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Thread: Eberron - Forging Fury
Tuesday, 19th July, 2005, 02:11 PM #1
Novice (Lvl 1)
Eberron - Forging Fury
Post your 'Forged here.
Players are Bront, ShaggySpellsword, d'Anconia, Amy Kou'ai, and Ringmereth.
Tuesday, 19th July, 2005, 02:58 PM #2
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.
Tuesday, 19th July, 2005, 03:33 PM #3
Acolyte (Lvl 2)
Name: Tenor Class: Bard Race: Warforged Size: Medium Gender: Male Personality Alignment: NG Deity: Str: 14 +2 (14) Level: 1 XP: 0/1000 Dex: 16 +3 (16) BAB: +0 HP: 7 (1d6+1) Con: 11 +1 (11) Grapple: +2 Dmg Red: - Int: 18 +4 (18) Speed: 30' Spell Res: - Wis: 10 +0 (10) Init: +3 Spell Save: - Cha: 16 +3 (18) ACP: -0 Spell Fail: - Base Armor Shld Dex Size Nat Misc Total Armor: 10 +2 +0 +3 +0 +0 +0 15 Touch: 13 Flatfooted: 12 Base Mod Misc Total Fort: 0 +1 +1 Ref: 2 +3 +5 Will: 2 +0 +2 Weapon Attack Damage Critical Short Bow(60')* +3 1d6 20x3 Longsword +2 1d8+2 19-20x2 Whip +2 1d3+2 20x2 Shortsword +2 1d6+2 19-20x2 Dagger(10)* +2(3) 1d4+2 19-20x2 *Point Blank Shot Bonus, +1 to hit and damage when within 30' Languages: Common, Draconic Abilities: Warforged Racial Abilities Bardic Music Bardic Knowledge (Listed in skills) Fascinate Countersong Inspire Courage +1 Spellcasting: Level: Known/Cast DC +3 0: 4/2 DC 13 Dancing Lights Detect Magic Light Prestidigitation Feats: 1 Point Blank Shot Skill Points: 40 Max Ranks: 4/2 Skills Ranks Mod Misc Total Appraise 2 +4 +6 Bluff 4 +3 +7 Craft: Sculpting 4 +4 +8 Decipher Script 1 +4 +5 Diplomacy 4 +3 +7 Gather Information 2 +3 +5 Kn: Arcana 2 +4 +6 Kn: History 4 +4 +8 Kn: Nobility & Royalty 4 +4 +8 Listen 2 +0 +2 Perform: Sing 4 +3 +3 Perform: Other 0 +3 +3 Sense Motive 4 +0 +4 Slight of Hand 1 +3 +4 Speak Language 1 Spellcraft 1 +4 +5 *Bardic Knowledge 1 +4 +5 Equipment: Cost Weight Short Bow 30 2 20 Arrows 2 3 Longsword 15 4 Whip 1 2 Shortsword 10 2 Dagger 2 1 Spell Component Pouch 5 2 Backpack 2 2 -Lyre 5 2 -Flute 5 2 -Artisan's Tools 5 5 -Warforged Repair Kit 50 1 -Whetstone 0.02 1 -Notebook (Spellbook) 15 2 -Vial of Ink 8 0.1 -2 Oil Flasks 0.2 2 -2 Torches 0.02 2 -Inkpen 0.1 -10 Chalk 0.1 -10 Candles 0.1 Total Weight:35.1lb Money: 4gp 4sp 6cp Lgt Med Hvy Lift Push Max Weight: 58 116 175 175 875 Age: 2 Height: 6'1" Weight: 285lb Eyes: Green Hair: Skin: Grey and Brown
Background: Tenor was one of the last warforged out of the Cyre forge. Tenor was a special commission by the house Phiarlan, and made to some fairly exact standards. His voice in particular, is clear as a bell and true of tone. After being given the very basic training, Tenor was handed over to the house, under the care of Diamonte d’Phiarlan. Within a few days, Diamonte left Cyre with an enclave of the other house leaders, and within the week, Cyre was no more.
Diamonte settled down with Tenor near the Breland warforged training grounds, and let Tenor observe the differences. Diamonte spent time discussing life with Tenor when most warforged were being trained to fight. Diamonte trained Tenor in the arts of music and sculpture when most warforged were being taught to take orders in battle. Diamonte discussed love with Tenor, a subject never truly spoken of with the warforged. Tenor took in all of it, seeking to learn things he knew few other warforged had the opertunity too. His natural curiosity as well as his creative spirit was explored instead of suppressed. He learned to read and work with other other races, to entertain them and other warforged as well.
Now Tenor did receive some martial training. He learned to use several different weapons, and to never be afraid to use them in his own defense or the defense of others. He became quite skilled with the bow, but competent with other weapons as well. His training was not on par with his fellow warforged warriors, but he could handle himself in a fight.
Once the treaty was signed, he spent time wandering taverns with Diamonte, observing people and practicing his skills in the real world. He found little acceptance among the other races, but that never stopped him from trying. Those that did look beyond his construct exterior saw the poet, the sculptor, and singer he was. Tenor was a stark contrast to other warforged, but slowly he garnered more support from other warforged and other races. Searching for what’s missing, he left Diamonte and went looking for, of all things, love. Love makes us complete Diamonte said, so perhaps that is what he needed to make his own life complete.
Most recently, he heard tales of these new ‘Reforged’, warforged who had turned to embrace their living self, much in the way many of the jugernaughts had embraced their construct heritage. Hoping to find the secret of the reforged, he set out with a new purpose. Perhaps they would allow him to find love, as he had no luck up till now.
Recently, he received a strange invitation. Hoping that the invitation was perhaps an invite from the Reforged to teach him their ways, he sought it out. It turned out an aging noble named Juarin had sent the invite to him and several other warforged. He said he had called us for a higher purpose, though he laughed when Tenor asked if it was to find love. Juarin taught them all to do various tasks; Tenor was an apt negotiator, and a willing laborer. Occasionally one of the warforged would question Juarin, but he would simply assure them that these tests were necessary and had a purpose.
He has been in Juarin’s employ for several months now, and it seems suddenly things were about to change…
Wednesday, 20th July, 2005, 10:17 PM #4
Acolyte (Lvl 2)
Wander, Warforged Fighter 1Code:
Name: Wander Player: Amy Kou'ai Class and Level: Fighter 1 Race: Human Alignment: Chaotic Good Deity: N/A Allegiances: Cyre, House Cannith, Spellcarved Soldiers Size: M Age: 3 Gender: Female Height: 6'0" Weight: 278 lbs. Str: 16 +3 Level: 1 XP: 0 Dex: 11 +0 BAB: +1 HP: 13 (1d10+3) Con: 16 +3 Grapple: +1 DR: 2/Adamantine Int: 16 +3 Speed: 20' AP: 5 Wis: 8 -1 Init: +1 Spell Save: +3 Cha: 8 -1 ACP: -5 Spell Fail: 35% Base Armor Shld Dex Size Nat Misc Total Armor: 10 +8 +0 +0 - - +0 18 Touch: 10 Flatfooted: 18 Base Mod Misc Total Fort: +2 +3 +5 Ref: +0 +0 +0 Will: +0 -1 -1 Weapon Attack Damage Critical Greatsword +4 2d6+4 19-20/x2 Slam +4 1d4+4 x2 Languages: Common Abilities: RACIAL (WARFORGED) · Living Construct Traits · Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. · 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. CLASS · None Feats: Adamantine Body, Power Attack Skill Points: 20 Max Ranks: 4/2 Skills Ranks Mod Misc Total Concentration 2 +3 +0 +5 Craft (Weaponsmithing) 4 +3 +2 +9 Jump 4 +3 -5 +2 Knowledge (Arcana) 2 +3 +0 +5 Spellcraft 2 +3 +0 +5 Equipment: Cost Weight Explorer's Outfit 0 gp 0.0 lb Greatsword 50 gp 8.0 lb Backpack 2 gp 2.0 lb Identification Papers 2 gp 0.0 lb Traveling Papers 2 sp 0.0 lb Masterwork Smith's Tools 55 gp 5.0 lb Total Weight: 15 lb Money: 135 gp 8 sp 0 cp Lgt Med Hvy Lift Push Max Weight: 76 153 230 460 1150
After making it to Breland and New Cyre, Wander convened with the Spellcarved Soldiers in Sharn when called by Merrix d'Cannith, but was turned away as she hadn't developed mastery over the arcane yet. As a result, since her exile she's made herself available as a sellsword to those she is confident have the interests of Khorvaire in mind, and she has a deep investment in preventing the loss of innocent lives. She adventures in order to learn and perfect the art of magic and the art of battle, so that she can finally earn a place in the organization that is hers by birthright (or perhaps forgeright). When she speaks, as other Cyrans do, of "tomorrow in Cyre," she considers this one of the things that she has lost.
Wander answered Juarin's summons after having done her own looking into his motivations, though the veracity of the information she's managed to discover may be suspect. However, she considers herself capable of taking care of anything suspicious that might occur, and believes that working with other warforged in order to build discipline for her own self-training would be beneficial.
Appearance: A slender warforged who wears a slightly torn red cloak. Unlike most warforged, she seems to wear several pieces of jewelry, including bracelets and a few necklaces, which are suggestive of her nationality and her gender. One of them seems to be a shield that holds an image of a crown and bell on a field of green, above a hammer and bellows. One of her hands is covered by a leather glove, while the other remains unadorned.
Sunday, 31st July, 2005, 05:38 AM #5
Novice (Lvl 1)
Agarndas Race: Warforged Class: Necromancer 1 (Illusion and Enchantment prohibited) Hit Dice: 1d4+3, 7 HP Initiative: +3 Speed: 30 feet AC: 15 (+2 armor +3 dex) Touch: 13 Flat-footed: 12 BAB/Grapple: +0/+0 Attack: Heavy Crossbow +3 (1d10, 19-20 x2), Quarterstaff +0 (1d6), Slam +0 (1d4) Full Attack: Heavy Crossbow +3 (1d10, 19-20 x2), Quarterstaff +0 (1d6), Slam +0 (1d4) Face/Reach: 5x5/5 ft Special Attacks: Spells Special Qualities: Familiar, Warforged Traits Saves: Con +3, Ref +3, Will +3 Abilities: Str 11, Dex 16, Con 17, Int 16, Wis 12, Cha 9 Skills: 20 pts: Concentration +7 , Decipher Script +5 , Knowledge (arcana) +7 , Knowledge (local) +6 , Knowledge (religion) +6 , Spellcraft +7  Feats: Scribe Scroll, Improved Initiative Languages: Common Alignment: Neutral Gender: Male Personality Age: 5 Height: 6' 0" Weight: 254 lbs Diety: None Action Points: 5 Spells: Memorized 0: Detect Magic, Prestidigitation, Read Magic, Resistance 1st: Magic Missile, Ray of Enfeeblement, Repair Light Damage Known 0: All (except Illusion and Enchantment) 1st: Identify, Magic Missile, Ray of Enfeeblement, Repair Light Damage, Shield, True Strike Save DCs 0: 13 1st: 14 Inventory: Quarterstaff Heavy Crossbow Bolts x20 Backback Spell Component Pouch Spellbook Torches x5 Flint and Steel Parchment x4 Vial of Ink Inkpen Bag of Holding Type I Page of human observations 10 gp, 8 sp, 5 cp
While the first days following his dismissal were disorienting and frightening, he quickly began to learn about the world of humanoids. He observed them with interest, noting their weaknesses: their fragile bodies that wither and die of age, their conflicts within their own races and groups, and their inexplicable hatred for things and ideas of their own making-such as himself. Their distaste for reminders of the war, such as his fellow Warforged, served no practical purpose, especially when considering that blame for the war rests squarely on their shoulders, not his.
The Warforged began making a study of humanoids and, in particular, their relation to the magic he had formerly worked to repair Titans. While most of his work involved observing humans-he favored making trips into criminal-infested parts of Sharn-he also began studying their bodies. While he found it odd that, after so many years of killing each other by the thousands, the city frowned so heavily on the death of a single man or woman, he avoided trouble by searching sewers and allys for corpses. In doing so, he encountered numerous interesting persons, living and dead, including another wizard (though not of mechanical origin) who found him examining a body. The man, a necromancer, taught the Warforged basic spells relating to life and death in organic beings. While Agarndas was no closer to understanding humans after the experince, he found his newfound magic interesting nonetheless. The necromancer gave him a second, equally important gift-his name, Agarndas, meaning 'Flesh-forge' in Quori. The Warforged adopted this name for himself in place of his old designation.
The warforged managed to perform his research undisturbed in the lowest parts of the City of Towers until he was found one night by the city guard while magically blasting a dead body, formerly owned by a member of the guard. He was hauled off to prison-a source of puzzlement to him, as it was plainly obvious that the man was already quite dead, and therefore no longer in need of his body-and spent several weeks there before he was scheduled to be transported to a more secure location. In a freak lightning rail accident, though, the ligher-than-normal carriage lost control and crashed only a few miles outside the city. Agarndas escaped unharmed, retrieved his possessions from an injured sentry, and ran away. He eventually found a small town, where he stayed in hiding and continued his observations of humanity. Several weeks later, he heard a summons from the east. Since his supply of interesting persons in the town was running thin and he suspected that the guard in Sharn would sooner or later track him down, he decided to heed the call.
Appearance: Agarndas has an average body for a warforged. Due to his status as a support unit, his composite plating is of ordinary steel and wood. His body still is covered (mostly) in white paint, an indication of his support role, but it has begun to wear off after countless days scouring the sewers of Sharn for bodies. He stands slightly shorter than most of his fellows, and has eyes that glow an unusually dark shade. He carries a sack containing his material wealth-his spellbook, a few relics of the war, and some coin.
Sunday, 31st July, 2005, 09:04 PM #6
Novice (Lvl 1)
Name: Unnamed Class: Rogue Race: Warforged Scout Size: Small Gender: Male Personality Alignment: NE Deity: Str: 13 +1 (13) Level: 1 XP: 0/1000 Dex: 17 +3 (17) BAB: +0 HP: 7 (1d6+1) Con: 13 +1 (13) Grapple: -3 Dmg Red: - Int: 17 +3 (17) Speed: 20' Spell Res: - Wis: 8 -1 ( 8) Init: +3 Spell Save: - Cha: 9 -1 ( 9) ACP: -0 Spell Fail: - Base Armor Shld Dex Size Nat Misc Total Armor: 16 10 +2 +0 +3 +1 +0 +0 15 Touch: 14 Flatfooted: 13 Base Mod Misc Total Fort: 0 +1 +1 Ref: 2 +3 +5 Will: 0 -1 -1 Weapon Attack Damage Critical Melee Attack +4 ?+1 ? Slam +4 1d4+1 x2 Ranged Attack +4 ? ? Languages: Common. Abilities: Warforged Racial Abilities Sneak Attack (+1d6) Trapfinding Feats: 1 Weapon Finesse Skill Points: 44 Max Ranks: 4/2 Skills Ranks Mod Misc Total Balance 4 +3 +7 Bluff 4 -1 +3 Climb 4 +1 +5 Disable Device 3 +3 +6 Escape Artist 4 +3 +7 Hide 4 +3 +11 Move Silently 4 +3 +7 Open Lock 3 +3 +6 Search 4 +3 +7 Sleight of Hand 3 +3 +6 Tumble 4 +3 +7 Use Magic Device 3 -1 +2 Equipment: Cost Weight None Total Weight:0lb Money: 0gp Lgt Med Hvy Lift Push Max Weight: 25 50 75 75 375 Age: 6 Height: 3' Weight: 40lb Eyes: Red Hair: None Skin: Silver with Black Accents
It wears, on a leather bandolier, the soul-mark (the ghulra) of one of its fallen comrades which it claims is to preserve its’ friends’ memory.
Last edited by Primus; Thursday, 6th October, 2005 at 02:04 AM.
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