I submitted this character to Urko's campaign, but I think his personality would be better in this campaign (plus I get to submit a different character to Urko, okay Urko? I really want to play your game, just with a character that might fit in a little better). I need to redo his stats to first level and to re-buy some gear, but here is a back-ground about North, Quartermaster Command Model QK-94.
North, Quartermaster Command Model QK-94.
Artificer 1
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 mostly responsible for keeping up the armor, weapons, and Warforged of some of the farthest extended units in the Karnathi military. That 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 this position, North saw little actual combat in the Last War, only the effects of combat.
After Thronehold, North felt cheated that he, amongst the most sophisticated war machines House Cannith built for the war, was little used in the fighting. Since the end of the war found warforged treated as little more than property in Karnnath, North decided that he needed to find a country to serve that acyually 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.
Personality
North wants a place for warforged to have in this world above all else. He is idealistic well past the point of reality at times, 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 try to 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 value of things in terms of money, and sees all objects as their 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.
Appearance
North was designed with adamantine plating that resembled 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.
North
Male Personality Warforged Artificer 1
Alignment: NG
Str 14 – (6 pts)
Dex 11 – (3 pts)
Con 12 -- (2 pts)
Int 14 -- (6 pts)
Wis 8 -- (2 pts)
Cha 12 -- (6 pts)
Hit Points 7
Action Points 5/5
AC 18, Touch 10, Flat 18
Init +1
BAB +0, Grap +2
Speed 20 ft. (base 20 ft., medium load 78.52/116, heavy armor)
Fort +1, Ref +0, Will +1
+2 Melee, Longspear, 1d8+3, x3. Reach.
+2 Melee, Cold Iron Morningstar, 1d8+2, x2 (1 hand)
+2 Melee, Cold Iron Morningstar, 1d8+3, x2 (2 hand)
+2 Melee, Slam, 1d4+2, 20/x2
+0 Ranged, Heavy Crossbow, 1d10, 19-20, 120'r
Medium-size, 6'4" tall, 294 lbs., 3 yrs old
Green eyes, Adamantine plating
Speaks Common, Dwarven, and Elven
+2 Appraise (0)
-5 Balance (0acp)
-3 Climb (0acp)
+5 Concentration (4)
+6 Craft (Weaponsmith) (4)
+6 Craft (Armorsmith) (4)
-5 Escape Artist (0acp)
-5 Hide (0acp)
-9 Jump (0acp)
+6 Knowledge (Arcana) (4)
-5 Move Silently (0acp)
+6 Spellcraft (4)
-8 Swim (0acp)
+5 (+7 activate scrolls) Use Magic Device (4)
Feats
-Adamantine Body
-Scribe Scroll (B)
Warforged Traits
-Living Construct Subtype (Ex)
-Immune to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
-Cannot heal damage naturally
-Healing subschool/healing provide ½ effect
-Automatically stabilize at -1 hit points or lower
-Does not need to eat, sleep, or breathe
-Light Fortification (Ex)
- Adamantine Plating (+8 AC, DR 2/adamantine, ACP -5, arcane spell failure 35%)
-Slam attack 1d4
Artificer Abilities
-Artificer Knowledge +3
-Artisan Bonus (Scribe Scroll)
-Disable Trap
-Infuse Self (+1 caster level on infusions placed on North by North)
-Item Creation
--Artificer Infusions--
Infusions Per Day 3
Carried: 78.52 lbs.
Cold Iron Morningstar (belt left, 6 lbs.)
Hip quiver (10 bolts) (belt right, 1 lb.)
Belt Pouch (belt front, .5 lbs.)
Spell component pouch (belt rear, 2 lbs.)
Heavy Crossbow (left shoulder, 8 lbs.)
Longspear (right shoulder, 9 lbs.)
Backpack (center back, 2 lbs.)
Signal Whistle (worn/neck)
Sturdy Leather Belt (worn/waist, 1 lb.)
Grappling Hook (Backpack, 4 lbs.)
Silk Rope (50 ft.) (Backpack, 5 lbs.)
Sunrod x2 (Backpack, 2 lbs.)
Shovel (Backpack, 8 lbs.)
Warforged Repair Kit (Backpack, 1 lb.)
Armorer’s Tools (Backpack, 5 lbs.)
Weaponsmith’s Tools (Backpack, 5 lbs.)
Crowbar (Backpack, 5 lbs.)
Sledge (Backpack, 10 lbs.)
Small Steel Mirror (Backpack, .5 lbs.)
Winter Blanket (Backpack, 3 lbs.)
Rare spice and mineral ointment (10 gp) x2 (spell component pouch)
I.D. Papers (North) (belt pouch)
Coins- 6gp, 6sp, 10cp (belt pouch, .52 lbs.)