Shackled City Adventure Path Campaign (Thread Closed)

Phyrrus said:
Starman: I have no problem with your switching over to sorc past lvl two, but I will still expect him to behave as he did when he was a paladin. His awakening magical ablities should be seen as a gift from Wee Jas and be honored as such. If he just reverts to simple spell slinger acting with no high moral value, you may start noticing the paladin abilities fading and become nothing more than a fighter sorc, minus the two extra fighter feats.

Oh, that's fine. The character will always consider himself a paladin/champion of Wee Jas no matter where his training takes him. I'm working up his stats now and will have them up shortly.
 

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All right, I think I'm finished. I ended up going with human, but otherwise he's pretty much the same as I envisioned. I did decide to go with Sorcerer later, so that's what he will start training in starting with his third level.

[sblock]Architan

Medium human
Paladin 1
Hit Dice: 1d10+2 (12 hp)
Initiative: -1
Speed: 30 ft.
Armor Class: 14 (-1 Dex, +5 Armor), touch 9, flat 14
Base Attack/Grapple: +1/+3
Attack: greatsword +4 melee (2d6+3/19-20/x2) or dagger +3 melee (1d4/19-20/x2)
Full Attack: greatsword +4 melee (2d6+2/19-20/x2) or dagger +3 melee (1d4/19-20/x2)
Space/Reach: 10 ft./10 ft.
Special Attacks: Smite evil 1/day
Special Qualities: Aura of good, detect evil
Saves: Fort +4, Ref -1, Will +3
Abilities: Str 14, Dex 8, Con 14, Int 10, Wis 12, Cha 16
Skills: Diplomacy +5(2), Knowledge(arcana) +1(1), Knowledge(religion) +3(3), Intimidate +4(1), Sense Motive +4(3)
Feats: Iron Will, Weapon Focus (greatsword)

Alignment: Lawful Good

Languages: Common

Possessions: greatsword, dagger, chainmail, backpack, waterskin, flint and steel, whetstone, wooden holy symbol (Wee Jas), torch x2, traveler’s outfit x2, 31 gold, 9 silver, 6 copper

Architan, commonly called Arc, is a grim young man of nineteen years. He grew up on the streets of Cauldron. He has no idea who his parents where or are as they disappeared or abandoned him when he was young. Growing up on the streets of Cauldron, Arc had it tough. He was not fast enough, big enough, or smart enough to be very well off. He found himself at the mercy of thugs, toughs, and anyone who thought they could use him or abuse him. If it weren’t for two people he managed to befriend, Irrik and Zith, then he probably wouldn’t have survived.

Irrik, a half-elf, and Zith, a human, were several years older than Arc, but they became good friends. Together the three of them managed to eke out a meager existence. While life was certainly still tough, at least Arc was surviving. His experiences made him bitter and angry, though.

One day, when Arc was thirteen, he came across the bodies of two recently murdered people. It was nothing that he hadn’t seen many times before, but something was different that day. The young man felt an urge to not let these people rot on the streets. He began making an effort to bury them. During this, a cleric of Wee Jas came upon him. Thrum Vigid was impressed with Arc and took him to the local temple. There Arc worked and began to learn the ways of Wee Jas. Slowly Arc honed his anger into a grim resolve to do something for the downtrodden people of Cauldron.

When he was eighteen, Arc felt a special call, and he began his paladin training in the service of his goddess. He has recently finished his intensive year-long initiation and is now ready to take on the evils of the world. A recently overheard conversation between Thrum and another priest about indicated something about his “path soon changing” has made him nervous, but he is ready to accept whatever Wee Jas asks of him.

Arc has thick, wavy black hair and dark eyes. He is a couple inches over six foot and weighs about 200 pounds. He generally dresses in dark red and black clothing. While he is not as angry as he used to be, he is still generally grim. He looks at his task as a serious one that has no time for lots of laughter and humor. Besides his goals of serving Wee Jas and helping the downtrodden of Cauldron, he has another more personal goal. He has recently learned that his friends Irrik and Zith have disappeared. He has vowed to learn their fate and mete out justice should it be required.[/sblock]
 

Thanks for your patience, everybody! I apologize for getting this character out so much later than expected...

Mannecinni
Several years ago Penryn, a renowned wizardess from far-off lands, settled in Cauldron and opened a small magic shop that included various clockwork mechanisms, animated toys, and magic items of all types. Her business was moderately successful, allowing her to experiment with new creations in her spare time. A golem constructed of not only metal and gems, but wood and living tissue, was her culminating achievement.

The golem served where needed in the magic shop: retrieving items, aiding the wizard in her experiments, and even purchasing necessary components from nearby shopkeepers. With the wizard's arcane mark emblazoned on its forehead, the golem was recognized as her creation wherever it ventured in the surrounding community. Stoic and uncomplaining, the golem carried out its duties and followed instructions.

When Penryn, searching for a misplaced spell component, discovered several wooden carvings in the storage closet where her golem stood when unneeded, she realized she had somehow created something more than a simple automaton. Not only had the golem developed sentience, but had begun to create truly wondrous and beautiful works of art. She called him Mannecinni, the name of a great artist and sculptor from her homeland, and never again treated him like the mindless machine she thought she had created.
. . . . .​

Mannecinni enjoyed his newfound life as Penryn taught him the basics of civilization, from appropriate conversation to the complexities of morality. He helped customers in the shop, surprising many with his humor and childlike demeanor, and sculpted many entertaining toys for the families that visited the shop, which Penryn would later enchant. He developed many friendships, despite his odd appearance and history, and particularly loved spending time with the children when they entered the store. He had begun as only a curiosity, but over time had embedded himself in the lives of those in their local community, and recognized as a friendly and familiar face.

It was when one of the children who regularly visited the shop suddenly disappeared that Mannecinni experienced a brand new emotion: worry.

[sblock]

Male personality warforged artificer 1
LG Medium Construct (living construct)

Init -1 (-1 Dex); Senses Listen -2, Spot -2
Languages Common
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AC 13, touch 9, flat-footed 13 (+2 armor, +2 shield -1 Dex); light fortification (25% chance to negate a critical hit or sneak attack)
hp 8 (1 HD)
Immune poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain
Fort +2, Ref -1, Will +0 (Artificer Fort +0, Ref +0, Will +2; Con +2, Dex -1, Wis -2)
Weakness spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half of their normal effect; vulnerability to heat metal, chill metal, repel metal or stone, repel wood, and rusting grasp
__________________________________________________

Spd 30 ft
Melee slam +1 (1d4+1) (+0 BAB, +1 Str) or
Melee
longspear +1 (1d8+1/x3) (+0 BAB, +1 Str) or
Melee
spear +1 (1d8+1/x3) (+0 BAB, +1 Str)
Ranged spear -1 (1d8+1/x3) (+0 BAB, -1 Str)
Space 5 ft; Reach 5 ft
Base Atk +0; Grp +1
Atk Options natural slam attack
Combat Gear scroll of alarm (2) (25 gp, Item Creation), scroll of sleep (2) (25 gp, Item Creation)
Common Infusions (CL 1st, or CL 2nd for Infuse Self, +1 melee touch, -1 ranged touch):
1st (3/day) - light, repair light damage, shield of faith, skill enhancement, personal weapon augmentation
__________________________________________________

Abilities Str 12, Dex 8, Con 14, Int 16, Wis 6, Cha 14 (28 point-buy)
SQ living construct traits, artificer knowledge, artisan bonus, craft reserve, disable trap, infuse self, item creation
Feats Scribe Scroll (Artificer bonus), Skill Focus (Use Magic Device) (1st-level)
Skills Craft (alchemy) +7 (4 ranks, +3 Int), Craft (sculpting) +7 (4 ranks, +3 Int) (+9 for warforged (repair kit)) Knowledge (arcana) +7 (4 ranks, +3 Int), Knowledge (architecture and engineering) +7 (4 ranks, +3 Int), Search +7 (4 ranks, +3 Int), Spellcraft +7, (4 ranks, +3 Int) Use Magic Device +9 (4 ranks, +2 Cha, +3 Skill Focus) (+11 for scrolls (+2 artisan bonus)); ACP -2 (-2 shield); ASF 15% (15% shield)

Possessions Ccombat gear plus longspear (5 gp), spear (2) (4 gp), heavy wooden shield (7 gp), alchemist fire (2) (25 gp, crafted), alchemist frost (2) (25 gp, crafted), alchemist spark (2) (25 gp, crafted), warforged repair kit (50 gp), and 9 gp. Total wealth: 200 gp (max at 1st-level),
__________________________________________________

Living construct traits (Ex): Cannot heal damage naturally; spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half of their normal effect; vulnerability to heat metal, chill metal, repel metal or stone, repel wood, and rusting grasp; inert when hit points are less than 0 and greater than -10 and does not lose additional hit points; does not need to eat, sleep, or breathe.

Artificer Knowledge (Ex): +4 to detect whether a specific item has a magical aura, against DC 15.

Craft Reserve (Ex): 16 points remaining.

Infuse Self (Ex): Any infusion you cast that effects you (even if it effects others too) is cast at +1 level. (racial substitution level)

Item Creation (Ex): Can make a Use Magic Device check (DC 20 + caster level) to emulate each spell to create a magic item. For purposes of meeting item prerequisites, the effective caster level equals artificer level +2. If the item duplicates a spell's effect, it uses the actual artificer level as its caster level.

[/sblock]

Oh, and thank you, Phyruss, for your comment on my story hour. I love to hear feedback!
 
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Lord Raven88: I will mark you down as the second alt.

Starman: Pally looks good, and as long as we are on the same sheet on how he will act after his new career path, we are good to go. However, if you don't mind, I would like you from time to time work in small little tells that his power is manifesting. I will let you decide on how to do it, but I think it will make it more "true" when it happens in game.

Jeremy: As I don't have my Races of Eberron book out, what did you lose when you took the racial substitution level? Also, I do look forward to seeing him being a bit out of touch with the world around him. With a Wis that low, he is going to suffer very strongly from the absent minded prof syndrome.

All: I will be making an RG thread in a few moments and will be will make the intro post as soon as histories are finalized and I have a rough idea that everyone is ready to go.

Edit: Here is the link : RG Thread
 

Okay, Garrick's up in the RG thread. I'm good to go whenever, though I won't be at full posting capacity until after the New Year.
 

Phyrrus said:
Jeremy: As I don't have my Races of Eberron book out, what did you lose when you took the racial substitution level? Also, I do look forward to seeing him being a bit out of touch with the world around him. With a Wis that low, he is going to suffer very strongly from the absent minded prof syndrome.

The warforged artificer does not actually lose anything for the first racial substitution level. I believe this is to balance out the fact that a warforged artificer is a suboptimal choice, mechanically, (-2 Cha being the big one) and the +1 caster level bonus helps to make up for it.

The later substitution levels do replace class features, though.
 




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