Warforged

Tetsushinzo Kikai's page

38 posts. Alias of Tenro.


Race

Warforged

Classes/Levels

(Gestalt) Artificer / Warblade 6

Gender

RETIRED HP: 65/65 AC: 23(26); Spot:+0 Listen: +0; Fort: +8* Ref: +5* Will: +5*

Age

3

Special Abilities

Maneuvers Currently Readied: Mountain Hammer x2 // Iron Heart Surge x1 // Moment of Perfect Mind x1

Alignment

LN

Deity

Izanagi

Strength 18
Dexterity 15
Constitution 17
Intelligence 14
Wisdom 11
Charisma 12

About Tetsushinzo Kikai

Biography:

Tetsushinzo Kikai, known as the Iron-Heart Machine, was created by the Celestial Bureaucracy to assist Disciples in their pilgrimages across the land to cull the numbers of the Oni. He seeks to live by the laws of the Bureaucracy, and although enforcing the laws is not his job, he will assist those who enforce the laws when it is necessary.

He is roughly the shape of a man, but his body consists of ornate mithral with coils of wire where normal men have muscles. He has eyes that look like rough-cut jade. When he moves, the friction of terra-cotta plates and metal can be heard. He carries a large shield on one arm, and to the other is affixed a large gauntlet, the size of an ogre's hand.


  • HP: 65
  • AC: 23* = 10 + 2 DEX + 7 ARMOR +4 SHIELD Tesselated Armor: net +3 Armor bonus
  • Init: +1
  • Resist: Light Fortification, Improved Uncanny Dodge
  • Immune: poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, sickened condition, and energy drain.

    SAVES

  • FORT: 8 =|5 BASE + 3 CON|
  • REF : 5 =|2 BASE + 1 DEX + 2 INT|
  • WILL: 5 =|5 BASE + 0 WIS|

    COMBAT BAB +6

  • +2 Battlefist, +13/+7 melee, 1d8+7, crit x2, B and P
  • Mwk Gunfist, +9 ranged touch, 2d6, crit x4, 80ft, P, 2 shots, full round reload

Racial Abilities:

  • 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 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 warforges 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 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 affects 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 woulds spell or a repair light damage spell, for example, and a waforged is vunerable to a disbale construct spell and harm. However, spells from the healing sunschool and supernatural abiliries that cure hit point damage provide onlt half their normal effect to a warforged.
    -The unusual physical constructions of warforged makes them vunerable to certian spell and effects that normally dont affect living creatures. A warforged is affected by repel metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by a repel metal or stone as if he were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforges makes him vunerable to rusting grasp. The creatures 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 17 DC 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, justl like a living creature. He can only take a single move action or standard action in each round, but strenous activity does not risk further injury. When his hit points are less than 0 and are greater than -10, a waforged is inert. he is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additonal 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 of resurrected.
    -A warforged does not need to eat, sleep, or breathe, but he can stil benefit from the effects of consumable spells and magic items suchs as heroes' feast and potions.
    -Although living consturcts do not need sleep, a warforged wizard must rest for 8 hours before preparing spells.
  • Ability Scores: +2 Constitution, -2 Wisdom, -2 Charisma: Warforged are resilent 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.
  • Speed: Warforged has a base land speed of 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 the 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 character cannot wear armor or magic robes. Warforged can be enchanted just as armor can be. The character must be present for th entire time it takes to enchant him.
    Composite plating 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 the damage is instead rolled normally.
  • Natural Attack (Slam): A warforged has a natural weapon in the form on a slam attack that deals 1d4 points of damage.
  • Automatic Languages: Common. Bonus Languages: None.

Class Abilities:

  • Infusions
  • Craft Reserve: 150
  • Artificer Knowledge: Lvl+INT vs DC 15 on knowledge checks regarding magical auras
  • Artisan Bonus: +2 Use Magic Device to activate items he has the feat for
  • Disable Traps
  • Item Creation: UMD = 20+CL to emulate requirements, counts as +2 CL for prerequisites
  • Brew Potion
  • Craft Wondrous
  • Craft Homunculus
  • Bonus Feat
  • Craft Magic Arms and Armor
  • Retain Essence
  • Metamagic Spell Trigger

  • Battle Clarity (+INT to Ref saves)
  • Improved Uncanny Dodge
  • Battle Ardor (+INT to Crit confirm)
  • Bonus Feat


Feats:

  • Mithral Body: +5 Armor, +5 Max Dex, -2 ACP
  • Scribe Scroll
  • Brew Potion
  • Craft Wondrous
  • Craft Homunculus
  • Extraordinary Artisan: 25% off cost of all crafted items
  • Craft Magic Arms and Armor
  • Legendary Artisan: 25% off XP costs for magic items
  • Attune Magic Item: +1 to hit and damage with magic items I've had for 24hrs
  • Adaptive Style: change readied maneuvers with full round action
  • Blind-fight
  • Etch Schema: can create Minor Schema. rules on pg122 of MoE.

  • Skills:

  • Appraise +2 = +2 INT
  • Balance +2 = +2 DEX
  • Concentration +12 =9 +3 CON
  • Climb +4 = +4 STR
  • Craft Armor +9 =5 +2 INT +2 comp
  • Craft Weapons +9 =5 +2 INT +2 comp
  • Craft Sculpt +7 =3 +2 INT +2 comp
  • Craft Gemcutting +7 =3 +2 INT +2 comp
  • Diplomacy +1 = +1 CHA
  • Disable Device +5 =1 +2 DEX +2 comp
  • Intimidate +1 = +1 CHA
  • Jump +4 = +4 STR
  • Know: Arcana +11 =9 +2 INT
  • Know: Engineering +2 = +2 INT
  • Know: History +2 = +2 INT
  • Know: Local +2 = +2 INT
  • Know: Planes +2 = +2 INT
  • Martial Lore +2 = +2 INT
  • Open Lock +5 =1 +2 DEX +2 comp
  • Profession +0 = +0 WIS
  • Search +2 = +2 INT
  • Spellcraft +13* =9 +2 INT +2 syn, +2 scrolls
  • Swim +4 = +4 STR
  • Tumble +2 = +2 DEX
  • Use Magic Device +12* =9 +1 CHA +2 comp, +4 scrolls, +2 potion/wondrous/arms/armor, +2 if previously used
    +2 Appraise (INT) to anything I can craft
  • Stances, Maneuvers, and Infusions:

    Maneuvers Known: 6
    1st:
    [Counter] Moment of Perfect Mind (DM)*
    [Strike] Sapphire Nightmare Blade (DM)
    [Strike] Steel Wind (IH)

    2nd:
    [Counter] Action Before Thought (DM)*
    [Strike] Mountain Hammer (SD)*

    3rd:
    [Special] Iron Heart Surge (IH)*

    Maneuvers Readied: 4
    Stances Known: 2 Leading the Charge (WR), Punishing Stance (IH)

    Infusions Per Day: 4/4/3
    Infusions Known: All 1st/2nd/3rd level
    Spontaneous

    Equipment:

    95.7gp

    Masterwork Smith's tools (Craft +2)
    Masterwork Thief's Tools (OL/DD +2)
    Masterwork Interface Nodes (UMD +2)

    Things to make:
    3200 +2 Battlefist [CL 6, bulls str DC 22]
    1557 +2 Heavy Steel Shield [CL 6]
    1500 +2 to armor [CL 6]
    2000 Handy Haversack (have to buy this, can't create yet)
    3725 +2 Tesselated Armor embedded component
    350 Masterwork Gunfist attached component

    Consumables:

    1st Level:
    Scroll: Cure Light Wounds [CL 1] [Qty 10]
    Oil: Repair Light Wounds [CL 4] [Qty 2]

    2nd Level:

    3rd Level:
    Scroll: Phantom Steed [CL 5]

    Custom Creations:

    Tessellated Armor (modified from A&E Guide) Warforged Component: This component is a magically animated suit of full plate armor created from ornate interlocking plates of metal. Created by Tetsushinzo Kikai, the plates are each in the shape of a different one of the hundreds of kami that make up the Celestial Bureaucracy. When the command word is spoken, the shapes stream from the box and flow over the wearer’s body, interlocking perfectly to create a single, smooth suit of +2 full plate. This armor is lighter and more flexible than normal full plate and is considered medium armor rather than heavy. Its max dex is 3, armor check penalty is –4, and it has an arcane spell failure chance of 25%.
    Caster Level: 8th; Prerequisites: Craft Magic Arms and Armor; Market Price: 9,400 gp; Cost to Create: 4,700 gp + 376 XP. (with feats it was created for 3,725gp and 282xp)

    NOTE FROM GM:
    For the purposes of the gunfist cost I'm going to say it was a 250 base cost for creation and then add the cost of the Armbow to that for the enchantments.