Name: Magpie Race: Warconstruct Gender: Female Alignment: Lawful Neutral Deity: None Physical Description: As the deep, glowing, mossgreen eyes look upon you you instinctively get the impression of a giant just recently woken from a century-long slumber. Eyes, unfocused and heavy, peer out from their deep-set sockets, the brain still trying to figure out exactly who you are, and whether it should bash you or have you for dinner... Except, in Magpie, neither of those options seem to exist. There is merely a drawn-out, curious but tired presence that seems to just observe you. It's not easy to tell whether this is better or worse. The construct was once beautifully crafted from the finest mithril and wood, runes of blessings intermingled with circles and pictograms. Indeed it seems to have barely aged but for the carvings that most, if not all, are now only visible in the brightest of light, only the very edges of them remain on the time-polished surface. It is tall and imposing in its stature, yet lean and long-limbed with a helmet-like head that, were it not for the peaceful eyes, would be quite unnerving. Although composed only of metallic plates, strips of woods and areas empty of both, the "face" of the construct gives a somber and fierce first impression, a direct reminder of the reason it was created. If the face is not enough to impress upon one that, the armament it carries with it certainly further proves the point. Indeed, the only thing adorning the warconstruct is a thick, rugged looking leather sam browne belt strapped tightly across its waist and left shoulder. While the belt itself is completely mundane, the weapons strapped to it are perhaps even more so. With the appearance of having been crafted as merely one of a couple of thousands, the flail and the glaive are both unadorned but apparantly well-used and worned down. Indeed, the only remarkable detail about them is the fact that they are both polished to a shine. The greatsword, its scabbard strapped on the back, seems to have seen quite the amount of battle itself, the hilt and cross-guard made seemingly of the same material as Magpie itself, the pommel shaped like an onion dome. The blade itself is a deep, metallic green that seems untouched by age, although whether this is because of Magpie's obsessive whetting or for some other reason is unknown, as Magpie itself refuses to speak about it. The Construct's tone of voice is generally short and to the point, which is in stark contrast to its otherwise calm exterior. It seems to be fairly alert as well, as just the slightest movement is enough for the glowing green orbs to focus their attention on you. Strength (STR): 18 [+4] Level: Fighter 6 Dexterity (DEX): 14 [+2] Experience Points: 17820/23000 Constitution (CON): 19 [+4] BAB: +6 Intelligence (INT): 13 [+1] Fort Save: 5 (+4 Con) = +9 Wisdom (WIS): 10 [+0] Ref Save : 5 (+2 Dex) = +7 Charisma (CHA): 12 [+1] Will Save: 5 (+2 Wis) = +7 (+9 vs. Fear) Speed/Base Speed: 30 ft Hit Points: (10+5d10)+(6*+4 Con)+(4*1 FC) = 62/62 Melee: Gauntlets, mwk (1d3+4, x2): +6 (+4 Str +1 Enhancement) = +11 Baatorian Green Steel Greatsword, mwk (2H) (2d6+7, 18-20/x2): +6 (+4 Str +1 Enhancement +1 Class) = +12 Flail (1d8+4, x2, disarm, trip): +6 (+4 Str) = +10 Glaive (2H) (1d10+6, x3, reach): +6 (+4 Str) = +10 +1 to attack vs. lawful outsiders Armor: Mithral Body (Light, +5 Armor, +6 Max Dex, -1 Armor Check, Spell Failure 15%, Spd 30 ft.) Heavy steel shield (+2 Shield, -2 Armor Check, Spell Failure 15%) Light steel shield, mwk (+1 Shield, Spell Failure 5%) Other Equipment: Enemy Spirit Pouch, Outsider (Lawful) (Neck) +1 to hit vs. Outsider (Lawful) Least Demolition Crystal (Greatsword) +1d6 damage vs. constructs Third Eye Improvisation (Headband) +5 to untrained skill 1/day, check as trained Armor Class: 10 (+2 Dex +5 Armor +1 Dodge) = 18, 15 flat-footed, 13 touch Armor Check Penalty: -1 / -3 with Shield Arcane Spell Failure: 15% / 30% with Shield Initiative: +2 Dex = +2 CMB: +6 BAB +4 Str +0 Size +1 Class = +11 CMD: 10 +6 BAB +4 Str +2 Dex +1 Dodge +0 Size = 23 FEATS: -Lvl1 Mithral Body (Mithral Armor-plates: +5 Armor, +5 Max Dex, -2 Armor Check) -Ftr1 (bonus) Power Attack (-2 melee attack bonus/CMB for +4 damage (+6 2H)) -Ftr2 (bonus) Quick Draw (Draw weapon as free action) -Lvl3 Endurance (+4 bonus on checks to avoid nonlethal damage) -Ftr4 (bonus) Cleave (Extra attack on adjacent foe if the first one hits) -Lvl5 Dodge (+1 Dodge bonus to AC) -Ftr6 (bonus) Mobility (+4 to AC against AoOs from movement) SKILLS: [c] denotes class skill *: Armor check penalty applies Skills: 7/level, +2 FC Total Points: 44 -[c] Acrobatics* [Dex]: 3 (+2 Stat +3 Class -3 Armor) = +5 -[c] Climb* [Str]: 2 (+4 Stat +3 Class -3 Armor) = +6 -[c] Craft (Armorsmithing) [Int]: 5 (+1 Stat +3 Class) = +9 -[c] Craft (Clockwork) [Int]: 2 (+1 Stat +3 Class) = +6 -[c] Craft (Weaponsmithing) [Int]: 5 (+1 Stat +3 Class) = +9 -[c] Diplomacy [Cha]: 5 (+1 Stat +3 Class) = +9 -[c] Handle Animals [Cha]: 2 (+1 Stat +3 Class) = +6 -[c] Intimidate [Cha]: 4 (+1 Stat +3 Class) = +8 -[c] Knowledge(Dungeoneering)[Int]: 1 (+1 Stat +3 Class) = +5 -[c] Knowledge(Engineering) [Int]: 4 (+1 Stat +3 Class) = +8 -[c] Perception [Wis]: 5 (+0 Stat +3 Class) = +8 -[c] Ride* [Dex]: 0 (+2 Stat -1 Armor) = +1 -[c] Sense Motive [Wis]: 1 (+0 Stat +3 Class) = +4 -[c] Survival [Wis]: 3 (+0 Stat +3 Class) = +5 -[c] Swim* [Str]: 2 (+4 Stat +3 Class -3 Armor) = +6 SIZE: Medium LANGUAGES: Common, Infernal Class Specials: Bonus Feats: A fighter gains a bonus combat-oriented feat at 1st level, and at every even level thereafter. Weapons Experience (Ex): Fighters train obsessively with armor and weapons of all kinds, and using a new weapon is easy and fun. By practicing with a weapon he is not proficient with for a day, a Fighter may permanently gain proficiency with that weapon by succeeding at an Intelligence check DC 10 (you may not take 10 on this check). Combat Focus (Ex): A Fighter is at his best when the chips are down and everything is going to Baator in a handbasket. When the world is on fire, a Fighter keeps his head better than anyone. If the Fighter is in a situation that is stressful and/or dangerous enough that he would normally be unable to "take 10" on skill checks, he may spend a Swift Action to gain Combat Focus. A Fighter may end his Combat Focus at any time to reroll any die roll he makes, and if not used it ends on its own after a number of rounds equal to his Base Attack Bonus. Bravery (Ex): Starting at 2nd level, a Fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. Armor Training (Ex): Starting at 3rd level, a Fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum -4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor. Problem Solver (Ex): A Fighter of 3rd level can draw upon his intense and diverse training to respond to almost any situation. As a Swift action, he may choose any Combat feat he meets the prerequisites for and use it for a number of rounds equal to his base attack bonus. This ability may be used once per hour. Pack Mule (Ex): Fighters are used to long journeys with a heavy pack and the use of a wide variety of weaponry and equipment. A 3rd level Fighter suffers no penalties for carrying a medium load, and may retrieve stored items from his person without provoking an attack of opportunity. Active Assault (Ex): 5-foot step as immediate action in addition to any other movement during the round. Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls. Further, should the fighter possess any weapon-specific feats for a weapon in this group, it applies to all weapons in the group. Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups. A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter’s Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. * Blades, Heavy Racial Specials: Composite Plating (Ex): Warforged receive an innate +2 natural bonus to armor. However, they also have a 5% arcane spell failure chance. Natural Weapon (Ex): A warforged has a natural weapon in the form of a slam attack that deals 1d4 points of damage. Living Construct Subtype (Ex): Warforged are constructs with the living construct subtype. A living construct is a created being given sentience and free will through powerful and complex creation enchantments. Warforged are living constructs that combine aspects of both constructs and living creatures, as detailed below. Unlike other constructs, a warforged has a Constitution score, does not have low-light vision or darkvision, is not immune to mind-affecting spells and abilities, and is subject to nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects. As a living construct, a warforged can be raised or resurrected. A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes’ feast and potions. Although living constructs do not need to sleep, a warforged wizard must rest for 8 hours before preparing spells. 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. However, as living constructs, warforged can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a warforged can be healed by a cure light wounds spell or a repair light damage spell, for example, and a warforged is vulnerable to disable construct and harm. However, spells from the healing subschool and supernatural abilities that cure hit point damage or ability damage provide only half their normal effect to a warforged. A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a warforged is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable. The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don’t affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor. Likewise, a warforged is affected by repel metal or stone as if he were wearing metal armor. A warforged is repelled by repel wood. The iron in the body of a warforged makes him vulnerable to rusting grasp. The creature takes 2d6 points of damage from the spell (Reflex half; save DC 14 + caster’s ability modifier). A warforged takes the same damage from a rust monster’s touch (Reflex DC 17 half). Spells such as stone to flesh, stone shape, warp wood, and wood shape affect objects only, and thus cannot be used on the stone and wood parts of a warforged. Equipment and Inventory ----------------------- Equipped: Gauntlets, mwk [ 1 lbs.] < 302 gp> Equipped: Greatsword, mwk baatorian greensteel [ 8 lbs.] < 2350 gp> Equipped: Least demolition crystal [------- lbs.] < 1000 gp> Carried: Light steel shield, mwk [ 6 lbs.] < 159 gp> Carried: Heavy steel shield [ 15 lbs.] Carried: Flail [ 5 lbs.] Carried: Glaive [ 10 lbs.] Forehead: Third Eye Improvisation [------- lbs.] < 1000 gp> "Worn": Mithril Body [------- lbs.] Neck: Enemy Spirit Pouch, Outsider (Lawful) [ 1 lbs.] < 2100 gp> Subtotal: 46 lbs. Worn: Backpack [ 2 lbs.] Backpack: Potion of barkskin +5 [------- lbs.] < 1200 gp> Backpack: Gems, 100 gold [------- lbs.] < 100 gp> Backpack: Crampons [ 1 lbs.] Backpack: Fur Clothing [ 10 lbs.] Satchel: Chocolate marshmellow 1/3-strength CLW [------ lbs.] Satchel: Chocolate caramel 1/3-strength Bless [------ lbs.] Satchel: Chocolate raspberry-cream 1/3-strength Detect Magic [------ lbs.] Satchel: Chocolate praline 1/3-strength Mage Armor [------ lbs.] Subtotal: 13 lbs. / 62 lbs. Total: 8211 gp GP 9273.00 Total Weight: 59 lbs Loads: 86 lbs Light, 173 lbs Medium, 260 lbs Heavy ------------------------------------------------------------