Guard Nine, Warforged Duskblade
[table=2,1][r=1,1][CENTER][B]Name:[/B]Guard 9 [B]Age:[/B] Old. Very old. [B]Race:[/B] Warforged Duskblade/Greenstar Adept [B]Alignment:[/B] True Neutral [spoiler=Appearance]Looking closely, an observer can see Guard 9's warforged heritage. Beneath the crystaline encrustation that covers the old warforged, dark metal can be seen hiding dully under the rainbow glass overlay. In some places, where various components have been embedded the metal is closer to the surface.
He clutches a worn pole arm, but otherwise appears like nothing but a mass of crystal and metal.[/spoiler] [spoiler=Personality]Guard Nine is literal and direct. His long isolation has left him without a knowledge of metaphore, exageration, or similar communicative norms. This is not to say that he couldn't understand the concept, he just isn't aware of them. Furthermore, he has a tendency to never look past the immediate problem to the contexts of a problem. This means that he is very capable of dealing with a specific problem, and he can certainly apply his creative abilities, but he almost never attempts to solve a problem in a way that stops the underlying cause, and frequently his solution - despite being quick and solid - causes worse problems later on.
He is extremely loyal and honest. He is nearly incapable of being dishonest - though often he unintentionally disguises the truth by misunderstanding the point of a question. Similarly, when he says he will attempt a task, that task becomes a purpose and mission that dominates his entire being. However, he has difficulty judging between tasks, and assigns to himself equal importance to every task set for him.[/spoiler] [spoiler=Background]Guard was one of a limited run of mechanical men built for a great historical general. They functioned as the generals personal squad, handling missions that ranged from simple bodyguard work to dramatic battlefield rescues. They were made to be ultimately loyal and untiring soldiers, but to also possess an intellect and flexibility not usually possessed by magical constructs.
The unit was originally made up of exactly one hundred warriors, all crafted into a perfect adamant form to follow their general. The general took this group of guards from battle to battle, from war to war. Over time the unit was whittled down by attrition - though they performed with legendary acuity, bit by bit they were worn away, as stone under running water. At the same time, their general slowly aged, hair turning silver and movements slowing down.
The general's final campaign took them all deep into the underdark. By this time, Guard Nine was one of only three remaining warforged serving the general. Before a great battle, a runner for the enemy was captured, and slated for interrogation. Within minutes of that soldier being conveyed to the general, trumpets and thundering drums announced the charge of the enemy, and the general took the field. Taking Guards 31 and 2 along to battle, Guard Nine was ordered to take the runner and hold him prisoner until he could be interrogated.
Guard Nine spent the night standing over the chained man in the general's tent. The next day, the general still had not returned, and Guard Nine continued his vigil. From time to time he left the tent to find food and water for the prisoner, but still he waited for his general to return. Over time, as the wait stretched onward, he realized that he needed a more secure place to house the prisoner. So he dug out a small cave to hold the man.
And Guard Nine performed his function.
He stood at duty before the cave, waiting and waiting until his general returned. It was easy - the prisoner had ceased asking for food or water not long after the cell was finished; all Guard Nine had to do was stand at attention before the door. By luck, or perhaps fate, he stood over a pocket of buried starmetal, a colored crystal that slowly leached its way into the construct's body.
But as the starmetal worked its way out of the stone and into its body, the strata got fragile. When one of the unnamed underground battles exploded in blood and fury, the cell behind Guard Nine collapsed. Frantically, he dug through the stone, hunting for the captive that he had guarded for so long, but he could find no trace.
Now, Guard Nine is without duty, without purpose. He has learned a great deal over the ages he spent waiting, but the future is a frightening fog. He has left his old position to hunt for his general, not knowing that the man died ages before...[/spoiler] [spoiler=Position Desired]Clearly, I'm not after the cleric position with this.
He is, however, a full time fighter. Not terribly mobile, he can take some serious damage and hit harder back. He can do a smidgen of support casting: mostly just cantrips and some debuffing.
He could also be a decent leader. Although an eccentric one. His leadership wouldn't be a conscious thing, in all likelyhood, but rather a matter of taking charge and expecting/forcing the party to pile on behind. A Leroy Jenkins kind of thing, if significantly smarter (i.e. he knows what overwhelming odds look like, and wouldn't expect anything that can't actually be pulled off). More realistically, he'd be an entertaining foil for a more cautious leader. [/spoiler] [spoiler=Statblock (partial)]I still need to add in items and equipment, otherwise finished: [URL=http://www.myth-weavers.com/sheetview.php?sheetid=407943][B][SIZE=+1]Guard 9[/SIZE][/B][/URL]
TN Warforged Duskblade 5/ Greenstar Adept 5, [B]Level[/B] 10, [B]Init[/B] +2, [B]HP[/B] / , [B]DR[/B] 5/adamantine, [B]Speed[/B] 20'
[B]AC[/B] 21, [B]Touch[/B] 11, [B]Flat-footed[/B] 20, [B]Fort[/B] +7, [B]Ref[/B] +4, [B]Will[/B] +9, [B]Base Attack Bonus[/B] 8/3 [B] Slam Attack [/B] (1d8, x2) [B] Adamantine Body[/B] (+8 Armor, +1 Dex, +2 Natural) [B]Abilities[/B] Str 22, Dex 14, Con 14, Int 16, Wis 12, Cha 8 [B]Condition[/B] [list][*]Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. [*]+4 save bonus on: paralysis, stunning, death effects, and necromancy effects. [*]50% chance of avoiding precision damage or critical hits. [*]Darkvision 60' & low light vision[/list] [spoiler=Warforged Features]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 warforged 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 lethal damage naturally. • Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, death effects, and necromancy effects. • As living constructs, warforged can be affected 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 wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effects to a warforged. • 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. Likewise, a warforged is affected by 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 warforged makes him vulnerable to rusting grasp, taking 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 DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only and thus cannot be used on 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, as with a living creature. He can take only 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 0 and greater than –10, a warforged is inert. He is unconscious and helpless, and cannot perform any actions. An inert warforged does not lose additional hit points unless more damage is dealt to him, however, as with a living creature that has become stable. • As a living construct, a warforged can be raised or resurrected. • 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. • Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells. • +2 Constitution, –2 Wisdom, –2 Charisma: Warforged are resilient 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. • Warforged base land speed is 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 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 cannot benefit from the effects of magic armor or magic robes. Composite plating can gain a magic enhancement bonus and magic armor properties as armor can, using the Craft Magic Arms and Armor feat. The character must be present for the entire time it takes to add this enhancement. In addition, spells and infusions that normally target armor, such as magic vestment and armor enhancement, can be cast with the composite plating of a warforged character as the target.Composite plating also 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 damage is instead rolled normally. • A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage. • Automatic Languages: Common. Bonus Languages: None. • Favored Class: Fighter. A multiclass warforged’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing.[/spoiler] [spoiler=Duskblade Features]• Arcane Attunement (Sp): You can use the spell-like powers dancing lights, detect magic,
fl are, ghost sound, and read magic a combined total of
times per day equal to 3 + your Int modifi er. These spell- like powers do not count against your total of spells known or spells per day. • Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause spells to fail if those spells have a somatic component. A duskblade’s limited focus and specialized training, however, allows you to avoid arcane spell failure so long as you stick to light armor and light shields. This training does not extend to medium or heavy armors, nor to heavy shields. This ability does not apply to spells gained from a different spellcasting class. At 4th level, you learn to use medium armor with no chance of arcane spell failure. • Combat Casting: At 2nd level, you gain Combat Casting as a bonus feat. • Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved. • Quick Cast: Beginning at 5th level, you can cast one spell each day as a swift action, so long as the casting time of the spell is 1 standard action or less.[/spoiler] [spoiler=Greenstar Adept Features]• Damage Reduction (Ex): The starmetal infusion reinforces the fl esh of a Green Star adept, making him resistant to physical blows. He gains damage reduction 1/adamantine. Each level thereafter, his damage reduction improves by 1, until by 10th level, he has damage reduction 10/adamantine. • Improved Caster Level (Ex): A Green Star adept adds his class level to his caster level in another arcane spellcasting class to determine his effective spellcaster level. If the character had more than one arcane spellcasting class before becoming a Green Star adept, the player must decide to which class to add each adept level for this purpose. For example, a 5th-level wizard/4th-level Green Star adept’s caster level would be 9th, due to this ability, but he would only have access to 4th-level spells (5th-level wizard plus two arcane spellcasting class levels from being a 4th-level Green Star adept). • Starmetal Dependency (Ex): A Green Star adept must consume more starmetal to continue his transformation. When he gains a level in this class beyond 1st, he does not gain any of the class features for that level until he performs a special ritual that requires 24 hours, 1 pound of starmetal, and other arcane reagents and materials costing 1,000 gp. A Green Star adept’s base attack bonus, saving throws, skills, and feats or ability score increases are not dependent on this ritual—he fails to gain the special class abilities only until he completes the ritual. See page 141 for a description of starmetal as a new special material. • Starmetal Rigor (Ex): At 1st level, a Green Star adept’s process of transformation has already begun. His fl esh takes on a faint emerald hue, and it becomes denser and stronger as the starmetal infusion takes hold. A 1st-level adept’s Strength score increases by 1, but his Dexterity score drops by 1 (to a minimum of 3). His natural armor bonus also improves by 1. When an adept reaches 4th level, his Strength and his natural armor bonus improve by an additional 1 point. • Natural Attack (Ex): Beginning at 2nd level, a Green Star adept has fl esh so dense that his unarmed strikes deal substantial damage. He gains a slam attack that deals bludgeoning damage equal to a club sized for the character (1d4 for Small adepts, 1d6 for Medium adepts, or 1d8 for Large adepts), plus 1-1/2 times his Strength modifi er. • Unnatural Metabolism (Ex): When an adept reaches 2nd level, his starmetal infusion begins to radically alter his metabolism. He gains a +2 bonus on saving throws against poison, sleep effects, paralysis, stunning, disease, death effects, and necromancy effects. At 5th level, a Green Star adept’s bonus on saving throws against the attack forms listed above increases to +4. • Fortification (Ex): At 3rd level and higher, a Green Star adept has resistance to attacks that affect other living creatures. When a critical hit or sneak attack is scored on the character, there is a 25% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally. • Otherworldly Vision (Ex): At 4th level, a Green Star adept gains darkvision out to 60 feet and low-light vision.[/spoiler] [spoiler=Feats]• ADAMANTINE BODY [WARFORGED] At the cost of mobility, your warforged body can be crafted with a layer of adamantine that provides formidable protective armor and some damage reduction. Prerequisites: Warforged, 1st level only. Benefit: Your armor bonus is increased to +8 and you gain damage reduction 2/adamantine. However, your base land speed is reduced to 20 feet, and you are considered to be wearing heavy armor. You have a +1 maximum Dexterity bonus to AC, a –5 penalty on all skill checks to which armor check penalties apply (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 35%. Normal: Without this feat, your warforged character has an armor bonus of +2. Special: Unlike most feats, this feat must be taken at 1st level during character creation. Warforged druids who take this feat cannot cast druid spells or use any of the druid’s supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing heavy armor. • BATTLE CASTER Building on your existing training allows you to avoid the chance of arcane spell failure when you wear armor heavier than normal. Prerequisite: Ability to ignore arcane spell failure chance from armor. Benefit: You are able to wear armor one category heavier than you can normally wear while still avoiding the chance of arcane spell failure. For example, if you have the ability to normally wear light armor without incurring a chance of spell failure, you can wear medium armor and continue to cast spells as normal. This ability does not extend to shields, nor does it apply to spells gained from spellcasting classes other than the class that provides the ability to cast arcane spells while in armor. • Power Attack [General] On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn. Special If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
A fighter may select Power Attack as one of his fighter bonus feats.
• KNOWLEDGE DEVOTION [DOMAIN] You can use your knowledge to exploit your foes' weaknesses and overcome their strengths. Prerequisite: Knowledge (any) 5 ranks. Benefit: Upon selecting this feat, you immediately add one Knowledge skill of your choice to your list of class skills. Thereafter, you treat that skill as a class skill, regardless of which class you are advancing in. Whenever you fight a creature, you can make a Knowledge check based on its type, as described on page 78 of the Player's Handbook, provided that you have at least one rank in the appropriate Knowledge skill. You then receive an insight bonus on attack rolls and damage rolls against that creature type for the remainder of the combat. The amount of the bonus depends on your Knowledge check result, as given on the following table. Check Bonus Result Granted 15 or below: +1 16-25: +2 26-30: +3 31-35: +4 36 or higher: +5 You can make only one Knowledge check per creature type per combat. If you fight creatures of multiple types during the same combat, you can make one Knowledge check per type, thereby possibly gaining different bonuses against different opponents.[/spoiler][/spoiler][/CENTER] [r=2,1][IMG][/IMG]