Name: Purgator
(formerly Crimson Delta)CR: 6
Classes: Dragonfire Adept 6 (http://www.wizards.com/default.asp?x=dnd/ex/20060912a&page=2)
Race: Warforged
Experience: 15.000 / 21.000
Alignment: Lawful Neutral
Deity: Silver Flame
Region of Origin: Aundair
Size: medium
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Ini: +2
Senses: Listen +0, Spot +0, Search +0
Aura: None
Languages: Common
AC: 20 (+6 Twilight Mithril Body +1, +2 Dex, +2 Scales); touch 12, flat footed 18
HP: 57 (6d8+24)
DR: 2/magic
Saves: Fort+9, Ref+4, Will+5 (base:+5/+2/+5)
Speed: 30ft. (6 squares)
Melee: +4 Mace (1d8+1 +1 Fire, x2)
Breath: Fire 4d6 (Reflex DC 20 half; 15ft cone or 30ft line) or
Cold 4d6 (Reflex DC 19 half; 15ft cone) or
Slow 2 rounds (Fortitude DC 19 half; 15ft cone)
Optional: Entangling Exhalation (half damage [if appropriate] but entangled for 1d4 rounds with 1d6 damage [initial energy-type] per round
Base Atk +3; Grp +4
Action Points: 8 [w6]
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Abilites: Str 13 (+1), Dex 14 (+2), Con 18 (+4), Int 10 (+0), Wis 10 (+0), Cha 12 (+1)
Feats: Mithral Body, Dragontouched*, Entangling Exhalation [Races of the Dragon], Ability Focus (Breath Weapon)
*Dragonfire Adept Bonus Feat
Class Features: Breath Weapon 3d6 (DC 19) , Breath Effects: Frost Breath, Slow Breath, Scales +2, Dragonkin, DR 2/magic
Skills: Concentration 9: +13, Intimidate 3: +4, Knowledge (Religion) 9: +9, Sense Motive 5: +5, Use Magic Device 9: +10
Spoiler (Anzeigen)At will
Least: Endure Exposure [touch: endure elements; target immune to breath; 24h]
Magic Insight [detect magical auras; identify items]
Lesser: Energy Resistance [10 against chosen type, 24h]
[15% arcane spell failure due to Armor]
Spoiler (Anzeigen)# -Unlike other constructs, a warforged has a Constitution score.
# -Unline other constructs, a warforged does not have low-light vision or darkvision.
# -Unlike other constructs, a warforges is not immune to mind-affecting spells and abilities.
# -Immunity to poison, sleep effects, paralysism disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
# - a warforged cannot heal damage naturally.
# -Unlike other constructs, warforged are subject to critical hits, nonlethal damage, stunning, ability damage, ability drain, and detah effects or necromancy effects.
# -As lving constructs, warforged can be affects 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 woulds spell or a repair light damage spell, for example, and a waforged is vunerable to a disbale construct spell and harm. However, spells from the healing sunschool and supernatural abiliries that cure hit point damage provide onlt half their normal effect to a warforged.
# -The unusual physical constructions of warforged makes them vunerable to certian spell and effects that normalyl dont affect living creatures. A warforged is affecteds by repel metaland chill metal as if he were wearing metal armor. Likewise, a warforged is affected by a 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 warforges makes him vunerable to rusting grasp. The creatures takes 2d6 points of damage from the spell (Reflex half; save DC 14+ caster's ability modifier). A warforged takes the same damae from a rust monster's touch. (Reflex 17 DC 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.
# -A warforged responds slightly differently from other lving creatures when reduced to 0 hit points. A warforged with 0 hit points is disable, justl ike a living creature. He can only take a single move action or standard action in each round, but strenous activity does not risk further injury. When his hit points are less than 0 and are greater than -10, a waforged is inert. he is unconscious and helpless, and he cannot perform any actions. However, an inert warforged does not lose additonal hit points unless more damage is dealt to him, as with a lving creature that is stable.
# -As a living construct, a warforged can be raised of resurrected.
# -A warforged does not need to eat, sleep, or breathe, but he can stil benefit from the effects of consumable spells and magic items suchs as heroes' feast and potions.
# -Although living consturcts do not need sleep, a warforged wizard must rest for 8 hours before preparing spells.
# +2 Constitution, -2 Wisdom, -2 Charisma: Warforged are resilent and powerful, but their difficulty in relating to other creatures makes them seem aloof or even hostile.
# Medium: As medium constructs, warforged have no special bonuses or penalties due to their size.
# Mithril Body: Your armor bonus is increased to +5, and you are considered to be wearing light armor. You now have a +5 maximum Dexterity bonus to AC, a -1 skill penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 25%.
# Warforged hasa base land speed of 30 feet.
# Light Fortification (EX): When a critical hit or sneak attack is scored on a warforged, there is a 25% chance that the critical hit or sneak attack is negated and the damage is instead rolled normally.
# A warforged has a natural weapon in the form on a slam attack that deals 1d4 points of damage.
# Automatic Languages: Common. Bonus Languages: None.
# Favored Class: Fighter. A multiclass warforged fighter class does not count when determining whether he takes an experience point penalty for multiclassing.
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9100 GP
=
Weapons and Armor:
Twilight Mithril Body +1 (4000gp)
Heavy Mace with Least Crystal of Fire Assault (612gp) [Magic Item Compendium: p.64]
Rings, Wondrous Items:
Dragon Spirit Cinicture (2000gp) [Magic Item Compendium: p.95]
Scrolls, Potions, Wands:
2 Wands of Cure Light Wounds (1500gp)
Wand of Lesser Vigor (750gp)
4 Oils of Light Repair Damage (200gp)
Adventuring Gear:
Cleric’s Vestments (-)
Standard Kit (15gp)
Silver Holy Symbol (25gp)
identification papers without portrait (2gp)
travelling papers (2sp)
Wealth:
5 Goldgalifar, 6 Silberregenten, 20 Kupferkronen
Spoiler (Anzeigen)In seltsamem Kontrast liegt die kirchliche Robe über dem blinkenden Mithrilkörper und den breiten, rusgeschwärzten Zusatzpanzerungen dieses Kriegsgeschmiedeten. Seine Unterarme sind mit seltsamen Öffnungen durchsetzt und so manches Teil wirkt unpassend grobschlächtig am versezitierenden Gläubigen der Silbernen Flamme.
Dies rührt von seiner Vergangenheit als Minenarbeiter her, in der er sich in einem blutigen Aufstand seinen ursprünglichen Namen Crimson Delta gemacht hat. Als die Rebellion niedergeschlagen wurde, zeigte die Kirche Interesse an dem Modell, modifizierte und 'remoralisierte' ihn und setzt ihn nun als Erlösungsplattform Purgator I zur seelischen Reinigung besonders renitenter Herätiker ein.