Shadowblack

Tarragon's page

104 posts. Alias of Grand Moff Vixen.


Race

Female Warforged Spell-less Ranger 1

Classes/Levels

Status:
HP 13 AC 17 | T 13 | FF 14 | CMD 16 | F +5 | R +5 | W +2 | Init +3 | Per +6

About Tarragon

Background:
The sound of Glaive's terrified voice came through the night. He was having another flashback. Tarragon moved up beside him." "Easy now, it's over. Nobody will make us do those things again. You're safe." she says in a gentle, loving way.

Not that Glaive could see any expression or feel a caressing touch. They could only use their voice to convey their emotions. And that was the the way of things for a living object.

Tarragon was intended to be a scout for House Cannith. She was supposed to have more independent thought which would allow for greater decision making in the field. Whether it was something in the imprint process, or something in how she was trained, the personality came out as female with a nurturing instinct. They were not ever able to figure out why it happened. She bonded with two others that were particularly good soldiers, and had a calming influence on them. There was one occasion that they tried to sell and separate them, and only one. The barracks had to be rebuilt in the aftermath of that mistake. They never tried it again.

Part of her training included the dwarves employed by Cannith in blacksmithing. Surprisingly, she good at it. This proved invaluable as the war raged. Her skill in living in the wilderness was proven many times when she was able to lead forces through areas that had previously been considered unpassable due to being uncharted, or from other terrain that prevented such passage.

Then, as with all things, the long war ended. All the sentient creations from House Cannith were freed. And for the first time since they had been infused with life, they were allowed to make their own destiny.

They made their way across the countryside, seeking employ when they found it. Fortunately, as they had no need for food or sleep, this presented additional opportunities. They became the night guards for various caravans who would pay them, and pay they did, as it was hard to find quality help that didn't end their shift drunk and useless. When they were not working for various caravans Tarragon would earn a living as a trapper and herbalist. The exotic parts were always in demand in the larger settlements, while the towns and villages used the food, innards, and furs for more basic living needs.

Because of her skill at blacksmithing, she repaired Glaive and Tomp when they needed such done. More than repairs, though, was her insight, her wisdom, and her nurturing. They were almost like children at times, while at others they were nearly unstoppable juggernauts. She was very protective of them, and would keep others at bay when misunderstandings would arise, especially in the larger cities where the city-folk tended toward a more sheltered, naive life. Away from things that the trio had experienced. She frequently spent time in the villages, towns, and cities conducting the business that was needed for their supplies and other necessary items.

Their most recent employer had them as guards of a large expedition that was heading back to Sharn. They have a room at local inn while they take stock of the situation. "With a place as big as this, there's always someone that needs people of our caliber. That and it keeps the boys busy.

Appearance:
Tarragon is 6' at 278lbs. She is 6 years of age. On her back is a longbow, her right hip a pair of daggers, and her left hip a rapier. She wears a backpack, an explorers outfit, and the various articles that are needed for living in the wild.

Personality:
Tarragon is quite amiable, and gets along with other races easily. She has reasonable knowledge of the land and of the cities that they have traveled to, so this makes for being able to sell their services. She avoids troublemakers like the plague as they already have enough problems with the remaining prejudice from the war. She doesn't like the Lizardfolk as they are violent and angry. She was unfortunate in having to deal with them frequently during and after the war. They care nothing for other races, something she finds despicable.

Tarragon
Female Warforged Spell-Less Ranger 1
CG Medium humanoid (half-construct)
Init +3; Senses Perception +6
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Defense
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AC 17, touch 13, flat-footed 14 (+2 armor, +3 Dex, +2 natural)
hp 13 (1d10+3)
Fort +5, Ref +5, Will +2; +2 vs. disease, ingested poison, nauseated, or sickened, +2 vs. death and negative energy, +2 bonus vs. disease, mind-affecting effects, poison, and effects that cause either exhaustion or fatigue.
Defensive Abilities lifebound, plagueborn; Resist construct resistance
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Offense
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Speed 30 ft.
Melee dagger +3 (1d4+2/19-20) and
. . dagger +3 (1d4+2/19-20) and
. . rapier +3 (1d6+2/18-20) and
. . slam -2 (1d4+1) and
. . unarmed strike +3 (1d3+2 nonlethal)
Ranged longbow +4 (1d8/×3)
Special Attacks favored enemy (reptilian humanoids +2)
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Statistics
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Str 15, Dex 16, Con 14, Int 16, Wis 15, Cha 10
Base Atk +1; CMB +3; CMD 16
Feats Prodigy, Skill Focus (Survival)
Traits civilized, inspired
Skills Acrobatics +7, Craft (blacksmith) +11, Knowledge (geography) +7, Knowledge (local) +8, Knowledge (nature) +7, Perception +6, Profession (herbalist) +6, Profession (trapper) +8, Stealth +7, Survival +9 (+11 to avoid becoming lost when using this)
Languages Common, Draconic, Dwarven, Elven
SQ track +1, wild empathy
Combat Gear candlerod (4), oil (4); Other Gear leather armor, dagger, dagger, longbow, rapier, masterwork artisan's tools, backpack, masterwork, belt pouch, belt pouch, compass, flint and steel, lamp, waterproof, sunrod (4), torch (2), 55 gp, 4 sp, 8 cp
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TRACKED RESOURCES
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Candlerod - 0/4
Dagger - 0/1
Inspired (1/day) - 0/1
Sunrod - 0/4
Torch - 0/2
Inspired (1/day) - 0/1
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Special Abilities
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Construct Resistance +2 save vs. disease, mind-affecting, poison, and exhaustion/fatigue effects.
Favored Enemy (Reptilian Humanoids +2) (Ex) +2 to rolls vs Favored Enemy (Reptilian Humanoids).
Inspired (1/day) Roll twice and take the better result on a skill or ability check.
Lifebound (Ex) +2 to save vs death/negative energy effects and on Con checks to stabilize.
Plagueborn (Ex) +2 save vs. disease, ingested poison, nauseated, sickened.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the atttitude of an animal, as if using Diplomacy.
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Warforged Racial Traits
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+2 natural armor bonus to AC While this is usually provided by a combination of metal plating that covers the warforged body, it can also be done with darkwood plating as desired. It is still considered natural armor. Warforged can still wear normal armor as can other races. Once chosen, this material cannot be change. This does allow warforged druids or other classes that have a material based limitation.
Slam Attack Warforged have a single slam attack: Medium (1d4) or Small (1d3). This follows the normal rules for natural attacks.
Immunities Immune to paralysis and sleep effects.
Bonuses +2 racial bonus vs. disease, death effects, energy drain, exhaustion, fatigue, mind-affecting, nausea, poison, stunning and sicken effects.
Level & Stabilization checks +2 racial bonus to checks to remove negative levels and stabilization checks.
Eating, Sleeping, and Breathing Do not need to eat, breathe or sleep, but do need to rest for 8 hours to regain spells or similar abilities.
Repairing Damage 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.
Heal Skill All applications of the Heal skill while used on a warforged are replaced with an appropriate Craft skill.
Healing Magic Spells from the conjuration (healing) subschool or supernatural abilities that duplicate them are only half as effective, rounded down.
Spell Targeting Can be targeted by spells and effects that affect objects objects made from metal, stone and wood.