N.W.G.U.E.S. North West Guard Unit Enineering Specalist : Problem solver extraordinaire


Warforged Artificer 9, Planeshifter 5 Lawful Neutral

Strength 12 (+1)

Dexterity 14 (+2)

Constitution 16 (+3)

Intelligence 17 (+3)

Wisdom 8 (-1)

Charisma 16 (+3)

Size: Medium

Height: 6’ 8"

Weight: 310 lb

Total Hit Points: 105

Speed: 30 feet

Armor Class: 18 = 10 +2 [dexterity] +2 [armor plating] +4 [Enhancement (plating)] Touch AC: 12 Flat-footed: 12

Initiative modifier: +2 = +2 [dexterity]

Fortitude save: +6 = 3 [base] +3 [constitution]

Reflex save: +5 = 3 [base] +2 [dexterity]

Will save: +7 = 8 [base] -1 [wisdom]

Attack (Dagger): 10/5 = 9 [base] +1 [strength 1d4, crit 19-20/x2, range inc 10 ft., piercing]

Attack (unarmed): 10/5 = 9 [base] +1 [strength]

Grapple check: 10/5 = 6 [base] +1 [strength]

Languages: Common Draconic Elven Giant


Skill Focus: Use Magic Device

Rapid Infusion x3 (reduces infusion time to one round for infusions with longer duration)

Elemental Helmsman

Double Wand Weilder

Scribe Scroll [free to artificer]

Brew Potion [free to artificer]

Craft Wondrous Item [free to artificer]

Craft Magic Arms and Armor [free to artificer]

Craft Wand [free to artificer]

Craft Rod [free to artificer]

Traits: Action Points: 10 (this level)

Concentration Con 18 = +3 +15

Craft Woodworking Int 18 = +3 +15

Disable Device Int 18 = +3 +15

Hide Dex* 9.5 = +2 +7.5

Knowledge (arcana) Int 18 = +3 +15

Move Silently Dex* 9.5 = +2 +7.5

Use Magic Device Cha 24 = +9 +15

First-level Artificer infusions: 4 (3+1) per day

Spell Storing Item x4 (You can imbue any spell of 4th level or lower into the item.)

Second-level Artificer infusions: 4 (3+1) per day:

Eagle’s Splendor, Bull’s Strength, Repair Moderate Damage*: “Cures” 2d8 + 1/level damage

(maximum +10) to a construct. x2

Third-level Artificer infusions: 4 (3+1) per day:

Stone ConstructM*: Construct gains DR 10/adamantine, Repair Serious Damage*: “Cures” 3d8 + 1/level damage (maximum +15) to a construct. x2 Power Surge*: Charged spell trigger item gains temporary charges.

Fourth-level Artificer infusions: 1 per day:

Repair Critical Damage*: “Cures” 4d8+1/level damage (maximum +20) to a construct.

Planeshift 1/Day

Analyze Portal
Planar Survival
Morphic Stability
Grant Planar Survival 5/day

Cannot heal damage naturally

Does not eat, sleep, breathe

25% chance to avoid criticals and sneaks

-1 to -9 hp, inert but not progressing to death

Immune to poison, sleep, energy drain, disease, nausea, paralysis, fatigue, exhaustion

Slam for 1d4 bludgeoning

Staff of the Planes
This obsidian staff twinkles as if reflecting the star-filled sky at night. The staff allows use of the following spells:

Planar adaptation (1 charge) Planar binding (2 charges) Plane shift (5 charges)

If the staff of the planes is fully charged, the wielder can deliberately snap the staff, causing it do shatter into thousands of pieces but opening a gate to a plane of the wielder’s choice. This can only be used for planar travel, and the connection lasts for 1 minute, without requiring the wielder’s concentration. If used in this way, the staff cannot be repaired or restored.


Lantern (hooded)

Oil flasks x10

Rope (500 ft, hempen)

Artisan tools

Spell component pouch

Thieves’ tools

Bag of Holding type 1 30f/c 250 lbs

Infinite Scrollcase

Spare Hand

Final Messenger (embedded component)

Scrying shard


False Life (l3, cl5) (9 charges) (2,025 gp)

Knock (l2, cl3) (27 charges) (2,430 gp)

Light (l0, cl1) (16 charges) (120 gp)

Silence (l2, cl3) (11 charges) (990 gp)

Eternal Wand of repair Light wounds x2

Eternal Wand of Obsuring Mist- 20 feetx20x20 cube lasts 1 minute

Eternal Wand of Magic Missle 2 (X2)

Eternal Wand of Minor Image- Concentration +2 for dutation, makes noise but not understandable

Etrenal Wand of Repair Moderate Woundsx2 1700

Wand Sheath (each arm)



Searing Light

Invisibility Purge

Dispel Magic


Improved Invisibility

Greater Magic Weapon

Spectral Hand


+1 Club of Wizardry I

+1 Dagger of Enervating

Blind Lance


Guess was once part of the wall guard’s of Breland’s capital as the squad’s maintenance Warforge. He left with his leader to become an adventurer with him and had lent him the sword he had crafted that he had had crafted and poured all of his hopes and dreams about adventuring into. He lost his leader and his weapon on the third day of his adventuring career.

After a stint with his first adventuring party who are now nearly all dead he has been moving group to group offering services as a cheap Airship ferryman as long as he can participate in the adventure.

He currently is mixed up with an oddball group of people that are hunting the terrorist the Lord of Blades.

He is reminded of his first failures whenever he flies over the Thunder Sea when he is close enough to talk to his weapon.


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