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Cornelius Darksmith's page

24 posts. Organized Play character for Joatmoniac.


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Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

"Sem, you have done a fantastic job of summing up all our findings!" Cornelius goes into an extensive listing of magical tweaks here and there based on his findings and first hand work on the caravan's construction. "That's enough excitement for this old dwarf, time to find a good book and a better ale if you ask me!"

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

Cornelius moves up next to Tsadoc and looks into the orange tent to see if anything stands out as important looking.
Perception: 1d20 + 3 ⇒ (2) + 3 = 5
He uses mage hand to begin moving whatever he deems "important looking" out of the tent, to hopefully save it from the flames.

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

Cornelius appreciates the support from Tsadoc, and leans in to say. "Thanks Tiger" He stands back up and says "Might as well keep using what works!" as he focuses on the closest guard.
Magic Missile dmg: 1d4 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

Cornelius is grateful for Daverin's movement, and attacks the guard not yet engaged with Daverin. He calls forth his specific training in the school of conjuration to summon forth a dart made of pure acid. He attempts to hurl the dart at the guard.

ranged touch atk: 1d20 + 2 ⇒ (8) + 2 = 10
acid dart dmg: 1d3 ⇒ 2

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

"Might as well start with the old stand by." Cornelius appreciates Daverin's move, and ensures he is between the guards and himself. He the calls forth a magic missile and send it streaking unerringly towards the guard closest to the water.

Magic Missile Dmg: 1d4 + 1 ⇒ (3) + 1 = 4

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

Cornelius spends his time making sure that the tents he set on fire don't remain on fire. He casts drench on them to make sure that any valuables, or valuable information doesn't go up in flames. He is ready to make a move once the situation better reveals itself.

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

"Tsadoc, I like the idea of the dancing lights, but I think being a little less ubtle this time will go far. I can instead attempt to set the tents aflame through the use of spark from here. Let's see if there is a good place to start." Cornelius looks at the tents and tries to find good places to start fires near them. Thankfully Archimedes can help his old eyes see better than they normally would.
For perception I have a +1 on my own and then another +2 because I am with my familiar, and another +3 because I am in shadows/darkness with an owl familiar. Let me know if that is incorrect, as I'm not 100% sure I'm doing that right.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

"Is there any additional information that your scouts obtained in regards to number in the other team, or physical characteristics of any kind? I also agree with Master Darkshoals I wouldn't mind a straightforward enemy, but I think we will still need to scout the situation well, and have a solid plan of attack before engaging the enemy."

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

"Well, I couldn't agree more." Cornelius reaches out with his mind to see what kind of feelings he can get from Archimedes at this time. Trying to get a sense of whether or not we should come out guns blazing, or just head down running back from where we came from.

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

Cornelius pieces together how effective mage hand was on the altar. He pulls off another one of the vials from the altar and moves it into the corner opposite of the secret compartment, and then up towards the ceiling. Cornelius then begins to back out of the room now that Enlil has the vial we were looking for.

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

Cornelius releases his concentration on his mage hand letting the fake vial fall. He calls forth his studies in conjuration and throws an acid dart at the altar.

Ranged Touch Atk: 1d20 + 2 ⇒ (9) + 2 = 11

Acid Dart Dmg: 1d6 ⇒ 5

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

Cornelius will reach out with his mind towards Archimedes "Dear Archimedes, give me some sign if the guards we moved away are coming back." He will then cast mage hand on one of the fake vials and move it to in front of Daverin to see what type of reaction the altar makes and hopefully distract it from Enlil.

That is assuming that the fake vial fits into the description "one non-magical, unattended object weighing up to 5 lbs." Here's hoping!

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

"It is far too hot for my liking. Starting to fog up my glasses." Cornelius removes them, wipes off the condensation, puts them back on only to take them off a second later in a huff.

Fortitude Save: 1d20 + 2 ⇒ (14) + 2 = 16
Fortitude Save #2: 1d20 + 2 ⇒ (6) + 2 = 8

"If we don't know how to turn the box off we are going to have to put it down. Unless someone else has a better idea?" Cornelius seems to be using his frustration with the heat to be his motivation.

Given that this is an extradimensional space I would have lost connection to my familiar Archimedes, correct?

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

"There is a heat trap in here that will get us more than hot under the collar. We need to disable it, but that is by no means my personal forte. Also, one of the people in the workshop had people walk around the transport's interior. I have no idea why that happened, but searching around couldn't hurt ... or it could, time to see." Cornelius moves to the door to the south and opens it to see if there is anyone else in that room.

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

Not sure how you want to handle familiar actions. Also, since I chose Cojuration as my school I have the Summoner's Charm a add a round to my summoned eagle.

"Time to take to the skies my friend, bu be mindful of not being seen." Cornelius let's Archimedes the owl know that she should head up in the air and check to see when the rest of the caravan guard is beginning to return. While the dog is distracted by the meat Cornelius calls forth an acid dart, and attempt to hit the nearest dog with it.

Cornelius also has the eagle make another set of attacks against the far guard before fading back to where it came from.

Stealth for Owl: 1d20 + 15 ⇒ (9) + 15 = 24

Acid Dart Ranged Touch: 1d20 + 2 ⇒ (20) + 2 = 22
Acid Dart Damage: 1d6 ⇒ 5
Critical Confirm Roll: 1d20 + 2 ⇒ (14) + 2 = 16
Critical Acid Dart Damage: 1d6 ⇒ 3

Talon Attack 1 eagle: 1d20 + 3 ⇒ (7) + 3 = 10
Talon Damage: 1d4 ⇒ 3
Talon Attack 2 eagle: 1d20 + 3 ⇒ (13) + 3 = 16
Talon Damage: 1d4 ⇒ 3
Bite Attack eagle: 1d20 + 3 ⇒ (5) + 3 = 8
Bite Damage: 1d4 ⇒ 1

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

Cornelius steps forward behind Hol'Tos. He calls upon his arcane knowledge and summons forth an eagle above the cart. He commands the eagle to fly towards the far guard, and attack.

Talon Attack: 1d20 + 3 ⇒ (20) + 3 = 23
Talon Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Crit Confirm Roll: 1d20 + 3 ⇒ (2) + 3 = 5
Extra Talon Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

Cornelius will try and move the guards back through the snaked path by casting dancing lights in the right order to signal that they disperse in that direction. Cornelius will want to move back to the side and observe what is left of the caravan guard.

Not sure if we are going to do initiative, so I will hold off on more actions. Very excited for the next part of all of this!

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

Cornelius looks around at the group, and says"I know we are all able bodied individuals, but I doubt we could take the entire caravan guard. I could use dancing lights to either halt the convoy or have them disperse and search around. Maybe if I play my cards right I could convince them to investigate a side opposite where we are all hiding?"

Is the Google doc missing day three for the workshop for the benefits gained?

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

"Sem, I can certainly use the scroll, but could also prepare the spell and use it as needed. If I will need to see the lights from the caravan I might be able to put those eyes of the eagle to good use. Thankfully I have some help from Archimedes here, but could use a little more I suppose."

Cornelius reveals for the first time his familiar, a surprisingly small brown owl. He tells you that "After many years I finally found what is known as a diurnal species who is also active at dawn and dusk... "

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

Cornelius notices the gruff demeanor of Duciar and tries to get a good read on him to better interact with him, or just interact at all.
Perception: 1d20 + 1 ⇒ (15) + 1 = 16
Post roll edit: Cornelius approaches Duciar and simply says "Hey" motions to the workers and says "Help." Cornelius moves in and begins to inspect the chains and outer trappings already in place and gives simple tips and tricks on how the trappings could be better suited for the specific trip through the desert and what the terrain will mean for travel.
Knowledge (Nature): 1d20 + 8 ⇒ (10) + 8 = 18

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

For the first time since entering the Workshop Cornelius moves with a speed that belies his age and demeanor as he to tries to protect the exposed component.

Knowledge (Arcana): 1d20 + 8 ⇒ (16) + 8 = 24

Post roll edit: He taps into his years of study and manages to shield the exposed component from the elements. Recharged by his success immediately after a failure he turns to the other spellcasters. "Well, if nothing else I can lead by bad example. Not only that, but we are building something that this country's continued prosperity hinges on, so we need to respect it with the utmost. We need to pour into it as much of our own talent and power as we can."

Cornelius tries again to help guide the spellcasters working on the transport by helping them pour as much as they possibly can into the work and focus on quantity rather than his previous failed attempt at quality. He tries to note down the places that are not as strong, or are unstable, due to inaccurate spellcasting.

Day 2 Reroll - Knowledge (Arcana): 1d20 + 8 ⇒ (17) + 8 = 25

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

Cornelius takes a "backseat driver" approach to the spellcasters. Using his knowledge of the arcane arts he gives small tips here and there to correct form on somatic components and inflection advice on the verbal.

"Focus, remain calm, and enunciate clearly. Move your arms with precision unmatched. This is precise work, and while you have the time to make sure it is done correctly. Take. That. Time."

While he is doing this he is trying to catalog where the casters are making mistakes, or weak points in the magic implemented.

Knowledge (Acrana): 1d20 + 8 ⇒ (1) + 8 = 9

Cornelius can't seem to remember a single thing.

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

Cornelius takes a slow and measured approach to all of the work that he does in the transport workshop to give the air of a dwarf that may have already seen too many winters. He says to Temeera "I can give what magical aide is at my disposal today, but you may have to just pick my brain after that. Been much better with learning than doing for quite a few years. I can help with whatever beast of burden we tie if need be too."

Cornelius is going to lend his magical skills day one, and use Knowledge (Arcana) day 2, followed by attempting Knowledge (Nature) for day 3 to help properly equip and attach the beasts that will be pulling the transport.

Spellcraft:: 1d20 + 8 ⇒ (8) + 8 = 16

Grand Lodge

Male Dwarf Wizard 1; HP 8/8; AC 12(t 12, ff 10); F +2, R +2, W +2; CMB -1, CMD 11; Init +8; Speed 20ft Perception +1 (add +2 w/ familiar, add +3 in shadows/darkness); Darkvision 60ft

A bespectacled dwarf pops his head up out of a book, closes it rather loudly, and walks over to the group. He says "Hate when you can't put a good book down. My apologies, I am Cornelius Darksmith, I had met with Lady Ziralia earlier, and was waiting at another table for the group to come in, but was lost in the pages. I can make some assumptions about the division of labor for a group of this composition. I'll lend the services I have to the workshop, as I doubt they will have too many questions for an old dwarf like me." He gives an overexaggerated wink, seemingly to no one in particular


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