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Hammer the Warforged

Hammer
Genderless Warforged
Fighter 1
Lawful Good
Representing DralonXitz


Strength 15 (+2)
Dexterity 13 (+1)
Constitution 16 (+3)
Intelligence 10 (+0)
Wisdom 8 (-1)
Charisma 8 (-1)
Size: Medium
Height: 6' 7"
Weight: 300 lb
Skin: Silvery
Eyes:
Hair: None




Total Hit Points: 13

Speed: 30 feet

Armor Class: 16 = 10 +1 [dexterity] +5 [mithral plating]

Touch AC: 11
Flat-footed: 15
Initiative modifier: +1 = +1 [dexterity]
Fortitude save: +5 = 2 [base] +3 [constitution]
Reflex save: +1 = 0 [base] +1 [dexterity]
Will save: -1 = 0 [base] -1 [wisdom]
Attack (handheld): +3 = 1 [base] +2 [strength]
Attack (unarmed): +3 = 1 [base] +2 [strength]
Attack (missile): +2 = 1 [base] +1 [dexterity]
Grapple check: +3 = 1 [base] +2 [strength]


Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
66 lb. or less
67-133 lb.
134-200 lb.
200 lb.
400 lb.
1000 lb.



Region of Origin: Karrnath

Languages: Common


Greataxe [1d12, crit x3, 12 lb, two-handed, two-handed, slashing]


Feats:

Mithral Body
Weapon Focus x1 Weapon(s):

Traits:


Action Points: 5 (this level)
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 0 = +0
Balance Dex* 1 = +1
Bluff Cha -1 = -1
Climb Dex* 2 = +1
Concentration Con 3 = +3
Craft_1 Int 0 = +0
Craft_2 Int 0 = +0
Craft_3 Int 0 = +0
Diplomacy Cha -1 = -1
Disguise Cha -1 = -1
Escape Artist Dex* 1 = +1
Forgery Int 0 = +0
Gather Information Cha -1 = -1
Heal Wis -1 = -1
Hide Dex* 1 = +1
Intimidate Cha 3 = -1 +4
Jump Str* 6 = +2 +4
Listen Wis -1 = -1
Move Silently Dex* 1 = +1
Perform_1 Cha -1 = -1
Perform_2 Cha -1 = -1
Perform_3 Cha -1 = -1
Perform_4 Cha -1 = -1
Perform_5 Cha -1 = -1
Ride Dex 1 = +1
Search Int 0 = +0
Sense Motive Wis -1 = -1
Spot Wis -1 = -1
Survival Wis -1 = -1
Swim Str** 2 = +2
Use Rope Dex 1 = +1


* = check penalty for wearing armor


Warforged


+2 constitution, -2 wisdom, -2 charisma (already included)

Composite plating makes armor unusable, 5% arcane spell failure

Cannot heal damage naturally

Does not eat, sleep, breathe

25% chance to avoid criticals and sneaks

-1 to -9 hp, inert but not progressing to death

Immune to poison, sleep, energy drain, disease, nausea, paralysis, fatigue, exhaustion

Slam for 1d4 bludgeoning

Mithral body gives --2 armor check penalty on certain skill checks.

Fighter

Bonus Feats (already included)


Class HP rolled
Level 1: Fighter 10




Hammer's Equipment:
28 lb Weapons / Armor / Shield (from above)
Locks x1
Manacles x1
Rope (50', silk) x2
Torches x3
ID Papers(Hammer, Representative of the Church of the Silver Flame)
Total

Background

Hammer is not your average Warforged. In fact, compared to most beings, he is quite unique. 30 Years ago, in a Dark Creation Forge owned by House Cannith, the mysterious Warforged known as Hammer was born, considered by his creator’s to be one of the finest created. He was originally made to be a Walking Tank, coated with Adamantine armor and given a Huge Greataxe to smite his foes with in the war. He fought mercilessly, slaying countless enemies across Khorvaire. Then one day, in a starlight battle, he came face to face with a brave warrior from Cyre. The warforged struggled to kill the man, but to no success. The man took him down, his blade at the machine’s throat.

But the man felt something, felt something different about this warforged than the others, and spared his life. Disguised as a prisoner, he was taken back to Cyre and brought to the man’s small home. There, his brother, an Artificer, managed to repair the machine to optimal condition, and in some ways, enhanced him. The construct then saw the kindness of the man, and the honor in what he had done, and in repayance for his mercy, Hammer dedicated himself to protecting the knight’s family while he was away. For many years he guarded them, as a loyal bodyguard, until one day, the man’s son sent Hammer on a mission to Breland to find his love and return her to Cyre. Upon his return from the far away nation, he came to the border and saw nothing, just black clouds and a desolate wasteland. The land he had grown to love was gone, and it was all because of the terror of man.

From that day forth, he vowed never to let something that terrible ever occur again, and joined the Church of the Silver Flame. After many months of training and learning, he became an Accepted Member, one of the only Warforged ever interested in religion. Now, Hammer prowls the continent of Khorvaire, defending the weak and bringing justice to the wicked, but he sometimes is forced to use dark measures to achieve Justice.
 
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Litlow SoggySocks
Male Gnome
Artificer 1
Neutral Good
Strength 8 (-1) // 2 pts (-2 Gnome)
Dexterity 14 (+2) // 6 pts
Constitution 12 (+1) // 2 pts (+2 Gnome)
Intelligence 14 (+2) // 6 pts
Wisdom 9 (-1) // 1 pts
Charisma 15 (+2) // 8 pts
Size: Small
Height: 3'3"
Weight: 42 lb
Skin:
Eyes: Dark Blue
Hair: Light Brown

Total Hit Points: 7
Speed: 20 feet
Armor Class: 1 = 10 + 2 [dexterity] + 1 [size]
Touch AC: 11
Flat-footed: 1
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +1 = 2 [base] +3 [constitution]
Reflex save: +2 = 0 [base] -1 [dexterity]
Will save: +1 = 0 [base] -1 [wisdom]
Attack (handheld): -1 = +0 [base] -1 [strength]
Attack (unarmed): -1 = +0 [base] -1 [strength]
Attack (missile): +2 = +0 [base] +2 [dexterity]
Grapple check: -1 = +0 [base] -1 [strength]




Region of Origin: Zilargo and Beland
Languages: Common and Gnome
Dagger [1d3, crit 19-20/x2l 1 lb, one-handed, slashing/piercing]
Sling [1d3, crit x2, 0 lb, one-handed, bludgeon]
Feats:
Magic Affinity
Scribe Scroll(Class Bonus Feat)
Traits:
Action Points: 3(this level)
Skill Name Ranks Attribute
Concentration 4 CON
Craft (Weaponsmithy) 2 INT
Craft (Armorsmithy) 2 INT
Disable Device 4 INT
Open Lock 4 DEX
Spellcraft 4 INT (+2 for Mag Affinity)
Use Magical Device 4 CHA (+2 for Mag Affinity)

GNOME
Small +1 size bonus to attack rolls/AC; +4 to Hide
Low Light Vision
+2 save vs illusions
+1 attack to hit vs kobolds and goblioniods
+4 AC vs giant tpe
+2 Listen
+2 craft(alchemy)
Spell-like ability
1/day -speak with animal(burrowing mammal)
1/day- dancing lights, ghost sound, and prestidigation as 1st level
DC 10+ gnome's Cha mod + spell level

ARTIFICIER
Artificier Knowldge ( lvl + Int) vs DC 15 to determine if magical
Artisan Bonus (+2 Use Magical Device with appr feat)
Disable trap
Craft Reserve 20
Infusions: 3 1st lvl


Class HP rolled
Level 1: Artificier 6


History
Litlow is a very young gnome, but has always had a knack for magical "mechanisms." Some would say he was fortunate to be raised by a retired artificier named, Tyrina Longbrow, but he wouldn't. Not that he didn't care for Tyrina, but it meant he was not with his parents. For his parents, went off to the war to help their countries alliance with Beland. Also it meant that he couldn't grow up among other gnomes, for Tyrina lived in Sharn. When Tyrina felt he was ready, she sent him to school at the University. He was routinely picked on , since he was smaller and younger than the other students. Often he would attempt to make the "bullies" laugh in order to forget to pick on him. Slowly but surely, he began to make friends that didn't mind that he was younger than them. He began to really enjoy school.

That all changed on the Day of Mourning and he heard of the destruction of Cyria(Mournlands) along with the death of his parents. Even though his parents were away from when he was young, he still pictured that one day they would return. He began to close himself off from the world, from friends and even Tyrina. This lasted for quite some time, finally Tyrina fed up with his behavior, had him moved out of the dorm and into her house. She spent over 6 months working with him, trying to convince him that his parents would want him to live on. Slowly but surely, the color and life came back to him. He was forever changed though, he was much more shy with new people and even some of his friends.

Since then he has graduated and has yet to figure out what to do with himself. Tyrina has tried to convince him to visit the world, or at least more of Sharn. He is still shy and frightened. But he does try to go out now and again.
 
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Reg (a.k.a Roger Yerkes)
Male Changeling
Rogue 1
Chaotic Neutral
Strength 10 (+0) // 2 pts
Dexterity 14 (+2) // 6 pts
Constitution 10 (+0) // 2 pts
Intelligence 16 (+3) // 10 pts
Wisdom 9 (-1) // 1 pts
Charisma 12 (+1) // 4 pts
Size: Medium
Height: 5'7"
Weight: 137 lb
Skin: Grey
Eyes: Grey-Blue
Hair: White

Total Hit Points: 6
Speed: 30 feet
Armor Class: 14 = 10 + 2 [dexterity] + 2 [Leather]
Touch AC: 12
Flat-footed: 12
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +0 = 0 [base] + 0 [constitution]
Reflex save: +4 = 2 [base] + 2 [dexterity]
Will save: -1 = 0 [base] -1 [wisdom]
Attack (melee): +0 = +0 [base] + 0 [strength]
Attack (unarmed): +0 = +0 [base] + 0 [strength]
Attack (ranged): +2 = +0 [base] + 2 [dexterity]
Grapple check: +0 = +0 [base] + 0 [strength]




Region of Origin: Breland

Languages: Common, Dwarven, Elven, Gnome

Rapier +0 [1d6, crit 18-20/x2, 2 lb, one-handed, piercing]
Hand Crossbow +2 [1d4, crit 19-20/x2, 2 lb, one-handed, piercing] 30 bolts, 3 lbs.
Dagger +0 Melee/+2 Thrown [1d4, crit 19-20/x2, Light, piercing/slashing] 3 Carried

Feats:
Investigate

Traits:
Action Points: 5(this level)

Skill Name Ranks Attribute Check
Bluff 4 CHA +7 (+2 Changeling)
Disguise 4 CHA +5 (+15 when using Minor Change Shape)
Forgery 4 INT +7
Gather Information 4 CHA +5
Open Lock 4 DEX +6
Profession(Reporter) 4 WIS +3
Craft(Reporting) 4 INT +7
Diplomacy 4 CHA +5
Sense Motive 4 WIS +5 (+2 Changeling)
Intimidate 4 CHA +7 (+2 Changeling)
Search 4 INT +7

Changeling
+2 save vs sleep and charm
Speak Language is always a class skill
+2 Bluff, Intimidate, Sense Motive
Minor Shape Change (Su)

Rogue
Sneak Attack +1d6
Trapfinding


Class HP rolled
Level 1: Rogue 6

Gear
Rapier
Hand Crossbow
30 Bolts
Leather Armor
3 Daggers
Identification Papers (in the name of Roger Yerkes)
59 gp

25 lbs. Total Carried


History
Rog didn't know his parents. As far he knows, nobody knew his parents. Left on the steps of a small church of the Silver Flame, Reg was raised by the local church. Reg rebelled early, trying to find holes in every belief held by the priests. As soon as he could, Reg left, which left him on the street without a profession.
So Reg did what he knew: he wrote. At first he stories were carefull, modest pieces, covering minor events, and advancing no real agenda. These early stories were a misserable failure, so Reg started searching for 'real' news.
But all the 'real' news stories were already reported by better reporters, so Reg made news.
His first big story was a burning anti-dwarf report, in which he citied "Scholarly proof" that dwarves are high related to the Daelkyr. He managed to portray dwarves as both completely inferior and amazingly dangerous.
He then submitted the exact same proof to another paper, in an article about why Dwarves are closely realted to Celestials. Now Reg was painting dwarves as the saviors of Khorvaire.
Now Reg makes a confortable living as a mercanary reporter, twisting every fact in two different directions, insulting a group in one article while exalting them in another. A true writer of the people (he's written one article that appeals to almost every group), Reg publishes under a large number of aliases, favoring his alter ego, Roger Yerkes.
 
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[smallcaps]Snow-in-Dusk[/smallcaps]
Female Shifter Clr1 of the Traveler; Size M; HD 1d8+2 [[1d8+3 while shifting]]; hp 10 [[11 while shifting]]; Init +2 (+2 Dex); Spd 30 ft.; AC 16 [[20 while shifting]] (+2 Dex, +3 studded leather, +1 buckler [[+4 (Beasthide Elite) while shifting]]); BAB +0; Grp +0; Atk +0 melee (morningstar, 1d6/1d8, crit 20/x2, 6 lb., one-handed, bludgeoning and piercing OR sickle, 1d4/1d6, crit 20/x2, 2 lb., one-handed, slashing), +0 ranged (N/A); Full Atk as Atk; SA See below; SQ See below; AP 5; AL CN; SV Fort +4 [[+6 while shifting]], Ref +2, Will +5; Str 10, Dex 14, Con 14, Int 6, Wis 17, Cha 6.

Skills and Feats: Bluff -2 (0 ranks, -2 Cha), Disguise -2 (0 ranks, -2 Cha), Heal 7 (4 ranks, +3 Wis), Hide 2 (0 ranks, +2 Dex), Survival 3 (0 ranks, +3 Wis); Beasthide Elite: While shifting, natural AC increases to +4.

Shifter Traits: Humanoids with shapechanger subtype, shifting: once per day, as a free action, is able to use Beasthide (Su): +2 to Con and +2 natural bonus to AC- lasts for a number of rounds equal to 3 + Con (even if modified by this ability) modifier, low-light vision, +2 racial bonus to Balance, Climb, and Jump checks.

Cleric Abilities: Turn undead, spontaneous casting (cure spells), divine spells (bonus spells: ??0/1/1/1??), domain abilities (Travel: 1 round/level/day receive freedom of movement, Survival as a class skill; Trickery: Bluff, Disguise, and Hide as a class skill).

Spells
Domains: Travel, Trickery; Spells per Day: 3/2+1

Typical Spell Lists [* = domain spell]
Non-adventuring
0-level: detect magic, light, purify food and drink
1st-level: comprehend languages, detect evil, longstrider*

Adventuring: Offensive
0-level: detect magic, inflict minor wounds, resistance
1st-level: divine favor, summon monster I, longstrider*

Adventuring: Defensive
0-level: detect magic, resistance, virtue
1st-level: bless, disguise self*, obscuring mist

Equipment: studded leather armor, clothing (simple laced bodice and traveling short skirt), buckler, morningstar, sickles (2), backpack [healer's kit (+2 circumstance bonus to Heal checks), bedroll, silk rope (50 ft.), grappling hook, trail rations (2 days worth), waterskin (full), sunrods (2), sacks (2 – empty), oil (2 flasks), hooded lantern], belt pouch [caltrops, flint and steel, tindertwigs (4), 15 gold pieces] = Medium load (64 lbs.)

XP: 0 xp / 1500 xp

Description and Personality: Rare among her kin in more than just her albino coloration, Snow-in-Dusk, is a quiet and empathetic shifter with a love of the healing arts that nearly equals her love of nature and wide-open spaces. Many often take her somewhat demure countenance and pale, soothing coloration as a sign of weakness, however; many that have mistakenly sparked her bloody temper and fared much the worse for it.

Height, Weight, Age: 4 ft. 7 in., 90 lbs., 22 years old.
Region of Origin: The Eldeen Reaches
Languages: Common

Background: Born on the southeastern slopes of the Icehorn Mountains, on the last day of winter, many would have supposed that the birth of a new female shifter to the predominantly male clan would have been a blessing. However, this winter did not want to relinquish its hold on the Eldeen Reaches and the day was bitterly cold and saddled with deep snow fall. It was one of those winter days that appeared perfectly lovely, if one were safely tucked away by a warm fire; even for the staunch and stoic shifters, however, who were used to such harsh climes and elements, it was a vicious and unfeeling storm. While it was not a good day to be born upon, it was a far worse day to give birth, for the bitter cold and the flaying wind, coupled with the strain of childbirth, was too much for Snow-in-Dusk’s mother to bear. As such, she perished on that day, and never laid eyes upon her only child. For the nomadic clan, this was an ill omen in and of itself, for at that moment, Snow-in-Dusk lost her only strong tie with the clan – those few of her direct blood ties within the clan that the harsh winter did not claim had long since wandered from the ‘Reaches to parts unknown.

To make matters worse, she was born as white as the snow and the unyielding clouds that had claimed her mother. The clan’s leader, an aged druid known as Kan’ktook, claimed that the child was cursed and that she should be left in the snow with her mother. Only the fact that she was a female and might one day grow to bear many proud sons and daughters for the clan saved her; as the sun set upon her first day of life, she gained the strange dun-colored streaks and flakes in her skin and fur and so she was name Snow-in-Dusk.

The young shifter grew quickly, but always seemed somewhat sickly and scrawny, never fully filling her frame or gaining strong arms and legs like the other shifters. Down through the years, many whispered that this was due to her curse, and that it brought ill luck upon them all. Again Snow-in-Dusk was spared unexpectedly, as her mind and spiritual nature grew in leaps and bounds, and she warmed quickly to learning the healing and herbalist arts from her elders, and they began to see a spark of promise within her pale form. For a brief moment in time, Snow-in-Dusk began to experience a semblance of happiness in her young life, but this ended as quickly as it had begun; the day that she began hearing the voice.

The voice, smooth and silky as a wolf’s foot pad, came to her unbidden in her mind. It would whisper things to her, things that she had no way of knowing, or would tell her how to do things that she simply could not do before. Further, this voice, which called itself the Traveler, told of her places that were far away from her home; places where great things lay in store for her and where she would not only be accepted for who she was, but she would be respected and loved. These last things where truly the secret desires of Snow-in-Dusk’s heart, and she could not bear to have them spoken of, in sibilant, silky tones, within the dark places of her mind, without telling someone. Perhaps it was out of fear, or perhaps out of pride, but she told the village elders and Kan’ktook of this voice and it became the straw that broke the shifter’s back.

Kan’ktook called her “a child of demons” and demanded that she either be stoned to death or cast into exile – debate and arguments erupted all throughout the clan, as if some great underlying and festering anger was all but ready to claw its way out from under years of suppression and denial. Most of the clan wanted Snow-in-Dusk’s blood, as they saw her as the magnet that drew their many years of poor luck since her birth while others simply wanted to be rid of her – Snow-in-Dusk never learned their final decision, however, for it was at that moment that the darkness came…

Seemingly from out of nowhere, a horrid darkness fell upon the whole clan; a darkness that no light, mundane or magical, could pierce and the darkness grew claws and fangs. Snow-in-Dusk cowered in that horrific darkness as she heard the sounds of her clan dying around her: the cries of terror, pain, and anguish, the gut-wrenching sounds of flesh ripping, blood spattering and bones popping. At last, she heard the sounds of the darkness’ breath and she could smell the tangy, coppery smell of blood near her – she could not see the darkness closing in, but she could feel it – she knew that her life was about to end. It was then that the voice in her head spoke a single word, “NO” it said, and the darkness fled and her life was spared.

Since that day, Snow-in-Dusk has followed the dark voice in her head, knowing only that it was the only voice that she was ever able to trust. While she carries the stories and memories of her clan within her, the life she now lives is for herself and for the Traveler. She fears the dark horribly, and will not enter into it willingly without some secure source of light unless the Traveler tells her to do so. She trusts the voice in her head implicitly and will do whatever it asks of her, so long as she feels that it is the right thing to do.
 

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