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 PR07 - Warforged Artificer

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despyzer
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PostSubject: PR07 - Warforged Artificer   Sun Sep 16, 2018 3:16 pm

BACKGROUND
PR07 (Prot) was created by Thrane Xen'drick on an alternate material plane where clockwork devices and constructs are rather commonplace. It was built to act as an assistant to Thrane and as a sentry for Thrane's estate. While it was assisting Thrane on an experiment, there was a surge of magical energythat caused an explosion in Thrane's lab. The result claimed Thrane's life and inexplicably catapulted PR07 into this world. The shift to this plane "rebooted" it, and it came back into consciousness with its memory erased. Acclimating to its new world was difficult, especially as it had to also re-learn all of its programming. At first, it assumed it looked like all of the other intelligent bipeds, but when it walked into its first village and was greeted with curiosity, strange looks, and even threats, it realized it must not be the same. Slowly, it's been trying to integrate itself into this new society and show its worth.


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PostSubject: Re: PR07 - Warforged Artificer   Sun Sep 16, 2018 3:56 pm

STATISTICS
Race: Warforged/Skirmisher               Height: 5'
Class: Artificer                                Weight: 75 lbs.
Sub-class: Gunsmith                        Movement: 35'
Alignment: N
Background: Guild Artisan
Level: 9th              Experience: 55,500              Next: 64,000

STR: 10 (-)
DEX: 20 (+5)
CON: 17 (+3/+6)
INT: 18 (+4/+7)
WIS: 10 (-)
CHA: 8 (-1)

HP: 11+11+8+8+8+10+8+9+10 = 83
Armor: Darkwood Core
AC: 18
Proficiency: +4

Weapons:
   Thunder Cannon +1: (+10 to hit) 3d6+6 damage (range: 150/500) - requires a bonus action to reload
   Hand-axe: (+4 to hit) 1d6
   Light Hammer: (+4 to hit) 1d4

Acrobatics (Dex): +5
Animal Handling (Wis):
Arcana (Int):+7 (class)
Athletics (Str):
Deception (Cha): -1
History (Int): +4
Insight (Wis): +3 (background)
Intimidation (Cha):
Investigation (Int): +7 (class)
Medicine (Wis):
Nature (Int): +4
Perception (Wis):
Performance (Cha): -1
Persuasion (Cha): +3 (background)
Religion (Int): +3
Sleight of Hand (Dex): +8 (class)
Stealth (Dex): +5
Survival (Wis):

Thieve's Tools +8
Tinkerer's Tools +8
Alchemist's Supplies +8
Smith's Tools +8

Languages: common


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PostSubject: Re: PR07 - Warforged Artificer   Sun Sep 16, 2018 4:09 pm

SPELLS 6 spells known

Cantrip - Mending

1st level - 3 slots
Disguise Self
Expeditious Retreat
Jump
Longstrider

2nd level - 2
Alter Self
Levitate
See Invisibility


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PostSubject: Re: PR07 - Warforged Artificer   Sun Sep 16, 2018 4:30 pm

ABILITIES

Warforged Skirmisher
    Warforged Resilience - You were created to have remarkable fortitude, represented by the following benefits.
        * You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
        * You are immune to disease.
        * You don’t need to eat, drink, or breathe.
        * You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.

    Light Step - When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. (See chapter 8 of the Player’s Handbook for more information about
         "travel pace").

    Sentry's Rest - When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and
         you can see and hear as normal.

Artificer:
    Magic Item Analysis - your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don’t
         need to provide a material component when casting identify with this class feature.

    Wondrous Invention - Levels 2, 5, 10, 15, 20

    Blast Wave - Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy
         in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes
         2d6 force damage and is pushed 10 feet away from you. This damage increases by 1d6 when you reach certain levels in this class:13th level (3d6) and 17th level (4d6).

Feats:
     Keen Mind - You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
         * You always know which way is north.
         * You always know the number of hours left before the next sunrise or sunset.
         * You can accurately recall anything you have seen or heard within the past month.

    Thunder Cannon Expert - Thanks to extensive practice with the thunder cannon, you gain the following benefits:
         * You ignore the loading property of crossbows with which you are proficient.
         * Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.


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PostSubject: Re: PR07 - Warforged Artificer   Mon Sep 17, 2018 9:08 am

INVENTORY

2 PP
95 GP
0 SP
5,117 CP

Onyx (50gp)

Bag of Holding
Goggles of the Night*
Helm of Comprehending Languages*
Gloves of Missile Snaring
Periapt of Wound Closure*
18 X impact artillery (knocks back up to 50' and 5d6 falling damage on a failed save) + normal damage
20 X fire artillery (adds the effect of an 8d6 fireball)
20 X frost artillery (adds the effect of an 8d6 cone of frost)

*Embedded in his body

10 souls in a glowing liquid


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PostSubject: Re: PR07 - Warforged Artificer   Mon Sep 24, 2018 11:50 am

R1n0

AC - 11
HP - 45

Spd. 40

Gore: +7 to hit (2d8+5)
Gore with Charge: +7 to hit (4d8+5)
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PostSubject: Re: PR07 - Warforged Artificer   Mon Sep 24, 2018 3:04 pm

Special Thunder Cannon

6th level: +1
8th level: doesn't require off-hand
10th: +2
12th: scatter shot - can fire at two separate targets at once, damage dice are divided as equally between the two targets as possible and to-hit rolls must be made for both targets.
14th: +3
16th: improved scatter shot - same as scatter shot but with three possible targets
18th: increased attacks - Use a bonus action and roll a d6 to attempt a second attack. 1-4 = no attack; 5-6 = successful attack.
20th: Increased ammo - ammo clip increases capacity to 15 rounds
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