Tetsubo
First Post
I made up a back-up arcane character for the game I just joined. Here is the build... any advice?
Name: Striker 7
Race: Soulforged (Warforged) Gender: N/A Class: Warlock Level: 1st Alignment: Chaotic Neutral
Str: 8 (0 points) –1 Penalty
Dex: 16 (10 points) +3 Bonus
Con: 16 (6 points, +2 Racial) +3 Bonus
Int: 12 (4 points) +1 Bonus
Wis: 10 (4 points, -2 Racial) +0
Cha: 10 (4 points, -2 Racial) +0
28 Point Buy
Base Speed: 30
Languages: Common
HP: 9
Initiative: +3 (+3 DX Bonus)
BAB: + 0
BAB Melee: -1 (-1 ST Penalty)
BAB Missile: +3 (+3 DX Bonus)
Saves: Fort +3 (+3 CN Bonus), Ref +3 (+3 DX Bonus) and Will +2
Armour Class: 18 (+5 Mithril Body Feat, +3 DX Bonus)
XP:
Skills: 1st level points: (2 + 1 (+1 IN Bonus)) x 4 = 12
Each following level: 2 + 1 (+1 IN Bonus) = 3
Class Skills:
Bluff (CH)
Concentration (CN) +5 (2 Ranks, +3 CN Bonus)
Craft (Armoursmithing) (IN) +3 (2 Ranks, +1 IN Bonus)
Craft (Weaving) (IN) +3 (2 Ranks, +1 IN Bonus)
Disguise (CH)
Intimidate (CH)
Jump (ST) –3 (-1 ST Penalty, -2 Mithril Body Feat Penalty)
Knowledge (Arcane) (IN) +3 (2 Ranks, +1 IN Bonus)
Knowledge (The Planes) (IN)
Knowledge (Religion) (IN)
Profession (WS)
Sense Motive (WS)
Spellcraft (IN)
Use Magic Device (CH) +4 (4 Ranks)
Cross-class Skills:
Appraise (IN) +1 (+1 IN Bonus)
Balance (DX) +1 (+3 DX Bonus, -2 Mithril Body Feat Penalty)
Climb (ST) –3 (-1 ST Penalty, -2 Mithril Body Feat Penalty)
Escape Artist (DX) +1 (+3 DX Bonus, -2 Mithril Body Feat Penalty)
Hide (DX) +1 (+3 DX Bonus, -2 Mithril Body Feat Penalty)
Move Silently (DX) +1 (+3 DX Bonus, -2 Mithril Body Feat Penalty)
Ride (DX) +3 (+3 DX Bonus)
Search (IN) +1 (+1 IN Bonus)
Swim (ST) –3 (-1 ST Penalty, -2 Mithril Body Feat Penalty)
Use Rope (DX) +3 (+3 DX Bonus)
Feats: 1st level
Mithril Body: +5 AC, considered wearing light armour, max DX Bonus of +5, -2 armour penalty on skill checks, arcane spell failure 15%
Equipment:
Backpack
Wool Cap (blue)
Wool Scarf (red & orange striped)
Wool Sweater (green w/ blue horizontal strip)
Flint & Steel
Folding handsaw
Armour Repair Kit
4 Sets of knitting needles
12 skeins of wool yarn
2 – 3 unfinished knitting projects
5 gp
Description:
Striker 7 appears as a lightly built humanoid construct. His form seems to be optimized for grace and agility rather than brute strength. There is a Dwarven rune on his forehead that represents the number seven. The rune glows sky blue when he uses any of his Invocations or his Eldritch Blast. His Eldritch Blast is also a bright sky blue color. Unless it is overly hot he wears his cap, scarf and sweater at all times.
Personal History:
“My first memory is of heat and light and the sound of metal on metal. I associate the word Soulforge with this memory.
My second memory is finding myself among a group of my kind on a battlefield. We are all looking at the ground at a fallen human. He appears to be severely injured and he is not moving or breathing. He is my commander, my controller.
For the first time I am thinking on my own. I am exercising free will. I decide on the spot that I will not be controlled again. I am the first of the group to walk away.
I was someone’s weapon. I was a thing. Now I am my own being. I will do as I please. I want to see the world and decide how I fit into it.”
Striker 7
Goals:
Striker 7 wants to experience as much of life as he can. He expects to be treated fairly and receive an equal share of responsibilities and rewards. He enjoys using his Warlock abilities. He is somewhat conflicted over this. He knows that he has these abilities because he was designed as a weapon. But using the abilities brings him joy. He spends a great deal of time thinking about this conundrum.
He also takes great joy in the knitting items. He picked up the skill from the first group of humans he encountered after his Awakening. He often gives hat and scarf sets to people as gifts. He won’t be happy until everyone in any group he joins has one. He will also sell knitted items if he needs a bit of money.
Build Plan: Feat Choices and Ability Boosts.
1st Level: Feats (Mithril Body), Invocation (Eldritch Spear, 250’), Eldritch Blast 1d6
2nd Level: Detect Magic, Invocation (See the Unseen)
3rd Level: Feat (Weapon Focus (Eldritch Blast)), DR 1/cold iron, Eldritch Blast 2d6
4th Level: +1 DX, Deceive Item, Invocation (Spiderwalk)
5th Level: Eldritch Blast 3d6
6th Level: Feat (Extra Invocation: Entropic Warding), Invocation (Fell Flight), switch out Spiderwalk for Baleful Utterance
7th Level: DR 2/cold iron, Eldritch Blast 4d6
8th Level: +1 DX, Fiendish Resilience 1, Invocation (Walk Unseen)
9th Level: Feat (Maximize Spell-like Ability: Eldritch Blast), Eldritch Blast 5d6
10th Level: ER 5 (electricity & fire), Invocation (Flee the Scene)
11th Level: DR 3/cold iron, Invocation (Vitriolic Blast), Eldritch Blast 6d6
12th Level: Feat (Improved Critical: Eldritch Blast), Imbue Item, +1 DX
13th Level: Fiendish Resilience 2, Invocation (Eldritch Cone)
14th Level: Eldritch Blast 7d6
15th Level: Feat (Extra Invocation: Eldritch Chain), DR 4/cold iron, Invocation (Wall of Perilous Flame)
16th Level: +1 DX, Invocation (Retributive Invisibility) switch out Walk Unseen for
Voidsense
17th Level: Eldritch Blast 8d6
18th Level: Feat (Extra Invocation: Chilling Tentacles), Fiendish Resilience 5, Invocation (Eldritch Doom)
19th Level: DR 5/cold iron
20th Level: +1 DX, ER 10 (electricity & fire), Invocation (Utterdark Blast), Eldritch Blast
9d6
Traits:
-Unlike other constructs, a warforged has a constitution score.
-Unlike other constructs, a warforged does NOT have low-light vision or darkvision.
-Unlike other constructs, a warforged is NOT immune to mind-affecting spells and abilities.
-Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition and energy drain.
-A warforged cannot heal damage naturally.(I think there's an errata saying it's lethal damage)
-Unlike other constructs, a warforged is subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death or necromancy effects.
-Damage dealt to a warforged can be healed by a cure light spell or a repair light damage spell, for example, and a warforged is vulnerable to a disable construct and harm spell. However, spells from the healing subschool and supernatural abilities that heal hit point damage or ability damage only provide half their normal effect.
-Vulnerable to heat metal, chill metal, repel metal or stone, rusting grasp. However warforged are not vulnerable to spells such as flesh to stone because they affect objects only.
-At 0 a warforged can still take a move or standard action but it does not further injure a warforged. Between -1 and -9 inclusive, a warforged is inert. He is unconscious and helpless and cannot make any actions. However, a warforged does not lose further hit points between -1 and -9.(E.G. He's stable)
-As a living construct a warforged can be raised or resurrected.
-A warforged does not need to eat, breath or sleep but can still benefit from the effects of consumable spells and magic items such as Heroes feast and magic potions.
-Although Warforged do not need to sleep, a warforged wizard must still rest for 8 hours.
-+2 con, -2 Wis, -2 Cha: Warforged are resilient and powerful, but their difficulty in relating to others makes them seem aloof or even hostile.
-Medium
-Base speed of 30'
-Composite plating: +2 AC, 5% Arcane Spell failure, uses armour or robe body slot.
-A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
-Automatic Language: Common Bonus language: None
-Favored Class: Fighter
Name: Striker 7
Race: Soulforged (Warforged) Gender: N/A Class: Warlock Level: 1st Alignment: Chaotic Neutral
Str: 8 (0 points) –1 Penalty
Dex: 16 (10 points) +3 Bonus
Con: 16 (6 points, +2 Racial) +3 Bonus
Int: 12 (4 points) +1 Bonus
Wis: 10 (4 points, -2 Racial) +0
Cha: 10 (4 points, -2 Racial) +0
28 Point Buy
Base Speed: 30
Languages: Common
HP: 9
Initiative: +3 (+3 DX Bonus)
BAB: + 0
BAB Melee: -1 (-1 ST Penalty)
BAB Missile: +3 (+3 DX Bonus)
Saves: Fort +3 (+3 CN Bonus), Ref +3 (+3 DX Bonus) and Will +2
Armour Class: 18 (+5 Mithril Body Feat, +3 DX Bonus)
XP:
Skills: 1st level points: (2 + 1 (+1 IN Bonus)) x 4 = 12
Each following level: 2 + 1 (+1 IN Bonus) = 3
Class Skills:
Bluff (CH)
Concentration (CN) +5 (2 Ranks, +3 CN Bonus)
Craft (Armoursmithing) (IN) +3 (2 Ranks, +1 IN Bonus)
Craft (Weaving) (IN) +3 (2 Ranks, +1 IN Bonus)
Disguise (CH)
Intimidate (CH)
Jump (ST) –3 (-1 ST Penalty, -2 Mithril Body Feat Penalty)
Knowledge (Arcane) (IN) +3 (2 Ranks, +1 IN Bonus)
Knowledge (The Planes) (IN)
Knowledge (Religion) (IN)
Profession (WS)
Sense Motive (WS)
Spellcraft (IN)
Use Magic Device (CH) +4 (4 Ranks)
Cross-class Skills:
Appraise (IN) +1 (+1 IN Bonus)
Balance (DX) +1 (+3 DX Bonus, -2 Mithril Body Feat Penalty)
Climb (ST) –3 (-1 ST Penalty, -2 Mithril Body Feat Penalty)
Escape Artist (DX) +1 (+3 DX Bonus, -2 Mithril Body Feat Penalty)
Hide (DX) +1 (+3 DX Bonus, -2 Mithril Body Feat Penalty)
Move Silently (DX) +1 (+3 DX Bonus, -2 Mithril Body Feat Penalty)
Ride (DX) +3 (+3 DX Bonus)
Search (IN) +1 (+1 IN Bonus)
Swim (ST) –3 (-1 ST Penalty, -2 Mithril Body Feat Penalty)
Use Rope (DX) +3 (+3 DX Bonus)
Feats: 1st level
Mithril Body: +5 AC, considered wearing light armour, max DX Bonus of +5, -2 armour penalty on skill checks, arcane spell failure 15%
Equipment:
Backpack
Wool Cap (blue)
Wool Scarf (red & orange striped)
Wool Sweater (green w/ blue horizontal strip)
Flint & Steel
Folding handsaw
Armour Repair Kit
4 Sets of knitting needles
12 skeins of wool yarn
2 – 3 unfinished knitting projects
5 gp
Description:
Striker 7 appears as a lightly built humanoid construct. His form seems to be optimized for grace and agility rather than brute strength. There is a Dwarven rune on his forehead that represents the number seven. The rune glows sky blue when he uses any of his Invocations or his Eldritch Blast. His Eldritch Blast is also a bright sky blue color. Unless it is overly hot he wears his cap, scarf and sweater at all times.
Personal History:
“My first memory is of heat and light and the sound of metal on metal. I associate the word Soulforge with this memory.
My second memory is finding myself among a group of my kind on a battlefield. We are all looking at the ground at a fallen human. He appears to be severely injured and he is not moving or breathing. He is my commander, my controller.
For the first time I am thinking on my own. I am exercising free will. I decide on the spot that I will not be controlled again. I am the first of the group to walk away.
I was someone’s weapon. I was a thing. Now I am my own being. I will do as I please. I want to see the world and decide how I fit into it.”
Striker 7
Goals:
Striker 7 wants to experience as much of life as he can. He expects to be treated fairly and receive an equal share of responsibilities and rewards. He enjoys using his Warlock abilities. He is somewhat conflicted over this. He knows that he has these abilities because he was designed as a weapon. But using the abilities brings him joy. He spends a great deal of time thinking about this conundrum.
He also takes great joy in the knitting items. He picked up the skill from the first group of humans he encountered after his Awakening. He often gives hat and scarf sets to people as gifts. He won’t be happy until everyone in any group he joins has one. He will also sell knitted items if he needs a bit of money.
Build Plan: Feat Choices and Ability Boosts.
1st Level: Feats (Mithril Body), Invocation (Eldritch Spear, 250’), Eldritch Blast 1d6
2nd Level: Detect Magic, Invocation (See the Unseen)
3rd Level: Feat (Weapon Focus (Eldritch Blast)), DR 1/cold iron, Eldritch Blast 2d6
4th Level: +1 DX, Deceive Item, Invocation (Spiderwalk)
5th Level: Eldritch Blast 3d6
6th Level: Feat (Extra Invocation: Entropic Warding), Invocation (Fell Flight), switch out Spiderwalk for Baleful Utterance
7th Level: DR 2/cold iron, Eldritch Blast 4d6
8th Level: +1 DX, Fiendish Resilience 1, Invocation (Walk Unseen)
9th Level: Feat (Maximize Spell-like Ability: Eldritch Blast), Eldritch Blast 5d6
10th Level: ER 5 (electricity & fire), Invocation (Flee the Scene)
11th Level: DR 3/cold iron, Invocation (Vitriolic Blast), Eldritch Blast 6d6
12th Level: Feat (Improved Critical: Eldritch Blast), Imbue Item, +1 DX
13th Level: Fiendish Resilience 2, Invocation (Eldritch Cone)
14th Level: Eldritch Blast 7d6
15th Level: Feat (Extra Invocation: Eldritch Chain), DR 4/cold iron, Invocation (Wall of Perilous Flame)
16th Level: +1 DX, Invocation (Retributive Invisibility) switch out Walk Unseen for
Voidsense
17th Level: Eldritch Blast 8d6
18th Level: Feat (Extra Invocation: Chilling Tentacles), Fiendish Resilience 5, Invocation (Eldritch Doom)
19th Level: DR 5/cold iron
20th Level: +1 DX, ER 10 (electricity & fire), Invocation (Utterdark Blast), Eldritch Blast
9d6
Traits:
-Unlike other constructs, a warforged has a constitution score.
-Unlike other constructs, a warforged does NOT have low-light vision or darkvision.
-Unlike other constructs, a warforged is NOT immune to mind-affecting spells and abilities.
-Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition and energy drain.
-A warforged cannot heal damage naturally.(I think there's an errata saying it's lethal damage)
-Unlike other constructs, a warforged is subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and death or necromancy effects.
-Damage dealt to a warforged can be healed by a cure light spell or a repair light damage spell, for example, and a warforged is vulnerable to a disable construct and harm spell. However, spells from the healing subschool and supernatural abilities that heal hit point damage or ability damage only provide half their normal effect.
-Vulnerable to heat metal, chill metal, repel metal or stone, rusting grasp. However warforged are not vulnerable to spells such as flesh to stone because they affect objects only.
-At 0 a warforged can still take a move or standard action but it does not further injure a warforged. Between -1 and -9 inclusive, a warforged is inert. He is unconscious and helpless and cannot make any actions. However, a warforged does not lose further hit points between -1 and -9.(E.G. He's stable)
-As a living construct a warforged can be raised or resurrected.
-A warforged does not need to eat, breath or sleep but can still benefit from the effects of consumable spells and magic items such as Heroes feast and magic potions.
-Although Warforged do not need to sleep, a warforged wizard must still rest for 8 hours.
-+2 con, -2 Wis, -2 Cha: Warforged are resilient and powerful, but their difficulty in relating to others makes them seem aloof or even hostile.
-Medium
-Base speed of 30'
-Composite plating: +2 AC, 5% Arcane Spell failure, uses armour or robe body slot.
-A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage.
-Automatic Language: Common Bonus language: None
-Favored Class: Fighter