Warforged

The Demon's page

154 posts. Alias of mittean.


About The Demon

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==ASHES OF KHYBER==
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73 year-old male-personality Xen'drikkan Psiforged from Stormhome, Unchained Monk (flowing monk, 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.
Lust

"The law is harsh, but it's the law. Sins may be forgiven, but crimes must be punished."
"I have no regrets for the beauty I've seen or the horror. For I saw them, and that is wonderful enough for me."
"The war solved nothing."

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

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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.
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.
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.
Power Attack - You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
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 +5 (+1 SP, +3 Trained, +3 Dex)
Knowledge (dungeoneering) +1
Knowledge (engineering) +1
Knowledge (geography) +1
Knowledge (martial) +1
Perception +6

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 Maneuvers - 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.
Redirection (1/day, DC 12) (Ex) - At 1st level, as an immediate action, a flowing monk can attempt a reposition or trip combat maneuver against a creature that the flowing monk threatens and that attacks him. If the combat maneuver is successful, the attacker is sickened for 1 round.
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...

Age
Height Weight
Plating Eyes
Occupation
Homeland

Next level
Inspiration
Berserk button
Belief
Goal
Secret
Tropes

Unconscious belief
Ingrained defense
Childhood contributing environment
Approach to connection
Approach to feeling safe
Relation to others
Common characteristics
Continuum
Decision making
Avoids
Relation with perfection
Mis-labeled as

Golarion Jeremiad
Magus Bladebound Kensai Mandalorian

DESCRIPTION
Dark and imposing, Demon is jet black, with markings of blood red and deep purple running over his body, which is almost crystalline. He looks like he was carved from a Khyber Dragonshard. His features are sharp, and his eyes glow red. He is dense, standing 1.8 meters (5 ft. 10 in.) tall, and weighing 100 kg (220 lbs.).

PERSONALITY
Demon is very mission-oriented. He doesn't understand the idea of conflicting morals but is curious about them. Stoic.

BACKGROUND:

Demon came from Xen'drik hundreds of years ago.

“It’s time to stretch my legs, flex my sword arm, and give this quill something worthwhile to record.”

—Thunvarch, half-orc bard

The world is a big place, and you have no desire to settle down until you’ve seen it all. You move from place to place as freely as the wind—blowing through the boring spots, lingering for a while in more interesting locations, and sometimes kicking up a storm.

Adventuring: Adventure is what happens to you while you travel. If you seek out adventure, it’s because a place sounds interesting, not because there’s anything, in particular, you want to accomplish there. You are eager to visit new places, try new modes of transportation, see creatures you’ve never seen before, and (at least to some extent) do things you’ve never done. If you can also learn new abilities, acquire more treasure, and otherwise improve yourself along the way, that’s even better.

Personality: You’ve always had trouble sitting still. Perhaps you grew up in a tiny village where there was nothing to do and yearned for a taste of the wider world. Some experience of the world beyond your village might have sparked your wanderlust: Perhaps a traveling troupe of actors or musicians came through, or a party of adventurers stayed in the village for a couple of weeks while exploring nearby ruins. That experience gave substance to your
dreams of a different life—you might even have followed the travelers out of town, launching your life of wandering in a dramatic way. You still retain some of that youthful, wide-eyed dreaminess and a sense that the world is full of wonders just waiting to be explored. You are not necessarily naive about life’s harsh realities, but you retain a sense of wonder that no amount of bitter experience has yet been able to quash. You might have a particular interest that gives a focus to your wandering. Perhaps you are particularly drawn to spectacular natural wonders such as the Goradra Gap or the Guardian Trees. Or maybe you’re fascinated with ancient ruins, great monuments, or exotic cultures.

Behavior: Stay on the move. Whenever you feel that a dungeon room, a site, a nation, or even a continent has shown you all it has to reveal, it’s time to move on. You can spend all the time you want searching the rooms of a dungeon—as long as there are interesting things to find. But you should be the first member of your party to call a halt to tedium whenever it arises and get things moving again.

Language: Your mind wanders even faster than your body, making your speech seem disconnected at times. Pepper your conversation with wide-eyed observations about the sights, sounds, and smells of whatever place you’re exploring now and comparisons to all the different places you’ve been before.

Variants: Not all wanderers are motivated by wanderlust. Instead, you might be on the run—a fugitive hunted by agents of a widespread organization, such as the Dreaming Dark, the Aurum, the Chamber, the Lords of Dust, or a dragonmarked house. If you stay in any one place too long, they’re certain to find you. So you keep moving, you try to avoid attracting notice, and you don’t talk much about your past.

Next level:

Magus Kensai Black blade

Man vs self