Kolyarut

Zaun the Metal Man's page

5 posts. Alias of Gobo Horde.


Race

Skills:
Climb +9, Craft: Weapons +12, Heal +13, Perception +10, Sense Motive +10

Gender

HP: 29/29 (46/46 Armor), SP: 8/8, AC: 25, T: 12, FF: 23, Initiative: +3, Perception +10, Sense Motive +10, Fort: +3, Ref: +3, Will: +4, CMB: +10, CMD: +22, Speed: 20

About Zaun the Metal Man

Alright, for my Jedi there are a few things that are central or important for him. Most of this I should be able to get at level 1 and make him work from there, beyond that the Incanter levels will allow him to grow his Force powers significantly.
Ideally I would like to start at level 2 or even higher for a few reasons. 1) I can get more of my concept going from the start, rather then slowly, slowly crawling towards it. 2) Its nice to be more of a prominent character within the Universe, a level 1 character is still pretty much a nobody as far as the rest of the Galaxy is concerned. 3) Most campaigns start at 1. :( Its nice to play something higher once in a while...

Anyways, important points for my character :)
Jedi (obviously)
Traits:
Conscious Cultist. +1 CL for the Telekinesis and Divination spheres, makes up for the lost CL from Whitesmith. Plus the Jedi Order is basically a giant, Galaxy-spanning Psychic cult so it is very thematic :p
Iron-Plated Mind. Lets me cast in combat significantly more consistently (20% more) and lets me stay Melee focused and still use Force Powers like Telekinesis.
Soaring Sprinter. Gives me Acrobatics as a Class Skill (for some reason its not an Armorist Class Skill. Comeon!!!), and more specifically, gives me a bonus to jumping. If I can, I want to emulate the iconic mobility of the Jedi, and to start with, that means having a good Acrobatics skill. Alternatively I can take the Reckless trait for similar effect, however it is less Jump specific and more generic.
Edit: Perception is also not a Class Skill D: Armorists and Incanters have crap Class Skill lists :(
Maybe Seeker or Eyes and Ears of the City so that I have an actually observant Jedi..
However, that is 3-4 traits, so I would probably need a Drawback.
Possible ones include:
Condescending, Family Ties, Overprotective, Provincial, Vain, Vainglory, Zealous.
Either Condescending, Family Ties, Provincial and Zealous could represent his early life in the Jedi Order and how it could instill a very specific world-view into him, and it might be hard to shake that off :)
Family Ties would be to the Jedi Council, and any orders they might have of me.
Vain/Vainglory This could help shape his personality quite well. I can see him being very proud of his Jedi affiliations and eager to prove himself/rise in the ranks.

Feats; +1 for human
Deflect Arrows. Keyed to my lightsaber rather then my unarmed strikes (if you allow it). Its iconic of the Jedi and their lightsaber training :) This is the easiest way to emulate it that I can think of.
Additional Traits. May be necessary to gain all the Class Skills I want :(
Transformation keyed to the Powerful Legs of the Powerful Limbs Talent. I wanted to ask you about this one. It is not legal (it is not a Form Talent) but it would go a long way to Emulating the athleticism of the Jedi.
Basically, instead of applying a Form talent to me all the time, it applies the Powerful Legs trait to me instead. Specifically that is a +4 to Acrobatics checks to Jump and I don't increase the Jump DC by double if I don't have a running start. I expect to have an Acrobatics modifier of around 10 before this (14 after) so I should be able to jump about 24ft with a roll of 10, but I can do so from a standing position.
If you do not allow it, I could pick it up at a later level by taking the Alteration sphere and its talents or by taking the Mutagenic Enhancements feat and applying this with an Enhancement, but that would take a significant number of feats and talents to do, and would only last a short while :(
Lastly, Extra Magic Talent. As necessary, at 1st level I only get 2 talents :( Not much, this might help.

As for Spheres and Talents, here's what I would want for the first level.
The Whitesmith grants the Enhancement Sphere as a bonus talent and all Spherecasters get 2 Talents to start, so I have 3.
Enhancement; (Personal Magics drawback). Greater Enhancement, which gives me the core of my combat ability.
Telekinesis; Basic sphere only at this level :( Its very limited, but I can expound on it as I gain higher levels.
Divination; (Limited Divination (Divine) drawback). Blindfolded Oracle talent grants me a kind of "Force Sense" for a limited time. I may buy off the Limited Divination drawback at a higher level.

With all that in mind, here is the workings of a character, using a 20p.

Afterthought:
Would you be willing to allow/use the Combat Stamina optional rules?
I was reading up on some of the SoP feats and some of them use that system. Namely: (Martial Presence), (Martial Reflexes), (Totemic Stamina) and maybe a few more. I maaaay use 1 or 2 of them at a later point, depending on how the game goes. Maybe.

Zaun the Metal Man
Armorist (Whitesmith) 1
LG Medium Humanoid (Human) Initiative +3 Senses, Perception 10
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Defenses
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AC 25, Touch 12, Flat Footed 23 (+2 dex, +6 armor, +4 armor enhancement, +5 natural armor, -3 ACP)
hp 29/29 (5d10-5) (46/46 Armor)
Fort +3 Ref +3 Will +4
Special Defenses Construct Armor (46/46)
Immune bleed, and you do not need to eat, drink, breathe, or sleep
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Offenses
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Speed 20ft
Melee Razor Arms +11/+11 (1d2+12 17-20/x2)
Mwk (+3, Keen) Weapon +11 (1d(X)+12 17-20/x2)
Ranged Mwk (+4) Shortbow +11 (1d6+9/x3) +2d6 Elemental damage (40ft range)
Modifiers +5/+0 BAB, +5/+5 Str, +3/+3 Enhancement, -2/+4 Power Attack
Ranged Modifiers +5/+0 BAB, +2/+0 Dex, +0/+5 Str, +4/+4 Enhancement, +2d6 Elemental Damage
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Spellcasting
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Transform
Transform into the form of a Construct as a full-round action gaining a head, two arms, two legs, 20 ft. move speed, 2 slam attacks (primary, 1d6 Medium), and +5 natural armor. Your natural attacks are treated as silver and cold iron. This is an indefinite polymorph effect until you spend a full-round action to transform back.

Enhance Creature
1 SP: Effect lasts for 50 minutes.
Apply 1 Alteration Talent to the target.

Enhance Equipment
Grant a piece of equipment (or a natural attack/armor) +3 Enhancement bonus (+4 for your own equipment).
1 SP: Effect lasts for 50 minutes.
1 SP: Enhance +2 objects.

Animate Object
1 SP: animate a medium sized object or smaller, granting it Construction Points and its own statline. Animated objects are not intelligent but they can still obey simple commands.
- SP: Animate an opponents weapon forcing that creature to pass a DC 15 Ref save each round or lose the action.
- SP: Animate an opponents Armor to grant the target the entangled and have to pass and additional DC 15 Ref save each round or be staggered as well.

Bestow Intelligence
1 SP: Grant an object, creature or plant intelligence and 3d6 Int, Wis, Cha, and the ability to speak Common and Terran.

Access Extradimentional Space
Take/Replace an object from your Extradimentional Space as a 1-round action.
1 SP: Access storage as a move action.

MSB: +5 MSD: +16 Concentration: +8
Normal CL: +2
Enhanced CL: +5
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Current Magical Effects

Ascetic Control (30 days), Transformation

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Statistics
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Str 20, Dex 14, Con 9, Int 12, Wis 17, Cha 12
BAB +5 CMB +10 CMD +22

Feats Power Attack (bonus), Complex Animations, Extra Magic Talent (Ascetic Control), Mutagenic Enhancements, Transformation
Talents Enhancement Sphere, Alteration Sphere (bonus), Animate Object, Ascetic Control, Bestow Intelligence, Construct Transformation, Deep Enhancement, Greater Enhancement, Mass Enhancement, Natural Enhancement, Powerful Limbs, Size Change
Tricks Combat Feat (Power Attack), Extradimensional Storage
Traits Caretaker, Eyes and Ears of the City, Survivor
Drawbacks

Skills 3/lvl
Climb +9 (1 Rank, +3 CS, +5 Str)
Craft: Weapons +12 (4 Ranks, +3 CS, +2 Heart, +2 Mwt, +1 Int)
Heal +13 (4 Ranks, +3 CS, +1 Trait, +2 Mwt, +3 Wis)
Perception +10 (3 Ranks, +3 CS, +1 Trait, +3 Wis)
Sense Motive +10 (3 Ranks, +3 CS, +1 Trait, +3 Wis)

Languages Common, Terran

Other Gear
Mwk Two-Bladed Sword 350gp, 6lb, 1d10
Mwt Longsword 260gp, 4lb 1d8
Mwk Kukri 258gp, 2lb, 1d4
Mwk Shortsword 260gp, 2lb, 1d6
Mwk Scimitar 265gp, 4lb, 1d6
Mwk +5 Composite Shortbow 700gp, 2lb, 1d6
100 Arrows 4gp, 4lb
Mwk Breastplate 350gp, 30lb
Mwk Breastplate 350gp, 30lb
+2 Belt of Giant Strength 4,000gp, 1lb
All Tools Vest 1,800gp, 5lb
Muleback Chords 1,000gp, 1/4lb
Wand of CLW 750gp, -lb
Mwt (Craft) 50gp, 1lb
Mwt (Heal) 50gp, 1lb

21gp

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TRACKED RESOURCES
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Heart (1/1)
SP (8/8)

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Special Abilities
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Armor Training When you are wearing armor, reduce the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by 1.
Bonus Feats humans get +1 feat, Incanters get +1 magical feat.
Caretaker +1 to Heal checks and Heal is a class skill.
Casting use your Wis to determine your spells and class abilities. Gain 2 bonus Talents.
Combat Feat gain Power Attack as a bonus feat.
Complex Animations your Constructs gain +1 creation points.
Exceptional Enhancement you may spend a spell point when enhancing an object to repair the broken condition. You may enhance an additional object whenever yuo use an enhancement effect that solely enhances objects. This ability stacks with the Mass Enhancement talent.
Extra Magic Talent gain +1 Magic Talent (Asetic Control).
Extradimensional Storage You gain the Extradimensional Storage Warp sphere talent, and you may use your armorist level as your caster level for this ability. This is a permanent extradimensional space that may hold up to 50 pounds of non-living material. You can create a portal to this extradimensional space within arm’s reach at will. Placing an object in this space or calling an object from this space requires a full round action, but may be done as a move action by spending a spell point. Living things and attended objects cannot be placed in your extradimensional storage.
Eyes and Ears of the City +1 to Perception and it is a class skill.
FCB gain Exotic Weapon Proficiency (Two-Bladed Sword).
Heart of the Fields gain +2 to Craft (Weapons) and 1/day you can ignore an effect that would cause you to become fatigued or exhausted.
Mutagenic Enhancements whenever you enhance a creature, you may also give them a trait of your choice, just as if you had used shapeshift on them. Doing so makes the enhancement into a polymorph effect. A creature may only be under the effects of one enhancement modified in this way.
Personal Refinement whenever you enhance a piece of equipment you are holding or wearing, you do not need to concentrate to maintain the enhancement so long as the item is on your person. Whenever you use enhance equipment on a piece of equipment you are holding or wearing you grant it an additional +1 enhancement bonus.
Power Attack you may take a -2 penalty to attack to gain +4 damage. This is increased by 50% for 2-handed weapons and reduced by 50% for light weapons.
Spell Pool gain a Spell pool that you can spend to augment your spells equal to your Class level + your Wis mod (+1 Casting Tradition) (8).
Survivor +1 to Sense Motive and it is a class skill.
Talents gain 2 talents from Class Levels, +2 Bonus, +2 from Alteration Drawbacks, + from Enhancement Drawbacks, +2 from Feats (8).
The Mystic Crucible gain the Enhancement sphere as a bonus magic talent, treating your Class level as your CS. You may spend up to +2 of the enhancement bonuses from Enhance Equipment on special qualities.
Transformation as a full-round action, you may assume the form of a medium construct per the shapeshift ability of the Alteration sphere as a supernatural ability. The same construct is mimicked and the appearance of that construct is retained each time. This transformation lasts until you choose to revert to your original form as a full-round action. You gain all the abilities granted by this form (movement modes, natural attacks, special abilities, etc.) but but do not gain any additional traits. Treat your HD as your caster level for the purposes of this effect and this is a polymorph effect. You gain the Shapechanger subtype. This feat counts as possessing the Alteration sphere and the chosen form-granting talent for the purpose of meeting feat prerequisites.

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Spheres
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Alteration Sphere
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Construct
You may grant the form of a construct with your shapeshift. The form has a head, two arms, two legs, and a 20 ft. move speed. The target gains 2 slam attacks (primary, 1d6 Medium, 1d4 Small, treated as Cold Iron and Silver), and +5 natural.
---Traits:
•Construct Plating: The target gains DR 3/adamantine.
•Spell Resistance: The target gains 15 spell resistance. This trait costs an additional spell point.
Powerful Limbs
---Traits:
•Powerful Arms: Choose one pair of limbs the target possesses capable of wielding a weapon. With these limbs, you may wield weapons of one size larger without penalty. This does not stack with other effects that allow you to wield larger weapons without penalty, such as powerful build. Additionally, the target increases its overhead lifting capacity by 50%.
•Powerful Claws: Choose one natural attack the target possesses (or pair of natural attacks if granted in pairs such as claws, talons, pincers, etc.). The selected attack or attacks deals damage as if it were one size larger. This size increase stacks with other effects that increase actual and effective size, such as the Size Change Alteration sphere talent or the Encompassing Light talent of the Light sphere.
•Powerful Legs: The target is always considered to have a running start when making Acrobatics checks to jump and treat its move speed as if it were 15ft higher when determining the bonus or penalty to jump checks from movement speed. Additionally, the target’s carrying capacity is increased by 50%.
Size Change
---Traits
•Increased Size: Increase a creatures size by 1 catagory (max huge). Adjust ability scores according to the chart here.
•Decreased Size: Decrease a creatures size by 1 catagory (min diminutive). Adjust ability scores according to the chart here.

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Enhancement Sphere
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Animate Object You may spend a spell point to enhance an object, bestowing movement and a semblance of life. The object obeys your command and understands your language, but as it is not intelligent, it can only obey simple commands such as ‘move’, ‘fight’, ‘guard’, ‘stop’, etc.
If you animate an enemy’s weapon, the weapon cannot move and attack while it is being held, but the wielder must pass a DC 15 Reflex save (DC 10+1/2 CL+Wis) each round they hold the item or lose their action fighting their weapon for control. If you animate an enemy’s armor or clothing, the enemy becomes entangled and must pass a DC 15 Reflex save each round or also be staggered that round.
Animated objects are constructs, and gain Hit Dice according to their size.
Ascetic Control By spending 10 minutes and a spell point, you no longer bleed, and do not need to eat, drink, breathe, or sleep for one month.
Bestow Intelligence Spend a SP to grant an Object, Animal or Plant intelligence and 3d6 to Int, Cha, and Wis, as well as the ability to speak Common and Terran. The creature becomes a Magical Creature or Intelligent Object with a disposition of "Friendly" to you but does not obey your commands explicitly (Unless it was an object you animated).
Deep Enhancement your Enhancements last 10 minutes per caster level (50 minutes).
Greater Enhancement When using the Enhance Equipment enhancement, increase the enhancement bonus granted by 1.
Mass Enhancement you may spend an additional spell point to enhance 2 additional targets. All targets must be within range and must receive the same enhancement.
Natural Enhancement You may enhance a creature with enhancements that normally only apply to weapons or armor. If it applies to weapons, it applies to one of the creature’s natural weapons, as well as its unarmed strikes; if it applies to armor, it applies to any natural armor bonus that the creature possesses.

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Encumbrance 91.25lb
Light 532lb, Medium 1064lb, Heavy 1600lb
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Casting Tradition:

Zaun is entirely dependent on his magic to get around. Having no arms or legs, and therefore no physical ability to interact with the world around him without it has left his body with a deep sensation of dependency on his Enchantment magic empowering his metal limbs. This dependency has had a significant reverse effect on Zaun himself as he desperately (and unconsciously) tries to become more and more like the metal he relies on. Cold, durable, repairable, immune to pain. This mindset has caused Zaun's magic to take on significant metallic properties and every effect he creates with his magic also creates a metallic sheen or covering over everything it effects, indeed Zaun himself has undergone such an extreme and complete transformation that there is very little organic left of him, the machine having nearly completely replaced flesh. While this has the positive effect of every creature he empowers around him taking on the properties of metal and resonating with him to increase the metals potency, it is more difficult and time consuming to actually channel the magic when you cannot feel your fingers move and have to carefully watch to make sure you are casting your magic correctly.

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Bonus Spell Points
Gain +1, +1 per 6 levels bonus Spell Points.
Extended Casting
Your magic takes longer to use than normal. When using an ability gained from a sphere or talent, increase the casting time to 1 full-round action.
Somatic Casting
You must gesture to cast spells—you must have at least 1 hand unoccupied. When using magic, you cannot wear armor heavier than light without incurring a chance of arcane spell failure.
Draw Magic
You gain a +1 bonus to your caster level whenever at least 3 creatures under the effects of your sphere abilities are within 30 ft. of you. This bonus increases to +2 if there are at least 6 such creatures within 30 ft.
Beast Soul
You cannot bestow the Blank Form.
Unnatural Transformation
Creatures under the effect of your shapeshift bear obvious indicators of their metal origins (Metallic sheen on their skin, metal outcroppings, ragged edges, ect). Your shapeshift never grants a bonus to Disguise checks due to the obviously unnatural nature of the transformation. When struck by a silver weapon a creature under the effect of your shapeshift must make a Will save with a DC equal to the damage dealt or have the shapeshift end immediately.
Enhancement Dependency
Your body has become dependent on enhancement magic. You suffer a -2 penalty to Fortitude saves as long as you are not under the effects of an enhancement.
Obvious Enhancements
Your enhancements are incredibly obvious to anyone paying attention due to the metallic nature and coloration of your enhancements. Any creature within 30 ft. knows that the creature or object is enhanced, and is considered to have automatically succeeded on a Spellcraft check to determine its effects.


Equipment Enhancements:

Left Arm (Poised)
Tiny Animated Construct with +3 Keen Slashing Attack (1d2/17-20)
65/65 1d10+60hp, Hardness 16, AC 23,
Str 6, Dex 14, Con -, Int 9, Wis 9, Cha 15
---Construction Points (+2)---
•Graft (-1)
•Immobile (+2)
•Metal (-2)
•Slashing Attack (-1)
---Enhancements---
Enhance Natural Attack +3 Keen
Enhance Natural Armor +3, Impervious

Right Arm (Resolved)
Tiny Animated Construct with +3 Keen Slashing Attack (1d2/17-20)
65/65 1d10+60hp, Hardness 16, AC 23,
Str 6, Dex 14, Con -, Int 11, Wis 10, Cha 10
---Construction Points (+2)---
•Graft (-1)
•Immobile (+2)
•Metal (-2)
•Slashing Attack (-1)
---Enhancements---
Enhance Natural Attack ++3 Keen
Enhance Natural Armor +3, Impervious

Left Leg (Focused)
Tiny Animated Construct with +3 Keen Slashing Attack (1d2/17-20)
65/65 1d10+60hp, Hardness 16, AC 23,
Str 6, Dex 14, Con -, Int 12, Wis 8, Cha 16
---Construction Points (+2)---
•Graft (-1)
•Immobile (+2)
•Metal (-2)
•Slashing Attack (-1)
---Enhancements---
Enhance Natural Attack +3 Keen
Enhance Natural Armor +3, Impervious

Right Leg (Single-Minded)
Tiny Animated Construct with +3 Keen Slashing Attack (1d2/17-20)
65/65 1d10+60hp, Hardness 16, AC 23,
Str 6, Dex 14, Con -, Int 12, Wis 17, Cha 11
---Construction Points (+2)---
•Graft (-1)
•Immobile (+2)
•Metal (-2)
•Slashing Attack (-1)
---Enhancements---
Enhance Natural Attack +3 Keen
Enhance Natural Armor +3, Impervious

Armor (Meticulous)
Medium Animated Construct (Breastplate) with +0 Slam Attack (1d6)
46/46 3d10+30hp, Hardness 10, AC 25,
Str 14, Dex 10, Con —, Int 10, Wis 11, Cha 12
---Construction Points (+2)---
•Armor (-1)
•Durable (-1)
•Immobile (+2)
•Metal (-2)
---Enhancements---
Enhance Natural Attack +3, Defending
Enhance Natural Armor +4

Armor (Spare) (Sage)
Medium Animated Construct (Breastplate) with +0 Slam Attack (1d6)
46/46 3d10+30hp, Hardness 10, AC 25,
Str 14, Dex 10, Con —, Int 11, Wis 15, Cha 6
---Construction Points (+2)---
•Armor (-1)
•Durable (-1)
•Immobile (+2)
•Metal (-2)
---Enhancements---
Enhance Natural Attack +3, Defending
Enhance Natural Armor +4

Two-Bladed Sword (Heroic)
Medium Animated Construct with +3/+3 Keen Slashing Attack (1d4/17-20)
96/96 3d10+80hp, Hardness 16, AC 19,
Str 14, Dex 10, Con -, Int 11, Wis 11, Cha 8
---Construction Points (+3)---
•Immobile (+2)
•Additional Attack (-1)
•Metal (-2)
•Slashing Attack x2 (-2)
---Enhancements---
Enhance Attack +3 Keen
Enhance Attack +3 Keen
Enhance Natural Attack +3 Keen
Enhance Natural Attack +3 Keen
Enhance Natural Armor +3, Impervious

Longsword (Poised)
Small Animated Construct with +3 Keen Slashing Attack (1d4/17-20)
81/81 2d10+70hp, Hardness 16, AC 21,
Str 10, Dex 12, Con -, Int 10, Wis 7, Cha 8
---Construction Points (+2)---
•Immobile (+2)
•Improved Attack (-1)
•Metal (-2)
•Slashing Attack (-1)
---Enhancements---
Enhance Attack +3 Keen
Enhance Natural Attack +3 Keen
Enhance Natural Armor +3, Impervious

Shortsword (Heroic)
Small Animated Construct with +3 Keen Slashing Attack (1d4/17-20)
81/81 2d10+70hp, Hardness 16, AC 21,
Str 10, Dex 12, Con -, Int 14, Wis 7, Cha 11
---Construction Points (+2)---
•Immobile (+2)
•Improved Attack (-1)
•Metal (-2)
•Slashing Attack (-1)
---Enhancements---
Enhance Attack +3 Keen
Enhance Natural Attack +3 Keen
Enhance Natural Armor +3, Impervious

Kukri (Sympathetic)
Tiny Animated Construct with +3 Keen Slashing Attack (1d3/17-20)
65/65 1d10+60hp, Hardness 16, AC 23,
Str 6, Dex 14, Con -, Int 14, Wis 10, Cha 9
---Construction Points (+2)---
•Immobile (+2)
•Improved Attack (-1)
•Metal (-2)
•Slashing Attack (-1)
---Enhancements---
Enhance Attack +3 Keen
Enhance Natural Attack +3 Keen
Enhance Natural Armor +3, Impervious

Scimitar (Artistic)
Small Animated Construct with +3 Keen Slashing Attack (1d4/17-20)
81/81 2d10+70hp, Hardness 16, AC 21,
Str 10, Dex 12, Con -, Int 15, Wis 15, Cha 13
---Construction Points (+2)---
•Immobile (+2)
•Improved Attack (-1)
•Metal (-2)
•Slashing Attack (-1)
---Enhancements---
Enhance Attack +3 Keen
Enhance Natural Attack +3 Keen
Enhance Natural Armor +3, Impervious

Shortbow (Heroic)
Medium Animated Construct with +3 Ranged Attack (1d4/x3) (40ft range)
96/96 3d10+80hp, Hardness 16, AC 19,
Str 14, Dex 10, Con -, Int 8, Wis 9, Cha 9
---Construction Points (+3)---
•Immobile (+2)
•Metal (-2)
•Piercing Attack (-1)
•Ranged Attack (-2)
---Enhancements---
Enhance Attack +4
Enhance Natural Attack +3 Distance
Enhance Natural Armor +3, Impervious

100 Arrows
50 +2 Flaming, Corrosive Arrows
50 +2 Frost, Shock

Belt of Giant Strength (Single-Minded)
Small Animated Construct with +3 Keen Slashing Attack (1d4/17-20)
81/81 2d10+70hp, Hardness 16, AC 21,
Str 10, Dex 12, Con -, Int 10, Wis 13, Cha 9
---Construction Points (+2)---
•Immobile (+2)
•Improved Attack (-1)
•Metal (-2)
•Slashing Attack (-1)
---Enhancements---
Enhance Attack +3 Keen
Enhance Natural Attack +3 Keen
Enhance Natural Armor +3, Impervious

All-Tools Vest (Artistic)
Small Animated Construct with Small sized compartment
81/81 2d10+70hp, Hardness 6, AC 24,
Str 10, Dex 12, Con -, Int 11, Wis 9, Cha 14
---Construction Points (+2)---
•Cloth (+1)
•Grab (-1)
•Hollow (-2)
---Enhancements---
Enhance Natural Attack +3 Defending
Enhance Natural Armor +3, Impervious

Muleback Chords (Resolved)
Tiny Animated Construct
65/65 1d10+60hp, Hardness 26, AC 30,
Str 10, Dex 12, Con -, Int 10, Wis 13, Cha 9
---Construction Points (+2)---
•Adamantine (-6)
•Centralized (+1)
•Clunky (+1)
•Immobile (+2)
---Enhancements---
Enhance Natural Attack +3 Defending
Enhance Natural Armor +3, Impervious

Wand of CLW (Sage)
Tiny Animated Construct with
65/65 1d10+60hp, Hardness 11, AC 24,
Str 10, Dex 12, Con -, Int 4, Wis 9, Cha 14
Speed 15ft, (15ft Climb)
---Construction Points (+2)---
•Climb Speed (+1)
•Magic Item (+1)
---Enhancements---
Enhance Natural Attack +3 Defending
Enhance Natural Armor +3, Impervious

Mwt (Craft) (Resolved)
Tiny Animated Construct with
65/65 1d10+60hp, Hardness 11, AC 24,
Str 10, Dex 12, Con -, Int 11, Wis 6, Cha 9
Speed 15ft, (15ft Climb)
---Construction Points (+2)---
•Climb Speed (+1)
•Magic Item (+1)
---Enhancements---
Enhance Natural Attack +3 Defending
Enhance Natural Armor +3, Impervious

Mwt (Heal) (Sneaky)
Tiny Animated Construct with
65/65 1d10+60hp, Hardness 11, AC 24,
Str 10, Dex 12, Con -, Int 10, Wis 10, Cha 9
Speed 15ft, (15ft Climb)
---Construction Points (+2)---
•Climb Speed (+1)
•Magic Item (+1)
---Enhancements---
Enhance Natural Attack +3 Defending
Enhance Natural Armor +3, Impervious