Cheiton

Bedlam the Second's page

207 posts. Alias of Dorian 'Grey'.


RSS

1 to 50 of 207 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

I am using my phone now-a-days. My laptop died by pesty gremlins...I am experienced with rolld20.


With your approval, here is Bedlam.

Thank you for consideration.


Ok. Dwarf barbarian. I want to make him a trapper. Would you allow for the Trapfinder trait from Mummies Mask AP, I believe?

money:
cash: 3d6 ⇒ (6, 5, 4) = 15

This is Dorian's work in progress...


This is Dorian.

With a few adjustments, this would be my submission.

And thank you for running.


Thank you. Have fun everyone.


No whammies no whammies...

alchemist wealth: 3d6 ⇒ (4, 5, 6) = 15 x10= 150

I'm rich!

Ok. I am done leveling him down (hurts).

I may need to rethink the campaign trait, but, I believe, that he is ready for your perusal.

Thank you.


Hello. I made this char for Rappan Athuk game but sadly it fizzled...

I shall make adjustments as needed...thanx.

Bedlam is a profesional dungeon guide so he would be eager to guide a group of surface-lovers into the deep dark places...lol.

I thank you for consideration and for running!


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Oh the agony of an unsearched dungeon!

I wish all of you the best. Hope to join you in a game in the future...


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

I just noticed that you are DM Frosty...lol.

Shame about this one.

Merlin is my submission in your RoW game...


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

This is most unfortunate.

I do hope he is ok.


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Dwarves are known for their patience....haha


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Right....is there anybody out there?


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

btw, targeted the bottom ones.


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam smiles broadly as he follows Morthak into the room.
Grabbing a packet from one of his many pockets, Bedlam tosses it at the nearest villain?

alchemical weapon ranged touch: 1d20 + 4 ⇒ (14) + 4 = 18

hehe...choo!:
Sneezing powder 2/
Source Ultimate Equipment pg. 107 (Amazon), Advanced Player's Guide pg. 1 (Amazon), Adventurer's Armory pg. 19 (Amazon)
Price 20 gp; Weight 2 lbs.
Category Alchemical Weapons
Description
This coarse yellowish-red powder is a splash weapon that causes uncontrollable sneezing for 1d4+1 rounds. Anyone standing in the square of impact must succeed at a DC 12 Fortitude save to resist the powder, while those in adjacent squares must make DC 8 Fortitude saves. Creatures affected by sneezing powder must make a DC 10 Fortitude save every round for the duration or be staggered until their next turn. This is a poison effect. Crafting this item is a DC 25 Craft (alchemy) check.
Construction
Craft (Alchemy) DC 25

We be here to release yous from boredom!


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam looks at Morthak, awaiting his opinion....


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

At the suggestion of storming the room, Bedlam reaches for another iron vial from his bandolier.
He quickly unstops it, gulping down its contents as Morthak begins to peer into the room.
Suddenly, the grounded dwarf begins to alter slightly in appearance; forming deep ridges just above his now blood-colored eyes.
The hair on him seems to grow coarse and harden.
Bedlam appears to be a bit more dexterous than previously.

mutagen:
Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack

Hefting the heavy pick off his shoulder, Bedlam moves beside Morthak.
perception: 1d20 + 5 + 2 + 2 ⇒ (5) + 5 + 2 + 2 = 14


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Peering intently at the ground around the northern passage, Bedlam looks for signs of trip wires, pressure plates, and the clue of other traps.
perception: 1d20 + 5 + 2 ⇒ (6) + 5 + 2 = 13

stone cunning:
Stonecunning: Dwarves gain a +2 bonus on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Bedlam glances at his googles, frowning. He takes a dirty hanky out of his pocket.
Spitting on it, he rubs at his dirty googles with vigor. He huffs on each lens,
wiping them with the same dirty hanky, before placing them back on his head.
Reaching for an iron vial from his bandolier, Bedlam flips the stopper and downs the iron vials contents.

extract:

Heightened Awareness
Source Advanced Class Guide pg. 183 (Amazon)
School divination; Level alchemist 1, arcanist 1, bard 1, druid 1, hunter 1, inquisitor 1, investigator 1, medium 1, mesmerist 1, occultist 1, psychic 1, ranger 1, shaman 1, skald 1, sorcerer/wizard 1
Casting
Casting Time 1 standard action
Components V, M/DF (a coffee bean)
Effect
Range personal
Target you
Duration 10 minutes/level (D)
Description
You enter a heightened state of awareness that allows you to notice more about your surroundings and recall information effortlessly. You gain a +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in.

If this spell is active when you have to make an initiative check, you can instantly dismiss this spell and gain a +4 bonus on that check.

Bedlam places the iron vial back in its place. He smiles at the group. Beginning again, he over-looks the area.
perception: 1d20 + 5 + 2 + 2 ⇒ (18) + 5 + 2 + 2 = 27


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam laughs heartily.
Be looking like we be allowing the dungeon to be our guide.


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam nods his shaggy head.
Aye, let's be off take 'plore.


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam looks over the debris and destruction.
We needs to be getting another way then.


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Let's go splelunking.


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam smiles broadly at Pedwyn.
Me own concoctions, me lad. Ah weeks worth of rations be plenty. Yous surface folk not be liking the under.

He nods to the group, raising a full mug of stout.
To dis a'venture!


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam nods in greeting to Pedwyn.

He pushes the vials at each of the group before resecuring his pack.

We be going in the morn, then? Me s'posse dat food be needed.

The rugged dwarf looks at the empty mugs littering the table.

Most happily take more of ya ale, misses!


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam then looks at Erigga and Red Feather.

Delighted. Me be wanting to delve a dungeon, so this be Torag's will.

He begins digging in his pack, which rests on the floor between his booted feet.
Placing an assortment of vials on to the table, Bedlam appears enthusiastic and sure of himself.

Dese be helpful, but they only last fer and hour. Yous mentioned The first day we encountered giant serpents and worms and centipedes., so me think that dis will be handy.

He invites the group to each take one of two different colored liquid vials.
Der red one be good if yous be poisoned. Der blue one against diseases. Both be a problem in dungeons, me know.

Bedlam smiles. Me own concoctions!

1 antitoxin and 1 antiplague each.


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)
Igneous Cobalt wrote:

Igneous nods to Morthak as the two approach, he listens in silence as he drinks his ale.

"Glad te' have a cousin along, 'specially one that be a delver o' dungeons. Tell me cousin, I would seek yer advice, we have encuntered a room where tha' ceilin' seems unstable, wha' should we bring along tah secure it? Timber would work but it will no be easy to carry it from here teh there nor can we be sure o any piece bein' cut would match the ceilin' height just so".

Bedlam nods his head sagely. He raises an eyebrows as Igneous speaks.

He smiles as he picks up another mug of ale (whose?), draining it while intently staring at the other dwarf.
Setting down the empty mug with another loud belch, Bedlam says,
Mmmm....aye....me be seeing your problem.

Bedlam looks at the others of the group seated at the table.
Me bet that yer idea be a good'un!

Bedlam doesn't know...lol.


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam does have stone cunning for another +2 perception...lol.


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam frowns as Morthak explains. He absently scratches his bearded cheek, studying the group before him. The rugged dwarf nods his hairy, googled head.

I be believing that Torag weren't wanting dem types about; mussing up a perfectly decent dungeon and all!

Bedlam takes another mug of ale (whose?). He drains it and he lets out a belch.

I shall help you!


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam doesnt have knowledge local, religion or planes so thats why he doesnt know about the cult.

Good at three knowledges though...lol


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Cult? Me just heard of a dungeon to be delved. What is this cult?


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam (having just sat down) immediately jumps up from his chair.
The dwarf looks for a moment a bit flustered.
He grunts as he retrieves his heavy pack from its 6 second respite on the floor.
Heavily walking over to the bar,
he politely tosses a silver onto it, as he scoops up a mug of ale, gulping it down in seconds.
Wiping his bearded face with a rag lying on the bar,
the dwarf walks over to the groups table.

Aye? I be thinking that yer group delving deep?,
the dwarf smiles knowingly.
I am just the dwarf fer you! My name be Bedlam Bottomland. I be the durnest dungeon delver the der be!

Bedlam then pulls up a chair.
Tells me yer tale!


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlams UMD will be useful in thse cases where things are not on our spell lists.
Also i forgot to make his warhammer cold iron. I will do so after work.


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Olga a gleeful middle aged woman greets you at the door. " Welcome to Zelkor's ferry. I'm Amelia, and my husband Odo and I are the owners of this inn. I'm sorry all of you must be weary after the long boat ride, come take a seat by the fireplace."

The dwarf bows his head at Olga.
Me be warmed by yer welcome, Misses Olga.
He straightens his heavy, loaded pack further on to his broad shoulders.
Me be Bedlam Bottomland. I be headed to theses parts fer the need.
Bedlam waits patiently as he smiles and winks at Olga.
I be a expert dungeoneer, Misses. I be knowing the trials and traps such be this dungeon of yers!,
the dwarf announces loudly!

The dwarf bows again as he enters the Inn.
He scans the common room, singling out those that would be potential patrons.
Bedlam moves up to a table by the fireplace.
Yous be having dwarven ale, Misses?


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

I am always open to suggestions. The goal is to survive as a team.

That is why i am happy to trade my potions in for more spelunking gear...lol.


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam has some alchemical items that he will pass out, once it is appropriate.
I plan on crafting more if any time permits.

I originally purchased 2 potions of clw, but if allowed, I would like to "trade" those for more mundane equipment?

A wand of clw being in the party is an attractive idea, although I completely understand the cost and I would concur with the continual flame idea.

I am trying to gear him up as an expert dungeon delver...


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Walking up the dock, hefting a full backpack, and pointedly looking over the stone walls, is a 4'2 dwarf.
His dirty dirt-brown hair and beard are braided in intricate, but frayed rolls.
His ruddy tanned face; partially hidden by googles perched on his forehead above bushy brows,
frowns as he approaches the stone walls of the fort?

You be needing better walls ther them toddle toys.,
the dwarf grumbles to no one in particular.

He stares up at the sun for a moment.
He then scans the area, noting the different buildings.
Shrugging his pack securely onto his shoulders,
the dwarf marches off toward the obviously telling building that equates the local watering hole...


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Do you want us to start posting in the game thread then?


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Thank you. Bedlam will be purchasing more equipment once his funds are...expanded a bit.
I also precrafted his alchemical items taking a 10, along with crafters fortune makes all the DCs.
I want some more mundane items like climbing kit healers kit shovels crownbar and the like....eventually.


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Dot


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Also i am from Michigan so Eastern time zone. I work Monday thru Friday days so my elaborate posts will be after work although i can while at work using my phone too.
Looking forward to the challenge.


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Greetings to the group. As much as a dwarf can i appreciate the invite.
Ah tunnels and aberations....


They do seem to do that a lot. Some of the terms are like the english language with multiple meanings.


So i read the game thread over the weekend in order to get a feel for the party dynamic.
I believe that your previous alchy was a boon to the group. I am hoping mine can fill that niche although i didnt realize that you had and lost an alchy prior to making mine.
Think of him as preventative maintenance....


Ok, this is what I have come up with thus far.

Please comments and ask questions.

Still working on it...


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Hello? I understand and I am sorry these campaigns went away, but GM could you please hide all of them from my profile now. Thank you and I do hope all is well......


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

that is fine


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam rolls his eyes as the others--finally--get the hint!

Yous be daft? I told ye so that nutt'n here!

Bedlam stumps off toward the monastary....

i am playing a dwarf...lol


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

I am currently in 3 PFS PbP games with another starting up soon.
I may have to bow out of this one if something doesn't happen.
I apologize.


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam sighs as his companions totally missed his point.

We be needing to get to finding the final piece of our puzzle.
I be sure that whatever you think is there will follow!


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam scans the are as he addresses the group.

Aye, I do be thinking we be leaving this area.
We be needing only one more piece to the cure.


Male Dwarf Barbarian 1 AC 17 hp 18/ Fort +4 Ref +3 Will +1 Init +3 Percept +5(+2 stone;+1 traps)

Bedlam smiles....

1 to 50 of 207 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>