Barbarian in the Playground
Join Date: Jan 2009
Re: Iron Chef XIII
Sally: I had the most terrible vision.
Jack Skellington: That's splendid!
Sally: There was smoke... and fire!
-From The Nightmare Before Christmas
Originally Posted by Sally
NG Domovoi 2, Artificer 8, Renegade Mastermaker 1, Vigilante 9
A minuscule man stands before you. He is built as a gymnast with a bull neck and broad shoulders. He could be a midget dwarf, though he is proportionate of build, with long legs. He might be a halfling, except no halfling had bulging limbs so knotted with muscle. His dark auburn hair and beard is thick, and stands out on his head, like crimped and burnished copper wires, giving him the appearance of having stuck his hand into an electrical elemental. It lies in thick curls about his chest and remaining arm. A sort of kilt woven of some fireproof material is his only concession to modesty.
His left arm and breast is missing, and has been replaced with a glistening adamantine limb. It has been artfully forged to make appear that a dimly glowing salamander twines around the gleaming limb, its head ending at his heart, and breathing curling fire that spreads here and there across his front and back.
Hiding his eyes is a simple mask devoid of eye-holes, and in his mouth works an enormous, curvy-necked smoking pipe with a wide bowl from which wafts a thick, unearthly smell. It has been wrought from brass and inscribed with idealized sylvan pictographs translating to 'the fire that warms'.
Character By Level
Str 9, Dex 14, Con 14, Int 21, Wis 14, Cha 22
Str 9, Dex 14, Con 14, Int 25, Wis 14, Cha 22
1st - City Slicker
3rd - Martial Study (setting sun)
4th - Brew Potion
5th - Craft Wondrous Item
6th - Alertness, Legendary Artisan
7th - Craft Magic Arms and Armor
9th - Craft Wand, Darkstalker
10th - Craft Construct
12th - Construct Grafter
15th - Practiced Spellcaster
18th - Insightful Reflexes
The below are base numbers and ranks not enhanced by ability modifiers, synergies, bonuses or similar. See Stats & Story for full and final numbers at 20th level.
|Level||Class||Base Attack Bonus||Fort Save||Ref Save||Will Save||Skills||Feats||Class Features|
|Craft (armorsmithing) +2, Gather Information +4, Hide +4, Intimidate +2, Knowledge (arcana) +2, Knowledge (local) +4, Move Silently +4, Search +2, Sense Motive +2, Spellcraft +2, Use Magic Device +2||City Slicker||Fire Subtype, Slippery, Spell-like Abilities (At will/produce flame, pyrotechnics)|
|Craft (armorsmithing) +2, Escape Artist +2, Gather Information +5, Hide +5, Intimidate +2, Knowledge (arcana) +2, Knowledge (local) +5, Listen +1, Move Silently +5, Search +2, Sense Motive +2, Spellcraft +2, Spot +1, Tumble +1, Use Magic Device +2||-||+2 armor, Spell-like Abilities (3/day flaming sphere)|
|Craft (armorsmithing) +2, Escape Artist +2, Gather Information +6, Hide +5, Intimidate +3, Knowledge (arcana) +3, Knowledge (local) +6, Listen +1, Move Silently +5, Search +3, Sense Motive +5, Spellcraft +3, Spot +1, Tumble +3, Use Magic Device +2 (+4 activate)||Martial Study (setting sun)||Artificer Knowledge, Craft Reserve, Disable Trap, Infusions, Martial Maneuver: Mighty Throw|
|Climb +1, Craft (armorsmithing) +4, Escape Artist +2, Gather Information +8, Hide +5, Intimidate +3, Knowledge (arcana) +5, Knowledge (local) +7, Listen +2, Move Silently +5, Search +3, Sense Motive +6, Spellcraft +3, Spot +1, Tumble +3, Use Magic Device +2 (+4 activate)||Brew Potion||-|
|Climb +3, Craft (armorsmithing) +8, Escape Artist +2, Gather Information +8, Hide +5, Intimidate +3, Knowledge (arcana) +5, Knowledge (local) +8, Listen +2, Move Silently +5, Search +3, Sense Motive +8, Spellcraft +5, Spot +1, Tumble +3, Use Magic Device +2 (+4 activate)||Craft Wondrous Item||-|
|Climb +4, Craft (armorsmithing) +9, Escape Artist +2, Gather Information +8, Hide +5, Intimidate +4, Knowledge (arcana) +5, Knowledge (local) +8, Listen +3, Move Silently +5, Search +4, Sense Motive +8, Spellcraft +5, Spot +1, Tumble +3, Use Magic Device +6 (+8 activate)||Alertness, Legendary Artisan||Craft Homonuculus|
|Climb +5, Craft (armorsmithing) +10, Disable Device +1, Escape Artist +2, Gather Information +8, Hide +5, Intimidate +4, Knowledge (arcana) +5, Knowledge (local) +8, Listen +5, Move Silently +5, Search +4, Sense Motive +8, Spellcraft +5, Spot +1, Tumble +3, Use Magic Device +10 (+12 activate)||Craft Magic Arms and Armor||Retain Essence |
|Climb +11, Craft (armorsmithing) +10, Disable Device +3, Escape Artist +2, Gather Information +8, Hide +7, Intimidate +4, Knowledge (arcana) +5, Knowledge (local) +8, Listen +6, Move Silently +5, Search +4, Sense Motive +8, Spellcraft +6, Spot +1, Tumble +3, Use Magic Device +11 (+13 activate)||-||Metamagic Spell Trigger|
|Climb +12, Craft (armorsmithing) +10, Disable Device +6, Escape Artist +2, Gather Information +8, Hide +8, Intimidate +4, Knowledge (arcana) +5, Knowledge (local) +9, Listen +6, Move Silently +9, Search +4, Sense Motive +8, Spellcraft +7, Spot +1, Tumble +3, Use Magic Device +12 (+14 activate)||Craft Wand, Darkstalker||-|
|Climb +13, Craft (armorsmithing) +10, Disable Device +8, Escape Artist +2, Gather Information +8, Hide +10, Intimidate +4, Knowledge (arcana) +5, Knowledge (local) +10, Listen +8, Move Silently +12, Search +4, Sense Motive +8, Spellcraft +7, Spot +1, Tumble +3, Use Magic Device +13 (+15 activate)||Craft Construct||-|
|Climb +14, Craft (armorsmithing) +10, Disable Device +8, Escape Artist +2, Gather Information +10, Hide +14, Intimidate +4, Knowledge (arcana) +5, Knowledge (local) +12, Listen +8, Move Silently +14, Search +4, Sense Motive +8, Spellcraft +7, Spot +1, Tumble +3, Use Magic Device +14 (+16 activate)||-||Detect Evil, Streetwise +2|
|12th||Renegade Mastermaker 1|
|Climb +14, Craft (armorsmithing) +14, Disable Device +12, Escape Artist +3, Gather Information +10, Hide +14, Intimidate +4, Knowledge (arcana) +5, Knowledge (local) +12, Listen +9, Move Silently +14, Search +4, Sense Motive +8, Spellcraft +10, Spot +1, Tumble +3, Use Magic Device +15 (+17 activate)||Construct Grafter||Battlefist, Craft Master|
|Climb +16, Craft (armorsmithing) +14, Disable Device +12, Escape Artist +4, Gather Information +12, Hide +15, Intimidate +6, Knowledge (arcana) +5, Knowledge (local) +12, Listen +10, Move Silently +15, Search +4, Sense Motive +10, Spellcraft +10, Spot +1, Tumble +3, Use Magic Device +16 (+18 activate)||-||Smite the Guilty 1/day|
|Climb +17, Craft (armorsmithing) +14, Disable Device +12, Escape Artist +5, Gather Information +14, Hide +16, Intimidate +6, Knowledge (arcana) +5, Knowledge (local) +14, Listen +14, Move Silently +16, Search +4, Sense Motive +10, Spellcraft +10, Spot +1, Tumble +3, Use Magic Device +17 (+19 activate)||-||Quick Search|
|Climb +18, Craft (armorsmithing) +14, Disable Device +14, Escape Artist +6, Gather Information +16, Hide +17, Intimidate +6, Knowledge (arcana) +5, Knowledge (local) +18, Listen +15, Move Silently +17, Search +4, Sense Motive +10, Spellcraft +10, Spot +1, Tumble +3, Use Magic Device +18 (+20 activate)||Practiced Spellcrafter||Speak With Dead 1/day|
|Bluff +1, Climb +19, Craft (armorsmithing) +16, Disable Device +16, Escape Artist +7, Gather Information +16, Hide +18, Intimidate +6, Knowledge (arcana) +5, Knowledge (local) +17, Listen +16, Move Silently +18, Search +4, Sense Motive +13, Spellcraft +11, Spot +2, Tumble +3, Use Magic Device +19 (+21 activate)||-||Quick Hide|
|Bluff +2, Climb +20, Craft (armorsmithing) +16, Disable Device +17, Escape Artist +8, Gather Information +18, Hide +20, Intimidate +6, Knowledge (arcana) +5, Knowledge (local) +17, Listen +17, Move Silently +20, Search +7, Sense Motive +13, Spellcraft +11, Spot +3, Tumble +3, Use Magic Device +20 (+22 activate)||-||Smite the Guilty 2/day|
|Bluff +3, Climb +21, Craft (armorsmithing) +16, Disable Device +18, Escape Artist +9, Gather Information +18, Hide +20, Intimidate +6, Knowledge (arcana) +5, Knowledge (local) +19, Listen +20, Move Silently +20, Search +9, Sense Motive +13, Spellcraft +11, Spot +6, Tumble +3, Use Magic Device +21 (+23 activate)||Insightful Reflexes||Streetwise +4|
|Bluff +4, Climb +22, Craft (armorsmithing) +16, Disable Device +19, Escape Artist +10, Gather Information +21, Hide +20, Intimidate +6, Knowledge (arcana) +5, Knowledge (local) +20, Listen +20, Move Silently +20, Search +10, Sense Motive +13, Spellcraft +11, Spot +7, Tumble +3, Use Magic Device +22 (+24 activate)||-||Dimensional Anchor|
|Bluff +5, Climb +22, Craft (armorsmithing) +23, Disable Device +20, Escape Artist +11, Gather Information +18, Hide +20, Intimidate +6, Knowledge (arcana) +5, Knowledge (local) +20, Listen +20, Move Silently +20, Search +10, Sense Motive +13, Spellcraft +11, Spot +17, Tumble +3, Use Magic Device +22 (+24 activate)||-||Mettle|
Stats & Story
The attempt was to go for a sort of steampunk noir vigilante. This character may not work in all settings, but in Eberron, where much of his build is drawn from, he should work fine.
Sally At 20th Level
Small Fey (fire)
Hit Dice: 2d6+4 8d6+16 + 1d6+2 + 9d8+18 - 6 (112 hp)
Speed: 15 ft. (3 squares)
Armor Class: 25 (+2 dex, +12 natural, +1 size), touch, flat-footed
Base Attack/Grapple: +12/+9
Attack: +1 Battlefist +13 melee (1d6+1)
Full Attack: +1 Battlefist +13/+7/+2 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Dimensional anchor, infusions, martial maneuver (mighty throw), smite the guilty 2/day, spell-like abilities, spells
Special Qualities: Craft homonuculus, craft reserve, damage reduction 2/adamantine, detect evil, disable trap, immunity to disease, fire, paralysis, and poison, light fortification (25% ignore critical/sneak attacks), low-light vision, metamagic spell trigger, mettle, quick hide, quick search, speak with dead
Saves: Fort +10, Ref +17, Will +19
Abilities: Str 9, Dex 14, Con 14, Int 26 (+8), Wis 14, Cha 22 (+6)
Skills: Bluff +11 (+15 distraction), Climb +21, Craft (armorsmithing) +30, Diplomacy +10, Disable Device +28, Escape Artist +13, Gather Information +30, Hide +28, Intimidate +14, Knowledge (arcana) +13, Knowledge (local) +30, Listen +22, Move Silently +22, Search +18, Sense Motive +15, Spellcraft +21 (+23 decipher), Spot +19, Tumble +4, Use Magic Device +28 (+30 activate, +32 scrolls)
Skill Tricks: Corner Perch, Escape Artist, Spot the Weak Point
Feats: Alertness, Brew Potion, City Slicker, Construct Grafter, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Darkstalker, Insightful Reflexes, Legendary Artisan, Martial Study (setting sun), Practiced Spellcaster
Possessions: 759,690 of 760000
Artisan's Tools, masterwork (55 gp)
Blindfold of True Darkness (9,000 gp)
Bottle of Air (3,625 gp)
Cloak of Arachnida (7,000 gp)
- Ironwyrm Golem (230,000 gp)
- Advanced Homonuculus, Standard x4 (133,000 gp)
- Advanced Homonuculus, Iron Defender x4 (133,000 gp)
- Advanced Nimblewright x2 (87,000 gp)
- Homunuculus, Packmate (1,260)
- +1 Battlefist
- Adamantine Skin (+5 feycraft, nimbleness, twilight)(29,750)
- Heart of Steel (4,500 gp)
Ioun Stone, orange prism (15,000 gp)
Portable Hole - (10,000 gp)
Ring of Arcane Might (20,000 gp)
Ring of Freedom of Movement (40,000 gp)
Ring of Master Artificer (25,000 gp)
Scroll of True Strike x10 (250 gp)
Tome of Clear Thought +1 (1,250 gp)
Infusions Per Day: 5/5/*6/*4
* 1 extra infusion per day granted by Ring of Master Artificer.
Spell-like Abilities: Caster level 3rd. Save DCs are Charisma-based.
At will - Produce Flame (DC 18), Pyrotechnics (smoke cloud only; DC 18)
3/day - Flaming Sphere (DC 18)
1st - Detect Secret Doors, Featherfall, Identify, Obscure Object
2nd - Blindness/Deafness, Dark Way, Eagle's Splendor, Silence
3rd - Dispel Magic, Listening Coin, Gaseous Form, Tormenting Thirst
4th - Cure Critical Wounds, Rainbow Pattern, Ruin Delver's Fortune, Spell Theft
Chills = Standard races without the fire-subtype, i.e. can't take the heat.
Housefolk = Domovoi
It was a smoggy night the day my mother gave birth. The kind of smog that takes away the meaning of night or day. None would know, save the heat that brought a stinging sweat into the eyes of the Chills. Yeah, the heat didn't bother us housefolk none, nor the smog, be it as thick as the beard on a holy man. It was down in a cellar where the birthing occurred, when the embers were low in the furnace. My old woman, she didn't give a screech nor holler. You didn't let on to them Chills into our private lives, though we had a few friends among'em. Though I was there a decade and three none knew it was I playing behind the walls. Then it came time to choose my way. This great building and its dusty expanses were well and good, and it wasn't bad work keeping the furnaces going. The ma and pa of me and mine, they liked it simple here, and liked the tongue wagging between the tenants that lived in each room.
Me, I wanted into bigger things. Heard tell no Housefolk had ever taken to the great steel mill across the way. Least none for long. Rough Chills played at the fires there, and a more superstitious lot you never seen. Yeah, I wasn't expecting bowls of milk.
I wanted some big fires where big things happened. Well, big things were there. Chills twice my size. I didn't let'em know right off I'd moved in. Kept quiet like, learned the ways and kept to myself. Couple or three times I knew I'd been seen. Them shook's eyes widened as they saw me wading through the molten stuff that was only so much lemonade to housefolk. I ducked down all the same, and their chums though they'd had a screw loose or knocked down too much of the dog night before.
It was as it closed down that I had my run of the place, and I channeled the smoke and filtered it out so none knew I was forging. I did my repairs, cleaned up the sloppy leavings, had myself some rat roasted til a golden delight to my palate.
I thought myself quick, but I was caught one night by a fella I'd seen working like a maniac, never resting. Not a Chill, but a scrapyard thing of brass and bullet hide. I'd taken him for a special machine, as he'd go quiet when all had left. But he caught me. He had a mind, though not much of a body, all hand-me-down iron and rusted cover. Was a warforged he said, fought many a war, was a high captain, then was overwhelmed. Captured and enslaved like a man saying his vows to a dame. Said the 'forged had no rights as such in this city, and the mill owner had bought him. Treated him kind, he being a veteran, and gave him work in the day and guard duty at night. He'd seen me since the first he said. Now I just felt the patsy, and my brainpan filled with grit.
Came fast friends he and I, and showed me the great outside as I'd never seen it. Us housefolk are homebodies through and through, but I began to see there was more out than that. Many a night we sat atop the smokestacks above the foundry, watched the twinkling of the lights below. Showed me a thing or two with the fists so as if the big Chills came wise to knowing I was about, they'd show a little more respect. I used it too later on, fattened a lip and blackened the eye of the mug. I went through it all, show'ed'em how I'd tightened up the place. They came around to thinking I wasn't such a bad lug, and they let me alone for the most part. They was rough though, and one would occasionally try to show me up, but fist in his chin or a quick hotfoot and they'd be limping back to their chums.
Things changed the day a chain snapped, and a heavy iron beam came flinging around to crush the columns of a greybeard Chill's back. He was bleeding away his life there, but I'd learned a few things and tinkered me a few trinkets. I sparked some life right back into that Chill and low if he wasn't standing straight within another few minutes. What no matter of fire and flattening buttons had done, this did. That fella, he swore he'd pay me back, and a right mates we became. Been in this business for a time longer than I and knew a few things. In fact, he was a master of the art and had recently bought out the factory and was inspecting it when the chains fell. He planned on turning things around, starting a few new lines. Between the Bullet and Greybeard I had a thing not many house-folk get outside of the manors; a family.
I was put in charge of design, as well as safety, and amongst us we planned to revolutionize this great dark city. That was when the pressure came; new regulations heaped upon us, inspections that found fault where there was none. We fought back, and in the courts we won the right to keep the factory open. Legally that is. The 'accidents' occurred more and more often, bringing but further cases to the officials straining to give us the shove. I had a feeling in my gut, but I nor Bullet could nab them in the act. The sabotage was clever, perhaps even magical. Us three; Bullet, Greybeard and I, we got us a plan together. I knew the housefolk of the area and though we don't get seen much, we see plenty. I would quit to go 'work' for another wealthy family it was said. To the Chills we all just look alike. Take us for granted most do. So I began to visit the other foundries, get some poop on the story in the smog. It was just like that too. Couldn't make headway until I got word that a government funded facility was coming up with some pretty interesting designs. I tried to make my way in, but warding portals were all about. I slunk about for days, slowly draining them dry with a few tricks I'd picked up. That's when I climbed up and in, easy as you like. I found more and then some. Designs were being used from all foundries I'd visited, taking the best from what each had to offer.
I hid and watched, noticing a number of familiar mugs. Those pigeons been squealing it all to'em. I eavesdropped from all about, found out the plan. They was wanting the placed to be closed so they could be bought out, and those coming up with the ideas monopolized to work. This seemed all well and plausible, but it didn't settle well, not a bit.
As I patrolled the streets and talked with the spirits of fire and wealth, alley and cellar, I came to figure out something wasn't on the up and up. The government was turning a blind eye, but it was more than that. There was an unease. Shadows were darker, and something was leaking thoughts to those in power. Giving them ideas grim and evil. Was like they wasn't even but tools themselves.
I dug deeper than I ought it seems, for one evening as all was packing to leave and see the kiddies, the steamers blew and the 'stacks shot fire. I knew every seam and facet of this place, and there was no cause at all for it. Certainly not all at once. Though the fire didn't bother me none, I was crushed to the wall by the rubble, sittin' up, but not going anywhere. Only thing keeping my innards in were the pressure. I was still luckier than I might be. That ole pal of mine Bullet had his head clean torn off nearby. Some of my little loogans were still alive I could sense, and they squirmed their way too me. No matter what they tried, couldn't be freed. Well, after a day or two without foot or drink, you get desperate. I cut off my own arm, just like that. Ain't no pain like it, even if boozed up. Had my talisman with me so didn't bleed, but it was rough going. Now, I had great respect for my fallen friend, but he was gone to scrap, and the will left. I had them bring him over to a table.
Well, I don't right like to recall all this, and my tongue been wagging far too long. To close the shell on this nut, I took from him and with the tools my loogans could find and my own fires I welded me my arm on and the ticker as well. Of the ole grey beard I never found. Probably incinerated. Shapes came to inspect the damage, and seeing them elephant ears I almost showed myself, but they didn't act right and I kept to the smoke. They were lookin' for bodies all right... to make sure non survived. Only then did I see it. Man, but I wish I hadn't. It was tall, and had a purplish hue, all leathery and blue-green speckled. But it had a sushi bar where anyone would have had a nose and mouth. Tentacles and suckers slurping about. It pointed, and those as were still intact had their heads opened up and brains removed to be placed in metal spheres. They then headed down for the cellar. Now, hardboiled as I may be, but watching that gave me a turn, I won't lie.
Came to find these things were pulling the strings and pressing the buttons of them higher ups. Had infiltrated from the bottom up. Something called an Illithid. I just came to call'em 'brain flayers', cuz they would just slurp it right out of the noggin. They liked the twilight of the smog, shunning the great fire overhead, and the deep bedrock beneath the city.
I kept to the roofs as much as I could, no longer trusting what was below my feet. I had me my victories, and got me together a resistance, but with the flayers calling the shots, we weren't much more than guerrillas, and bananas were might scarce.
The following grew, but apparently they got ahold of one, and what would never came from his mouth came from his brainpan. They would just slurp out the knowledge. We knew they would someday come, and I was ready. For many a year I had hidden my forge so none, not even those close could tell of it. As them flayers and the flayed closed in, there came something with nothing upstairs to taste. Bursting from the roof I emerged, on the back of my nick's name, a Salamander of adamantine and silver. As the horrors froze, and the resistance cheered, it drew back its head and let forth a fiery belch. Nothing was left of the jingle-brains but a bubbling stink worse than the coffee you bought at Lou's.
We'd won the battle, but the war was now on. I clenched my pipe in my teeth and grinned. These son's of bitches would burn.
There's a lot of fun that goes into this build.
First off, used LA reduction to remove his +2 LA.
I chose this race when I thought of what might be a good vigilante, a creature of the city, but also a people with a tendency to go about unseen. With smarts and charisma, the two most important stats in this class, I thought of the Domovoi. In D&D they are lovers of warmth and family, and naturally good-aligned. What else is something that would want to protect families and not be bothered by the smog of the city.
Then, they also have racial skills for almost all sneaking and observing skills, which is what a vigilante is all about. Then there is their spell-like abilities. Every round this guy can summon a smoke cloud around himself or hundreds of feat away. Perfect cover for him to walk in or out of places. He can also fight in it due to his immunity to smoke (being a fey who literally lives in fireplaces and smokestacks). With the Blindfold of True Darkness he can see within it. Thus he can observe and breathe fine in a place where everyone else is blind and choking. Its his own make and design.
Also, domovoi have high skill ranks so as to aid with the skill-monkey design of this build.
I was looking for a base class that creates things, as I see domovoi, being clever, dextrous folks, as possible tinkerers as well as hard workers. Where also might you find an industrial domovoi? Why, in a places of furnaces and steel and iron. This naturally lead to the idea of a domovoi who is like the ultimate smith, able to shape red-hot metal with his bare hands and have no problems with the fumes. He could live 'in' the furnace and check for blockages... and since he can enter furnaces and smokestacks, he could probably sneak through entire buildings through the heating ducts. Domovoi even get bonuses to Escape Artist, so he'd be able to squeeze all through places. A perfect little sneak.
Artificer also allows for a great many magical items and constructs.
With certain constructs Sally can patrol all over the city. First you might be asking, how does an 8th level Artificer make an Ironwyrm Golem? First, you have to be 18th ECL. He can do that.
However, you also have to be of a caster level high enough to mimic Limited Wish. A artificers effective caster level is his Artificer level + 2. So that's 10 right there. Then I take Practiced Spellcaster, effective caster level 14. Orange prism ioun stone improves this to ECL 15, and Ring of Arcane Might ECL 16. If you want to bounce it up higher so as to mimic 9th level spells can make one or two less expensive homonuculus and throw in a few prayer beads (karma). Basically except for higher infusions of 1-2 levels, and a few more feats, there is no true need to advance the Artificer class higher.
The nimblewrights are his 'right hand men'. Yes, the pun gave me the idea. They have high charisma and he can send them out to gather information. I gave them Urban Tracking with their advanced HD so they could find others for Sally.
Homonuculus come in two flavors here, ground-based and flight.
- The iron defender stops an enemy in his tracks and wrestles him to the ground for holding purposes. Also guards.
- The standard homonuculus, with flight, can see from above and follow enemies up buildings or across the skylines. As they have telepathy with their master (Sally) they also qualify for the Mindsight feat. So in other words, they can see all thinking beings within 1,500 feet (the limit of this telepathy). This is extraordinarily useful, especially as the homunuculus can memorize the creature's IQ and type so as to recognize it later.
The ironwyrm, oh, this is my favorite. Sally has crafted a seat atop it, as well as within, so he can strap in and use it as a mount. With its multiple, very strong attacks, its breath weapon, high AC, and incredible saves for a construct, it pretty much outdoes its creator. With it protecting Sally very few creatures will survive. Sally can also surround it with smoke, and command the construct to attack here, here and here specifically. The domovoi will often use Energy Alteration to change the Ironwyrm's breath weapon to any other energy type. He will usually vacate the Ironwyrm's innards before then as he is not immune to energy types other than fire. This is powerful as every 1d4 rounds he can attack with any energy. Sonic, acid, cold, you name it. He can thus bypass almost every resistance.
Basically through his own skills and feat he can make a creature that outdoes all his physical stats, and then uses his own mental stats to direct it. If you think Sally is weak in his own right think of this guy as his body.
First off, the skills that Vigilante needs ranks in are not to be found in Artificer, and only some in the Domovoi's racial HD. To counteract that I took Cityslicker to gain most of the needed skills as class skills. This feat was also chosen for thematics as Sally is from a large industrial city. Then you have Martial Study (setting sun) which grants me the one other skill as a class skill. This is gained by Sally's training by the warforged, who has ranks in a martial class, naturally. Along with the Domovoi's racial skills I was able to meet the prerequisites without much effort.
What his construct know, Sally knows, so if his constructs witness a crime, he may use his Smite the Guilty ability against them.
His constructs can also find dead creatures for Sally so that he may use Speak With Dead. Those they manage to catch physically he can keep from teleporting out with his dimensional anchor.
Mettle comes in handy with the potential to shrug off an effect. Combine this with the artificer ability to siphon XP right from a magical item and destroy it. As such, he can get past almost all wards (eventually) by making his save and just holding on for 24 hours. This isn't ideal, but its a useful synergy for getting through really nasty locales, albeit slowly. He can then use this extra XP to make his constructs. Its win-win!
I only took it to 9th level because the end level wasn't optimal, useful or needed. 1 more smite the guilty per day and a single extra spell. I found Renegade Mastermaker to make more sense thematically and add more to the build.
This was taken solely for flavor, so that Sally will have to patch himself up using the parts of his friend and mentor, 'Bullet'. Sally leaves the city to recuperate and lay low. Out of the city limits he is then able to enchant his adamantine skin with feyforged, which only a fey can do (and which, of course, Sally is). He then infiltrates the city again after a long absense to begin his vigilante for real.
Ideally I'd have taken an extra level of this so as to be able to heal myself by sacrificing vigilante spells and infusions. However, past 2nd level there would be no need in taking extra renegade mastermaker levels. Sally didn't want to become a construct, he was just repairing his damage in the only way he knew how.
- Portable Hole/Bottle of Air: By using a portable hole, Sally can sneak into a location and disappear, hiding within it until the place is closed for the night or what he was avoiding leaves. He has with him a bottle of air so he never suffocates within. Since he is a small-sized creature he can also bring inside with him a homunuculus.
- Listening Coin: Sending listening coins out is a good way to gather intel, and then you may use the Indisputable Possession infusion to gain it back when you are done.
- Cloak of Arachnida/Ring of Freedom of Movement: With the ability to squeeze into practically any space and climb straight up walls Sally is barred from very few places.
Sally's attack and defense is relatively weak, but that's why he has constructs. 18th level and beyond he's usually with his ironwyrm golem. Only time he is vulnerable is while asleep, and he tends to sleep within the ever-watchful golem, or within a furnace or its exhausts where it's almost impossible to be attacked.
As well, with Mighty Throw maneuver he can hurl his enemies away as a touch attack. With Spot the Weak Point he can turn any attack into a Touch Attack.
He rarely fights fairly however, cloaking himself in smoke so that his opponents can't locate him, or shooting fire from a distance. Even if a creature has blindsight or equivalent, they still can't find Sally because of his Darkstalker feat.
Then he has a metallic arm that he can instill infusions into. A number of True Strike scrolls also aid him out.
Sally is not intended to be a melee warrior, but is instead one to take advantage of other's weaknesses.
Even starting off Sally is a strong build by having the ability to make protective items, choke others with smoke, and hurl fire. Most of the protective items XP and gold cost however are recycled into his greater constructions by later levels.
Sally's specialty is constructs, and has a number to aid him in his patrols. He is especially fond of homonuculus', which are not slaves, but like his children, or, at worst, the soldiers under his caring command. Though normally they cannot advance past a certain HD, artificers can build them to within 2 HD of their own HD. I.e. at 20th level these homonuculus' can approach 18th level.
He makes most constructs in advanced form, and pays the subsequent cost. Each construct's cost is to be found in the equipment list.
Here are what he has fashioned by 20th level.
Advanced Homonuculus, Standard
(18 HD = 33,250 gp total)
These are the scouts for Sally, scouring the area from above with their sharp eyes and ears.
Advanced Homonuculus, Iron Defender
Hit Dice: 18d10+10 (109 hp)
Speed: 20 ft. (4 squares), fly 50 ft. (perfect)
Armor Class: 14 (+3 Dex, +1 size), touch 14, flat-footed 11
Base Attack/Grapple: +13/+10
Attack: Bite +15 melee (1d6+1 plus poison)
Full Attack: Bite +15 melee (1d6+1 plus poison)
Space/Reach: 5 ft./5 ft.
Special Attacks: Poison
Special Qualities: Construct traits, darkvision 60 ft., low-light vision
Saves: Fort +6, Ref +11, Will +7
Abilities: Str 12, Dex 17, Con —, Int 10, Wis 12, Cha 7
Skills: Hide +11, Listen +20, Spot +20
Feats: Ability Focus (poison), Alertness, Flyby Attack, Improved Flight, Keen-Eared Scout, Lightening Reflexes, Mindsight
Challenge Rating: 5
Alignment: Lawful Good
Poison (Ex): Injury, Fortitude DC 23, initial damage sleep for 1 minute, secondary damage sleep for another 5d6 minutes. The save DC is Constitution-based and includes a +2 racial bonus.
Note: With mindsight this homonuculus can sense all living creatures within 1,500 feet.
(18 HD = 33,250 gp total)
These are the foot-soldiers for Sally, fighting along side, but are chiefly designed to give chase and take down fleeing criminals.
Hit Dice: 18d10+10 (109 hp)
Speed: 50 ft. (10 squares)
Armor Class: 17 (+2 dex, +4 natural, +1 size), touch, flat-footed
Base Attack/Grapple: +13/+17
Attack: Bite +19 melee (1d6+6)
Full Attack: Bite +19 melee (1d6+6)
Space/Reach: 5 ft./5 ft.
Special Attacks: -
Special Qualities: Construct traits, darkvision 60 ft., low-light vision
Saves: Fort +6, Ref +8, Will +6
Abilities: Str 18, Dex 15, Con -, Int 8, Wis 11, Cha 7
Skills: Listen +14, Move Silently +18, Spot +14
Feats: Bounding Assault, Dodge, Improved Grapple, Mobility, Spring Attack, Stand Still, Weapon Focus (bite)
Challenge Rating: 5
Alignment: Lawful Good
(15 HD = 43,500 gp total)
Advanced Ironwyrm Dragon
Hit Dice: 15d10+20 (122 hp)
Speed: 40 ft. (8 squares)
Armor Class: 24 (+7 dex, +7 natural), touch 17, flat-footed 17
Base Attack/Grapple: +11/+15
Attack: Rapier-hand +18 melee (2d6+4/15-20)
Full Attack: 2 rapier-hands +18 melee (2d6+4/15-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, tripping thrust
Special Qualities: Augmented critical, construct traits, spell resistance 27, vulnerabilities
Saves: Fort +5, Ref +12, Will +8
Abilities: Str 19, Dex 24 (+7), Con -, Int 10, Wis 17, Cha 20
Skills: Balance +9, Gather Information +21, Jump +8, Tumble +20
Feats: Combat Expertise(B), Combat Reflexes(B), Dodge, Improved Disarm, Mobility, Spring Attack, Urban Tracking, Weapon Finesse
Challenge Rating: 9
Alignment: Chaotic Good
Augmented Critical: As Monster Manual II, p. 163.
Spell-like Abilities: Caster level 10th.
At will - Alter Self, Cat's Grace, Entropic Shield, Feather Fall, Haste.
Tripping Thrust (Ex): DC 21, otherwise as Monster Manual II, p. 163.
Vulnerabilities: As Monster Manual II, p. 163.
This is the culmination of Sally's life work. It has been improved from a 40HD to a 61HD construct, and the price for its additional HD has been added to equipment list. Sally has fashioned it so that he may ride comfortably with, or without (basically a seat with straps, allowing his arms to be free for casting).
It resembles more a draconic salamander than an actual dragon (see illustration above).
Hit Dice: 61d10+40 (375 HD)
Speed: 30 ft. (6 squares)
Armor Class: 43 (35 natural, -2 size), touch 8, flat-footed 35
Base Attack/Grapple: +45/+73
Attack: Bite +63 melee (3d8+20)
Full Attack: Bite +63 melee (3d8+20) and 2 claws +58 melee (3d8+10) and 2 wings +58 melee (3d6+10) and tail slap +58 melee (3d8+30)
Space/Reach: 15 ft/.10 ft,
Special Attacks: Breath weapon
Special Qualities: Construct traits, damage reduction 15/magic and adamantine, immunity to magic, immunity to rust
Saves: Fort +20, Ref +20, Will +21
Abilities: Str 50 (+20), Dex 10, Con -, Int -, Wis 13, Cha 19
Challenge Rating: 22
Alignment: Always neutral
Breath Weapon (Su): 60-ft. cone, every 1d4 rounds, 20d10 fire, Reflex DC 40 half. Save DCs are Fortitude-based.
Immunity to Magic (Ex): As Draconimicon, p. 165.
Immunity to Rust (Ex): As Draconimicon, p. 166.
Note: Ironwyrm Golems start out a 250 average HP, not 220. Construct bonus points were not added in original text from the Draconimicon.
Instead of making homunculus solely for himself, Sally can also make a standard and a defender version for each member as long as they are willing or capable of donating a pint of their blood to its creation (and thus bonding the creature to them). This also allows the homunculus to spread out much farther to scout out than if they were all bound within 1,500 feet of Sally.
Sources Tell Me...
78% of DM's started their first campaign in a tavern. [...]Where did you start yours?
A street riot in a major city that was getting violent.
Last edited by Ozymandias9 : 10-25-2010 at 10:45 AM.