Job: Artificer 2
Personality: Serious, can be moody
Likes: Dolphins, Storms and rain
Favorite foods: Sushi,
Hobbies: Swimming through coral reefs
Physical Description: Blue skinned with emerald eyes and turquoise hair
Deity: Becoming God
Languages: Common, Draconic, Dwarfen, elven, Gnome, Halfling
Hit Points: 19 / 19
Morningstar +2 (1d8+1 /20/x2)
Light X-bow,R. +3 (1d8/19-20/x2/ 70ft)
Slam +2 (1d4+1 /20/x2)
Melee: 2 = 1(base) + 1(STR);
Range: 3 = 1(base) + 2(DEX);
CMB: 2 = 0(base) + 0(STR);
CMD: 14 = 10 + 1(base) + 1(STR) + 2(DEX);
Class Features, Racial Traits:
Ability Score Racial Traits:
+2 Constitution, +2 Intelligence, -2 Charisma
Humanoid (Living Construct Subtype)
Base Speed: 30'.
Common. Bonus Languages: Draconic, Dwarven, Elven, Goblin, Gnome, Halfling and Orc
Warforged have the following alterations to a normal humanoid's natural processes
Warforged do not need to eat, breathe or sleep, but do need to rest for 8 hours to regain spells or similar abilities.
Warforged 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.
All applications of the Heal skill while used on a warforged are replaced with an appropriate Craft skill.
Spells from the conjuration (healing) subschool or supernatural abilities that duplicate them are only half as effective, rounded down.
Warforged are not capable of procreation, having to rely on a Lifeforge to create new warforged.
Warforged do not change size or appearance naturally over time.
Construct Mind: Warforged get a +2 racial bonus to resist mind-affecting and stunning effects and are immune to paralysis and sleep effects.
Construct Resistance: Warforged get a +2 racial bonus to resist disease, death effects, energy drain, exhaustion, fatigue, nausea, poison and sicken effects as well as stabilization checks and checks to remove negative levels.
Warforged have a metal plating that provides them with a +2 natural armor bonus to AC. Warforged can still wear normal armor as can other races, however this plating also counts as metal for the purposes of a druid's armor limitation. Warforged can be targeted by spells, powers and effects that affect objects made from metal, stone and wood.
Warforged have a single slam attack: Medium (1d4) or Small (1d3). This follows the normal rules for natural attacks.
Weapon and Armor Proficiency:
Point Blank Shot
Pragmatic Activator: Use int instead of Cha for UMD
Principled: -2Bluff +2to Charm, Compulsion & Emotion
Artificer 6 +INT = 10 * 2 = 20
ACP = -2 //Armour Check Penalty
Acrobatics: 0 = 0 + DEX Mod + - ACP;
Appraise: 8 = 1 + INT Mod + 3;
Bluff: -3 = 0 + CHA Mod + 0-2;
Climb: -1 = 0 + STR Mod + 0 -ACP;
*Craft:(ArmorSm.) 11 = 2 + INT Mod + 3 +2 MWT;
Diplomacy: -1 = 0 + CHA Mod + 0;
Disable Device: 7 = 2 + DEX Mod + 3 +2 MWT -ACP;
Disguise: -1 = 0 + CHA Mod + 0;
Escape Artist: 0 = 0 + DEX Mod + - ACP;
*Handle Animal: -1 = 0 + CHA Mod + 0;
*Heal: 1 = 0 + WIS Mod + 0;
Intimidate: -1 = 0 + CHA Mod + 0;
Know(Arcane): 9 = 2 + INT Mod + 2;
Know(Dung): 4 = 0 + INT Mod + 0;
Know(Engin): 9 = 2 + INT Mod + 2;
Know(Geo): 4 = 0 + INT Mod + 0;
Know(Hist): 4 = 0 + INT Mod + 0;
Know(Local): 4 = 0 + INT Mod + 0;
*Know(Nature): 4 = 0 + INT Mod + 0;
Know(Noble): 4 = 0 + INT Mod + 0;
Know(Planes): 8 = 1 + INT Mod + 3;
Know(Religion): 8 = 1 + INT Mod + 3;
Linguistics: 8 = 1 + INT Mod + 3;
*Perception: 6 = 2 + WIS Mod + 3;
Prof.(Engraver) 6 = 1 + WIS Mod + 3;
Ride: 0 = 0 + DEX Mod + 0 -ACP;
Sense Motive: 1 = 0 + WIS Mod +0 + 2;
Sleight of Hand: 0 = 0 + DEX Mod + - ACP;
*SpellCraft: 9 = 2 + INT Mod + 2;
Stealth: 1 = 0 + DEX Mod + 0;
*Survival: 1 = 0 + WIS Mod + 0;
Swim: -1 = 0 + STR Mod + 0 -ACP;
Use Magical Device: 9 = 2 + INT Mod + 2;
DC = 10 + Int+ Level
Orisons: Unlimited use
Level-1: 1 + 1(Wis)
Detect Magic, Light, Mending, Read Magic, Resistance
Magic Vestment, Magic Weapon, Repair light Damage