Player: Mad Hatter
Character Name: unknown (called by Dormus)
General
Gender: male leaning
Race: Warforged
Classes/Levels: Artificer (3)
Alignment: N
Experience Points:
Age: Unknown (Pre-Cataclysm)
Height:6.5ft
Weight:100kg
Size: Medium
Eye Color:black
Hair Color: No Hair
Complexion
Patron Deity: None
Ability Scores
Strength: 10 +0 (11 -1 age)
Dexterity: 16 +3 (17-1 age)
Constitution: 14 +2 (13 -1 age +2 racial)
Intelligence: 18 +4 (17+1 age)
Wisdom: 10 +0 (11 +1 age -2 racial)
Charisma: 13 +1 (14 +1 age -2 racial)
Saving Throws
Fortitude: 3
Reflex: 4
Will: 3
Combat
Initiative: 3
Speed: 30
Hit Points:19
Armor: Warforged - Can't wear armor
Armor Class: 15 = 10 + 2 (warforged) + 0 (Shield) + 3 (Dex)
- Flat footed:
- Touch:
Racial: Light Fortification
25% chance to void critical/sneak attack damage
Base Attack Bonus: 2
Base Melee Modifier: 2
Base Ranged Modifier: 5
Natural weapon:
slam attack 1d4
Skills
Appraise 6
Balance 3
Bluff 1
Climb 0
Concentration 5
Craft (Metal working) 5
Craft (Wood working) 5
Craft ( Armour) 5
Craft (Weapon) 5
Craft (Pottery) 5
Craft (Stone working) 5
Craft (clock work) 5
Craft (sculpting) 5
Craft (bow making) 5
Craft (leather working) 5
Decipher Script 5
Diplomacy 1
Disable device 8
Disguise 1
Escape Artist 3
Forgery 4
Gather Information 2
Handle Animal 1
Heal 0
Hide 3
Intimidate 1
Jump 0
Knowledge (Arcana) 6
Knowledge (Architecture & Engineering) 6
Knowledge (The planes) 6
Listen 0
Move Silently 3
Open Lock 6
Ride 4
Search 7
Sense Motive 0
Sleight of hand 3
Spellcraft 6
Spot 0
Survival 0
Swim 0
Tumble 3
Use Magic Device 7
Use Rope 3
Languages Known:
Common
General Feats
-Extraordinary Artisan (25% off GP cost of item)
-Legendary Artisan (25% off XP cost of item)
Class Feats/Abilities
-Infusions
-Craft reserve (120xp)
-Artificer knowledge (artificer lvl +int bonus to determine if item magical against DC 15)
-Artisan bonus +2 UMD bonus on items has creation feat for
-Disable trap as per rogue
-Item Creation (see book too big to condense)
-Scribe scroll
-Brew potion
-Craft wondrous item
Immunities
-poison
-sleep effects
-paralysis
-disease
-nausea
-fatigue
-exhaustion
-effects that cause the sickened condition and energy drain
-does not need to eat, sleep or breath
The Unknown Warforged
The Unknown Warforged
"Excuse me while I whip this out." - Sheriff Bart
Re: The Unknown Warforged
Equipment
Wealth
G:189
S:3
B:
Weapons
Masterwork Cross Bow, Light (crafted)
Cost: 111gp 6 s
Attack: 1d20+6
Damage: 1d8
Bolts: 28
The stock is intricately carved with a strong theme of clogs and other clockwork items
Masterwork Dagger *2 (crafted)
Cost: 201.3
Attack: 1d20+3
Damage: 1d4+0
Armour
N/A
Scrolls (all crafted)
scroll - obsuring mist (2)
scroll - pass without a trace (2)
scroll - mage armor (2)
scroll - spider climb (2)
scroll - repair moderate damage (9)
Scroll - Fly (3)
Wands
N/A
Potions (all crafted)
Potion - repair moderate damage (2)
Misc
Travelers outfit with scroll holding vest (15gp) I didn't know if this item existed, but basically its a vest that allows me to store scrolls for easy access more flavour then anything
spell component pouch (5gp) (200gp) contains Xgp worth of components for infusions
thieves tools, masterwork (100gp)
masterwork tools (50gp)
climbers kit (80gp)
scroll case (1gp)
-15 parchment (3gp)
rope, silk (10gp)
Ioun Stone, grey (25gp)
Wealth
G:189
S:3
B:
Weapons
Masterwork Cross Bow, Light (crafted)
Cost: 111gp 6 s
Attack: 1d20+6
Damage: 1d8
Bolts: 28
The stock is intricately carved with a strong theme of clogs and other clockwork items
Masterwork Dagger *2 (crafted)
Cost: 201.3
Attack: 1d20+3
Damage: 1d4+0
Armour
N/A
Scrolls (all crafted)
scroll - obsuring mist (2)
scroll - pass without a trace (2)
scroll - mage armor (2)
scroll - spider climb (2)
scroll - repair moderate damage (9)
Scroll - Fly (3)
Wands
N/A
Potions (all crafted)
Potion - repair moderate damage (2)
Misc
Travelers outfit with scroll holding vest (15gp) I didn't know if this item existed, but basically its a vest that allows me to store scrolls for easy access more flavour then anything
spell component pouch (5gp) (200gp) contains Xgp worth of components for infusions
thieves tools, masterwork (100gp)
masterwork tools (50gp)
climbers kit (80gp)
scroll case (1gp)
-15 parchment (3gp)
rope, silk (10gp)
Ioun Stone, grey (25gp)
"Excuse me while I whip this out." - Sheriff Bart
Re: The Unknown Warforged
XP tracker
Current: 5,500
Next level: 6,000
Craft reserve: 84
Infusions
Infusions per day
LVL1:4
LVL2:2
LVL3:0
LVL4:0
LVL5:0
LVL6:0
1st Level Infusions
Armor Enhancement, Lesser: Armor or shield gains special ability with +1 bonus market price modifier.
Energy Alteration: Item using one kind of energy uses another instead.
Enhancement Alteration: Magic shield’s enhancement bonus applies to shield bash attacks, or magic weapon’s enhancement bonus applies to Two-Weapon Defense.
Identify: Determines properties of magic item.
Inflict Light Damage: Deals 1d8 + 1 /level damage (maximum +5) to a construct.
Light: Object shines like a torch.
Magic St,one: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Magic Vestment: Armor or shield gains +1 or better enhancement bonus.
Magic Weapon: Weapon gains +1 enhancement bonus.
Repair Light Damage: “Cures” 1d8 + 1/level damage (max +5) to a construct.
Resistance Item: Item bestows +1 or better resistance bonus on saving throws.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Skill Enhancement: Item bestows circumstance bonus on skill checks.
Spell Storing Item: Store one spell in an item.
Weapon Augmentation, Personal: Your weapon gains special ability with +1 bonus market price modifier.
2nd Level Infusions
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Armor Enhancement: Armor or shield gains special ability with up to +3 bonus market price modifier.
Bear's Endurance: Subject gains +4 to Constitution for 1 min./level.
Bull's Strength: Subject gains +4 to Strength for 1 min./level.
Cat's Grace: Subject gains +4 to Dexterity for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Eagle's Splendor: Subject gains +4 to Charisma for 1 min./level.
Fox's Cunning: Subject gains +4 to Intelligence for 1 min./level.
Heat Metal: Make metal so hot it damages those who touch it.
Inflict Moderate Damage: Deals 2d8 + 1/level damage (maximum +10) to a construct.
Owl’s Wisdom: Subject gains +4 to Wisdom for 1 min./level.
Repair Moderate Damage: "Cures" 2d8 + 1/level damage (maximum +10) to a construct.
Toughen Construct: Grants construct +2 (or higher) enhancement to natural armor.
Weapon Augmentation, Lesser: Weapon gains special ability with +1 bonus market price modifier.
3rd Level Infusions
Armor Enhancement, Greater: Armor or shield gains special ability with up to +5 bonus market price modifier.
Construct Energy Ward: Construct gains resistance 10 to specified energy type.
Inflict Serious Damage: Deals 3d8 + 1 /level damage (maximum +15) to a construct.
Magic Weapon, Greater: Weapon gains +2 or better enhancement bonus.
Metamagic Item: Imbue spell trigger item with metamagic feat.
Power Surge: Charged spell trigger item gains temporary charges.
Repair Serious Damage: "Cures" 3d8 + 1/level damage (maximum +15) to a construct.
Stone Construct: Construct gains D R 1 0/ adamantine.
Suppress Requirement: Item that requires class feature, race, ability score, or alignment to function to its fullest potential no longer carries that requirement.
4th Level Infusions
Construct Energy Ward, Greater: Construct gains immunity to specified energy type.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Inflict Critical Damage: Deals 4d8 + 1 /level damage (maximum +20) to a construct.
Item Alteration: Item that provides a certain type of bonus provides a different type of bonus to the same value or roll.
Iron Construct: Construct gains DR 15/adamantine and takes half damage from acid and fire.
Minor Creation: Creates one cloth or wood object.
Repair Critical Damage: "Cures" 4d8+1/level damage (maximum +20) to a construct.
Rusting Grasp: Your touch corrodes iron and alloys.
Shield of Faith, Mass: Allies gain +3 or higher AC bonus.
Weapon Augmentation: Weapon gains special ability with up to +3 bonus market price modifier.
5th Level Infusions
Disrupting Weapon: Melee weapon destroys undead.
Fabricate: Transforms raw materials into finished items.
Major Creation: As minor creation, plus stone and metal.
Wall of Force: Wall is immune to damage.
Wall of Stone: Creates a stone wall that can be shaped.
6th Level Infusions
Blade Barrier: Wall of blades deals 1d6/level damage.
Disable Construct: Deals 10/level damage to target construct.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Hardening: Item’s hardness increases by 1 per 2 levels.
Move Earth: Digs trenches and builds hills.
Total Repair: Repair 10 points/level of damage to a construct.
Wall of Iron: 30 hp/four levels; can topple onto foes.
Weapon Augmentation, Greater: Weapon gains special ability with up to +5 bonus market price modifier.
Current: 5,500
Next level: 6,000
Craft reserve: 84
Infusions
Infusions per day
LVL1:4
LVL2:2
LVL3:0
LVL4:0
LVL5:0
LVL6:0
1st Level Infusions
Armor Enhancement, Lesser: Armor or shield gains special ability with +1 bonus market price modifier.
Energy Alteration: Item using one kind of energy uses another instead.
Enhancement Alteration: Magic shield’s enhancement bonus applies to shield bash attacks, or magic weapon’s enhancement bonus applies to Two-Weapon Defense.
Identify: Determines properties of magic item.
Inflict Light Damage: Deals 1d8 + 1 /level damage (maximum +5) to a construct.
Light: Object shines like a torch.
Magic St,one: Three stones gain +1 on attack rolls, deal 1d6+1 damage.
Magic Vestment: Armor or shield gains +1 or better enhancement bonus.
Magic Weapon: Weapon gains +1 enhancement bonus.
Repair Light Damage: “Cures” 1d8 + 1/level damage (max +5) to a construct.
Resistance Item: Item bestows +1 or better resistance bonus on saving throws.
Shield of Faith: Aura grants +2 or higher deflection bonus.
Skill Enhancement: Item bestows circumstance bonus on skill checks.
Spell Storing Item: Store one spell in an item.
Weapon Augmentation, Personal: Your weapon gains special ability with +1 bonus market price modifier.
2nd Level Infusions
Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
Armor Enhancement: Armor or shield gains special ability with up to +3 bonus market price modifier.
Bear's Endurance: Subject gains +4 to Constitution for 1 min./level.
Bull's Strength: Subject gains +4 to Strength for 1 min./level.
Cat's Grace: Subject gains +4 to Dexterity for 1 min./level.
Chill Metal: Cold metal damages those who touch it.
Eagle's Splendor: Subject gains +4 to Charisma for 1 min./level.
Fox's Cunning: Subject gains +4 to Intelligence for 1 min./level.
Heat Metal: Make metal so hot it damages those who touch it.
Inflict Moderate Damage: Deals 2d8 + 1/level damage (maximum +10) to a construct.
Owl’s Wisdom: Subject gains +4 to Wisdom for 1 min./level.
Repair Moderate Damage: "Cures" 2d8 + 1/level damage (maximum +10) to a construct.
Toughen Construct: Grants construct +2 (or higher) enhancement to natural armor.
Weapon Augmentation, Lesser: Weapon gains special ability with +1 bonus market price modifier.
3rd Level Infusions
Armor Enhancement, Greater: Armor or shield gains special ability with up to +5 bonus market price modifier.
Construct Energy Ward: Construct gains resistance 10 to specified energy type.
Inflict Serious Damage: Deals 3d8 + 1 /level damage (maximum +15) to a construct.
Magic Weapon, Greater: Weapon gains +2 or better enhancement bonus.
Metamagic Item: Imbue spell trigger item with metamagic feat.
Power Surge: Charged spell trigger item gains temporary charges.
Repair Serious Damage: "Cures" 3d8 + 1/level damage (maximum +15) to a construct.
Stone Construct: Construct gains D R 1 0/ adamantine.
Suppress Requirement: Item that requires class feature, race, ability score, or alignment to function to its fullest potential no longer carries that requirement.
4th Level Infusions
Construct Energy Ward, Greater: Construct gains immunity to specified energy type.
Globe of Invulnerability, Lesser: Stops 1st- through 3rd-level spell effects.
Inflict Critical Damage: Deals 4d8 + 1 /level damage (maximum +20) to a construct.
Item Alteration: Item that provides a certain type of bonus provides a different type of bonus to the same value or roll.
Iron Construct: Construct gains DR 15/adamantine and takes half damage from acid and fire.
Minor Creation: Creates one cloth or wood object.
Repair Critical Damage: "Cures" 4d8+1/level damage (maximum +20) to a construct.
Rusting Grasp: Your touch corrodes iron and alloys.
Shield of Faith, Mass: Allies gain +3 or higher AC bonus.
Weapon Augmentation: Weapon gains special ability with up to +3 bonus market price modifier.
5th Level Infusions
Disrupting Weapon: Melee weapon destroys undead.
Fabricate: Transforms raw materials into finished items.
Major Creation: As minor creation, plus stone and metal.
Wall of Force: Wall is immune to damage.
Wall of Stone: Creates a stone wall that can be shaped.
6th Level Infusions
Blade Barrier: Wall of blades deals 1d6/level damage.
Disable Construct: Deals 10/level damage to target construct.
Globe of Invulnerability: As lesser globe of invulnerability, plus 4th-level spell effects.
Hardening: Item’s hardness increases by 1 per 2 levels.
Move Earth: Digs trenches and builds hills.
Total Repair: Repair 10 points/level of damage to a construct.
Wall of Iron: 30 hp/four levels; can topple onto foes.
Weapon Augmentation, Greater: Weapon gains special ability with up to +5 bonus market price modifier.
"Excuse me while I whip this out." - Sheriff Bart
Re: The Unknown Warforged
Description
Standing in at 6ft this metal Warforged is made of a red stained metal and wood composite. It has a deep grating voice not wholly unpleasant but with a slight hollow sound like the sound of your voice in a deep cave. There seems to be no means to power it although if you look closely enough there is a faintly glowing rune over its chest.
Standing in at 6ft this metal Warforged is made of a red stained metal and wood composite. It has a deep grating voice not wholly unpleasant but with a slight hollow sound like the sound of your voice in a deep cave. There seems to be no means to power it although if you look closely enough there is a faintly glowing rune over its chest.
"Excuse me while I whip this out." - Sheriff Bart
Re: The Unknown Warforged
Summary- Encounter 1
Materials used:
2 Crossbow bolts (one into the roof for a light spell // one into centipede)
1 Repair moderate damage
Encounter multiple giant centipedes, no one died, nothing of note. Took damage.
After action
Used 1 Fly scroll to cross chasm.
Materials used:
2 Crossbow bolts (one into the roof for a light spell // one into centipede)
1 Repair moderate damage
Encounter multiple giant centipedes, no one died, nothing of note. Took damage.
After action
Used 1 Fly scroll to cross chasm.
"Excuse me while I whip this out." - Sheriff Bart
Re: The Unknown Warforged
Level 4
Artificer level 4
Feats
Special: Craft Homunclus
Bonus: Improved Homunclus
Ability score increase: 1+Int (takes it to 19 total)
+1 to BAB and WIL
HP 1d6+2 = 5+2=7 (new total 19+7=26)
Skill points =8
UMD+1
Spellcraft+1
Disable device+1
Craft Sculpting +5
will be applied when i have an answer about feat retraining
Artificer level 4
Feats
Special: Craft Homunclus
Bonus: Improved Homunclus
Ability score increase: 1+Int (takes it to 19 total)
+1 to BAB and WIL
HP 1d6+2 = 5+2=7 (new total 19+7=26)
Skill points =8
UMD+1
Spellcraft+1
Disable device+1
Craft Sculpting +5
will be applied when i have an answer about feat retraining
"Excuse me while I whip this out." - Sheriff Bart

