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Eberron - Forging Fury
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<blockquote data-quote="ShaggySpellsword" data-source="post: 2423708" data-attributes="member: 17626"><p>[CODE]North</p><p>Male Personality Warforged Artificer 1 (Racial substitution level)</p><p>Medium Living Construct</p><p>Alignment: Chaotic Good</p><p>Deity: None</p><p>Region: Karrnath</p><p>Height: 6' 5''</p><p>Weight: 298 lbs</p><p>Skin: Adamantine</p><p>Eyes: Green</p><p>Age: 4 years.</p><p></p><p>Action Points: 5</p><p></p><p>Str: 15 (+2)</p><p>Dex: 12 (+1)</p><p>Con: 14 (+2)</p><p>Int: 16 (+3)</p><p>Wis: 6 (-2)</p><p>Cha: 12 (+1) </p><p></p><p>Class and Racial Abilities: +2 Con, -2 Wis, -2 Cha </p><p>light fortification, </p><p>living construct traits </p><p>Con score </p><p>no low-light or darkvision </p><p>not immune to mind-affecting effects </p><p>immune to poison, sleep effects, paralysis, disease, nausea, fatigue, and energy drain</p><p>cannot heal damage naturally </p><p>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 </p><p>can use the Run action </p><p>can be affected by spells that affect both living creatures and constructs </p><p>does not need to eat, sleep or breath </p><p>responds differently to going below 0 hit points </p><p>can be raised or resurrected. </p><p>Proficient with all simple weapons, with light and medium armor, and shields (but not tower shields). </p><p>Infusions </p><p>artificer knowledge +4 (DC 15 determines if item has magical aura) </p><p>artisan bonus (+2 on UMD checks with scrolls) </p><p>disable trap </p><p>item creation </p><p>craft reserve (17 xp) </p><p>infuse self.</p><p></p><p>Hit Dice: 1d6+2</p><p>HP: 8</p><p>AC: 21 (+1 Dex, +8 adamantine body, +2 shield) Touch – 11, Flat-footed – 20</p><p>DR: 2/adamantine</p><p>ACP: –7 (Heavy Armor)</p><p>Init: +1 (+1 Dex)</p><p>Speed: 20ft (normally 30, Heavy Armor)</p><p></p><p>Saves:</p><p>Fortitude +2 [0 base, +2 Con]</p><p>Reflex +1 [+0 base, +1 Dex]</p><p>Will +0 [+2 base, -2 Wis]</p><p></p><p>BAB: +0</p><p>Melee Atk: +2 (1d8+2/x2/B/P, morningstar)</p><p>Melee Atk: +2 (1d4+2/19-20/P or S, dagger)</p><p>Ranged Atk: +1 (1d4+2/19-20/10 ft./P or S, dagger)</p><p>Ranged Atk: +1 (1d8/19-20/80 ft./P, light crossbow)</p><p>Touch Infusion: +2 (as infusion)</p><p></p><p>Skills:</p><p>Concentration: +6 [4 ranks, +2 Con]</p><p>Craft (armorsmithing) +7 [4 ranks, +3 Int]</p><p>Craft (weaponsmithing) +7 [4 ranks, +3 Int]</p><p>Disable Device +7 [4 ranks, +3 Int]</p><p>Search +7 [4 ranks, +3 Int]</p><p>Spellcraft +7 [4 ranks, +3 Int]</p><p>Use Magic Device +5 [4 ranks, +1 Cha]</p><p></p><p>Feats:</p><p>Scribe Scroll (artificer bonus 1st level)</p><p>Adamantine Body (1st level)</p><p></p><p>Languages: Common</p><p></p><p>Infusions per day (DC +3)</p><p>1st – 3</p><p></p><p>Craft Reserve: 17</p><p></p><p>Equipment</p><p></p><p>Gear</p><p></p><p>Heavy steel shield – 20gp (15 lbs) [held in right hand]</p><p>light crossbow - 35 gp (4.0 lbs) [slung over right shoulder]</p><p>10 bolts - 1 gp (1.0 lbs) [slung over left shoulder]</p><p>Dagger – 2gp (1 lb) [on belt]</p><p>Morningstar – 8gp (6 lbs) [on belt]</p><p>Spell Component Pouch - 5 gp (2 lbs) [on belt]</p><p>Belt pouch 1gp (1/2 lb) [on belt]</p><p>1 gp and 3 sp [in belt pouch]</p><p>Identification papers – 2 gp [in belt pouch]</p><p>Travel Papers- 2 sp [in belt pouch]</p><p>Backpack - 2 gp (2 lbs) [on back]</p><p>Warforged Repair Kit - 50 gp (1 lb) [in backpack]</p><p>Weaponsmith's tools - 5 gp (5 lbs) [in backpack]</p><p>Thieve's Tools - 30 gp (1 lb) [in backpack]</p><p>Total weight carried – 38.5 lbs, light load.</p><p></p><p>[/CODE]</p><p>~~~~~</p><p></p><p><strong>Appearance:</strong> 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.</p><p><strong></strong></p><p><strong>Personality: </strong>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.</p><p></p><p>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.</p><p></p><p><strong>Background:</strong> 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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="ShaggySpellsword, post: 2423708, member: 17626"] [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. [/CODE] ~~~~~ [B]Appearance:[/B] 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. [B] Personality: [/B]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. [B]Background:[/B] 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. [/QUOTE]
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