Warforged

Rook.'s page

66 posts. Alias of Philo Pharynx.


Race

DM Sheet

About Rook.

Rook the Steam Knight
Automaton ifrit kineticist 9
Rare, Medium, Automaton, Construct, Ifrit
Heritage ifrit
Background shielded fortune
Perception +15 (+17 to find traps); darkvision, low-light vision
Languages Chthonian, Common, Diabolic, Utopian
Skills Acrobatics +15, Arcana +13, Athletics +15 (+17 for High Jump and Long Jump actions.), Crafting +13, Diplomacy +13, Intimidation +11, Nature +13, Society +15, Stealth +14, Thievery +18
Str +4, Dex +2, Con +5, Int +2, Wis +2, Cha +0
Items boots of bounding, cloak of illusions, gate attenuator, greater[RE], infiltrator thieves' toolkit, insistent door knocker[LOCG], purse (65 gp)
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AC 28; Fort +21 (Successes are crit successes instead.); Ref +16; Will +16 (+17 vs. mental effects); +2 circumstance bonus vs. traps)
HP 134; Resistances fire 4 (13 with thermal nimbus)
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Speed 35 feet, Fly 20 feet
Ancestry Feats Arcane Eye[GG], Arcane Propulsion[GG], Arcane Safeguards[GG], Reinforced Chassis[GG], Cindersoul, Noble Resolve
Class Feats Advanced Trickery, Basic Trickery, Burning Jet[RE], Deflecting Wave[RE], Flying Flame[RE], Mobility, Nimble Dodge, Ocean's Balm[RE], Rogue Dedication, Skill Mastery, Steam Knight[RE], Thermal Nimbus[RE], Trap Finder, Versatile Blasts[RE], Weapon Infusion[RE]
General Feats Armor Proficiency, Fleet, Toughness
Skill Feats Arcane Sense, Eyes Of The City[LOFB], Quick Unlock, Skill Training, Steady Balance, Wary Disarmament

Melee Fist +15/+11/+ 1d4+4B
Melee Elemental Blast +20/+15/+10 3d8 B/P/S/A/C/F (+4 melee, +5 2a) (One of agile, backswing, forceful, reach, sweep) (3d6 for fire 1a)
Ranged Elemental Blast +20/+15/+10 3d8 B/P/S/A/C/F (+4 thrown, +2 propulsive, +5 2a) (Range thrown 20', propulsive 50', 100' Volley 30) (3d6 for fire 1a)
Flying Flame 30' path, 5d8F, basic reflex DC 28
Aura 10' radius. enemies have weakkness 4 to my fire effects
Stance Thermal nimbus Allies in aura gain resistance to cold or fire 9 enemies take 4 fire damage on entering or starting turn.
Stance Steam knight +10 status to speed, Leap up to speed. 2d6 fire if pass by (ref dc28) Start of turn 2d6 F to everybody in aura (ref DC 28)
Reaction Nimble Dodge +2 AC
Reaction Resist magic +1 to save. if arcane, success becomes crit success
Reaction Deflecting wave Resist B/S 9 or A/F 18.

Innate Spells Detect magic, figment (DC 21)

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Rook originally lived centureies ago is the istka Imperium. With his talent for fire magic, he was very useful againt int invading Osirians. But their empire fell and he was chosen to be place into an automaton. He adventured for a while before being defeated in an ancient tomb. Still, his core was intact and eventually found. The adventuurers did not recognize what he was and he was passed from trader to trader before an inventor recognized the connection to fire and used it as part of a steam-powered construct. Once connected to a mobile body, the magic of the core began to connect to the body. It was designed to be part of a construct but the technological elements were crude compared to what magic could do. As the core began to rebuild this body, Rook slowly came back into sapience. The inventor was not happy about his property beginning to act up and sold him. There eventually came to be an issue with Rook asserting his rights and that led to an interesting period. (I haven't actually played Outlaws of Alkenstar, but that's where I had this concept)

After clearing his name, he travelled to Absolom. It was regarded as a city of wonders. One where a construct might not automatically be assumed to be a problem.

Rook is a human-sized construct wearing enveloping robes. He carries no weapons, but his body is made of strong metal. Wisps of steam can be seen from under the robes.