Personality:
-Primary Motivator: Service
-Outlook: Pessimistic, always feels like something bad is coming.
-Integrity: Conscientious (Pacifist)
-Boldness: Cautious, but will face danger for allies.
-Conformity: Conventional, doesn't like to make waves or be noticed.
-Religious Adherence: Casual adherent (Sovereign Host)
-Favourite Topics of Conversation: Horses, shoes, sewing, poetry.
-Quirks, Habits, and Oddities: Higher pitched almost feminine voice, slightly melodic. Hands shake sometimes but can steady them through focus and prayer. Stutters occasionally. Hates to be dirty/bloody almost to the point of phobia. Poor memory. Slight gambling problem.
-Hobbies and Enjoyments: Stitch loves horses. Horses don't always love Stitch. Also tries to write poetry.
Background:
-Where were you born and where did you grow up? Crafted for the war, grew up in it.
-Where and with whom did you learn your trade? Worked as an assistant for multiple battlefield surgeons at first, eventually worked on their own.
-What is the most important event that shaped your personal path? The Last War. After the Treaty of Thronehold, Stitch felt abandoned and lost, purposeless, and haunted by the war.
-What did you do during the Last War? Stitch was designed as a medic for The Last War, to be empathetic gentle and caring as to be the best healer possible, but this made Stitch incredibly vulnerable to the horrors of war, so their memory had to be wiped constantly. Every battle was experiencing war for the first time, and Stitch is irreperably scarred.
-If not from Breland or Sharn, what brought you there? Once Stitch had their freedom, they wandered, purposeless and confused. The sight of Sharn drew Stitch in, and now they need money, shelter, and a bath, being completely copperless.
-What is your wildest dream or goal? How do you wish to be remembered? Wants to recover their memories to know what they've done, but is also terrified by that idea. Just wants peace. And to be clean. Maybe own a horse-ranch and have servants to do the dirty work so Stitch can just watch the horses.
Ally: Drevan ir’Roole: male human noble, former Brelish cavalry captain: Formed a close bond in the war, Stitch saved his life, but doesn't remember it. Has fragmented memory of Drevan demanding they not wipe Stitch's memory, but after seeing how emotionally wrecked Stitch was from the horrors of war, finally relented and allowed it to continue. 'Truth be told I'm jealous, friend. Goodbye.'
Contact: Edge: female personality warforged mercenary. Marched together on more than one occasion. Stitch has some memories of their conversations, but most are fragments. Edge saw Stitch as soft, naive, defective. Designed poorly for war. Seemed to feel some kinship though, and tried to protect Stitch when she could. Might help reluctantly for old times' sake, or if Stitch was really in trouble.
Rival 1: Max Murlock: male human private investigator. Has a pet theory that Stitch is a serial killer. For all Stitch knows Max could be right. Hopes not. Has really pushed the serial killer angle, writing: "Cutting apart victims with precise ruthless efficiency, has so far eluded the authorities by playing the simpleton, but keep your loved ones far away from 'Twitchy Stitch'!" The cause of Max's theory is rooted in a chance encounter where Stitch was trying to save a fatally wounded man in an alley, and Max stumbled onto Stitch hunched over him with bloody surgical tools coming out hand-joints. The man survived, but Max was long gone.
Rival 2: Jim d’Jorasco: male halfling healer. They've run into each other once or twice in Sharn. Stitch doesn't like that Jim charges for healing, thinks its immoral, and tries to undermine him by healing for free near his place of business. Isn't all that successful since halfling healers are traditional and trusted, while a dirt-crusted warforged with surgical tools in its hand isn't.
Class Cleric (Life) 1
Race Warforged
Background Battlefield Surgeon (Doctor)
Alignment Neutral Good
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A thin, unimposing, graceful, silver warforged holding a shield with the Holy Symbol of The Sovereign Host embossed on it. Body language is nervous and uncertain, but curious.
Total HP 10
AC 19 /w shield and composite plating.
Init +2
Speed 30
Passive Perception 15
Hit Die 1d8
Equipment Mace, Chain Mail (unused), Dagger, Shield, Backpack, Bedroll, Mess Kit, Tinderbox, 10 torches, 10 days of Rations, Waterskin, 50 feet of Hempen rope. An herbalism kit, a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of anatomy or medicine, a set of common clothes
Coin 8gp
Proficiencies Simple Weapons, all Armor and Shields,
Skills/Tools Medicine(+5), Perception(+5), Insight(+5), Religion(+3), Investigation(+3), Cook's Utensils(a+2), Surgeon's Tools(a+4)**, Herbalism Kit (a+2)
*Integrated, double proficiency. Advantage. Languages Common, Celestial
Surgeon's Tools.
Proficiency with surgeon's tools helps you treat traumatic injuries, repair old lingering injuries, stop bleeding and save the dying.
Components: Surgeon's tools include various scalpels, a bonesaw, several small scissors and shears, needles, clamps, pliers and tweezers, as well as spools of string and wire for stitching.
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Special Abilities
------------------ Specialized Design (Envoy). One Skill proficiency, one tool proficiency, fluency in one language.
Integrated Tool (Envoy). Choose one tool you're proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.
Warforged Resilience:
• You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
• You are immune to disease.
• You don’t need to eat, drink, or breathe.
• You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
Sentry's Rest. When you take a long rest, you must spend at least six hours of it in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Integrated Protection. Your body has built-in protective layers, which determine your Armor Class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode's prerequisite.
Darkwood core - Unarmored - AC 11 + Dex (+ Prof if proficient in light armor). Composite plating - Medium armor - AC 13 + Dex (max 2) + Prof. Heavy plating - Heavy armor - AC 16 + Prof, disadvantage on Stealth. Background Feature: Educated. When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Disciple of Life. Your healing spells are more effective. Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell’s level.
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Attacks
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Melee: Mace: +1, 1d6-1
Melee: Dagger: +4, 1d4+2