Tin Golem

Pierce - Agent of the Sovereign's page

97 posts. Alias of Dennis Harry.


About Pierce - Agent of the Sovereign

Old Pierce:
Str - 10 = 10
Dex - 12 = 12
Con - 10 = 12
Int - 14 = 16
Wis - 17 = 15 +1 = 16
Cha - 10 = 8

XP = 1,333 + Level 5

Warforged - Inquisitor (Heretic) 4 (Favored Class) - Artificer 1

Lawful Neutral

Languages - Common, Draconic, Dwarven, Elven, Gnome, Undercommon

Aureon Deity of Lore and Magic

Speed 30'

Initiative +11

HP = 29

AC = 21(+2 Darkwood Plating +6 Breastplate +2 Large Steel Shield + Dex)

CMD = 14
CMB = +3

For. - +7
Ref. - +5
Will - +9

(See Racial Traits for Bonuses to saving throw effects)

BAB = +3

AoO - +2 1x per day.

Melee Attack = +3 (+2 More with Improvised Weapons)

Slam - 1d4

Quarterstaff - 1d6

Ranged Attack = +4 (+2 More with Improvised Weapons)

Shortbow (Masterwork) - 1d6

Skills: 28+15+4 Favored Class [47 Total]
Acrobatics +6
Appraise
Bluff (5) +7
Climb +0
Craft (Repair Warforged) (5) +11
Diplomacy (5)+7
Disable Device (3) +14
Disguise -1
Fly
Heal +2
Intimidate (1) +3
Knowledge Arcana (3) +9
Knowledge Dungeoneering (0)
Knowledge Engineering (1) +7
Knowledge Geography (1) +7
Knowledge History (3) +7
Knowledge Local (1) +7
Knowledge Nature (1) +7
Knowledge Nobility (1) +7
Knowledge Planes (1) +7
Knowledge Psionics (1) +7
Knowledge Religion (3) +9
Linguistics Warforged Bonus Skill
Perception (3) +10 (+1 Find Traps]
Profession
Ride
Sense Motive (1) +7
Spellcraft
Stealth (5) +12
Survival (1) +6 (+1 more to follow or ID tracks)
Swim
Use Magic Device(2) +5 [+1 Artificer]

Feats:
Proficiency - Simple Weapons, Hand Crossbow, Shortbow, Quarterstaff (Deity Favored Weapon) Light & Medium Armor, Shields, (1) Lightning Reflexes, Endurance, (3) Catch Off Guard No penalties to improvised weapons, (5) Improved Initiative.

Teamwork Feat: Shake it Off (Gain +1 bonus to all saves per adjacent ally)

Traits:

Surprise Weapon - You are skilled at fighting with objects not traditionally considered weapons.
Benefit: You gain a +2 trait bonus on attack rolls with improvised weapons.

Tactician - You know how to take advantage of enemies who are unprepared for your assault.
Benefits: You gain a +1 trait bonus on initiative checks. In addition, once per day when you make an attack of opportunity, you gain a +2 trait bonus on the attack roll.

Reactionary - You were bullied based upon your existence as a Warforged, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on Initiative checks.

Drawback - Pride - You can’t abide challenges to your dignity, authority, or honor.
Effect: When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.

Special Abilities:
Domain - Knowledge
Granted Powers: You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.
Lore Keeper (Sp): You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your Inquisitor level + your Wisdom modifier.

Judgment (Swift Action) 2x Day -
Healing - Fast Heal 2/Rd.

Can take Escape as a Judgment. Each time the inquisitor using this judgment hits an opponent with a melee or ranged attack, the Inquisitor can use a move action attempt to create a diversion to hide (see the Stealth skill).

Stern Gaze - Morale bonus on all Intimidate and Sense Motive checks equal to 1/2 level (minimum +1).

Lore of Escape - Add Wisdom bonus to Bluff and Stealth.

Hide Tracks - Creatures attempting to track Pierce get a -5 penalty to their checks.

Cunning Initiative - Add Wis Bonus to Init.

Detect Alignment - At Will.

Track - As Per Ranger ability.

Solo Tactics (Ex): At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.

Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.

Artificer Knowledge Unlike normal spellcasters, artificers count as both casters for the purposes of creating magical items. Likewise, they can create spell trigger, spell completion, power trigger and power completion items without having the ability to cast the necessary spells or manifest the necessary powers. They still need the necessary item creation feats, but the artificer can continue the item creation process with only a working knowledge of each spell or power needed.
Artisan Bonus An artificer gains a bonus to all Use Magic Device checks equal to one half his artificer level, round down, to a minimum +1.

Brew Potion Per the Feat.

Ingenuity An artificer has a pool of ingenuity points equal to his artificer level plus his Intelligence modifier. 4
This pool refreshes when an artificer regains his infusions for the day. While points from an artificer's ingenuity pool can be spent on other class features, the artificer can also spend a point from his ingenuity pool as part of casting an infusion that has a range of touch and does not involve an attack roll to cast it with close range instead. This increase in range for touch based infusions does not stack with with any other source that alters the range of an infusion.

Scribe Scroll Per the Feat.

Trapfinding An artificer gains a bonus to Perception skill checks made to locate traps and to Disable Device checks equal to one half his artificer level, round down, to a minimum +1. An artificer can use Disable Device to disarm magic traps and this feature is in all other ways identical to the rogue's trapfinding ability.

Cantrips An artificer automatically knows all 0-level infusions that appear on the infusion list, but unlike normal infusions, they do not require spell slots and can all be used repeatedly. In all other aspects, they act as normal infusions.

Infusions Per Day:
1st - 2

Infusions

Racial Abilities:
Construction Metabolism - No need to eat, sleep or breathe (need to rest for 8 hours to regain spells though).

Darkvision 60'

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.

Spells from the conjuration (healing) subschool or supernatural abilities that duplicate them are only half as effective, rounded down.

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.

Darkwood Plating - The warforged still has a +2 natural armor bonus to AC and their plating is made of darkwood, which satisfies the metal requirement for druids. Warforged with this alternate racial ability can be targeted by spells, powers and effects that affect stone and wood, but not metal. Only Craft: Woodworking can be used to repair warforged with this alternate racial trait. This racial trait replaces natural plating.

Natural Weapon - Slam 1d4.

Equipment: Backpack, Torches (10), Flint & Steel, 50' (x2) Silk Rope, Pitons, Warforged Repair Kit (x4 - 50 GP each - +2 Bonus to Craft checks), Grappling Hook.

Parchment Sheets (X10), Ink, Quill Inkpen, Magnifying Glass, Sunrod, Chalk (x2), Oil (1 pt), Caltrops (x2 sets).

Silver Holy Symbol, Masterwork Thieves Tools

Magical Equipment: Handy Haversack, Pearl of Power 1st, Brooch of Shielding, Cloak of Resistance +1, Rope of Climbing, Boots of Elvenkind, Goggles of Minute Seeing

Wealth: 28 GP
6 Silver
7 Copper

Concentration: +8

Spells:

Orisons (6)
Brand, Daze, Guidance, Acid Splash, Sift, Virtue, Disrupt Undead

1st:

Known - (4) Heightened Awareness 10 Min Lvl. +2 Perception & all Knowledges while active - if Initiative begins may dismiss this spell to gain +4 on Ini roll),
True Strike,
Sanctuary,
Expeditious Retreat

Per Day - (4)

2nd:

Known (2)
Invisibility,
Hold Person

Per Day - (2)

Appearance:

Pierce stands 5'6" tall, a height his creators judged to be useful for a scout/ranger not too tall and not too short. His modified Darkwood armor, while tough, weighs much less than the plating of many of his peers, as a result he only weighs 160 lbs.

His eyes glow green, to meld better within the intended forest setting he was to report to though he never did.

His clothing is as nondescript as possible, preferring flowing cloaks and clothing which allows him to hide his nature more easily from the people's of Sharn. This enable him to work more effectively. Generally he wears a fedora which is ill fitting on him in a pinch he will simply use the cowl from his cloak to conceal his head, the most obvious part of him that screams Warforged in clothing.

When ready for battle, if possible, Pierce abandons his cloak and dons a shield which he normally carries on his back. He utilizes a quarterstaff and a short bow but prefers the element of surprise against his enemies often abandoning these weapons for mundane items that are within close reach.

Background:

Pierce is different from most Warforged, he never fought in the last war as one of the last of his “kind” to be created by House Cannith before the forges were ordered to be closed by the Treaty of Thronehold. Pierce was in training to become a Ranger but perhaps due to an accident in his creation his mind was much sharper than many other members of his “kind”.

In addition to ending the Last War, the Treaty freed all Warforged leaving them without purpose. Pierce was left disillusioned, only weeks after stepping into the world from, wherever his kind gained sentience, he was now alone. No friends, no allies, no family. Pierce wandered from the Sharn Enclave of House Cannith into the streets of Sharn.

For months he wandered around the city gaining insight into its layout and the beings that dwelled there. All the while, he kept his form as hidden as possible from the “living” who seemed to despise his kind. Warforged do not sleep and Pierce used that time well spending many nights reading on numerous topics in Morgrave University. Professor Dash Dannigan on the faculty approved Pierce's nightly ventures in part to get to know on a personal level a Warforged as they were fast becoming more than mere servitors and in part because a Warforged attached to the Library would make an excellent night watchman and one for whom no payment would be required.

History, Engineering, Nature, of Sharn itself, Geography, Magic and finally of Religion. These books though did not provide Pierce the answers he sought, what was his purpose?

In interactions with the Warforged who did return to Sharn – Pierce did not gain any further insight from them but certainly the bitterness he felt was mirrored in these poor constructs. With all avenues exhausted, Pierce sought out High Priest Phthaso Mogan of the Pavilion of the Host to seek the Dwarves wisdom. While Pierce found few answers he did hear the call of the Sovereign Host, most specifically Aureon seemed to whisper directly to Pierce.

Perhaps it was because Pierce was not present at House Cannith long enough to be warded away from religion like others of his kind but he took to the religious duties as few Warforged have. His calling was not that of a Cleric but of an Inquisitor, he was too aloof and disliked to be a member of the clergy proper. The life of an Inquisitor though suited the Warforged quite well.

For a few years Pierce served the Sovereign and the High Priest by default. However, his view of the Gods were much different than others of his order. He saw himself in a partnership with the Sovereign and more specifically with Aureon, after all, was Pierce not immortal unlike the “Breathers” who made up the vast portion of Sharn and the world at large. Perhaps House Cannith was merely a vessel for the Warforged to be created?! Such discussions led to censure by the High Priest.

Pierce, not one to worry overmuch about such things, began operating on his own. In such a large city it was easy to serve the Host and Aureon the way he saw fit, the Order itself be damned.

His work has recently begun as an Inquisitive for Information Acquisitions, run by Kalaash’arrna, a half-orc with the Lesser Mark of Finding. While dour in nature, Pierce is perceptive and knowledgeable, his spells granted by the Sovereign only heighten his abilities. In the course of his dealings he has come into contact with the dwarven associate of Abraxus Wren, Torin.

Torin has utilized Pierce on matters too small for Wren's attention or in matters tangential to cases Wren is working on. Pierce has yet to meet the famous and somewhat reclusive Wren, he has little interest in doing so really, after all, he is just another Breather who counts his life in shorter and shorter amounts of breath.

In addition to his acquaintance with Turin, Pierce has also struck up an unlikely friendship with Dorius Del Davandi, a charasmatic Gnome reporter of the Sharn Inquisitive. As with all of Pierce's other relationships, this is one of quid pro quo. Pierce assists in questioning witnesses for the gnomes articles in places where the gnome fears to tread while the gnome feeds Pierce information on cases where necessary.

Recently Pierce joined a group of Inquisitives, the Wandering Eye. After his first successful mission with the group uncovering a Professor seeking to usurp the findings of an associate Professor one of his old acquaintances, Dorius approached him with a new assignment.
”The market for Dreamlilly within Sharn has recently been growing exponentially. A source of mine in the Sharn Watch has stated that the drug is coming from the mysterious continent of Sarlona. The drug is highly addictive and can cause serious side effects. I would like to write an expose on this growing story could your new group of Inquisitives investigate for me?”

Pierce and the group agree to the assignment and within a week are able to find a syndicate which is importing the drug into the city. Pierce spends the week moving among the addicts in flophouses addicted to the drug and takes some pity on these Breathers. After the article is published in the Sharn Inquisitive the syndicate is broken up by the Watch but Pierce knows this will not be the end of it. He approaches the Watch commander and convinces him to hire the Wandering Eye to root out further dealers within Sharn while he journeys to Sarlona, specifically to the port town of Ardhmen in Skrkarn where the drug seems to be originating from.

Little do the rest of Pierce's comrades in the agencny know the other reason that Pierce seeks to exit Sharn, at least temporarily. The high profile case has brought scrutiny from High Priest Mogan. The High Priest was content to allow a single Warforged Heretic go unmolested so long as he stayed under the radar. Now that Pierce has received some notoriety, the High Priest is concerned that a Heretic proving that he is indeed favored by the Host may well cast doubt upon the official church doctrine concerning Aureon and perhaps the entirety of the Host. Thus Pierce has created a situation where he can escape the scrutiny and perhaps even arrest by church officials.

Prior to heading to Sarlona, Pierce contacts Professor Dash Dannigan to learn more about the history of Sarlona and its peoples and environs. His studies revealed the fact that the Sovereign Host inded originated from these lands. This may well allow me the chance to uncover information that will validate my own doctrine Pierce thinks to himself. This not only validates his decision to head to Sarlona but spurs Pierce on in the belief that the idea was divinely inspired. After a week of non-stop study Pierce boards a ship bound for Sarlona ready to start his investigations into the importation of this drug…

NPC Relationships:
1. High Priest Phthaso Mogan - Dwarf - Approved Pierce's acceptance into the Sovereign Hosts clergy.
2. Professor Dash Dannigan - Contact at Morgrave University - Essentially the place where Pierce spends each and every night as he has no need for sleep.
3. Turn the Dwarf - Associate of Abrexus Wren. He hires Pierce for work and often gives Pierce referrals that Pierce would not otherwise obtain in exchange for assistance on other projects.
4. Dorius Del Davandi - Gnome Reporter with the Sharn Inquisitive - Trade favors between one another.

What does Pierce fear: (1) Being wrong about his heresy, this fear is at a subconscious level and he would never vocalize it, and (2) finding out the secret of what makes Warforged what they are. He feels this this information is best left hidden. Especially since in his estiation it was the will of the Soveriegn that brought him into being, the Soverign simply utilized House Cannith to make it so.