Eberron: Forging Fury [Full and Live]


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Ringmereth

First Post
Hmmmm. Tough choice. According to my quick trial, the average for the 5d6 roll is a 34-point equivalent, so you end up a little bit ahead. However, the probability of getting a 17 or 18 is low, about a 1/3rd chance of getting one in 6 rolls. The lowest I rolled in 9 trials was an 8, and the highest was an 18-but there are many more occurances of the former than the latter. Also, the odds of rolling a 3 for a stat with this system are 1:7776.

Anyway, in consideration of that, I'll be taking the dice. Roll away, Kerrz.
 


Kerrz

First Post
Alright. d'Anconia, welcome to the group. If Bront wants in, then we're good to go. If not, then we're still accepting more applications.

ShaggySellsword: Class Max. Juarin has outfitted you rather well.

Ringmereth: Ahh, my first sucker! Since you were brave enough to go first, I'll let you take your choice. There's the set of rolls I actually made first: 14/13/12/11/11/10 (23pts). This would be fair to anyone else who chooses the dice and lead to some interesting RP ("Why was I built so differently?"), as I won't give the option I'm giving you to anyone else. Or, you can say that fairness is for suckers and take the second set of rolls that I made out of pity: 16/16/15/14/11/11 (40pts).

d'Anconia: You have 17/14/13/12/11/11 (34pts).
 

ShaggySpellsword

First Post
I should have asked this earlier...how much of my XP reserve can I use to make starting scrolls?

Also, do I need to roll for success in making the scrolls?
 

Kerrz

First Post
You can use the whole craft reserve right away if you want. Don't use any XP though. You CANNOT go into the negatives (contrary to what my ignorant butt said just five minutes ago...)

Note that to use the whole reserve... you would have to spend 750gp I think... so I don't think it'll be an issue.

Edit: And yes, I have to roll for success.
 
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ShaggySpellsword

First Post
Code:
North
Male Personality Warforged Artificer 1 (Racial substitution level)
Medium Living Construct
Alignment: Chaotic Good
Deity: None
Region: Karrnath
Height: 6' 5''
Weight: 298 lbs
Skin: Adamantine
Eyes: Green
Age: 4 years.

Action Points: 5

Str: 15 (+2)
Dex: 12 (+1)
Con: 14 (+2)
Int: 16 (+3)
Wis: 6 (-2)
Cha: 12 (+1) 

Class and Racial Abilities: +2 Con, -2 Wis, -2 Cha 
light fortification, 
living construct traits 
Con score 
no low-light or darkvision 
not immune to mind-affecting effects 
immune to poison, sleep effects, paralysis, disease, nausea, fatigue, and energy drain
cannot heal damage naturally 
subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects and necromancy effects 
can use the Run action 
can be affected by spells that affect both living creatures and constructs 
does not need to eat, sleep or breath 
responds differently to going below 0 hit points 
can be raised or resurrected. 
Proficient with all simple weapons, with light and medium armor, and shields (but not tower shields). 
Infusions 
artificer knowledge +4 (DC 15 determines if item has magical aura) 
artisan bonus (+2 on UMD checks with scrolls) 
disable trap 
item creation 
craft reserve (17 xp) 
infuse self.

Hit Dice: 1d6+2
HP: 8
AC: 21 (+1 Dex, +8 adamantine body, +2 shield) Touch – 11, Flat-footed – 20
DR: 2/adamantine
ACP: –7 (Heavy Armor)
Init: +1 (+1 Dex)
Speed: 20ft (normally 30, Heavy Armor)

Saves:
Fortitude +2 [0 base, +2 Con]
Reflex +1 [+0 base, +1 Dex]
Will +0 [+2 base, -2 Wis]

BAB: +0
Melee Atk: +2 (1d8+2/x2/B/P, morningstar)
Melee Atk: +2 (1d4+2/19-20/P or S, dagger)
Ranged Atk: +1 (1d4+2/19-20/10 ft./P or S, dagger)
Ranged Atk: +1 (1d8/19-20/80 ft./P, light crossbow)
Touch Infusion: +2 (as infusion)

Skills:
Concentration: +6 [4 ranks, +2 Con]
Craft (armorsmithing) +7 [4 ranks, +3 Int]
Craft (weaponsmithing) +7 [4 ranks, +3 Int]
Disable Device +7 [4 ranks, +3 Int]
Search +7 [4 ranks, +3 Int]
Spellcraft +7 [4 ranks, +3 Int]
Use Magic Device +5 [4 ranks, +1 Cha]

Feats:
Scribe Scroll (artificer bonus 1st level)
Adamantine Body (1st level)

Languages: Common

Infusions per day (DC +3)
1st – 3

Craft Reserve: 17

Equipment

Gear

Heavy steel shield – 20gp (15 lbs) [held in right hand]
light crossbow - 35 gp (4.0 lbs) [slung over right shoulder]
10 bolts - 1 gp (1.0 lbs) [slung over left shoulder]
Dagger – 2gp (1 lb) [on belt]
Morningstar – 8gp (6 lbs) [on belt]
Spell Component Pouch - 5 gp (2 lbs) [on belt]
Belt pouch 1gp (1/2 lb) [on belt]
1 gp and 3 sp [in belt pouch]
Identification papers – 2 gp [in belt pouch]
Travel Papers- 2 sp [in belt pouch]
Backpack - 2 gp (2 lbs) [on back]
Warforged Repair Kit - 50 gp (1 lb) [in backpack]
Weaponsmith's tools - 5 gp (5 lbs) [in backpack]
Thieve's Tools - 30 gp (1 lb) [in backpack]
Total weight carried – 38.5 lbs, light load.
~~~~~

Appearance: North was designed with adamantine plating that resembled Karrnathi commander’s armor. This is what was intended to distinguish him as an officer-warforged model. The only article of clothing North wears is a thick black leather belt with silver studs. His backpack, when opened, contains a wide variety of tools for nearly every occasion.

Personality: Above all else, North wants a place for warforged in this post-war world. At times he is idealistic well past the point of reality, but when these ideals get him into tough scrapes his quick-thinking and adventurous attitude tends to get him out of trouble. North is fiercley loyal to his friends and only counts those who have tried to kill him or stop warforged from being a part of society as enemies.

North is never afraid to step up into the leadership role for which he was designed and he likes managing goods and having items that are useful at hand. He isn’t very good at assigning values to things in terms of money. He sees all objects in terms of their potential value to the operation at hand. North, like many warforged, respects a good chain of command. If he sees someone as his superior, or at least the most knowledgeable in a particular situation, he gladly steps aside and allows others to take the lead.

Background: North was created near the end of the Last War as a commander for an entirely warforged mobile supply unit. Basically, North was trained by House Cannith to be a quartermaster for Karrnath. North’s unit was primarily responsible for keeping up the armor, weapons, and Warforged of some of the farthest extended units in the Karnathi military. The Karrns felt that warforged could make the perfect supply train: they get the supplies where they are going soonest, and teaching them to do things like repair armor is a skill that they have a large amount of self-interest in learning due to feelings of self-preservation. Due to his position in the military, North saw little actual combat in the Last War, only the aftermath of combat.

After Thronehold, North felt cheated that he, amongst the most sophisticated war machines House Cannith built for the war, was underused in the fighting. Since at the end of the war he felt warforged were treated as little more than property in Karnnath, North decided that he needed to find a country to serve that actually valued the war machine he was designed to be. Breland, pushing hardest for Warforged independence, seemed just the place. North smuggled himself out of Karrnath, and traveled south to Breland, seeking work and a chance to prove he was made for combat. When he received a summons to meet with other warforged shortly after arriving in Breland, he answered it as it promised adventure and a chance to flex the fighting muscles he was never allowed to use in the war. The early tasks set by Juarin were right down North's alley: organization of goods and services, repair work, and building were second nature to North. Unfortunately, so was his impatience at again being promised a chance to prove his worth in combat, and once again not being able to do so. Only the comraderie North felt with his fellow warforged has kept him from walking out so far. The assurance that the tests are over, and that the real tasks are soon beginning has cemented his interest.

As for scroll creation: I have enough money for three attempts. I'd like to keep trying on the first until it's successful, If I am successful on try 1, then move to scroll #2, if I am successful on the first try of #2, THEN move to #3. These are 1st level scrolls, so they should cost me 12.5 gp and 1 xp per attempt. Their DC is 21. Here goes nothing!

1. Magic Missile
2. Obscuring Mist
3. Faerie Fire
 

Bront

The man with the probe
Dice me up, unless you don't mind me using invisable castle (I always use my screen name).

My roll : Link
FYI, Previous roll was for Mel, my changeling rogue in one of the other games on these boards.
(3,5,4)=12
(6,4,6)=16
(6,6,6)=18
(6,6,6)=18
(5,5,4)=14
(2,5,4)=11
55 point buy. Wow.

If you chose to roll yourself, I'll understand, if not, I'll crunch him up tonight.
 

Timeboxer

Explorer
Just a post to note, before anyone gets here first -- I'm interested. Though now that I look back, it's really up to Bront, who was first, so perhaps an alternate of some sort.

[goes to fiddle with various Eberron books]
 
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Bront

The man with the probe
Amy Kou'ai said:
Just a post to note, before anyone gets here first -- I'm interested. Though now that I look back, it's really up to Bront, who was first, so perhaps an alternate of some sort.

[goes to fiddle with various Eberron books]
You'd be the 4th, so go nuts and make a background :)
 

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