Warforge campaign Characters.


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Legolizard said:
Everybody remember to add the composite plating to armor class and that it counts has having light armor on. So the monk needs to take the no armor feet at 1st level to use monk abilities that reqire no armor.

Actually the composite plating doesn't count as having light armor on, although it does take up that body slot and impose a 5% arcane spell failure, similar to light armor. However, no where in the Composite Plating description does it say that it counts as light armor and thus abilities that can't be used in light armor can't be used with a character with composite plating.
 

Legolizard said:
Everybody remember to add the composite plating to armor class and that it counts has having light armor on. So the monk needs to take the no armor feet at 1st level to use monk abilities that reqire no armor.
Seeing as how I can't find any No Armor feat, I'm inclined to agree with Ferrix. At least, I don't see it in the Eberron book. Could you point me to where the feat is?
 


TroyXavier said:
It's a feat in Races of Eberron and really really underpowered for a feat.

Yeah, basically it takes away two of your most useful abilities as a warforged. And guess what, it costs you a feat, just so you can have the possibility of wearing armor (woo!).
 

You guys are right. that feat does stink. So this is the new feat that will be in my game is Arcane plating isntead of no armor. It will get rid of the 5% arcane spell failure rate but also the fortification. It can only be taken at 1st level and you can't take any of the other armor feats. You still can't wear armor but you can wear robes.

Approved characters:
Whispper
Ringo

Needed changes:
Self (just needs to finish)
ranger

Still need a cleric or mage.
 

Also, reading the monster manual three, it says that any class that ignores light armor for spell casting (like bards, warlocks and wamages) also ignores the 5% spell failure rate asociated with composite plating.

So Ringo dosen't need to take the no armor feat.

dang this race is so cool and inovative. It's like no other standard race ever. The concept is just so great.

Also, if you guys want to use psionics, it's ok with me.
 

Legolizard said:
You guys are right. that feat does stink. So this is the new feat that will be in my game is Arcane plating isntead of no armor. It will get rid of the 5% arcane spell failure rate but also the fortification. It can only be taken at 1st level and you can't take any of the other armor feats. You still can't wear armor but you can wear robes.
And, just to make sure, I don't have to worry about it as the Monk?
 

Legolizard said:
Also, if you guys want to use psionics, it's ok with me.
Yeah, I was considering making a Monk/Psion or something, but I think it's not particularly advantageous.
 

Hammer
Warforged Monk 8

Alignment: Lawful Neutral
Deity:
Height: 6' 11''
Weight: Silver
Eyes: Bronze
Age: 24

Str: 16 (+3)
Dex: 16 (+3) (+2 gloves)
Con: 16 (+3) (+2 racial)
Int: 13 (+1)
Wis: 19 (+4) (-2 racial, +2 levels, +2 periapt)
Cha: 10 (+0) (-2 racial)

Class and Racial Abilities: +2 Con, -2 Wis, -2 Cha, composite plating (AC +2), light fortification, living construct traits (has a 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 or 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, cannot be raised or resurrected. Bonus feats, flurry of blows, unarmed strike, evasion, still mind, ki strike (magic), slow fall 40 ft., purity of body, wholeness of body, AC bonus, proficiency in monk weapons.

Hit Dice: 8d8+24
HP: 82
AC: 23 (+3 Dex, +2 composite plating, +4 Wis, +1 monk, +2 ring, +1 ioun stone) Touch – 21, Flat-footed – 18
Init: +3 (+3 Dex)
Speed: 70ft (+30 ft. monk, +10 anklets)

Saves:
Fortitude +9 [6 base, +3 Con]
Reflex +9 [+6 base, +3 Dex]
Will +10 [+6 base, +4 Wis]

BAB: +6/+1
Melee Atk: +9/+4 (1d10+3/x2/B, unarmed strike)
Melee Atk: +8/+8/+3 (1d10+3/x2/B, flurry of blows)
Melee Atk: +10/+5 (1d4+3/15-20/x2/S, Keenest Edge – +1 keen kukri)
Ranged Atk: +8 (1d6+3/x2/30 ft./P, javelin)

Skills:
Balance +13 [8 ranks, +3 Dex, +2 synergy]
Climb +8 [5 ranks, +3 Str]
Escape Artist +11 [8 ranks, +3 Dex]
Hide +8 [5 ranks, +3 Dex]
Jump +18 [8 ranks, +3 Str, +2 synergy, +5 anklets]
Listen +9 [5 ranks, +4 Wis]
Move Silently +8 [0 ranks, +3 Dex, +5 anklets)
Spot +9 [5 ranks, +4 Wis]
Tumble +16 [11 ranks, +3 Dex, +2 synergy]

Feats:
Improved Grapple (monk bonus 1st level)
Dodge (1st level)
Combat Reflexes (monk bonus 2nd level)
Mobility (3rd level)
Improved Trip (monk bonus 6th level)
Spring Attack (6th level)

Languages: Common, Celestial

Equipment:

10 Javelins – 10gp (20 lbs)
Keenest Edge - +1 keen kukri – 8,308gp (2 bls)
Ring of protection +2 – 8,000gp
Periapt of Wisdom +2 – 4,000gp
Gloves of Dexterity +2 – 4,000gp
Anklets of Striding and Springing – 5,500gp (as boots)
Dusty rose prism ioun stone - 5,000gp
3 salves (potions) of repair light damage – 150gp
Dagger – 2gp (1 lb)
Backpack - 2gp (2 lbs)
Bedroll 5sp (5 lbs)
Waterskin 1gp (4 lbs)
50 ft. hemp rope 1gp (10 lbs)
Belt pouch 1gp (1/2 lb)


Total weight – 44.5 lbs, light load.

Money
42gp, 5sp
~~~~~

Appearance: Hammer is a tall and dense warforged, formed in a masculine appearance. Silver is worked into his skin in elegant flowing lines, emphasizing his physique. Metal jewelry, formed as thin metal bands around his neck, hands, fingers, and ankles, are of a contrasting bronze color. His face is set in a peculiar mask of sadness, a tear engraved underneath his right eye.

Personality: Hammer is a forthright individual, quick to answer questions, and swift to enter battle. He sizes up his opponents quickly and acts as soon as a plan can be formed. He was originally designed as a skirmisher, and considers speed to be the best form of battle. He seeks to neutralize enemies as quickly as possible, and tries to apply that goal to all else in life.

He attempts to analyze others quickly, so he knows how to act towards them. His split-second judgments have caused him grief in the past, but Hammer is slow to change his ways.

Background: Hammer was originally forged as a skirmisher. Designed for speed, he was at the forefront of battle, harassing the enemy, attacking from multiple sides, and darting away again. When the wars ended, Hammer found himself at a loss. His habits of sizing up his enemies did not serve him well in a more civilian life. More than once he assessed a situation too quickly, and stepped in combat those that were violating the laws he had been taught. And more than once, he caused another great pain by his actions.

It had been drilled into him that civilians were to be protected, not harmed. However, his misunderstandings had led him to believe some civilians were actually enemies. It was when he realized his error that he felt his strongest emotion. Sorrow. Sorrow welled up from within him, overwhelming and frightening. He came to realize that sorrow was what showed him right from wrong; what kept his snap judgments from hurting too many. In remembrance of this powerful feeling, he had a tear engraved underneath his eye. Though feeling sorrow does make him uneasy, he also realizes its importance. He has come to believe that things that cause sorrow can change his worldview, and considers things told him by crying creatures with utmost gravity.
 
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