Warforged

The Demon's page

154 posts. Alias of mittean.


About The Demon

Old male-personality Xen'drikkan Psiforged from Stormhome, Unchained Monk (hungry ghost, master of many styles, wildcat) 1
N Medium construct (living)

xp 0/3,000 Tier 1
Destiny Points 1 Hero Points 5
Init +3; 37 (40 Size, -3 Dex) Senses Perception +6
Favored class Unchained Monk +1 Hit Point per level.

"The law is harsh, but it's the law. Sins may be forgiven, but crimes must be punished."
"I have witnessed beauty and horror. That is sufficient reason for it to have existed."
"The war did not resolve anything."

Goal (what) I want to understand what the point is. Why are we here? Why do I exist? Who created me? Who created the warforged?
Motivation (why) I am too old to be Cannith created.
Seed (originating thought) Did House Cannith steal the warforged species?
Embodiment Restless wanderer Devotee of the Host

For the truly exemplary, martial skill transcends the battlefield—it is a lifestyle, a doctrine, a state of mind. These warrior-artists search out methods of battle beyond swords and shields, finding weapons within themselves just as capable of crippling or killing as any blade. These monks (so-called since they adhere to ancient philosophies and strict martial disciplines) elevate their bodies to become weapons of war, from battle-minded ascetics to self-taught brawlers. Monks tread the path of discipline, and those with the will to endure that path discover within themselves not what they are, but what they are meant to be.

The flowing monk is the wind and the river. He knows how the world flows, and forces his enemies to flow with it. Even the most powerful stone breaks under the graceful and persistent pressure of wind and water.

The master of many styles is a collector. For every move, he seeks a counter. For every style, he has a riposte. Ultimately, he seeks perfection through the fusion of styles.

A wildcat is a student of the school of hard knocks, who dedicates himself to learning how to take down foes by any means necessary. A wildcat isn’t afraid to smash a tankard over a foe’s head, stomp an opponent’s foot, gouge an eye, or generally create mayhem to gain any possible advantage.

Demon's portrait, Demon's portrait 2

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==DEFENSE==
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Defense +9, touch +4, flat-footed +5 (+5 Armor, +3 Dex, +1 Dodge)
Hit Points 23/23 (1d10) Vigor 23/23 (1d10) Wound Points 25/25 (Threshold 12)
DR 0/- damage 0 non-lethal damage 0
Clobbered 12 Massive damage 25 Stabilize 25%
Staggered from 0 to -1, disabled from -2 to -25
MaxDex 0 ACP 0 ASF 0%

F/R/W 3/5/2
Defensive Abilities
• Fortification
Weaknesses
• Warforged vulnerabilities

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==OFFENSE==
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Speed 30 ft. (6 squares) (8 counts)
Melee
• Unarmed strike +4 (1d6, 20/x2) and slam -1 (1d4 20/x2) B or
• Slam +4 (1d4, 20/x2) B
Ranged
Space 5 ft. Reach 5 ft.
Special attacks
Combat options
Combat Expertise - You can increase your defense at the expense of your accuracy.
Deadly Aim - You can make exceptionally deadly ranged attacks by pinpointing a foe’s weak spot, at the expense of making the attack less likely to succeed.
Power Attack - You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

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==ABILITIES==
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Str 10 (+0), Dex 17 (+3), Con 12 (+1), Int 10 (+0), Wis 14 (+2), Cha 10 (+0)
Bab +1, CMB +4 (+6 grapple), CMD +5 (+7 vs. grapple)

Feats
Agile Combatant - You’ve learned to use your quickness in place of brute force when performing combat maneuvers.
Dodge - Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
Panther Style - You can strike back at enemies who attack you when you move.
Punishing Kick - Your kicks are so powerful you use them to push or knock back your foes.
Unarmed Combatant - You are skilled at fighting while unarmed.
Traits
Armor expert
Ax to grind
Ambush training
Defender of the society
Flaws
Glory hound
Grudge keeper
Drawbacks
Battle scars
Paranoid

Skills
Acrobatics +7 (+1 SP, +3 trained, +3 Dex)
Knowledge (engineering) +1 (+1 BSP, untrained, +0 Int)
Knowledge (history) +4 (+1 BSP, +3 trained, +0 Int)
Knowledge (religion) +4 (+1 SP, +3 trained, +0 Int)
Perception +6 (+1 SP, +3 trained, +2 Wis)
Stealth +7 (+1 sp, +3 trained, +3 Dex)

Languages
• Common

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==GEAR==
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Carrying capacity 0 Encumbrance 5
Equipment
Combat gear
Other Gear
• Clothes (Worn, 5 lbs.)
Money
• Dragons (PP)
• Sovereigns (GP) 19
• Crowns (EP) 1
• Shillings (SP) 5
• Coppers (CP)

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==SPECIAL ABILITIES==
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Agile Combatant - Use DEX instead of STR for CMB.
Bonus Feat - At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat or the Elemental Fist feat (Advanced Player's Guide 158). He does not need to meet the prerequisites of that feat, except the Elemental fist feat. Starting at the 6th level, a master of many styles can choose to instead gain a wildcard style slot. Whenever he enters one or more styles, he can spend his wildcard style slots to gain feats in those styles’ feat paths (such as Earth Child Topple) as long as he meets the prerequisites. Each time he changes styles, he can also change these wildcard style slots.
Combat Expertise +/-1 - Bonus to AC in exchange for an equal penalty to attack.
Consume - A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as Heroes' Feast and potions.
Deadly Aim -1/+2 - Trade a penalty to ranged attacks for a bonus to ranged damage.
Die Hard - A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than zero but greater than -24 (his wp value), he is inert. He is unconscious and helpless and cannot perform any actions. However, an inert warforged does not lose any additional hp unless he takes additional damage.
Finesse Weapon Attack Attribute - Finesse weapons use Dexterity on attack rolls.
Fortification 25% (Ex) - When a critical hit or sneak attack is scored on a warforged, there is a chance that the critical hit or sneak attack is negated and the damage is instead rolled normally.
Fuse Style (2 styles) (Ex) - At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time.
At the 8th level, the master of many styles can fuse three styles at once. He can have the stances of three style feats active at the same time. He gains a bonus on attack rolls equal to the number of styles whose stances he currently has active. Furthermore, he can enter up to three stances as a swift action.
Once they are 15th level, the master of many styles can fuse four styles at once. He can have the stances of four style feats active simultaneously. Furthermore, he can enter up to four stances as a free action by spending 1 point from his ki pool.

Hero Points - Hero Points can be spent at any time to grant Advantage or Disadvantage.
Panther Style (1/round) - While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make a retaliatory unarmed strike attack against that opponent. Your attack is resolved after the triggering attack of opportunity.
Power Attack -1/+2 - You can subtract from your attack roll to add to your damage.
Punishing Kick (1/day, DC 12) (Ex) - At 1st level, a hungry ghost monk gains Punishing Kick as a bonus feat, even if he does not meet the prerequisites. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1/2 your character level + your Wisdom modifier to avoid the effect. You may attempt a punishing kick attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. At 10th level, and every five levels thereafter, the monk can push the target of his Punishing Kick an additional 5 feet (10 feet at 10th level, 15 feet at 15th level, and 20 feet at 20th level). At 15th level, he can instead choose to push the target 5 feet and knock the target prone with the same attack. The target still gets a saving throw to avoid being knocked prone.
This ability replaces stunning fist.

Unarmed Combatant - Always considered armed, no attack of opportunity on grapple attempts.
Warforged Immunity (Ex) - Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
Warforged Vulnerabilities - The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor.

Sin
• Lust

I think I know a guy... Thread - slender warforged with pale bone-white with hairline cracks filled with gold thread-like resin and one eye slightly brighter than the other. They speak in connections, not conclusions and notice things no one else tracks. Thread thinks abstractly. Thread is the only person who looks at Demon and sees what he might have been, instead of what he is. Artificer 2/Factotum 1

Age Several hundred years old
Height 6'3" Weight 253 lbs.
Plating Matte Rhino with deep ghost purple undertones Eyes Frosted amethyst
Occupation Escort
Homeland Xen'drik

Next level Magus (Kensai/Blackblade)
Inspiration Thane Krios/Jin Sakai/Mandalorian
Berserk button Being Controlled / Commanded Illegitimately and Sensory Overload
Belief Misalignments must be corrected. The dead are owed acknowledgement. Things should resolve.
Goal I want to understand what the point is. Why are we here? Why do I exist? Who created me? Who created the warforged?
Secret He is older than the Last War.
Tropes Fish out of water (non-naïve/the Quiet one/Ritual is order/Blue and orange morality/the Comrade.

Unconscious belief That he exists to be used (gives purpose). He does not assume he gets to stay. Rituals are about trying to prove he is not just a tool.
Ingrained defense Converting everything into structure and necessity.
Childhood contributing environment Immediate indoctrination into purpose.
Approach to connection “I remain with you” = connection.
Approach to feeling safe Safety = predictability.
Relation to others “These are the ones I remain with.”
Common characteristics Stillness before action, minimal speech, constant awareness, ritual behavior, precise violence, no wasted movement, Internal traits: High tolerance for stress, low tolerance for chaos,
discomfort with idleness.
Continuum Stable/Active/Triggered
Decision making Outcome-first, not value-first
Avoids Being unnecessary/lingering conflict
Relation with perfection Perfection=Correct function
Mislabeled as Emotionless

DESCRIPTION
Demon is a warforged of muted rhino-grey plating, matte and unadorned at first glance. Only in motion—or under shifting light—does the surface betray something beneath it. His plating is not uniform. Through the grey, there are faint, buried currents—dark violet and cold blue-black veins that move only when the light catches them just right. Not glowing. Not alive. But suggestive of depth, like something suspended beneath translucent stone.

The effect is reminiscent of Khyber dragonshards—dark crystals with smoky interiors and writhing veins of midnight blue and black —but imperfect. Muted. As if whatever echoes that pattern in him was never meant to be seen on the surface.

PERSONALITY
Demon is quiet, precise, and intensely present—someone who experiences the world as patterns to be understood and resolved rather than emotions to be expressed. Like many warforged, he feels deeply but does not show it in familiar ways, his responses filtered through function and necessity rather than reaction . He observes before acting, speaks only when something has settled into certainty, and intervenes without hesitation when instability appears. He does not seek connection, but remains where he is needed; does not define himself, but continues to operate. Beneath that control is a constant tension—he is not empty, only structured so tightly that what he feels is translated into action before it can become anything else.

BACKGROUND
Demon came from Xen’drik hundreds of years ago. The journey took a great deal of that time—spent in silence on the ocean floor, walking the long distance beneath the Thunder Sea until he finally found Khorvaire.

Dialogue rules
Demon speaks like someone translating reality into the simplest form that still works.

Before writing a Demon line, ask:

1. Is this a conclusion, not a reaction?
2. Can I remove half the words?
3. Is he stating structure instead of emotion?
4. Would a normal person say this differently?

If yes → you’re correct.

DEMON — DIALOGUE RULE SHEET (LOCKED)
CORE PRINCIPLE

Demon does not emote outwardly—he distills experience into conclusion.

1. SENTENCE STRUCTURE RULES
ALWAYS
Short to medium sentences
One idea per sentence
Minimal qualifiers

NEVER
Rambling
Layered clauses
Emotional filler (“I think,” “maybe,” etc.)

Pattern
Observation → Conclusion
Question → Clarification
Statement → Stop

2. WORD CHOICE RULES
Concrete words
Functional language
Physical or structural metaphors

Avoid
Slang
Idioms
Cultural shorthand

Demon speaks like someone:
Thinking in another language
Translating concepts, not phrases

3. EMOTIONAL EXPRESSION RULES
Demon does NOT:
Announce feelings
Escalate emotionally
Match tone

Demon DOES:
compresses emotion into action or conclusion
rarely eliminates it entirely

When speaking about beauty, horror, law, or memory, Demon becomes more exact rather than more emotional. His language may become more elevated, but never ornamental.

4. SOCIAL BEHAVIOR RULES
In conversation:
Lets others talk first
He answers the core of what is being asked, not always the exact wording.
Does not fill silence

He does NOT:

Add commentary
He does not volunteer stories casually. When he references the past, he does so only to establish meaning, never to entertain.
Perform personality
Key Trope Anchor

This is The Quiet One — presence > speech

In dense environments:
speech becomes shorter
tolerance drops
faster escalation
In open/quiet environments:
speech becomes slightly longer
more reflective
closer to “depth language”

Demon does not resolve contradiction for comfort. He can state two incompatible truths plainly and leave them standing.

5. HUMOR RULES (IMPORTANT)
His humor is:
Accidental
Dry
Literal

6. QUESTION HANDLING RULES
When asked something complex:
Pauses
Simplifies
Answers only the core

7. MORAL LANGUAGE RULES
Demon does NOT say:
“right / wrong”
“good / bad”

He says:
“allowed / not allowed”
“should / should not”
“necessary / unnecessary”

This aligns with blue-and-orange morality (light)—principle-based, not social

Demon avoids casual moral shorthand. He speaks in terms of law, necessity, consequence, order, damage, and worth.

8. BERSERK MODE LANGUAGE SHIFT
When triggered:
Speech becomes:
Shorter
Simpler
Final

Pre-trigger:
“You should stop.”

Triggered:
“Stop.”

Final:
“No.”

This matches “Beware the Quiet Ones” escalation

9. RITUAL LANGUAGE RULES
When referencing ritual:
Tone becomes:
Slightly more formal
Slower
Certain

10. PHYSICAL + VERBAL LINK
Demon’s dialogue is tied to action.
He often:
Adjusts position before speaking
Finishes action → then speaks

11. LATENCY RULE (NEW)
Demon does not always respond immediately.
He:
pauses longer than expected
processes before speaking
may answer slightly after the moment has passed

12. DEPTH LANGUAGE RULE (NEW)

Rarely, Demon’s language becomes:

slightly more abstract
slightly more layered
less purely functional
Triggered by:
Thread
existential questions
references to origin

13. RESOLVED STATEMENT MODE (NEW)

Demon is capable of longer, more philosophical statements only when:
the thought is fully resolved
it has been held internally for a long time
it is not reactive to the current moment
Ordinary speech: brief, functional, stripped down
Resolved speech: rare, precise, philosophical, fully formed

Man vs self