[B]Name:[/B] Theroc Ironhide
[B]Class:[/B] Fighter 2
[B]Race:[/B] Warforged
[B]Size:[/B] Medium
[B]Gender:[/B] Male(Mentally... literally asexual)
[B]Alignment:[/B] Lawful Neutral
[B]Deity:[/B] Non-religious
[B]Str:[/B] 16 +3 (09p.) [B]Level:[/B] 2 [B]XP:[/B] XXXX
[B]Dex:[/B] 12 +1 (04p.) [B]BAB:[/B] +2 [B]HP:[/B] 37 (22 Health, 15 Grace)
[B]Con:[/B] 16 +3 (06p.) [B]Grapple:[/B] +5 [B]Dmg Red:[/B] 2/Adamantine
[B]Int:[/B] 13 +1 (05p.) [B]Speed:[/B] 20' [B]Spell Res:[/B] XX
[B]Wis:[/B] 08 -1 (02p.) [B]Init:[/B] +1 [B]Spell Save:[/B] +X
[B]Cha:[/B] 08 -1 (02p.) [B]ACP:[/B] -5 [B]Spell Fail:[/B] 35%
[B]Base Armor Shld Dex Size Nat Misc Total[/B]
[B]Armor:[/B] 10 +8 +0 +1 +0 +0 +0 19
[B]Touch:[/B] 11 [B]Flatfooted:[/B] 18
[B]Base Mod Misc Total[/B]
[B]Fort:[/B] 3 +3 +6
[B]Ref:[/B] 0 +1 +1
[B]Will:[/B] 0 -1 -1
[B]Weapon Attack Damage Critical[/B]
MW Scythe +6 2d4+4 20-20x4
Slam +5 1d4+3 20-20x2
Shortspear(x10) +5 1d6+3 20-20x2
Alchemist's fire +5 1d6+0 20-20x2
Acid +5 1d6+0 20-20x2
[B]Languages:[/B] Common, Draconic
[B]Abilities:[/B]
Living Construct-
Immune to Poison, Sleep, Paralysis, Disease, Nausea, Fatigue, Exhaustion, Sickening and Energy drain
Does not Eat, Sleep or Breathe.
Does NOT naturally heal.
At 0HP, is disabled normally. -1 to -9 HP becomes inert(Unconscious but stable)
Conjuration Healing spells only heal 1/2 HP.
Healed by an 8 hour craft check, heals (Check result-15) hitpoints.
Crafter may take 10 but not 20. (Cannot be performed untrained)
Valid skills for this check: Armorsmithing, Blacksmithing, Gemcutting, Sculpting
The Warforged may perform the repair check himself.
25% chance of a critical or sneak attack being negated.
1d4 Natural slam attack(bludgeoning)
[B]Feats:[/B] Adamantine Body, Powerful Charge, Power attack, Brutal Throw
[B]Skill Points:[/B] 15 [B]Max Ranks:[/B] 5/2.5
[B]Skills Ranks Mod Misc Total[/B]
Craft(Armorsmith) 3 +1 +2 =6
Climb 2 +3 -5 =0
Ride 2 +1 +0 =3
Swim 2 +3 -5 =0
Intimidate 2 -1 +2 =3
Handle Animal 2 -1 +0 =1
Jump 2 +3 -5 =0
[B]Equipment: Cost Weight[/B]
MW Scythe 318gp 10lb
Shortspear(x10) 10gp 30lb
Climbing Kit 80gp 05lb
MW Artisan's Tools 55gp 05lb
Alchemist's Fire(x5) 100gp 05lb
Acid(x10) 100gp 10lb
[B]Total Weight:[/B]65lb [B]Money:[/B] 237gp 00sp 00cp
[B]Light Medium Heavy Lift Push[/B]
[B]Max Weight:[/B] 76 77-153 153-230 460 1150
[B]Age:[/B] 4
[B]Height:[/B] 6'5"
[B]Weight:[/B] 290lb
[B]Eyes:[/B] Radiant Blue
[B]Hair:[/B] None
[B]Skin:[/B] Light, metallic blue
Shrapnel
Warforged Fighter 3
N Medium construct (living construct)
Init +7 Senses Listen -2, Spot -2
Languages Common
AC 19 (+4 Dex, +5 armor), Touch 14, Flat-Footed 15
HP 25 (2 HD) AP 5
Immune poison, sleep, paralysis, disease, nausea, fatigue, exhaustion, sickened, energy drain
Fort +3, Ref +5, Will -1; +3 save vs. fear
Speed 30 ft. (6 squares)
Melee slam +7 melee (1d4+4)
Base Atk +3; Grp +7
Abilities Str 18, Dex 18, Con 10, Int 8, Wis 6, Cha 6
Feats Mithral Body, Mithral Fluidity x2, Construct Lock
Skills Craft (armorsmithing) +5 [6 ranks], Hide +9, Move Silently +9
Equipment 4 potions of repair light damage, Repair Light Wounds Wand, Docent of the Scout
Battle Hardened (Ex): A warforged fighter is crafted for battle, ready to act at a moment's notice and hardened against terror. He gains a +3 bonus on initiative checks and on saves against fear effects.
This substitution feature replaces the standard fighter's bonus feat gained at 1st level.
Shaky (Ex): You are relatively poor at ranged combat. You take a -2 penalty on all ranged attack rolls.
Construct Lock (Ex): You gain a +2 bonus on damage rolls against creatures with the construct type (including living constructs). If you roll a critical threat against a construct, you can forego the confirmation roll to make another attack roll using the same modifier. If this second attack also hits and deals at least 1 point of damage, the construct must succeed on a Fortitude save (DC 10 + 1/2 your character level + your Con modifier) or be rendered immobile and helpless for 1 round (as if it had been paralyzed).
If you spend an action point to improve an attack roll against a construct and hit with the attack, the attack roll is automatically considered to be a critical threat regardless of the number rolled on the die.
POWER CHARGE (GENERAL)
Once you start a charge, you become extremely dangerous.
Prerequisites: Power Attack, Strength 13
Benefit: When using the charge action, you deal an additional +2d6 points of damage with a melee weapon on a successful attack. Do not multiply this damage in the case of a critical hit.
Fighter Bonus Feat: Starting at 15th level, if you took this as a fighter bonus feat, you gain an additional +10 bonus to damage when charging.
Boosted: You gain a +10 bonus to speed for 1 round while using this feat.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.