The Dragonlance Nexus

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by Kendermage

Male Warforged Ranger 1
Strength17 Fortitude14 Armor Class12
Dexterity13 Reflex13 Flat-footed AC12
Constitution16 Will13 Touch AC12
Intelligence14 AlignmentUA Base Attack+0
Wisdom14 Speed6 squares Melee Attack+3
Charisma12 Initiative+1 Ranged Attack+5
Hit Points28 SizeMedium


Living Construct, Warforged Resolve, Warforged Mind, Bloodied: 14, Surge Value: 7, Surges/Day: 9

Class Abilities

Archer Fighting Style, Hunter's Quarry, Prime Shot

Trained Skills

Nature +9, Dungeoneering +7, Endurance +10, Stealth +6, Perception +7

Untrained SKills

Acrobatics +1, Arcana +2, Bluff +1, Diplomacy +1, Heal +2, History +2, Insight +2, Intimidate +3, Religion +2, Streetwise +1, Thievery +1, Athletics +3


Defensive Mobility, Hunter's Aim


Common, Gnome

Powers (At Will)

Hunter's Quarry
Nimble Strike (+3 vs. AC, 1d10+1 damage)
Careful Attack (+5 vs AC, 1d10 damage)

Powers (Encounter)

Warforged Resolve
Rapid Volley (+3 vs. AC, 1d10+1 damage)

Powers (Daily)

Hunter's Bear Trap (+3 vs. AC, 2d10+1 damage)

Powers (Utility)


longbow (+3 vs. AC, 1d10+1 damage)
scimitar (+5 vs. AC, 1d8+3 damage)
Dagger (+6 vs. AC [melee] or +4 vs. AC [ranged], 1d4+3 damage [melee] 1d4+1 [ranged])


Adventurer's Kit, Longbow, Scimitar, Arrows (30), Dagger (2), Climber's Kit, Pitons (10), Leather Armor

Distinguishing Features & Mannerisms:

HAL-13 (Human-like Autonomous Laborer [Scout Class] #13) doesn't have much in the way of a personality (yet).

During their creation HAL's are instilled with an overwhelming need to follow 3 Directives.

Directive 1. A Warforged must not injure those entrusted to his care or allow them to come to harm.
Directive 2. A Warforged must obey any orders given to it by command personnel, except where such orders would conflict with the First Directives.
Directive 3. A Warforged must protect its own existence as long as such protection does not conflict with the First or Second Directives.

HAL-13 speaks with a tin mechanical voice (think Cylon). He doesn't give much thought to his appearance, merely what is functional. He wears what he is ordered to wear.

HAL-13 is part of a group HAL's brought to the Cursed Continent to ensure it is safe before any flesh and blood people will be allowed to disembark. Though he is part of a group; he doesn't feel companionship for them. They are there to scout, and that is what they will do.


HAL-13 is one of may HAL units deployed from the armada to make sure it is safe to make landfall. Originally designed by the gnomes of Taladas as labor saving servants, a select group has been re-serviced to function as scouts. They have been ordered to scout the area for five miles in each direction and secure the area for a base camp to be set up when the all clear sign is sent.

Design Notes:

This is a character that hails from the After the End of Ages timeline. In this time period gnomes created the Warforged to serve as laborers, but when the way was again opened to the cursed continent of Ansalon, a few dozen Warforged were reformatted to serve as advance scouts similar to how the Kirath served as advance scouts for the Silvanesti while fighting the Nightmare. None of the HAL's have much in the way of personality yet, but 13's trip through time is going to change that.

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This item has been published here with permission from the author(s) and may not be reproduced without permission. This is a fan submission and its contents are completely unofficial. Some characters, places, likenesses and other names may be copyright Wizards of the Coast.