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User:Gr7mm Bobb/My Character

"Etch, the Rack"

Race: Warforged

Class: Cleric (Forge Domain)

Background: Hermit (PHB)

Description

Gender: Etch is recognizably male in terms of physical shape and mental considerations.

Age: 121 orbits(years) as of last known recording.

Height: 6' 4"

Weight: 286lbs (before gear)

Hair: None

Eyes: Eyes have a gentle faint green glow when calm. Flicker colors of a furnace firing up when emotional.

Skin: Steel grey with a flat finish, their is a bit of rust and moss throughout the more static pieces of anatomy.

Characteristic: Has deep red runic etchings that go from the top of his left hand across his shoulders and chest ending at his right elbow.

Etch speaks with a slow ponderous demeanor with a deep baritone, as though each word was to be weighed and measured against some long forgotten social metric. The dialect he uses always sounds just the wrong way, always out of place to newcomers. Even his Dwarven has them rub their beards in confusion every so often. His face something to almost be viewed as the highest attempt one can manage to combine an effective minimalism with a barely expressive visage. There's just the right range available to his eye movements and brow position, to the ability to form the most simple of expressive shapes to his mouth. At the center of his head is the carving of his Ghulra, a rune that is unique to each warforged. This seems the only piece of artistic liberty that was employed. But the notion of artistic vision is abruptly ended at the brow as the centerpiece of plating flows seamlessly to the top of the mouth, devoid of any nose or even the failure of one. This crudely shaped block of metal sits squarely upon an stout trunk of metal and wood fibers who's roots plunge deeply between a set of massive constructed shoulders. The body then fills out to match the approximate size of an oversize human stuffed into a set of plate mail. The left hand has 5 fingers and across the back of it, deep red metallic scratches trace from here, up his shoulder and across his chest. The runes are comprised of a flowering of runes that are only straight edges. These continue in a similar fashion down the right shoulder, only to end unceremoniously at the elbow. With enough gawking one might discern some form of tracking to these runes, like a measure of time and deeds all at once.

He is adorned with the attire of a cleric, worn and old, but maintained. This ensemble is complete with a holy symbol forged into the breastplate and fixed upon his shield and gods know's where else. But the symbol itself, an anvil with a cog on the side of it and a hammer laid across feels like an amalgam of stories between Moradin and Gond... His gear appears to be tucked away cleanly in various belt pouches overlain with plates of armor only adding bulk to his already stalwart appearance. His back has a shield affixed to a rack that seems to unlatch and swing the shield from over his backpack to the snugly fitted receiver on his lower right arm. At a glance he holds himself stoic and tall, but his eyes belay his eagerness to understand the world before him. His steps are mostly measured and deliberate keeping steady strides throughout. His pack is monstrous to a normal person and appears to be structurally reinforced from within with a metal frame.

Personality

Etch is normally calm in most situations and often has musings of his forge work that he uses to relate to life. He see's the other races as blessed above him. For they were shaped by the whims of eternity and the mission of the gods themselves. While he, a simple warforged, was merely the dream made real by the guiding hand of Vraccus. He adheres to his peoples laws and bindings with the diligence of the servant he still remains. These laws can easily be related to most Dwarves older edicts. He knows of his charge and the duties therin. Those who would be allies and aid him on his pilgrimage would be welcome and even protected given time. Those who are quick to deceive and willingly break promises are not welcome in his presence. Being a cleric of Vraccus, Etch greatly enjoys crafting and improving the world around him with an almost childlike wonder. He hopes that his newest test of faith will be the final note in his journey as a servant warforged. The hope that his etchings will be completed thus declaring him among the Freeforged to be able take up his own path. With the world as broken as he found it, Etch does fear that the latest gift of Vraccus was too late in its arrival, that he is chasing ghosts. Such things occasionally draw clouds over his thoughts before his faith is reignited from the coals again. He treats any Dwarf with runic facial tattoos as nobility of another house. Often when he reaches a point in which he feels insecure, he will run his hand along his right forearm.


Faith
Vraccus, God of The Forge, Ingenuity, Artifice, Fire, and Dwarves. This is the god of his creators, the one who guided their hands in the creation of the forged ones. He holds high value in honor and seeks to continue to serve Vraccus even after hes earned his own name. In his pack he carries a small shrine to Vraccus, he made it himself so he may be close to the signs of his faith even when his church had him travel far and wide.
Traits
  • I’ve been isolated for so long that I rarely speak, preferring gestures and the occasional word.
  • My friends know they can rely on me, no matter what.
Ideals
  • I trust that my deity will guide my actions, I have faith that if I work hard, things will go well.
Bonds
  • I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. (adamantine scroll case)
Flaws
  • My piety sometimes leads me to blindly trust those that profess faith in my god.

Alignment

Ethic
Lawful
Moral
Neutral

Backstory

Etch's creators were a race of Dwarves who worshiped a long forgotten god of the forge, Vraccus. These dwarves had acquired to knowledge and resources to craft the Life Forges. These devices take a set of carefully selected and crafted components and combine them together with a fresh soul to create a living construct. With a new means of supplementing their work force they set to using their newest creations in the most dire of circumstances, treating them as mere tools. This angered Vraccus greatly as he fumed with rage that his newest children would be treated so poorly. Realizing their mistake, the Dwarves enacted a set of laws for the warforged to be treated properly as servants with a set time in which they may earn their freedom. Vraccus saw these decree and judged them sacred, burning them into the law chamber walls.-- Or so that's how the story of the origin of the dwarves forged ones came to be.

Etch spent most of his life as a member of the Unnamed, a caste of warforged who haven't earned the honor of choosing their own name. Year by year he made steady progress learning the ways of life. As his understanding of the world grew, the time between him and his freedom grew shorter. He had earned many personal liberties through his devout service to his Dwarven brethren. He worked closely with the church and the guilds developing a deep respect for his creators and his god. He had fought from time to time for his kingdom, and would do so again when the time called for it.

Etch has been incapacitated for a very long time. The kingdom had cracked open and the last he could remember is rushing to the Keeper's Library to aid as required. When he got there the library was in shambles the shelves and boxes poured their contents out. Etch found the keeper struggling to free himself as the chamber continued to swallow itself. The Keeper handed Etch an adamantine scroll case with no visible openings wrapped with steel bands. Buried beneath the rubble of his homeland, Etch clung to the case for what seemed like eternity.

A loud thunderous roar lulled him out of his slumber. He found himself laying on the stone floor of a cavern with his hand locked around a metal scroll case as a waterfall pounded over the mouth of the cave. Shaking off the dust and debris of a lifetime of sleep, he pushed himself upright. Searching through the cave produced minor armaments and articles of what remains of the once spectacular dwarven capital of Khar Wahrum. Further attempts at excavation revealed only rocks cemented in place by the dried remains of a mudslide. He spent a great deal of time in this cave fixing and excavating what he could while waiting for his prayers to guide his next step, with no truly enlightening results.

Concluding that he had been pushed along by one of the underground rivers that laced the kingdoms domain, he secured his supplies for the journey ahead and said a prayer for travel. His first step was not the most fortunate. He had been correct in securing his wares tightly, because the waterfall hit him with such force that he was swept under again as the fierce current tossed him from one unfamiliar landscape to the next. Eventually reaching the shore of the river, he plodded along through a wilderness to gather supplies to set up camp to dry out and gain his bearings.

After his first encounter with another sentient creature resulted in them fleeing from their lunch, Etch made a point of traveling at night and hiding out during the day. He wandering the landscape for a long this way, often finding his prayers for guidance answered in the strangest of ways, or not at all. he enjoyed the seclusion, but grew restless he was unable to safely craft and pray.

He even had been befriended by a small boy who had mistook him for a knight. "On account of all the armor"... "But I've never seen armor like that." One thing led to another and the small boy had it fixed in his head that his new friend wouldn't continue on being nameless. The name that was chosen was "Etch, the Rack". (Because you know etchings and the equivalent of a tool rack of a backpack that he carries. Titles, all the best heroes have titles.)

Etch learned of the current world state the best he could from the child, and in return Etch would craft and repair things around the farm. The boy had convinced Etch that if he's going to be a rogue wizards golem, he's gotta act like one. But if he wants to be mistaken for human for longer, he's only got to look like one in armor. With a grunt and a nod, Etch went about making and fitting armor to what the child described as "cool and current" to better blend. The boys father had been watching the whole time and finally spoke up. He hadn't minded his son speaking to rocks and tools and animals, but he had raised an eyebrow at the words "Giant Metal not-knight". Stating that he didn't care where Etch was from or where he was going, just so long as he is gone when his work is done. He point was simple, Etch could use the mans supplies to fashion a working "disguise" onto himself (a helmet and aesthetic plating to mimic full armor, and then Etch was gone. They talked while Etch worked, the man giving more info on the workings of the world from his viewpoint. After the items were finished and fitted, the man told him that if he had questions the regions council of the Wyrm would have more information, especially one of a foreign god.

And so Etch set off down the road toward the city the man spoke of.


Gr7mm Bobb/My Character Bluebook

Faction: None

Renown: 0

Rank: None

Size:

Mechanics

LVL: 1

XP: 300 \ 0

Proficiency Bonus: +2

Inspiration:

Hero Points:

Stats
AbilityScoreAdjustmentModifier
STR15+1+3
CON16+2+4
DEX8-1
INT13+1
WIS16+3
CHA110
SAN16+3

Size: Medium

Speed: 30 feet

  • Crawling: 15 feet
  • Climbing: 15 feet
  • Swimming: 15 feet
  • Flying: 0
Jumping
  • High Jump: 6 feet
    • From Standing: 3 feet
    • Reach Bonus: 9' 6"
  • Long Jump: 16 ft.
    • From Standing: 9 ft.

Push, Drag, & Lift: 480lbs

Suffocation: N/A minutes without air

Starvation: N/A days without food

UAC: 16

AC: 18 (+2 from shield)

HD: 1d8

HP: 12\12

Massive Damage Threshold: 6

Traits & Features

Warforged, Juggernaut

  • Ability Adjustments: +2 Constitution, +1 Strength
  • Age 3 to ???
  • Size: Medium
  • Speed: 30 feet
  • Skills: none
  • Tools: none
  • Languages: Common, + one of creator or common enemy
  • Living Construct: Humanoid, may be affected by spells that affect Humanoids or Constructs. Immune to the Poisoned Condition, Sleep Effects, and Disease. Resistance to Poison damage. Does not eat, sleep, or breathe. May still benefit from consumables.
  • Rest of the Sleepless: Fully aware during rest (Normally 8hr=Long Rest), may perform repairs while resting
  • Body of War: "Natural" armor in the form of full body plating. Juggernaut plating AC = 14 + Prof. Counts as heavy armor, Disadvantage on Dex(Stealth) checks
  • Artificial Anatomy/Lasting Injury: Must use repair kit to recover hit points from resting. Recieves 1/2 healing from Spells and minimum healing from all non-repair sources.
  • Solid Construction: Reduce each instance of P/S/B damage received by an amount = Prof Bonus
  • Stability: Adv on checks and saves vs things that would physically move it or knock it prone.


Cleric (Forge Domain)

  • HD = 1d8
  • Spellcasting. See Spellcasting.
  • Blessing of the Forge: Grant one non-magic weapon or armor +1 after a long rest, until next long rest
Forge Domain Spells
Cleric LevelSpells
1stsearing smite, shield
3rdheat metal, magic weapon
5thelemental weapon, protection from energy
7thfabricate, wall of fire
9thanimate objects, creation

This is the current spell list until stated otherwise.

Spells

Most other spells will be cast as rituals: Endure Elements, purify food and drink, detect magic, etc.

Background Feature

Feature: Discovery The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people w ho or consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.

Feats

None

Proficiencies

Saves

  • Strength: +3
  • Dexterity: -1
  • Constitution: +4
  • Intelligence: +1
  • (P)Wisdom: +5
  • (P)Charisma: +2

Weapons

  • all simple weapons

Armor

  • Armor: Medium and Heavy armor, and Shields

Tools

  • Smith's Tools
  • Herbalism Kit
  • Warforged Repair Kit

Skills

(P) = Proficient

  • Strength

Athletics 3

  • Dexterity

Acrobatics -1, Sleight of Hand -1, Stealth -1

  • Intelligence

Arcana 1, (P)History 3, Investigation 1, Nature 1, (P)Religion 3

  • Wisdom

Animal Handling 3, Insight 3, (P)Medicine 6, Perception 3, Survival 3

  • Charisma

Deception 0, Intimidation 0, Performance 0, (P)Persuasion 3

Languages

Common, Dwarven (old dialect), Celestial.

Equipment

Mace(4), Dagger(1), Spear(3), Shield(6), Vestments, "Disguise Plating"(4), Light Hammer(2)

Gear

Warforged Repair Kit(3), Backpack-Reinforced(7), Blanket(3), 10 candles, Tinderbox(1), Alms Box, 2 Blocks of Incense, Censer, Waterskin(5), Adamant Scroll Case(10), Winter Blanket(6), Common Clothes(2), Herbalism Kit(3), Smith's Tools(8), Whetstone(2), Crowbar(5), Shovel(5), Holy Symbol (wrought iron)

CP: SP: GP: 5 PP:


Payload: 75

Encumbered: 80

Heavily Encumbered: 160

Encumbrance Limit: 240


Possessions


NPCs


Downtime

Total Downtime Awarded:

Downtime Spent:

<-Activity->
  • Payment:
gollark: ..........
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gollark: Package managers provide nice utilities like being able to update things, and reproducibly download/install packages.
gollark: That sounds unpleasant.
gollark: Though I think theirs is compiled from non-hundred-thousand line files.
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