Rating: Not Rated
Metalwagon
Male warforged fighter 8
Dungeons & Dragons v.3.5 (D&D Tactics: The Farce)
Supplemental Rules (show)
Bazidal is Warforged (RE 7). All relevant statistics are included in the stat block above.
Armor and Shields
Shield, Extreme, Wooden or Steel (RS 157): You strap a large or larger shield to your forearm and grip it with your hand. These exotic shields are so heavy that you can't use your shield hand for anything else while using one, nor can you make shield bash attacks.
Wooden or Steel: Wooden and steel shields offer the same basic protection, but they respond differently to special attacks (such as warp wood and heat metal). You need only take the Exotic Shield Proficiency (extreme shield) feat once to use both the wooden and steel versions proficiently.
Feats
Adamantine Body [Warforged] (RE 118)
At the cost of mobility, your warforged body can be crafted with a layer of adamantine that provides formidable protective armor and some damage reduction.
Prerequisites: Warforged, 1st level only.
Benefit: Your armor bonus is increased to +8 and you gain damage reduction 2/adamantine. However, your base land speed is reduced to 20 feet, and you are considered to be wearing heavy armor. You have a +1 maximum Dexterity bonus to C, a -5 penalty on all skill check to which armor check penalties apply (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 35%.
Normal: Without this feat, your warforged character has an armor bonus of +2.
Special: Unlike most feats, this feat must be taken at 1st level during character creation. Warforged druids who take this feat cannot cast druid spells or use any of the druid's supernatural or spell-like class features. Warforged characters with this feat do not gain the benefit of any class feature prohibited to a character wearing heavy armor.
Exotic Shield Proficiency [General] (RS 139)
Choose an exotic shield, such as a gauntlet shield or battle cloak. You are proficient with that type of exotic shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: You are proficient with a specific type of exotic shield and take no shield nonproficiency penalties when you wear it (see Table 7-2: Armor and Shields, page 158 of Races of Stone).
Normal: A character who is using a shield with which she is not proficient applies its armor check penalty on attack rolls and on all Strength- and Dexterity-based ability checks and skill checks.
Special: As a variant rule, the DM can allow fighters to choose one free Exotic Shield Proficiency feat instead of the Tower Shield Proficiency feat they receive at 1st level.
A fighter may select Exotic Shield Proficiency as one of her fighter bonus feats (see page 38 of the Player's Handbook).
Intimidating Strike [General] (PH2 79)
You make a display of your combat prowess designed to strike terror in your foe. Your stance, attack method, and demeanor demonstrate to your foe that you are capable of defeating him with little effort. Your intent is clear - if you decide to hit your foe, you could easily slay him.
Prerequisite: Intimidate 4 ranks.
Benefit: As a standard action, you make a single melee attack against your foe. You subtract a number from this attack equal to or less than your base attack bonus. If your attack hits, you can make an Intimidate check against the foe you struck, with a bonus equal to the number you subtracted from your attack roll. If this check succeeds, your opponent is shaken for the rest of the encounter. You cannot use this feat to worsen an opponent's fear condition beyond shaken.
Special: A fighter can select Intimidating Strike as one of his fighter bonus feats.
Spells
Repair Light Damage (SpC 173)
Transmutation
Level: Sorcerer/wizard 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Construct touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
When laying your hand upon a construct that has at least 1 hit point remaining, you transmute its structure to repair the damage it has taken. The spell repairs 1d8 points of damage +1 point per caster level (maximum +5).
Repair Serious Damage (SpC 173)
Transmutation
Level: Sorcerer/wizard 3
This spell functions like repair light damage, except that you repair 3d8 points of damage +1 point per caster level (maximum +15) to a construct.
Glossary
Living Construct Subtype (RE 7): A living construct is a new subtype of construct, a created being given sentience and free will through powerful and complex creation enchantments. Living constructs combine aspects of both constructs and living creatures, as detailed below.
Features: A living construct derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects
Traits: A living construct possesses the following traits (unless otherwise noted in a creature's entry).
- Unlike other constructs, a living construct has a Constitution score. A living construct does not gain bonus hit points by size but gains (or loses) bonus hit points through a Constitution bonus (or penalty) as with other living creatures.
- Unlike other constructs, a living construct does not have low-light vision or darkvision.
- Unlike other constructs, a living construct is not immune to mind-influencing effects.
- Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, and energy drain.
- A living construct cannot heal damage naturally.
- Unlike other constructs, living constructs are subject to critical hits, effects requiring a Fort save, death from massive damage, nonlethal damage, stunning, ability damage, ability drain, and death effects or necromancy effects.
- Unlike other constructs, a living construct can use the run action.
- Living constructs can be affected by spells that target living creatures as well as by those that target constructs. Damage dealt to a living construct can be healed by a cure light wounds spell or a repair light damage spell, for example, and a living construct is vulnerable to a harm spell. However, spells from the healing subschool provide only half effect to a living construct.
- A living construct responds slightly differently from other living creatures when reduced to 0 hit points. A living construct with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but strenuous activity does not risk further injury. When his hit points are less than 0 and greater than -10, a living construct is inert. He is unconscious and helpless, and he cannot perform any actions. However, an inert living construct does not lose additional hit points unless more damage is dealt to him, as with a living creature that is stable.
- Can be raised or resurrected.
- Does not need to eat, sleep, or breathe, but can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
- Does not need to sleep, but must rest for 8 hours before preparing spells.
Background
Metalwagon was found dormant in a dungeon early in the party's quest, and since being restored to life, has been a faithful companion. He possesses the best sense of humor in the party (indeed the only sense of humor that does not revolve around alcohol and explosions), and is in many ways the most human member of the group. He does tend to come off as a bit blunt, and his existence in a world otherwise free of conscious robots has caused the party to keep him in the background while in civilization.
Metalwagon's defensive prowess and ability to frighten foes by simply existing are invaluable to the party on the battlefield. Better yet, as an outsider with no memory of what purpose he may have been created for, he has nothing better to do than follow the party on their quests, rescuing Princess Alleraia periodically and listening to strangely pretty men make incomprehensible speeches.
Character Creation Details
Metalwagon was created at 8th level using the standard array (point buy 25) method of generating ability scores. He has below-standard treasure for his level (23,000 gp worth vs. 27,000 gp worth).
In addition to the core D&D 3.5 books, the following books were used in Metalwagon's creation:
Player's Handbook II (PH2)
Races of Eberron (RE)
Races of Stone (RS)
Spell Compendium (SpC)
Statistics (show)
Metalwagon - CR 8
Warforged fighter 8
N Medium construct (living construct)*
Init +5; Senses Listen +0, Spot +5
Languages Common
--
AC 25, touch 11, flat-footed 24
hp 90 (8 HD); DR 2/adamantine
Resist +3 against fear
Fort +11, Ref +4, Will +2
Speed 20 ft. (4 squares)
Melee +1 adamantine bastard sword +13/+8 (1d10+6/19-20) or throwing axe +11/+6 (1d6+3) or
Ranged mwk composite longbow +11/+6 (1d8+2/x3) or throwing axe +10 (1d6+3)
Base Atk +8; Grp +11
Atk Options Improved Sunder, Intimidating Strike*, Power Attack
Combat Gear oil of keen edge, oil of magic weapon, 6 oils of repair light damage*, 3 oils of repair serious damage*, potion of haste, potion of rage
--
Abilities Str 16, Dex 14, Con 20, Int 10, Wis 10, Cha 6
SQ light fortification
Feats Adamantine Body*, Exotic Shield Proficiency (extreme shield)*, Exotic Weapon Proficiency (bastard sword)B, Improved SunderB, Intimidating Strike*, Power AttackB, Weapon Focus (bastard sword)B, Weapon Specialization (bastard sword)B
Skills Intimidate +9, Spot +5
Possessions combat gear plus +2 spiked steel extreme shield*, +1 adamantine bastard sword, 3 throwing axes, masterwork composite longbow (+2 Str bonus) with 20 arrows, amulet of health +2, gauntlets of ogre power
--
*New rules, items, feats, and spells described below.
Playing Tips
Metalwagon is, as his appearance would suggest, the party tank. His AC and hit points are very high, and his damage reduction is likely to apply to almost any enemy attack. However, his Reflex and Will saves are low, leaving him vulnerable to magical attacks.
Though capable of making ranged attacks, Metalwagon's forte is melee. He is quite efficient with his adamantine bastard sword, and his Improved Sunder feat allows him to destroy enemy weapons with ease (since his sword ignores hardness up to 20). Effective use of the Power Attack feat also helps, but Metalwagon's Intimidating Strike feat can be his most effective option in some cases.
At the cost of foregoing a full attack (or at no cost, if Metalwagon has to move before attacking anyway), Metalwagon can hit an opponent with a good chance of leaving them shaken, suffering a -2 penalty to most combat-related rolls. Using this ability to demoralize the enemy's front-line warriors early in a battle can make Metalwagon's already high AC nearly insurmountable.
The question: Which numbered Final Fantasy game party member was a (maybe) soulless automaton searching for meaning?