I can be prepared," she whispers to the others.


Female Human Oracle 1
Isis Hex wrote:


'I don't suppose it would be bad to say that I hope so. I mean, I know you're a warrior person Mercy and you're like trained for this. But me, I uh, feel real nervous in this sort of thing. You know, with kobolds and such running around.'

'Oh, sorry, for second there, I forgot you can't see very well. There's no kobolds near us. It's still Simon and the others walking over to where the kobolds are waiting in the field. Everything is fine. Everything is fine now. Ah, how are you?'

It's just like in paintball. You go over and over several times what you're going to do and how you're going to act as a team but when that horn blows, it's fifty people running in fifty directions ;>

Mercy nods along as Isis speaks, smiling that she thought to help her along without being prompted. "Good, good... Besides constantly worrying that a bear is standing just outside of my vision, I'm doing fine, thanks for asking. How about you? A little different than the outskirts of town, I'd bet... oh, and not to be rude, but let me know if I should be running over there," Mercy says, and gestures with her thumb in a direction that would lead her parallel and away from combat entirely.


Female Human Oracle 1
Isis Hex wrote:
Isis watches Simon, Vendictos, and Brev go forward and thinks, 'Now this is where things get interesting.'

Mercy sits on the wagon with Isis, her guisarme across her lap. It still doesn't feel right, but she's learned to deal with how she feels about kobolds since the last time they'd came. She glances to Isis when she hears about the kobolds, and gives her a half-hearted smile.

"So, we shouldn't expect much action then. Should be good for us."


Female Human Oracle 1
Kiptera Stiresong wrote:
The timeline advances... and there was much rejoicing. Brave Brave Sir Robin.

And I'm back!


Female Human Oracle 1
Isis Hex wrote:

Isis follows along behind the wagon Kiptera is driving.

Sher reviews the spells she has prepared in case things don't go as planned.

'It's a sunny day when these go as you plan but it ain't worth getting wet because you forgot your umbrella.' Isis smiled a bit to herself as she remembered another of her mother's lessons taught at the tip of wooden spoon.

Skitter tucks into Isis's hairline keeping warm against her neck.

Prepared list is Sleep and Charm Person

Mercy trudges alongside Isis, her shoulders empty. Just ahead of them, Mercy's backpack sits, the collection of weapons jingling along to the tune of the stones in the road.

She starts to whistle absent-mindedly as they walk along, some kind of bar song.

Perform:1d20 + 4 ⇒ (10) + 4 = 14

She is okay at it.

Time continues to pass as she walks along.


Female Human Oracle 1
Xealot wrote:


"Uh, well, you see it's the only one I have, and I have to... yeah it's fine, take it... but only because it's you Mercy... I swear, you better bring it back in one piece. You need two more? I know Igor has one that he is planning on letting you use, and there are a few other people around town that have wagons, Ol' John Abel don't farm no more... he might let ya use his too."

...

"It's a grim task that we ask you to do... I thank you for your willingness to do it."

"Thanks, Mr. Haggard," and she's all smiles. When he looks away, she worries about having to spend the whole day scrubbing blood out of the inside of the wagon afterwards.

...

She nods, half-heartedly, to the thank-you and continues working. Hopefully they'll be out on the road as soon as possible-- maybe even tomorrow-- and they might even run into something dangerous, this time.


Female Human Oracle 1
Denis Dubosc wrote:

If meeting is Adjurned then Denis will head back to the Everful Mug and wave towards Claire, smiling and feeling a bit more confident after their first chat.

Denis has no experience with talking or getting along with women and so at times he felt like he was making a fool of himself, but the fact she remained sat across from him made him feel better.

Mercy, knowing Kiptera generally has most of the work covered on her own, goes to Haggard to ask if they can use his wagon to bring the kobolds gifts... and to bring back the dead bodies of the dwarves.

Diplomacy:1d20 + 8 ⇒ (1) + 8 = 9

Having obviously failed, she goes to the Everfull Mug and gets down to working again for the rest of the night, sharing small talk with Denis whenever her services aren't necessary.


Female Human Oracle 1
Denis Dubosc wrote:
I can see where you're getting at, but for the moment I have no idea what else there is for the group to do. The mayor needs this resolved before he can get us another mission. That's my feeling on the whole thing.

The only problem is I don't know why he needs us to resolve it. Venedictos maybe, but a bar maid, the town pariah and an absent-minded gnome don't seem too tied into the decision-making process.

I really agree that we need to get our characters out from behind a desk and back into adventuring.

EDIT: A sidenote I just learned; Mercy can never infer a hunch that something might be wrong. With no ranks in the skill and a -1, she is literally incapable of judging that someone might be lying to her.

Oh, Pathfinder. :P


Female Human Oracle 1
Brevaddelar wrote:

"It seems to me," Brev says, standing up on his chair to be seen better, "that there is a lot of talk of betrayal. Betrayal by the kobolds, betrayal by the dwarves, even betrayal by us. The fact of the matter is, any of the sides could potentially betray, but going into things assuming that somebody's going to betray somebody else just makes the whole endeavour pointless. The deal with the kobolds gives us a possibility of resolving everything with no further bloodshed. Are we guaranteed no further bloodshed? No, but there's a chance. All the other options will require fighting the kobolds at the very least, if not others. We're guaranteed bloodshed in those circumstances. So it seems to me that making the deal with the kobolds is the only viable option for us.

Diplomacy: 1d20 + 5

He waits a moment to see if anyone responds to him. If not, he will sit down again.

She listens to Brev, nodding her head. "I agree. We need to minimize the amount of bloodshed. I also agree that we need to return what's theirs to the dwarves, out of respect. We should do what's right. Killing the kobolds won't bring back the dwarves."

Diplomacy:1d20 + 8 ⇒ (17) + 8 = 25

Hopefully her words mean something.

Mercy grows quiet again. She prefers to listen now, paying close attention to everyone's arguments and nodding along. When Denis speaks, she raises her eyebrows at his shared sudden concern over the drunkenness of the mining population.

Sense Motive:1d20 - 1 ⇒ (12) - 1 = 11

Maybe he liked the inn a lot more than he let on?


Female Human Oracle 1

Mercy nods, listening. She's just a local bar maid, so she leaves the talking up to the more reputable townspeople and members of their party. She gives Caelin a smile for crushing down Tanya's dreams of tiny dogs in handbags with his brash words, but remains silent, listening.

She definitely wouldn't like it if the patrons at the bar transformed from demure farmhands and workers into rowdy and drunk miners.


Female Human Oracle 1
Denis Dubosc wrote:
Mercy Ülricsdottir wrote:
Isis Hex wrote:
I was thinking from the beginning that Isis would be connected to this bigger group or Coven. It's really built right into the Witches selection of Hexes...

This is fantastic. I'm stealing this for my home game.

I like the concept. It's like you're building the bad guys for us... I can see Hecate coming to town to take over your mother's job already.

Wasn't Hecate a Titan?

Also liked the roleplaying there with Claire. Made me laugh and Mercy's discussion about how boring it was that they didn't get to kill anything.

Are you doing only a bit of Claire and the DM is meant to do the rest or will you continue on a bit with Claire and her father? Definantly interesting roleplaying.

Hecate is a Roman goddess of magic.

I'm just writing. If Xealot wants to make them say something he can, but I'm just writing them out. It's not even the full thing-- like most dialogue you're only seeing the important parts. Nobody says "Hi" or "how are you" or talks about things the reader already knows, but it's implied. :P


Female Human Oracle 1
Isis Hex wrote:
I was thinking from the beginning that Isis would be connected to this bigger group or Coven. It's really built right into the Witches selection of Hexes...

This is fantastic. I'm stealing this for my home game.

I like the concept. It's like you're building the bad guys for us... I can see Hecate coming to town to take over your mother's job already.


Female Human Oracle 1
Xealot wrote:

The group of heroic companions ride back into town having lost no one, and in fact added to their already sizable contingent of adventurers. The entire village gathers are you ride back into town, curious about the newcomer as well well as word from the happenings in the west.

Haggard comes out and gives a very friendly welcome to Mercy and Claire begins asking question after question.

"So, how was your trip?"

"Uneventful," Mercy replies. "We wandered around half-blind in the woods for three days before we ran up onto some kobold tracks."
"And then what happened?" Claire asks, excitement in her voice.
"We found them. We made peace, saved Asvora," she gestures to the dwarf woman in the crowd behind her, "and came home." Mercy shrugs.
"Peace? Like, there was fighting?" Claire asks.
"None. We had the priest talk to them and they gave up and left." She feels unimpressive.
"I'm glad no one was hurt," Haggard says with relief. "I'm glad you all made it home in one piece."
"So, no fighting at all?" Claire asks, almost puzzled.
"Nope. I lugged around all of this for no reason for three days! Looks like the egg's on my face. Should've brought a white flag instead." Mercy smiles.

Xealot wrote:


Haggard also smiles when he sees Caelin and comments that he missed his best customer, informing him that he has a new batch of ale that he wants him to try. "Drink all you want tonight friend, it's on the house."

"Are you sure that's okay?" Mercy asks, laughing.

"As long as you're there to make sure he doesn't go too overboard," Haggard replies.

Xealot wrote:


After a few seconds of hounding Mercy, Claire sees Denis and waves and smiles shyly before blushing and talking to Mercy again.

"He's so mysterious!" Claire gushes, glancing back to the disapproving raised eyebrow from her father. "What?"

Mercy rolls her eyes. Her feet ache and she feels like she needs to sit down.
"Hey, I'll meet you guys back at home. I need to take off my boots and drop off my backpack," and she's almost a step away before Haggard takes her pack right off of her shoulders. She glances at him and he smiles at her from behind his weathered blonde mustache. He doesn't say anything and neither does she, but Mercy is glad to be home.

Mercy returns to the Everfull Mug and goes upstairs with Haggard, who is carrying her backpack. After a few moments, Haggard returns downstairs while Mercy changes out of her armor and her adventuring gear.


Female Human Oracle 1
Venedictos wrote:
During the first night of rest, he will approach both Mercy and Isis. To Mercy, he apologizes for his outburst and for failing to respect her point of view. To Isis, he apologizes for his whispered comment to Caelin, and reaffirms that he does not truly think her stupid in any way. He then tries to explain that he had not been judging Mercy earlier, but instead judging the mentality that lesser creatures should just be killed as a simple solution to problems.

Since it seems that we're moving ahead with the timeline...

Mercy apologizes for her outburst as well, and explains to Venedictos that she follows the worship of Gorum, the god of battle, which may have led to the meltdown of communications between the two of them. She further explains that her upbringing with her strict father may have colored her perceptions a bit red when it comes to the rules of engagement.

Caelin McHern wrote:


Well dunring camp Caelin will try to get close to Mercy to appologize if he hurt her someway he doesn't know and try to get to know more of her to understand her sentiment.

She accepts his apology, but brushes him off when it comes to getting to know her better. She explains to him that she's had some bad experiences that she doesn't wish to share, but that the circumstances pushed her towards anger. She still seems to hold a grudge, having projected her own experiences onto Asvora's, but doesn't say so.

For the rest of the camp, Mercy apologizes to the group for acting like a petulant child and then sheepishly hides in her tent for the rest of the night.

Heading out. Looking forward to the posts that will await me when I return!


Female Human Oracle 1
Venedictos wrote:
Isis Hex wrote:
'You have no right judging Mercy, Venedictos. You, uh, just don't.

Venedictos watches her go and smiles faintly and conspiratorially with Caelin. "Perhaps she is right, Caelin. Perhaps she is a foolish, stupid girl."

OH, SNAP! I love this line. I just had to express how awesome it is.

I had to so badly I didn't even look at what thread I posted in.... ><


Female Human Oracle 1

What everyone said to Mercy even made me mad! I think I'm understanding her pretty well now. It's fun to get inside the head of a character... hope I'm not yarning on about too much "out-of-character-ness" in my posts.

Good change from my real-life tables, where roleplaying is the bottom-of-the-list for things that we aspire to do on a consistent basis.


Female Human Oracle 1
Brevaddelar wrote:

Brev shakes his head sadly. "I think we are in a very precarious position," he says. "I believe Venedictos did a wonderful job with the negotiations, but there will be resistance on every side, as Mercy here has just shown, and we need to do our best to calm feelings everywhere. Mercy, you say that kobolds are not people, but how do you define people? Humans? That would eliminate myself, Kiptera, and Denis. Is it creatures who just look close enough to your definition of human? Denis has horns. Does that eliminate him from being people? As for badgers, I might actually try to parley with it if I thought it would help. I can talk to animals, although an enraged badger can be very hard to parley with. If the badger needs to be...put down as you say, it is because there is no reasoning with it. However, Venedictos just proved that there is reasoning with kobolds. Even if they turn around and betray us--which they might; it's just as likely as the town really--but even if they do, they have shown that they can listen and reason."

He turns back to Simon. "So Simon, my opinion is that we have a very hard road ahead."

"You mean well but soon we'll be negotiating treaties with devils for gems. Who are we to pass down judgment?" she quips.

She honestly resents the implication she regards the demi-humans in the party as creatures instead of people, and feels guilty for talking back to the usually kind Brevaddelar. She doesn't, on the other hand, show any outward remorse, caught up in her anger, the berating of the other party members fueling her rage.

Venedictos wrote:

"By taking kobolds, showing them compassion and understanding, we enrich their lives and plant a little beauty in their souls also. Beauty is like a seed: you plant it where you may and if you nurture it, it grows into a mighty plant which puts forth its own seed. Tell me, Mercy, how does slaughter, blood, and death enrich the world in any way? Zon-Kuthon's laughter is not a merry sound at all."

Judging by the look in Venedictos' eyes, it seems there might be a bit of a temper hidden behind that calm veneer, a burning anger against people who kill and despoil.

Mercy doesn't say anything back. She feels ashamed for letting her anger take control of her and feels ashamed for her words. At the same time, she feels indignant towards Venedictos. She remembers her father at the hearth with the iron-bound Gorumskagat in his weathered hands, her on his lap, reading to her. The poem feels like yesterday:

An eye for an eye/and blood for blood./Those who commit themselves to killing/in turn commit themselves to death./Those who commit themselves to lay down their sword/in turn commit themselves to death./A vow of peace does not protect the weak/from the will of the strong./Those who vow peace/commit themselves to death./If you wish to fight, fight./If you wish to live, fight./if you wish to protect, fight./Never refuse to fight if you wish to live./Never refuse to fight if you wish to protect./So said First Blade among the pacifists and the nonviolent/and they wept for their lives as they were cut down in their inaction./An eye for an eye/and blood for blood./And Gorum smiled.

She feels resonance with her memories now. Gorum's laughter, is, she thinks, keeping herself moving forward.

Caelin McHern wrote:
"I agree with Brev in his view of things, you must think fast and avoid unnecessary conflicts, just think about it if your temper even allows it" pauses for a moment just thinking he might have sed something stupid but he just continues "If we attacked the kobolds they could have killed Asvora and then what, you wanted innocent blood in your hands to know because your impulse to kill gave in and an innocent people would die" slight pause try not to get angry "As a warrior one must think all this things in moments Mercy and no time for double checks and regrets once a decision was made" starting to look like he is actually mentoring Mercy of sorts or scolding her "Now, kobolds might betray us but so does the people in the town, but we saved Asvora, found out what kobolds are doing and if Asvora chooses can tell us the kobolds lair exactly" he then just glances over to Asvora "As you can see is not that I enjoy friendship with kobolds I can care less, fact is why accomplished our task with no blood spilt, get that in your head. I like you Mercy but in battle it's a diffrent world where your personal thinking and emotions are more dangerous to us then our enemy and that goes for everyone here" he continues going forward with a gloom face for what he sed to Mercy.

You're not my father. Stop talking like you are. You don't know what it's like. I hate you., Mercy thinks, but does not say.

Mercy endures the tongue-lashing. She doesn't say anything besides what she says to Brevaddelar, and she keeps her distance from everyone.


Female Human Oracle 1

No need for apologies.

Inter-party conflict is the best. People say mean things without thinking. Mercy is one of those people.

I think her definition of people falls into "Creatures I don't hate." I'm not even sure she can articulate that in a correct manner so I'll just write it here. :P


Female Human Oracle 1
Denis Dubosc & Isis Hex wrote:

When Denis heard about her obvious dislike she smiled, though he of course could not hear the whisper well enough as he got closer to Mercy and looking up at her. He too decides to whisper to her.
[whisper]"I agree too. I wish we instead killed them and took all the gold. If I had my way I would've driven my rapier into his heart, but this was a peaceful solution and I am no one to lead a group."[/whisper]
Denis continues to walk beside Mercy, hood down as he had already assumed she had seen him cearly before they left and she had approched him with kindness when he had his hood up. So far as he knew nothing had changed.

...

When Denis moves up to walk by Mercy, Isis drops a few steps back to follow behind. She slouches a bit and keeps her eyes more focused on the ground.

If Mercy glances her way, Isis just makes a quick shake of head but otherwise drifts along.

There would be time later to talk.

Mercy sees Isis drift back, and glances back to Denis. [whispering]"Who gives a trog's tail about gold?" She seems angry he brought it up, and makes sure to set him right. "It's about vengeance."

Quote:

Simon listened with attention with what has been said so far and then looks one by one to the ones who stayed silent:

" Isis, Mercy, Denis ,Brevadellar , what are your opinions of the situation ? "

While Isis speaks, she nods along. Sounds about correct in all cases. As Isis finishes speaking, she seems to wrestle with something in her mind for a second before stopping in her tracks. Mercy wheels around, her cooled anger flaring up again and then she goes into a tirade. "Thirty-six people die and we make an agreement with their killers to help them prosper all in the name of money. Out of greed. And you dare to blame it back on her?" She can't see Caelin, but the words are definitely aimed directly at him. "Kobolds aren't people. If you were digging a well and came up into a badger den and the badger mauled your son you wouldn't parley with the Gorum-damned creature. You'd put it down, like you should! Even if we'd saved Asvora and killed the kobolds we'd be shaking the location of the mine out of her right now with big coins in our eyes. The whole thing makes me sick. That's my opinion!"

Mercy pauses and realizes she was yelling. She looks at everyone staring at her with likely wide-eyed expressions and then immediately cuts into the brush after Kiptera at a brisk pace, her face red. It is extremely obvious that the whole situation has brought up some bad experiences for her and she does not want to talk about it.


Female Human Oracle 1
Isis Hex wrote:

[whispering to Mercy]'I agree. But what can we do. It's in the hands of the elders now. All we can do is follow the lead of people like Venedictos and Simon. I mean, it's not like we can just follow the kobolds back to their mine. You know, just so we know where it is. Kiptera is the only one who could do that and she's taking us back to Tanner's Crossing. I mean it is all trust trust with no verification.'

[whispering back]"If *I* could follow them back... that'd be nice. Would make this a lot easier. Too bad I can barely even see the color of the grass from here." She gives Isis a half-hearted smile. "I trust these people to do what's best with this... I just don't trust all of the others we're inviting into our business. I have a feeling we're making a mistake. Oh well; we're just the blind beat-stick and the herb gatherer. What do we know?"

Talking seems therapeutic and she's losing her focus on her anger.

EDIT: Wish I could respond to Caelin, but Mercy and Isis are probably out of earshot of them by now.


Day 1:

I got a job doing something other than waiting and pouring beers. Finally! One step closer to my goal!

Tonight I listened to a lot of new people. They're my adventuring buddies. I'm still getting used to some of the people's voices I met. The hooded guy is way too quiet! I wonder who he is?

Caelin is all over me like usual. That'd be fine if he was tipping, but I got to sit down with these people for a bit. It was bearable. I met Vanedictos the priest and Brevlradr a gnome. Brevlardrr has blue hair! I'm amused to see that he's almost the exact opposite of me. He even loves bugs (which I detest)

*A crude charcoal drawing of Mercy standing next to Brevaddelar dominates the rest of this page. Mercy is a tall stick figure and Brevaddelar is a tiny stick figure. Bugs are under his feet; Mercy has a guisarme.*

Kipterra said we'd head out tomorrow morning so I should be sleeping. It should be fun! I need to start getting used to adventuring so I can get out of here. Hopefully my blindness doesn't ruin it all.

*Across the middle of this page are a couple little sketches of what seem like fat lizard babies with sticks; the reader gets the idea that this is what kobolds look like from Mercy's perspective*

If I die Claire you can have everything I own. You know how to treat my brothers so I trust them to you. If anyone reads this then you give everything to Claire. Thanks!

Day 2:

Issis is coming too. More girls! She seems kind of out there and weird but I think me and her have more in common than I thought. I like her and I think we'll get along.

The hooded stranger took off his hood! His name is Dennis and he seems really nice. I want to help him with his appearance but I don't think he's one for fashion. He's really stoick and kind of smoothe but he doesn't say much. I think he's nice.

*A crude charcoal drawing of Denis's face inhabits the bottom corner; it's apparent that Mercy drew this out of memory and that she has a bad memory. He looks far more goat-like here than in reality*

I had to tell everyone to watch my back today. I felt bad because they shouldn't have to shoulder my burden for me. I hope everyone understands. If I get someone hurt I will be very mad at myself.

Caelin is still bugging me. I might as well buy a stamp with those words on them. Ha ha! Goodnight.

Day 3:

Denis!

*The whole page is a drawing of Denis with his weapons out and his hood up. It looks very poured over, like she spent a lot of time just drawing him in her notebook. Details are still extremely muddy, however, and the art is very poor.*

Caelin!

*The next page is a drawing of Caelin with his weapons out. It looks very poured over, like she spent a lot of time just drawing him in her notebook. Details are still muddy, but it looks like she got his hair and his sword right.*

Isis!

*A half-finished drawing of Isis looking ridiculous sitting on top of Bear; it seems Mercy was interrupted by something, perhaps Isis.*

I can't draw BrevaDDelAr because he's hard to talk to and not laugh. He taught me how to spell his and VEnedictoses names but I'm not good for spelling. Nothing still but it's fun to be out in the woods. I need to take it more seriously, but it's hard to when all you hear are friends.

I'm not sure if I'm friends with Simon yet but I think it's worth trying. I see Isis google-eyeing him all the time like she's just been surprised with a bright light and I don't want her to think anything that might make us not friends.

Sometimes when I sit in front of the fire I get this bad feeling. I hate foredboding. I hope I can keep everyone safe if something bad happens.

Day 4:

Still having fun. I'm getting along with everyone pretty well. I think Denis with his hood down is charming but he seems to think he's an abomnination or something. I want to be friends! Say something when I talk to you! Grrr!

Me and Isis are friends (???) I don't know if we are or not because I'm not good at telling. I hope we are because Isis is nice.

*a crude drawing of Skitter sprawls across the rest of this page*

Hopefully we find something soon! I want to get home and sleep on a bed and tell people about kobolds. Being a hero will be nice!

That's all for tonight, goodnight.


Female Human Oracle 1

Mercy should be older. I'm going to make her 19 just so the dynamic between Isis and Mercy doesn't feel out of place.

I've also decided that Mercy's one vice is bad spelling and doodling. Note the campaign journal for evidence...


Female Human Oracle 1
Isis Hex wrote:


'Yes, Mercy. Right away Mercy.' says Isis turning to follow Mercy and retrieve the mounts for the ride back to Tanner's Crossing.

As they walk, following Kiptera with the horse and Bear, Mercy sighs, rubs her hand over her face and looks down to Isis. "This is stupid," she says in a voice not meant for others to hear. "This is going to end up biting us all in the rear. And we had to let a pack of little slaughterers go to get our hands on gold. I feel dirty."

Mercy seems to apologize for her rudeness in body language, but not in words. She feels a little bad for cursing at Isis.


Female Human Oracle 1
Caelin McHern wrote:
Thanks! now Mercy hates me hahahahaha well it's only one step from love and hate hehehe XD

Frustrated. Caelin berated the dwarf down for being greedy when her story was that she broke into the mine. Mercy is empathising with the dwarf woman, placing herself into her shoes, so she feels Caelin is berating her as well. She'd help the dwarf and talk to her if she didn't feel such extreme antipathy for the situation, so she's just removing herself completely to cool down and try to stop being mad.

Maybe hate if Caelin pushes it too far. She's mad!


Female Human Oracle 1
Caelin McHern wrote:
"Mercy what seems to be the problem?" asking with sincere curiosity since he dowsn't know why she is acting weird "Is it the kobolds? The dwarf calling us cowards? what is it?"

"Nothing. Let's leave. We should get this dwarf back to town and out of this place." She's straightforward and doesn't turn back when she talks.


Female Human Oracle 1

Mercy is obviously annoyed at what just happened. She agrees completely with the dwarf they had just saved, and is feeling incredibly put-off by allowing the kobolds to live. Hearing the dwarf's story, she identifies with her completely, and now that Caelin has berated her down and called her a liar, feels a lot of helpless rage she can't quite express. She gives Caelin an ice-cold glare and then returns to where Isis is standing.

"Let's go get your damn Bear," she mutters as she passes Isis, and she walks back into the woods for the horses where they had left them where they had first contacted the kobolds (which is ~60 feet back into the woods at most, I would assume). She seems frustrated, kind of walking blind, almost stumbling along the pass as she heads back.


Female Human Oracle 1
Venedictos wrote:

It wasn't really my intention to start out usurping the plotline like this. Somebody mentioned my name to start negotiating so I just went with it.

Might (might) be about to net the party its own gold mine at first level, though, so hopefully people don't get too upset...

Accountants & Auditors!

Well, that's fine. I was just hoping to spear something, and Mercy was too.


Female Human Oracle 1

Mercy is obviously disgruntled at the turn of events. She doesn't say anything and leans on her guisarme. She naturally distrusts the kobolds to the extent that she is still fully prepared to begin fighting at any moment.

She mutters under her breath about kobolds and goblins and adventurers and continues to sulk.


Female Human Oracle 1
Xealot wrote:

"What Meekis want? Meekis just want Meekis clan be safe. Meekis want her people stop attack Meekis people. Tall one give Meekis that, Meekis give her. If not help, Meekis take her to shaman, shaman help find way use her to stop Meekis clan from getting killed."

Meekis is clearly upset that the tall woman acted like he was at fault.

"There's no need to take anyone to a shaman. Who are her people? Are they from the nearby village?" After she receives an answer, "Why are they attacking you?"

Mercy is very down to business. She'd like to just charge in and kill them, but she feels her moral obligations towards justice holding her back.


Female Human Oracle 1
Xealot wrote:

Ok, back from my RL D&D game. I will be on for several hours so maybe we can progress this a bit. =)

Hooray!

...

starts packing up for my RL D&D game


Female Human Oracle 1
Xealot wrote:
"Yes!" Meekis says proudly, "She Meekis prisoner. She attack Meekis warren, kill many Meekis friend and family. Meekis and clan track her for last day, just catch. Meekis not really want trade her, but Meekis listen what tall ones offer for her. Meekis like, Meekis give her to tall one. Meekis not like, Meekis take her back to warren, give to shaman."

I assume by now that shield of faith has run off on you, Isis. Good spell usage! Good spell.

Mercy frowns. This is very close to home for her and it makes her visibly uncomfortable. She seems to be getting angry. She moves up beside Venedictos, (about ~10ft.) holding her guisarme like a walking stick. "What do you want?"


Female Human Oracle 1
Caelin McHern wrote:
Denis! just so you know, I'm not a dwarf in Black Fang's campaign either just moved the character here since there is no real sense of direction wantings etc... but he is also new to the DMPBP and I'm also new to this PBP thing

Lots of people in this new to PBP... a lot a lot. Seems like its working out so far I think.


Female Human Oracle 1
Denis Dubosc wrote:

Just thought I'd say to Xealot, this PBP is much better than that mess of Black Fang's kingmaker. I mean GAH...so over powered in that campaign and the rules are just stupid he's applied, plus I find no motivation there for my character.

Here however, Xealot has actually explained why we're going after Kobolds and that they have been causing trouble. I think he's done a good job so far, though did get a little narked off when we suddenly jumped from introducing ourselves and doing some great rping and then end up outside, 3 days away and finding Kobold tracks.

So far though I enjoy this game and my character has some motivation.

Well, look at it from his perspective: He billed it as a half RP/half hack-n-slash game, and we had fully roleplayed out over 100 posts in three days with nary a hack to be slashed. A GM has needs too!

We can always go back and talk about what's been going on the last few days... in Kiptera's campaign journal... without having to break the narrative. No harm, no foul.


Female Human Oracle 1
Denis Dubosc wrote:
Mercy Ülricsdottir wrote:

Juggle for them! Wait, crap, that's perform too... uhhhh... here, do this rubik's cube. Wait, that's intelligence!

Do a flip! Wait, that's perform: dance!

Must wonder what Mercy would be thinking, though no one has informed her exactly how many there are, have they?

They are innumerable. As the seconds tick on, her 8 Wisdom shows more and more. She also thinks most of them have wings. So, small, scaly and furry gnomes with wings wearing armor. They've got a bag of babies inbetween all of them.

It's just getting out of hand.


Female Human Oracle 1
Denis Dubosc wrote:
Mercy Ülricsdottir wrote:
Denis Dubosc wrote:

It's kk. I have a PBP I run myself atm.

Looks like taking Draconic as one of the starting languages was very useful. Now Denis is so interested he had to reveal himself. He doesn't have the magic to communicate telepathically so he decided to get up and speak with the Kobolds, hoping to save the female's life.

Go, Denis of the 6 charisma! Woo them with your beautiful words! :P

Lol, I'm just being the moderater, speaking in their language and being able to understand them just so that they don't say one thing in common and then say in their language that they'll kill us in our sleep :p.

But yeah, horrible charisma, but I have focuses in other areas like dexterity :D

Juggle for them! Wait, crap, that's perform too... uhhhh... here, do this rubik's cube. Wait, that's intelligence!

Do a flip! Wait, that's perform: dance!


Female Human Oracle 1
Denis Dubosc wrote:

It's kk. I have a PBP I run myself atm.

Looks like taking Draconic as one of the starting languages was very useful. Now Denis is so interested he had to reveal himself. He doesn't have the magic to communicate telepathically so he decided to get up and speak with the Kobolds, hoping to save the female's life.

Go, Denis of the 6 charisma! Woo them with your beautiful words! :P


Female Human Oracle 1

Mercy keeps her distance, listening to the conversation. She can't see anything. She's picturing at least fifteen or twenty scaly gnomes with swords surrounding a tied up little boy with his head peeking out of a sack.

Squinting and unsquinting, she's trying to see something if anything at all.


Female Human Oracle 1

Initiative chart looks like this right now....

Mercy ... 23
Denis ... 22
Venedictos ... 20
Isis Hex ... 9
Simon ... 8
Brevaddelar ... 7A
Caelin ... 7B
Kiptera ... 3

Mercy places her hand on Isis's shoulder, knowing that she's the one responsible for whether or not Isis makes it out of this if things go bad. "Be careful," and she follows Venedictos up. She makes sure to try to obfuscate her obviously dangerous nature, generally staying within guisarme's-reach of the priest in order to protect him.

Isis now has a shield of faith cast on her, and I'll move half speed up after Venedictos. 10 ft. behind him. Looking innocent!


Female Human Oracle 1
Brevaddelar wrote:

Whoops, didn't realize we were quite so close. I'm getting a bit confused by exactly where everyone is in relation to one another. Oh well. Them's the breaks!

Brev's face reddens slightly in embarrassment at his mistake.

Initiative: 1d20 + 5

He will cast sleep if the kobolds attack first. If not, he waits to give people a chance to talk.

Edit: He will only cast sleep if he can be certain of not targeting any of the party members.

We've got it in the OOC thread worked out. Kind of!

Marching order would be...
Venedictos Brevaddelar Isis Mercy Simon ... Caelin Denis Kiptera

and it's now Venedictos Brevaddelar Isis Mercy ... Simon Denis Kiptera ... Caelin

Isis Hex wrote:
'Oh, there's Caelin. He's standing up. Not really good at hiding if you ask me. I'd think you'd want to stay low to the ground. I mean, how are you going to hide out in a grassy field where everyone can see you standing there?'

"Oh, no. Let's..." Mercy can hear Simon now, and her heart jumps. "I think we found something."


Female Human Oracle 1
Denis Dubosc wrote:
It's kinda sad that not everyone got to introduce themselves when back in town. I was interested in what Mercy and the rest of the group would think after Denis reveals himself. Afterall, Tieflings don't have a good reputation in Golarian. Not to mention Mercy hadn't seen what he looked like under the hood.

You're right! Hm. I'll assume she was distracted (8 wis) or couldn't quite see clearly. Maybe she was 30 feet away at the time. :P

Save it for later.

Full Name

Doctor Sixteen

Race

Warforged

Classes/Levels

Artificer 1st N HP:9/9 |AC:18 SL: 16 FF:16 T:13|F:+3 R:+1 W:+2|Melee:+1 Ranged:+1 Infusions: 1-3

About Doctor Sixteen aka Doc

Doctor Sixteen aka Doc
Neutral Warforged Artificer 1st
Hgt:6 Wgt: Hair:0 Eye: Gold
Str:12,Dex:13, Con:16 Int:16 Wis 10 Cha 11
HP:9
Initative:+2 Speed:30ft
Fort +3
Reflex +1
Will +2
BAB +0
Melee +1
Ranged +1
CMB +2
CMD 12
AC:17 |10+5+1+2|
Armor
Heavy Wooden Shield
Weapons
Melee
Slam +1
Morning Star +1
Dagger +1
Ranged
Dagger +1
Light Crossbow +1
Traits
Feats:Mithral Body, Scribe Scroll*
Skills
Appraise +7
Disable Device +5
Know(Arcana) +7
Know(Engineering) +7
Perception +4
Profession(Scribe) +4
Spell Craft +7
Use Magic Device +6

Artificer:
Weapon and Armor Proficiency: Artificers are proficient with all simple weapons, with light and medium armor, and with shields (except tower shields).

Infusions: An artificer is not a spellcaster, but he does have the ability to imbue items with magical infusions. Infusions are neither arcane nor divine; they are drawn from the artificer infusion list (see Chapter 5: Magic). They function just like spells and follow all the rules for spells. For example, an infusion can be dispelled, it will not function in an antimagic area, and an artificer must make a Concentration check if injured while imbuing an item with an infusion.

An artificer can imbue an item with any infusion from the list without preparing the infusion ahead of time. Unlike a sorcerer or bard, he does not select a subset of the available infusions as his known infusions; he has access to every infusion on the list that is of a level he can use.

It is possible for an artificer to learn infusions that are not on the normal artificer infusion list. These might include ancient infusions he finds in the ruins of Xen'drik or secret infusions known only to the members of certain guilds or organizations. When he encounters such an infusion, an artificer can attempt to learn it by making a Spellcraft check (DC 20 + spell level). If this check succeeds, he adds the infusion to his list. If not, he can try again when he gains another rank in Spellcraft, assuming he still has access to the new infusion.

To imbue an item with an infusion, an artificer must have an Intelligence score equal to at least 10 + the infusion level (Int 11 for 1st-level infusions, Int 12 for 2nd-level infusions, and so forth). The save DC is Intelligence-based.

Like spellcasters, an artificer can use only a certain number of infusions of a particular level per day. His base daily infusion allotment is given on the accompanying table. In addition, he receives extra infusions per day if he has a sufficiently high Intelligence score (see Table 1—1: Ability Modifiers and Bonus Spells, page 8 of the Player's Handbook).

An artificer's infusions can only be imbued into an item or a construct (including warforged). He cannot, for example, simply imbue an ally with bull's strength. He must instead imbue that ability into an item his ally is wearing. The item then functions as a belt of giant strength for the duration of the infusion. He can, however, imbue bull's strength directly on a construct or a character with the living construct subtype, and infusions such as repair light damage and iron construct function only when imbued on such characters.

Many infusions have long casting times, often 1 minute or more. An artificer can spend 1 action point to imbue any infusion in 1 round (like a spell that takes 1 round to cast).

Like a spellcaster, an artificer can apply metamagic feats he knows to his infusions. Like a sorcerer, an artificer can apply a metamagic feat to an infusion spontaneously, but doing this requires extra time. An artificer can craft alchemical items as though he were a spellcaster.

An artificer cannot automatically use a spell trigger or spell completion item if the equivalent spell appears on his infusion list. For example, an artificer must still employ the Use Magic Device skill to use a wand of light, even though light appears on his infusion list.

Each day, an artificer must focus his mind on his infusions. He needs 8 hours of rest, after which he spends 15 minutes concentrating. During this period, the artificer readies his mind to hold his daily allotment of infusions. Without such a period of time to refresh himself, the character does not regain the infusion slots he used up the day before. Any infusions used within the last 8 hours count against the artificer's daily limit.

An artificer never requires a divine focus to imbue an item with an infusion. In cases where an infusion duplicates a spell that requires either a material component or a divine focus, or requires either an arcane focus or a divine focus, the artificer uses the arcane material component or arcane focus.

Craft Reserve: An artificer receives a pool of points he can spend instead of experience points when crafting a magic item. Each time the artificer gains a new level, he receives a new craft reserve; leftover points from the previous level do not carry over. If the points are not spent, they are lost. An artificer can also use his craft reserve to supplement the XP cost of the item he is making, taking a portion of the cost from his craft reserve and a portion from his own XP.

Artificer Knowledge: An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier to detect whether a specific item has a magical aura.

The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item.

An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the artificer can learn no more about that object.

Artisan Bonus: An artificer gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat. For example, an artificer who has the Craft Wand feat gains a +2 bonus on checks to use a spell from a wand.

Disable Trap: An artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap.

An artificer can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap.

An artificer who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Item Creation (Ex): An artificer can create a magic item even if he does not have access to the spells that are prerequisites for the item. The artificer must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, an artificer would need a Use Magic Device check result of 21 or higher. To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite.

The artificer must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master's Guide). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check—his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost.

For purposes of meeting item prerequisites, an artificer's effective caster level equals his artificer level +2. If the item duplicates a spell effect, however, it uses the artificer's actual level as its caster level. Costs are always determined using the item's minimum caster level or the artificer's actual level (if it is higher). Thus, a 3rd-level artificer can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 X 3 X 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll's actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage.

An artificer can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll.

An artificer's infusions do not meet spell prerequisites for creating magic items. For example, an artificer must still employ the Use Magic Device skill to emulate the light spell to create a wand of light, even though light appears on his infusion list.

Magic items created by an artificer are considered neither arcane nor divine.

Bonus Feat: An artificer gains every item creation feat as a bonus feat at or near the level at which it becomes available to spellcasters. He gets Scribe Scroll as a bonus feat at 1st level, Brew Potion at 2nd level, Craft Wondrous Item at 3rd level, Craft Magic Arms and Armor at 5th level, Craft Wand at 6th level, Craft Rod at 9th level, Craft Staff at 12th level, and Forge Ring at 14th level.

In addition, an artificer gains a bonus feat at 4th level and every four levels thereafter (8th, 12th, 16th, and 20th). For each of these bonus feats, the artificer must choose a metamagic feat or a feat from the following list: Attune Magical Weapon, Craft Construct (see the Monster Manual, page 303), Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Wand Mastery.

Craft Homunculus (Ex): At 4th level, an artificer can create a homunculus as if he had the Craft Construct feat. He must emulate the spell requirements (arcane eye, mending, and mirror image) as normal for making a magic item, and he must pay all the usual gold and XP costs (though he can spend points from his craft reserve). An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP.

If an artificer gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, —2 Dex, damage increases to Id6). The homunculus also gains 10 extra hit points for being a Small construct.

An artificer's homunculus can have as many Hit Dice as its master's Hit Dice minus 2. No matter how many Hit Dice it has, a homunculus never grows larger than Small.

Note: An artificer is not limited to the the basic homunculus described in the Monster Manual. He can use this ability to construct other types of homunculi (such as the ones found on pages 284—287 of the Eberron Campaign Setting). The same rules apply.

Retain Essence (Su): At 5th level, an artificer gains the ability to salvage the XP from a magic item and use those points to create another magic item. The artificer must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and the artificer adds the XP it took to create the item to his craft reserve. These points are lost if the artificer does not use them before gaining his next level.

For example, an artificer wants to retain the essence of a wand of summon monster IV that has 20 charges. Originally created (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP (840 – 50) per charge. The artificer is able to recover the XP from the remaining charges. He puts 336 XP (16.8 X 20) into his craft reserve.

Metamagic Spell Trigger (Su): At 7th level, an artificer gains the ability to apply a metamagic feat he knows to a spell trigger item (generally a wand). He must have the appropriate item creation feat for the spell trigger item he is using. Using this ability expends additional charges from the item equal to the number of effective spell levels the metamagic feat would add to a spell.

For example, an artificer can quicken a spell cast from a wand by spending 5 charges (4 additional charges), empower the spell by spending 3 charges, or trigger it silently by spending 2 charges. The Still Spell feat confers no benefit when applied to a spell trigger item.

An artificer cannot use this ability when using a spell trigger item that does not have charges, such as prayer beads.

Metamagic Spell Completion (Su): At 11th level, an artificer gains the ability to apply a metamagic feat he knows to a spell completion item (generally a scroll). He must have the appropriate item creation feat for the spell completion item he is using. The DC for the Use Magic Device check is equal to 20 + (3 X the modified level of the spell). For example, applying the Empower Spell feat to a scroll of cone of cold, creating a 7th-level effect, has a DC of 20 + (3 X 7), or 41. An artificer can use this ability a number of times per day equal to 3 + his Int modifier.

Skill Mastery: At 13th level, an artificer can take 10 when making a Spellcraft or Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.

Artificer Options: A number of the additional options in this book make good choices for an artificer. Feats: Attune Magic Weapon, Bind Elemental, Exceptional Artisan, Extra Rings, Extraordinary Artisan, Legendary Artisan, Wand Mastery.

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 that 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, and death effects or 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 effect 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 repell metal or stone as if he were wearing metal armor. A warforged is repelled by repell wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 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 the stone and wood parts of 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, just like a living creature. He can only take 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 he cannot perform any actions. However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is 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 hero's feast or 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 wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him. Composite plating also provides a warforged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor. Any class ability that allows a warforged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
Light Fortification (Ex): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
Automatic Languages: Common. Bonus Languages: None.
Favored Class: Fighter. A multiclass warforged's fighter class does not count when determining whether he takes an experience point penalty for multiclassing.