Fern the Warforged Fighter

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ThreeBFour
Jedi Initiate
Posts: 2619
Joined: Wed Jan 03, 2018 2:11 am
Location: Gulf Coast, FL

Fern the Warforged Fighter

#1

Post by ThreeBFour » Tue Jun 04, 2019 2:17 am

Character Info
Name: Fern Class & Level: Fighter 5 Background: Fail Experiment
Race: Warforged/Envoy Alignment: Neutral Experience Points:

Height: 5’-0". Weight: 250 lbs. Looks to be made of vines and darkwood with a greenish metal covering.

Most Used Stats
AC: 18
Initiative: +2
Proficiency Bonus: +3
Speed: 30’
Current Hit Points: 44
Hit Points Max: 44

Hit Dice Available: 5d10
Hit Dice Total :evil: 5d10


Death Saves:
Life/Death

Passive Perception: 14
Passive Investigation: 9
Inspiration: 11
Personality
Background: Failed Experiment.
Trait: I have a dark sense of humor.
Ideals: Live and let live. There are so many places to explore and things to learn.
Bonds: I would still lay down my life for anyone who shows me friendship.
Flaw: Laws are not mine, why should I follow them.
Attacks (x2)
  • Greataxe: Weapon Bonus (+7), Slashing, 1d12+4, Heavy, 2-Handed (1d10+2)
  • Maul: Weapon Bonus (+7), Bludgeoning, 2d6+4, Heavy, 2-Handed(1d10+2)
  • Dagger (x2): Weapon Bonus (+7/+5), Piercing, 1d4+4, Finesse, Light, Thrown (20/60)
  • Longbow: Weapon Bonus (+5), Piercing, 1d8+2, Heavy, Ranged (150/600)
WeaponAttack BonusDamage/TypeRange (normal/Max)quantity
Greataxe+71d12+4 +1d4 Slashing (Heavy, 2-Handed)
Maul+72d6+4 +1d4 Bludgeoning (Heavy, 2-Handed)
Dagger+7/+51d4+4 +1d420/602
Longbow+51d8+2150/60020
Unarmed+75

Characteristics
Strength: 18 (+4)
Dexterity: 14 (+2)
Constitution: 14 (+2)
Intelligence: 8 (-1)
Wisdom: 13 (+1)
Charisma: 10 (+0)

Saves (* means proficient)
+7 Strength*
+2 Dexterity
+5 Constitution*
-1 Intelligence
+1 Wisdom
+0 Charisma


Skills (* means proficient)
1. +5 Acrobatics (Dex)*
2. +1 Animal handling (Wis)
3. -1 Arcana (Int)
4. +7 Athletics (Str)* (+5 Climb Checks)*
5. +0 Deception (Cha)
6. -1 History (Int)
7. +1 Insight (Wis)
8. +3 Intimidation (Cha)*
9. -1 Investigation (Int)
10. +1 Medicine (Wis)
11. +2 Nature (Int)*
12. +4 Perception (Wis)*
13. +0 Performance (Cha)
14. +0 Persuasion (Cha)
15. -1 Religion (Int)
16. +2 Sleight of Hand (Dex)
17. +2 Stealth (Dex)
18. +1 Survival (Wis)

Proficiencies and Languages
  • Tool Proficiency: Tinkerer’s Tools
  • Tool Proficiency: Smiths Tools
  • Gaming Set Proficiency: Dice
  • Language: Common
  • Language: Gnomish
  • Language: Abyssal
Racial Abilities
  • Warforged Resilience: 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.
  • Sentry’s Rest: When you take a long rest, you must spend at least 6 hours in an inactive 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.
  • Integral Protection: Your body has built-in defensive layers, which determine your armor class.
    Composite Plating: Your armor class is 13 + your DEX modifier (maximum of 2) + your proficiency bonus.
  • Integral Tool: A chosen tool you are proficient with is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.
    Tinker's Tools
Special Abilities
Fighting Style:
You adopt a fighting style specialty.
Great Weapon Fighting:
You can reroll a 1 or 2 on damage dice with melee weapons wielded with two hands

Second Wind:
Once per short rest, you can use a bonus action to regain 1d10 + 4 HP.
Action Surge:
You can take one additional action on your turn. This can be used 1 time per short rest.
Brute Force: (UA)
Whenever you hit with a weapon that you’re proficient with and deal damage, the weapon’s damage increases by +1d4.

5th Level 2nd Attack

Magic Items
Clockwork Amulet:
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can take a 10 on a single die roll instead of rolling a d20 or after the roll if less. Once used, this property can't be used again until the next dawn.

Feats

Equipment:
Armor:
  • Integral Protection: Your body has built-in defensive layers, which determine your armor class.
    Composite Plating: Your armor class is 13 + your DEX modifier (maximum of 2) + your proficiency bonus.
Weapons:
  • Greataxe
  • Maul
  • Daggers x2
  • Longbow
    • Inventory
      Wealth:
      • 0 Platinum
      • 800 Gold
      • 0 Electum
      • 0 Silver
      • 0 Copper
      Trinkets
      • Clockwork goldfish swimming within a sealed orb filled with water.
      Gear
      • Backpack
      • Dice Set
      • Pouches (2)
      • Quiver (w/ 20 Arrows)
      • Rope, Silk (50’)
      • Sack (w/ mixed nuts)
      • Shovel
      • Smith’s Tools
      • Tinder Box
Last edited by ThreeBFour on Sat Oct 05, 2019 6:40 pm, edited 5 times in total.

User avatar
ThreeBFour
Jedi Initiate
Posts: 2619
Joined: Wed Jan 03, 2018 2:11 am
Location: Gulf Coast, FL

Re: Fern the Warforged Fighter

#2

Post by ThreeBFour » Tue Jun 04, 2019 5:32 am

warforged.png
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Fern will say it doesn't remember things before awakening strapped to a table in the workshop. But flashes of some strangle land and creatures flashed through its mind. The Gnomes who built it spoke nervously for several long moments before one of them stepped forward to release it from the straps holding it in place. For the next couple of months Fern was tested by the Gnomes as they looked for something they would not speak of in front of him. One day it was lead out of the laboratory, as it had come to find out it was called, and taken to another chamber that had strange markings in a circle in the middle of the room. In the circle was a backpack and a large ax. It turned and started to ask what was happening, but one of the Gnomes took it by the hand and lead it to the circle. The Gnome hung an amulet around its neck and handed it the water glob with clockwork fish swimming inside that it liked from the laboratory where it had lived. Stepping away from the circle, the Gnome nodded to its hooded fellows surrounding the chamber.

It found itself in a cave. There was light streaming in from the entrance about twenty feet away, enough that it was able to study the walls, looking for a way back to the Gnomes. Days past and it could find nothing, finally it decided that if it could not go back it must go forward. For a decade it wandered the land learning to use the Tinkerer's Tools built into its body by the Gnomes and how to wield the greataxe they had given it. About ten years ago it came across a monk traveling alone. The monk offered to share his campfire with the wandering construct and introduced himself as Azure. It did not have a name to give the monk and explained. that it was often identified as Hey You or You Thing. Azure became contemplative and told it that it that he would think on this and would offer it a name for consideration in the morning.

Fern, as it became know, has spent the last ten years as an unofficial member of the monastery. It is left to himself most of the time, with the exception of Azure who is his most regular companion, and has its own room in the basement. Fern helps provide meat from the local game in the area and has learned the art of smithing from one of brother monks that agreed to teach it.

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