Post by Klangwhyrr on Jul 2, 2014 16:07:08 GMT -5
Character Name: Klangwhyrr
Character Race: War-forged
Character Class: Bard (1) / Monk (2)
Alignment: Lawful Neutral
Deity: NA
Current Moderator: DM Nevets
Adventure: The Voyage
Gender: NA (male)
Age: Unknown
Height: 6’ 10”
Weight: 300 lbs
Eyes: Glowing Points of light that change color, based on Klangwhyrr’s mood
Hair: NA
Character Level: 3
EXP Points Gained: 3,000
EXP Needed For Next Level: 6,000
Known Languages: Common, Draconic, TBD
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Strength: 14 (+2)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 14 (+2)
Wisdom: 16 (+3)
Charisma: 8 (-1)
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Armor Class: 17 (base 10; Dex: +2; Race/Size: +2; Armor: 0; Wisdom: +3; Monk :+0
Flatfooted Armor Class: 15 (AC - Dex)
Touch Armor Class: 17 (base + Dex + Race/Size/Deflection bonus)
Special Armor Class Notes: +3 when fighting defensively
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Hit Points: 25
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Base Speed: 30'/round
Total Encumbrance: Light (40.5 lb.)
Normal Speed: 30'/round
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Save vs. Fortitude: 4 (3 ; Con: +1)
Save vs. Reflex: 7 (5; Dex: +2.)
Save vs. Will: 8 (5; Wis: +3; +2 vs Enchantments)
Special Save Notes:
(1) Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain
(2) A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.
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Initiative Modifier: +2
Base Attack Bonus: +1
Melee Attack Bonus: +3
Ranged Attack Bonus: +3
Special Combat Notes:
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Weapons:
Unarmed (1d6 +2 STR )
Longsword (1d8 +2 STR | Crit: 19 - 20/x2)
Javelin (1d6 +2 STR | Crit: 20/x2 | Range: 30/60/90/120/150)
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Skills
Total skill points earned: 44
+ Appraise 5 (Rank 1; Int+2; Synergy: +2)
Balance* 4 (Rank 1; Dex: +3)
Craft 6 (Rank 2; Int +2; Masterwork Tools: +2)
+ Decipher Script 7 (Rank: 5; Int: +2)
Escape Artist* 4 (Rank: 1; Dex: +3 )
+ Knowledge - Dungeoneering 7 (Rank: 5; Int: +2)
+ Knowledge - Geography 7 (Rank: 5; Int: +2)
+ Knowledge - History 7 (Rank: 5; Int: +2)
+ Knowledge - Local 4 (Rank: 2; Int: +2)
+ Knowledge - Nature 4 (Rank: 1; Int: +2)
+ Knowledge - Nobility/Royalty (Rank: 4; Int: +2)
Listen 4 (Rank: 1; Wis: +3)
Perform 2 (Rank: 3; Cha: -1)
Sense Motive 5 (Rank: 2; Wis: +3)
+ Spellcraft 5 (Rank: 2; Dex: +3 )
Spot 5 (Rank: 2; Wis: +3)
+ Tumble NA (Rank: 0; Dex: +3)
+Use Magic Device 3 (Rank: 2; Cha: -1; Synergy: +2)
* Armor Check Penalty Applies
cc Cross Class Skill
+Cannot Use Unless Trained
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Feats:
(1) Deflect Arrows
(2) Improved Unarmed Attack (EX)
(3) Power Attack
(4) Stunning Fist (uses: level/day)
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Racial and Class Skills, Abilities & Features:
RACE
(1) Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
(2) Cannot heal damage naturally
(3) Subject to critical hits, non-lethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects
(4) Can be affects by spells that target living creatures as well as by those that target constructs and is vulnerable to disable construct spells
(5) Damage dealt to a war-forged can be healed by
• Cure light wounds spell - spells from the healing sub-school and supernatural abilities that cure hit point damage provide only half their normal effect to a war-forged.
• Repair Spells, Potions and items duplicating the effects of repair spells are often used by war-forged adventurers to full effect.
• A war-forged can be repaired overnight with a Craft check, healing (result-15) hp.
(6) Affected by repel metal and chill metal as if he were wearing metal armor. Likewise, a war-forged is affected by a repel metal or stone as if he were wearing metal armor. A war-forged is repelled by repel wood. The iron in the body of a war-forged makes him vulnerable to rusting grasp. The creatures takes 2d6 points of damage from the spell (Reflex half; save DC 14+ caster's ability modifier). A war-forged takes the same damage from a rust monster's touch. (Reflex 17 DC half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a war-forged.
(7) Disabled at 0 hit points, 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 0 and are greater than -10, a war-forged is unconscious and helpless, and he cannot perform any actions. An inert war-forged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
(8) Can be raised of resurrected
(9) 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
(10) Do not need sleep – although, a war-forged wizard must rest for 8 hours before preparing spells.
(11) +2 Constitution, -2 Wisdom, -2 Charisma: War-forged are resilient and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile
(12) Medium: As medium constructs, war-forged have no special bonuses or penalties due to their size
(13) Base land speed of 30 feet
(14) Composite Plating: The plating used to build a war-forged provides a +2 armor bonus,
• This plating is not natural armor and doesn’t stack with the 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 war-forged character cannot wear armor or magic robes.
• War-forged can be enchanted just as armor can be. The character must be present for the entire time it takes to enchant him.
• Composite plating provides a war-forged with a 5% arcane spell failure chance, similar to the penalty for wearing light armor.
• Any class ability that allows a war-forged to ignore the arcane spell failure chance for light armor lets him ignore this penalty as well.
(15) Light Fortification (EX): When a critical hit or sneak attack is scored on a war-forged, there is a 25% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally.
(16) A war-forged has a natural weapon in the form on a slam attack that deals 1d4 points of damage.
(17) Automatic Languages: Common. Bonus Languages: None.
CLASS - Bard
(1) Bardic music
(2) Bardic Knowledge 5; (+1 Bard Level; +2 from Int, +2 from Knowledge Synergy)
(3) Countersong
(4) Fascinate
(5) Inspire Courage +1
CLASS
(1) Bonus Feat (x2)
(2) Flurry of Blows (Ex)
(3) Evasion
(4) Improved Unarmed Strike
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Proficiencies
Weapons: All simple weapons, Kama, Longsword, Nunchaku, Rapier, Sai, Sap, Shortbow, Shortsword, Shuriken, Saingham
Armor: Light Armor
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Spells
Bard Spells known 0-level: 4
Bard Spells cast per day: 0-level: 2
Known Spells:
0-level: Detect Magic | Light | Mending | Read Magic
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Equipment and Gear
Javelins (x3) (6 lb.)
Longsword (4 lb.)
Backpack (2 lb.) holds:
- Flint and steel (0 lb.)
- Silk rope [50’] (5 lb.)
- Grappling Hook (4 lb.)
- Crowbar (5 lb.)
- Whetstone (1 lb.)
- Artisan Tools, Masterwork
- Mirror (0.5 lb.)
Belt:
- Alchemist Fire (x2) (2 lb.)
- Sun Rod (x2) (2 lb.)
- Tanglefoot bag (4 lb.)
Total carried: 40.5 lb.
Carrying capacity:
Light load: 0-76 lb;
Medium Load: 77-153 lb;
Heavy load: 154-230 lb.
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Money
826.98 gold
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Character Background
Klangwhyrr was constructed centuries ago, as part of a militia designed to protect Diaeya.
Much of Klangwhyrr’s memory is incomplete. Recently, he has recalled that he was present at the fall of Barakoth, which occurred over a hundred years ago. Klangwhyrr reports that the city was overrun by the two armies of dragon-kin. In that battle, Klangwhyrr served as a contingent of war-forged assigned to escort Governor Caran Saal and his family from Grymport so they might warn the governor of Havenstal and the agents of the Emperor.
In the voyage across the sea, the governor’s shipped was attacked. Klangwhyrr suffered extensive damage while protecting his wards and was rendered him inoperative. For almost a century, he was left untended and Klangwhyrr cannot account for this time.
Klangwhyrr has recently been restored to functionality. He has been told he was discovered by Captain Thal Rheegos and was delivered to Governor Jon Reece, who had Klangwhyrr repaired.