Rolan

Artificer Ironface's page

25 posts. Alias of Seth86.


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Seth here with my new application :

Ironface:

Ironface
Dwarf cleric (forgemaster) of Metal 5 (Pathfinder RPG Advanced Race Guide 15)
LN Medium humanoid (dwarf)
Init +2; Senses low-light vision; Perception +4 (+6 to notice unusual stonework)
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Defense
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AC 19, touch 13, flat-footed 17 (+6 armor, +1 deflection, +2 Dex)
hp 48 (5d8+20)
Fort +8, Ref +4, Will +9; +2 vs. poison, +4 vs. spells and spell-like abilities
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Offense
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Speed 20 ft.
Melee +1 earth breaker +8 (2d6+5/×3)
Ranged light crossbow +5 (1d8/19-20)
Domain Spell-Like Abilities (CL 5th; concentration +9)
. . At will—mending
. . 7/day—artificer's touch (1d6+2 , bypasses DR and hardness 5)
Cleric (Forgemaster) Spells Prepared (CL 5th; concentration +9)
. . 3rd—keen edge, stone shape[D], versatile weapon[APG] (DC 17)
. . 2nd—communal endure elements[UC], ironskin, shatter (DC 16), wood shape[D] (DC 16)
. . 1st—animate rope[D], crafter's fortune[APG] (DC 15), endure elements, sanctuary (DC 15), shield of faith
. . 0 (at will)—detect magic, guidance, light
. . D Domain spell; Domain Artifice
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Statistics
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Str 16, Dex 14, Con 16, Int 14, Wis 18, Cha 8
Base Atk +3; CMB +6; CMD 19 (23 vs. bull rush, 23 vs. trip)
Feats Craft Magic Arms & Armor, Skill Focus (Craft [weapons]), Steel Soul[APG], Toxic Recovery[ARG], Weapon Focus (earth breaker)
Traits blood of dragons, eldritch smith
Skills Acrobatics -2 (-6 to jump), Craft (weapons) +15 (+17 on checks related to metal or stone), Knowledge (religion) +10, Perception +4 (+6 to notice unusual stonework), Sense Motive +12, Spellcraft +10; Racial Modifiers craftsman[APG], +2 Perception to notice unusual stonework
Languages Common, Dwarven, Thri-Kreen, Undercommon
SQ divine smith, forgemaster's blessing, master smith, runeforger, runes (bloodthirst*[ARG], ghostglyph*[ARG]), surface survivalist (hot)[ARG]
Combat Gear pearl of power (1st level); Other Gear desert clothing[DS], lamellar (horn) armor[UC], Obsidian earth breaker[UE], blunted bolts (10), crossbow bolts (10), light crossbow, bedroll, belt pouch, candle (10), canteen[UE], flint and steel, hemp rope (100 ft.), holy text (Forgemaster Book)[UE], iron holy symbol of Metal[UE], masterwork backpack[APG], masterwork weaponsmithing tools, mess kit[UE], soap, spell component pouch, trail rations (5), waterskin (3), 5 gp, 9 sp
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Special Abilities
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Artificer's Touch 1d6+2 (7/day) (Sp) Melee touch attack deals 1d6+2 damage to objects or constructs, bypassing 5 hardness.
Bloodthirst* Weapon gains wounding special ability.
Cleric (Forgemaster) Domain (Artifice) Granted Powers: You can repair damage to objects, animate objects with life, and create objects from nothing.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Divine Smith (Su) Spells that target a weapon, shield, or armor have +1 CL and -1 metamagic adjustment.
Forgemaster's Blessing The inscribed nonmagical item functions as a masterwork item.
Ghostglyph* Inscribed weapon, shield, or armor gains the ghost touch .
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Master Smith (Ex) Craft mundane metal items quickly.
Runeforger (5/day) (Su) Inscribe temporary abilities on armor shields or weapons.
Steel Soul Hardy's save vs. spells and spell-like abilities becomes +4
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Surface Survivalist (Hot) Treat wind and hot climates as one step less severe.
Toxic Recovery Heal one point of ability damage on a successful saving throw.

i gain craft magic arms and armour as a feat, can i replace it with something else?


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

ready


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

Grats. And thanks

-Posted with Wayfinder


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

Welcome, good and glad to see someone willing to take up our game

i am GMT+2, also my work makes it hard to always post every day, weekends are worse. so you are not the only one ;)


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

X

-Posted with Wayfinder


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

Here is to hoping =^^=


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

Ready


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

Im back and ready to move one


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

Ironface will go over to the scrap heap. Take out his journal and note books. And begins to make sketches and write down some other observations as he catalogues the construct

-Posted with Wayfinder


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

cant crit constructs as far as i know

-Posted with Wayfinder


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

RTA: 1d20 + 3 - 4 ⇒ (8) + 3 - 4 = 7

Ironface also launches a globe of acid, but it flies off course

"Bah..." the older dwarf grumbles

-Posted with Wayfinder


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

Engineering: 1d20 + 7 ⇒ (19) + 7 = 26

-Posted with Wayfinder


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

Can i roll engineering or arcana to know if it is resistant to anything?


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

Initiative: 1d20 + 3 ⇒ (13) + 3 = 16

"What is that thing?" the dwarf humms


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

Just quickly letting you know. will be busy from today till later this weekend. We are getting a kitten(Siberian), which wasn't due to happen till almost the end of the year. Change of plans made it possible to get him sooner. So today and we are getting ready to receive him, and tomorrow we fetch him.

=^^= so very excited

Will post during the weekend when i can


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

Glad you're okay

-Posted with Wayfinder


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

"I need to make sure all my documentation is safe... a water tight bag will do nicely" he adds

-Posted with Wayfinder


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

"Even though I am a smith. I do more than just craft weapons and armor. The earth can grant one many ways to express you devotion to our goddess, if you but look" he gives her the best smile his scared face could manage

-Posted with Wayfinder


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

need to go to work early. So only posting a short post :(

Ironface nods his thanks the councillor. He then turns to Sarona
"I am glad to see someone here appreciates the art of the earth and its resources. I am eager to go on this expidition"

-Posted with Wayfinder


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

Ironface was accustomed to the looks he got from living people. He wasn't the best looking dwarf out there. And he knows what his work has done to his face. SO no worries there. This new job did sound promising, he packed to explore this new land with their so called technology. It was exhilirating


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

And not afraid to use it!


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3
Sarona Epsilon wrote:
Think you could open the Gameplay tab so we can dot it, GM?

Just noticed we are from the same faith :) AND you count as a construct. yey :P

fun times ahead


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

I activated combat expertise. hence the higher AC and lower attack

I have a master worked backpack, which ups my carry capacity to 66lbs

Gear is correct, he has enough stuff to copy and document anything he may come across, including scrolls etc. So with Masterwork backpack, and even double equipment, he is on 60/66lbs, so it remains light load

I did with herolab, but if you think i am below wealth, will add the extra 7gp :)


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

Someone else may have a bow :P

On crafting. Levels 3 and 5 will be craft feats. After that will see where i can go.

Wonderous items lvl3
Magic arms and armor lvl5
Craft constructs lvl5

With the unchained rules... i went and read a bit... yey. I can craft more complex stuff, especially if we will cap at lvl15. =^^=


Male Dwarf
VITALS:
AC: 15, T: 15, FF: 10; HP: 12/12; F:6, R:3, W:5; CMB +1, CMD 17 ; Init: +3; Perc: +3
Wizard/Cleric
Skills:
Craft (armor,clockwork,mech,sculpt,weapons) +9 (+11 metal or stone), Knowledge (arcana, engineering) +8, Profession (engineer) +7,Spellcraft +8, Survival +3

Hello Folks!

HP: average + 1
Crafting (my character is an artificer, going for golem builder): I'm not sure what rule is best, since this is the first true crafter character i have ever made... suggestions welcome :)