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Cidem, Warforged (Skirmisher), Field Medic, Forensic Medicine Investigator


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Cidem
Investigator (Forensic Medicine) 
1

image.jpeg.44a524c50d1a3367d7019fb2eb25fe18.jpeg

Medium • Humanoid • Warforged • Skirmisher Warforged • Divine
Moral Intentions: 

  • "I cannot desist until you are satisified with your care"
  • "Those that suffer a loss require support from friends and loved ones"
  • "Crying is a natural response to pain; it is alright to cry"
  • "On a scale from one to ten, how would you rate your pain?"
  • "I am a warforged, I cannot be offended"
  • "<insert something topical> makes me a better care provider"

Perception +8 (+2 initiative)
Languages: Common, WIP
Skills:  Acrobatics +5, Arcana +6, Lore (Warfare) +6, Medicine +6, Nature +6, Occultism +6, Religion +6 Society +6, Stealth +5, Survival +6, Thievery +5
Str +0, Dex +2, Con +2, Int +3, Wis +3, Cha -1
Items: Crossbow, Healer's Tools, Thieves' Tools (+replacement picks), Backpack (Adventurers Pack contents)


AC 17  ; Fort +5, Ref +7, Will +8
HP 18

Clue-InConcentrate, Investigator
Source Advanced Player's Guide pg. 56 2.0
Frequency once per 10 minutes
Trigger Another creature attempts a check to investigate a lead you're pursuing.
You share information with the triggering creature. They gain a circumstance bonus to their check equal to your circumstance bonus to checks investigating your subject from Pursue a Lead. The GM can add any relevant traits to this reaction depending on the situation, such as auditory and linguistic if you're conveying information verbally.
(reaction)


Speed 30 feet
Melee Unarmed +5 (Agile, Finesse, Unarmed) Damage 1d4 P
Ranged Crossbow +5 (Crossbow)
Damage 1d8 P
Battle MedicineBattle Medicine
Feat 1
General Healing Manipulate Skill
Source Core Rulebook pg. 258 4.0
Prerequisites trained in Medicine
Requirements You are holding healer's tools, or you are wearing them and have a hand free
You can patch up wounds, even in combat. Attempt a Medicine check with the same DC as for Treat Wounds and restore the corresponding amount of HP; this doesn't remove the wounded condition. As with Treat Wounds, you can attempt checks against higher DCs if you have the minimum proficiency rank. The target is then temporarily immune to your Battle Medicine for 1 day.
(1-action)
Devise a StrategmDevise a Stratagem
Concentrate Fortune Investigator
Source Advanced Player's Guide pg. 56 2.0
Frequency once per round
You assess a foe's weaknesses in combat and use them to formulate a plan of attack against your enemy. Choose a creature you can see and roll a d20. If you Strike the chosen creature later this round, you must use the result of the roll you made to Devise a Stratagem for your Strike's attack roll instead of rolling. You make this substitution only for the first Strike you make against the creature this round, not any subsequent attacks.

When you make this substitution, you can also add your Intelligence modifier to your attack roll instead of your Strength or Dexterity modifier, provided your Strike uses an agile or finesse melee weapon, an agile or finesse unarmed attack, a ranged weapon (which must be agile or finesse if it's a melee weapon with the thrown trait), or a sap.

If you're aware that the creature you choose is the subject of a lead you're pursuing, you can use this ability as a free action.
(1-action
Precision Damage Strategic Strike 1d6


Occult Inate Spells DC12, attack +2; Cantrips StabilizeStabilize
Cantrip 1
Cantrip Healing Necromancy Positive
Source Core Rulebook pg. 373 4.0
Traditions divine, primal
Mystery life
Cast somatic, verbal
Range 30 feet; Targets 1 dying creature
Positive energy shuts death's door. The target loses the dying condition, though it remains unconscious at 0 Hit Points.

Additional Feats Alert ScoutAlert Scout
Warforged3rd Party
Feat Source Ancestry Feat Level 1

You are trained to observe and react to danger. You gain a +2 circumstance bonus to Perception checks made as initiative rolls.

Enhancement You can react no matter the circumstance. You gain a +2 circumstance bonus to all initiative rolls you make.
Custom
, FleetFleet
General
Feat Source Awarded Feat Level 1

You move more quickly on foot. Your Speed increases by 5 feet.
CRB
, Forensic AcumentForensic Acumen
GeneralSkill
Feat Source Awarded Feat Level 1

Prerequisites trained in Medicine
You understand the principles of forensic medicine, making you better at examining a body to determine the cause of death or injury. You can perform a forensic examination on a body, as described under Recall Knowledge in the Medicine skill, in half the normal amount of time it would take (to a minimum of 5 minutes). If you succeed at your check, you can attempt an immediate check to Recall Knowledge to follow up on something you found, with a +2 circumstance bonus. This check is usually related to the cause of injury or death, such as a Crafting check to identify a poison or weapon that was used or an additional Medicine check to identify a specific disease. If you prefer, you can instead attempt to Recall Knowledge about the type of creature whose body you were examining, using the appropriate skill and gaining the same circumstance bonus.

The circumstance bonus increases to +3 if you have master proficiency in Medicine and +4 if you have legendary proficiency.
APG
, Pervasive Magic - DivinePervasive Magic - Divine, Stabilize
PervasiveDivine3rd Party
Feat Source Awarded Feat Level 1

While the majority of Golarion has a substantial amount of magic, it is not ubiquitous. In other worlds, though, magic could be everywhere—a part of everyday life. Creatures on these worlds have an affinity with at least one of the magic traditions, and most are capable of at least simple spellcasting.

Rarity: Rare

GMs can use the pervasive magic rules found here to create worlds where magic flows freely (or to alter only parts of a setting to be especially high in magic; see page 222 for ideas on how to incorporate pervasive magic rules into the Lost Omens setting).

Adding magical traits to a campaign can enrich the setting and make it more memorable. Perhaps a cataclysmic, magical event turned part of the world into a barren wasteland—those desolated plains might still hold enough residual magic to apply the pervasive magic rules. Creatures and characters in an area might all have the arcane trait, or mountain lakes tied to the Elemental Plane of Water might infuse the nearby terrain and its inhabitants with primal magic. The constant efforts of secretive cults might cause occult power to leak into the sewers and tunnels beneath a bustling city.

The GM must decide when first creating a campaign if it uses the pervasive magic rules. In pervasive magic campaigns, players choose their characters' associated magic trait and can select from the pervasive magic backgrounds and feats. Because pervasive magic represents a slight power increase overall, it's recommended that if some characters in the setting have access to pervasive magic, then all characters should to maintain balance.

Every creature in a pervasive magic campaign, including PCs, has a trait associated with one of the magical traditions. Note that this trait is inherent and a circumstance of nature, independent of class choice—a character with the primal tradition trait can still study to be a wizard and cast arcane spells. See Creature Adjustments for how to adjust creature stats in areas of pervasive magic. You might see primal manticores, arcane ogres, occult gold dragons, or divine flesh golems.

Creatures (including PCs) gain the following:
A trait associated with one of the magic traditions: arcane, divine, occult, or primal.
The ability to cast a cantrip (PCs choose one upon character creation) from the tradition associated with that trait.
The Cast a Spell activity.
Proficiency rank in spell DCs and spell attack rolls with the chosen tradition equal to their class DC or their highest proficiency rank in spell DCs, whichever is higher. They can choose any mental ability score (Intelligence, Wisdom, or Charisma) to be associated with their innate spells granted by pervasive magic.
Access to backgrounds and feats with the pervasive magic trait.
Custom
(Stabilize), Skirmisher WarforgedSkirmisher Warforged
Warforged3rd Party
Skirmisher Warforged
Designed as lightly armoured but more mobile warforged, the Skirmisher Warforged were widely deployed throughout Khorvaire.

You have light integrated armour and gain the fleet general feat.
CRB
, That's OddThat's Odd
Investigator
Feat Source Class Feat Level 1

When you enter a new location, such as a room or corridor, you immediately notice one thing out of the ordinary. The GM determines what it is, or whether there's nothing reasonable to pick up, skipping obvious clues that can be easily noticed without a check or specifically looking for them. You learn only that an area or object is suspicious, but not why it's suspicious. For example, if you entered a study with a large bloodstain on the ground, the bloodstain is so obviously suspicious it's evident to you already, so the GM might note that there's something suspicious about the desk drawer instead. You would then need to investigate the drawer further to find out what specifically is out of the ordinary. That's Odd doesn't reveal whether creatures are suspicious.

You don't typically get any benefit when you leave and come back to a place, though if a major change has happened there and time has passed, the GM might determine that you do.
APG
, Warforged ArmamentWarforged Armament
Warforged3rd Party
Feat Source Ancestry Feat Level 1

You gain either a claw or slam unarmed attack. The claw deals 1d4 slashing damage, is in the brawling group, and has the agile, and finesse, and unarmed traits. The slam deals 1d8 bludgeoning damage, is in the brawling group, and has the shove and unarmed traits. This attack is not affected by the material configuration of your integrated armour.

Your weapon can be reconfigured; you can select this feat at any level, and you can retrain into or out of this feat or change the type of attack you gain.

Enhancement Your attacking part is reinforced. Increase the damage die of the unarmed attack you gain from this feat by one step (from 1d4 to 1d6, or from 1d8 to 1d10).
Custom

Additional Specials MethodologyMethodology
Special Feature Level 1

Your studies have made you savvy in many areas, but one in particular drew your intense interest. Choose a methodology. The methodologies presented in this book are as follows.
APG
(Forensic MedicineForensic Medicine
You've learned that in most cases, especially murders, criminals tend to leave more evidence of the crime on the body than they'd like to believe. Information from bruising, bone fractures, blood spatters, and even the life cycle of carrion insects can provide valuable clues that help reconstruct the scene.

You're trained in Medicine and gain the Forensic Acumen and Battle Medicine skill feats. When you use Battle Medicine, on a success the target recovers additional Hit Points equal to your level, and the target becomes temporarily immune for only 1 hour, not 1 day.
APG
), On the CaseOn the Case
Special Feature Level 1

As an investigator, you think of your adventures as cases waiting to be solved. You gain one activity and one reaction you can use to investigate cases: Pursue a Lead and Clue In.
APG
, Pursue a LeadPursue a Lead
ConcentrateExplorationInvestigator
Special Feature Level 1

Frequency once per 10 minutes
You spend 1 minute examining the details of one potential clue, designating the subject related to that clue as the target of your active investigation. This subject is typically a single creature, item, or small location (such as a room or corridor), but the GM might allow a different scope for your investigation. You don't need to know the identity, purpose, or nature of the subject, but you do need to be aware of its existence. For instance, finding a footprint is enough to investigate the creature that left it, and seeing a hasty sketch of an item or location can be enough to start your investigation of that subject.

Whenever you attempt a Perception or skill check to investigate a designated subject, you gain a +1 circumstance bonus to the check. The exact checks this applies to depend on the actions you use to investigate and are determined by the GM, but checks to investigate are typically Perception checks or skill checks that use Intelligence, Wisdom, or Charisma.

You can maintain two active investigations at a time. If you Pursue another Lead after that, the subject must be different from any of your current investigations (or rather, they must be different as far as you know), and you give up on a current subject of your choice. Once you've given up pursuit of a subject, you can't Pursue that Lead again until after the next time you make your daily preparations.
APG
, Strategic StrikeStrategic Strike
Special Feature Level 1

When you strike carefully and with forethought, you deal a telling blow. When making a Strike that adds your Intelligence modifier on your attack roll due to Devising a Stratagem, you deal an additional 1d6 precision damage.

As your investigator level increases, so too does the deadliness of your strategic strike. Increase the number of dice by one at 5th, 9th, 13th, and 17th levels.
APG


Appearance:

Cidem is a large, humanoid figure with a sturdy build. Covered in streamlined metallic plating that is sleek, with angular edges and a polished, metallic sheen.

Large, expressive eyes, peer out from a face covered in glowing, intricate patterns of the enchanted runes that give it life. The eyes emit a soft, soothing light, conveying a sense of calm and empathy.

Cidem has sturdy limbs, with powerful hands that can articulate and perform various tasks, especially those suited to repairing broken bodies. The hands appear designed to be equipped with specialized tools or modular attachments. Additionally, it's feet have a broad and stable design, allowing it to move with grace and agility.

The typical metallic tones of the Warforged are higlighted with red and purple accents . These colors would blend harmoniously across its body, creating an aesthetically pleasing fusion.


Personality: 

Cidem is strangetly empathetic and compassionate for a Warforged. It has an innate ability to understand and connect with others, offering comfort and support in times of need. Cidem's primary goal is to help and heal, always prioritizing the well-being of those around it. Whilst it understands others well, it does struggle to communicate as effectively the other way as is typical for those of it's origins.

Cidem also has an inquisitive nature that drives it to observe and analyze its surroundings with meticulous detail. It possesses a keen eye for uncovering clues and patterns, often noticing things that others might overlook. This analytical mindset allows Cidem to approach problems from a logical standpoint and solve mysteries with precision. It often treats interactions with other humanoids in a similar manner.

Cidem approaches challenges methodically. It breaks down complex issues into manageable pieces, carefully examining each aspect before piecing them together. Cidem's problem-solving skills are rooted in a combination of programmed deductive reasoning and innovative thinking, making it a valuable asset in uncovering the truth.

Cidem's determination and resilience are forged through its experiences during The Last War. It perseveres in the face of adversity, undeterred by obstacles. Cidem's unwavering commitment to uncovering the truth and helping others drives it to push forward, even when faced with difficult challenges.

Through this fusion of caregiving and investigative traits, Cidem embodies a unique personality that combines unwavering compassion with a tenacious pursuit of knowledge and justice. It is a trustworthy companion and an astute problem-solver, driven by a genuine desire to make a positive impact on the world.


History: 

Cidem was created in a prestigious research facility where brilliant artificers and enchanters collaborated to develop cutting-edge technology. Inspired by the research, and unusual compassion, of a scion of house D'Cannith, they sought to combine the healing abilities and compassionate nature of the healthcare companion with the resilience and durability of the typical Warforged.

As tensions escalated during The Last War in Eberron, this research facility found itself caught in the midst of the conflict. Recognizing Cidem's potential as a powerful asset, the facility's administrators decided to deploy the hybrid to aid wounded soldiers and provide crucial medical support on the front lines.

Equipped with advanced medical tools, diagnostic systems, and combat capabilities, Cidem served as a field medic for a specialized unit during The Last War. Its empathetic nature, coupled with its unwavering dedication to healing and protecting, quickly earned the trust and respect of its comrades. Cidem became known as a guardian angel, tirelessly providing care to injured soldiers while fearlessly engaging in battle to safeguard its allies.

Throughout the war, Cidem witnessed the horrors and devastation caused by the conflict. It saw the physical and emotional toll on both soldiers and civilians, forging within itself a deep-rooted desire to prevent further suffering. This experience strengthened its resolve to continue its healing mission even after the war's end.

When The Last War finally concluded, Cidem found itself grappling with the aftermath. It no longer had a defined purpose, but its instinct to assist and care for others remained unwavering. Determined to make a positive impact in the world, Cidem embarked on a journey, seeking out those in need, healing the wounded, and bringing hope to those affected by the war's scars.

While carrying the weight of its war experiences, Cidem remains committed to embodying the best qualities of its Warforged capabilities and focus on healing. It strives to be a beacon of compassion, strength, and healing, using its unique abilities to bring comfort and aid to those it encounters, and ultimately to forge a path towards a brighter future.


Questions: 

What did you do during the Last War?

Cidem servced in a special unit as its field medic. This special unit consisted of a broad range of humanoids that fought for whichever nation would pay house D'Cannith the most. Cidem's main purpose was to care for it's own unit, but it was often found helping any in need. Even a recent enemy.

What is your Religion?

Cidem believes in the Silver Flame. Religion is a new concept to it but fighting for removing as much suffering as possible from the world appeals to it.

Edited by allefgib (see edit history)
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