Kaigon the Miscreant

Morg "Tinker" Blackflame's page

519 posts. Alias of Hassan Ahmed.


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What about Feat Tax adjustments? If being under powered is a concern. You might like them.

>>> Elephant in the Room <<<


Game on! Peace!


I will try to switch by the deadline... Wizard Transmuter 7!

He's about literally changing the environment, reality to sway the outcome of the fight.

The will to power.


@DM RichD

Are spells also limited to the sources listed?

Additionally, any preference for yourself or players for a pure wizard, and maybe multi-class later? 4th level spells would be sweet!


It's right there on the Wizard page: Class: Wizard <<< Link

Alternate Favor Class Bonuses: Dwarf

Arcane Discoveries with the Archetypes: Arcane Builder


What about a little something like this? He's learning to control his anger and channel his energies into making situations and things... better. Crafting and controlling the battlefield.

I like the idea that barbarian rage is transmutation, and through introspection... he became a transmuter. I may need help with the background.

There is some dwarf racial favored class bonus for crafting, +200gp value per day... but, that's in some other book. If it's allowed, I'd consider it. Probably, Advanced Race Guide (still looking).

EST

I like playing niche ecclectic characters.

Barbarian 1/Wizard 6:
Morg (placeholder)
Male dwarf barbarian 1/transmuter 6
NG Medium humanoid (dwarf)

Init +6; Senses darkvision 60 ft.; Perception +12
--------------------

Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 49 (7 HD; 6d6+1d12+13)

Fort +5, Ref +4, Will +7; +2 vs. poison, spells, and spell-like abilities

Defensive Abilities defensive training
--------------------

Offense
--------------------
Speed 30 ft.
Ranged +1 giant-bane darkwood light crossbow +7 (1d8+1/19-20 plus 2d6 vs. Giant)

Special Attacks hatred, rage (5 rounds/day)
Arcane School Spell-Like Abilities (CL 6th; concentration +11)
. . 8/day—telekinetic fist (1d4+3 bludgeoning)
Transmuter Spells Prepared (CL 7th; concentration +12)
. . 3rd—fireball (DC 18), haste, magic circle against evil, stinking cloud (DC 18)
. . 2nd—arrow eruption[APG], bear's endurance, create pit[APG] (DC 17), invisibility, mirror image
. . 1st—crafter's fortune[APG] (DC 16), enlarge person (DC 16), grease, magic missile, stumble gap[APG] (DC 16), stumble gap[APG] (DC 16)
. . 0 (at will)—detect magic, mending, read magic, resistance
. . Opposition Schools Enchantment, Necromancy
--------------------

Statistics
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Str 10, Dex 14, Con 13, Int 20, Wis 14, Cha 10

Base Atk +4; CMB +4; CMD 16 (20 vs. bull rush, 20 vs. trip)

Feats Arcane Armor Training, Craft Wand, Craft Wondrous Item, Improved Initiative, Scribe Scroll, Skill Focus (Spellcraft)
Traits artifact hunter, magical knack

Skills Acrobatics +6, Appraise +9, Climb +1, Fly +3, Handle Animal +4, Intimidate +4, Knowledge (arcana) +15, Knowledge (history) +11 (+13 on checks that pertain to dwarves or their enemies), Knowledge (planes) +11, Linguistics +11, Perception +12, Ride +3, Spellcraft +18 (+19 to identify the properties of magic items), Survival +8, Swim +1, Use Magic Device +11; Racial Modifiers lorekeeper[APG]

Languages Common, Draconic, Dwarven, Elven, Giant, Gnome, Halfling, Orc, Terran, Undercommon

SQ arcane bond (arcane bond amulet), fast movement, physical enhancement (+2), stonesinger[APG]

Combat Gear feather token (tree), lesser bouncing metamagic rod[APG], pearl of power (1st level), potion of reduce person, potion of shield of faith +2 (3);

Other Gear mithral chain shirt, +1 giant-bane darkwood light crossbow, crossbow bolts (50), arcane bond amulet, handy haversack, headband of vast intelligence +2, horn of fog, wizard starting spellbook, 610 gp
--------------------

Special Abilities
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Arcane Armor Training Swift action: -10% arcane spell failure due to armor.
Arcane Bond (Arcane Bond Amulet) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +2 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Stonesinger +1 effective level for [Earth] spells and earth-related class abilities.
Telekinetic Fist (1d4+3 bludgeoning, 8/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.

Favored Class Option (ARG): Select one item creation feat known by the wizard. Whenever crafting an item using that feat, the amount of progress made in an 8-hour period increases by 200 gp (50 gp if crafting while adventuring). This does not reduce the cost of the item; it just increases the rate at which the item is crafted.

Also, Arcane Discovery (Ultimate Magic): Arcane Builder - You have an exceptional understanding of the theory behind creating magical items.

Benefit: Select one type of magic item (potions, wondrous items, and so on). You create items of this type 25% faster than normal, and gain a +4 bonus on Spellcraft checks (or other checks, as appropriate) to craft items of this type.


Whipping up a Wizard-dude... Interested!


rando1000 wrote:
Morg "Tinker" Blackflame wrote:


If for any reason it opens up again, please let me know... I've never played, but would like to give it a shot!
Let me see what I've got after the other two new characters are made. I might be willing to squeeze in one more.

Willing to fill in the gaps and RP, so no set concept from my end... But, I try to add a twist (as I fill those gaps).

Basically... Thanks!


rando1000 wrote:

Okay, you're in. That's two. You can nail it down further when you get back. I'll send you more information on the others if it will help your decision.

RECRUITMENT CLOSED.

If for any reason it opens up again, please let me know... I've never played, but would like to give it a shot!


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

We need to deliver these ingots!


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Sounds like a plan... Let's get on with it.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

:)

Was just pointing not griping.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Maybe 14, from night before, too!


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Still at 10/20 HP.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Morg suggests finding a way around.

perception: 1d20 + 8 ⇒ (7) + 8 = 15
survival: 1d20 + 8 ⇒ (13) + 8 = 21


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

And frustrating...

Morg checks with everyone else, before starting to set camp.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Need us to bust some caps?


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Ja! To Riuk.

And 10/20 is my HP before that AoO. If you hadn't rolled back 2/20.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8
Rannock Deepdelver wrote:
I don't remember the CLW wand - it would make all the difference...

Happened before you joined. Everyone contributed what they could.

Hopefully, DM doesn't rule one of the characters took it when they left!

Wicked thoughts. Shame on me!


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

@Q - we were allowed to chip in and get a Wand of CLW. Someone just has to use it.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Next level if you go Wizard, 1.75, still +1 BAB.

But, Morg would be 2.25 after Rogue and at +2 BAB.

It helps alleviate the multi classing penalty.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8
Mattock of Torhold wrote:
Including me? I'm multi-classing with wizard.

Yes!

0.75 for Monk
0.50 for Wizard
=================
1.25 rounded down
+1 BAB


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

How much healing does the guy need? I'm @ 10/20.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

if it takes 4 more encounters like that to get to level 3... we might not make it.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Tis but a flesh wound...


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

That was... emasculating.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

In Pathfinder:

+3 beats DR/silver and DR/cold iron

+4 beats DR/adamantine

+5 beats DR/aligned


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Yes sir, without precision damage... His attacks don't seem effective. He's going for the kidneys, or where he thinks they are.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

In another game, I've had 10 d20 tosses... Can't break double digits.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

More will step and flurry or risk moving to flank, attacking only once.

flurry1, flank, inspired: 1d20 + 2 + 2 + 1 ⇒ (16) + 2 + 2 + 1 = 21
dmg1: 1d6 + 1d6 + 1 ⇒ (4) + (3) + 1 = 8

flurry2, flank, inspired: 1d20 + 2 + 2 + 1 ⇒ (18) + 2 + 2 + 1 = 23
dmg2: 1d6 + 1d6 + 1 ⇒ (2) + (1) + 1 = 4


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

+1 hit/damage would be sweet!


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Welcome to my den of mediocrity!


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Thanks, Mattock... eh, I got another one.

Sweet damage.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Waiting to hear that Morg dropped the hammer and floored the guy! Precision! :)


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Enough!

flurry1, flank: 1d20 + 2 + 2 ⇒ (17) + 2 + 2 = 21
dmg1: 1d6 + 1d6 ⇒ (5) + (5) = 10

flurry2, flank: 1d20 + 2 + 2 ⇒ (6) + 2 + 2 = 10
dmg2: 1d6 + 1d6 ⇒ (6) + (2) = 8


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

We got'im on the ropes, boys!


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Morg takes advantage of the close quarters. Leave them all alone! Stupid games!

flurry1, flank: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20
dmg1: 1d6 + 1d6 ⇒ (2) + (6) = 8

flurry2, flank: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17
dmg2: 1d6 + 1d6 ⇒ (6) + (1) = 7

Assuming flanking. Is he hurt or still spry?


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Morg steps to flank the enemy. Off my brother!

flurry1, flank: 1d20 + 2 + 2 ⇒ (14) + 2 + 2 = 18
dmg1: 1d6 + 1d6 ⇒ (4) + (1) = 5

flurry2, flank: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
dmg2: 1d6 + 1d6 ⇒ (2) + (2) = 4

Subtract 2 and disregard second damage die if no flank.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Flanking or at least setting up a flank of possible.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Not giving AoOs, but YES!


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

Sorry, no PC... Can Morg attack? Roll20 doesn't play nice with mobile.

Chicago for a few days, work related.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

dark green = difficult terrain?


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

survival: 1d20 + 8 ⇒ (16) + 8 = 24

Can't be sure, perhaps this way... Morg points.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8

We stuck... Is the encounter way over our heads?


Hmm... point taken.


GM Sarpadian wrote:
@Morg: It sounds interesting, but I'm not sure how well it would work out. Feel free to give it a shot, though.

Thanks for the feedback.

Do you mean in the campaign or as a character concept... or either/both?


Vincent Fleming wrote:

Woops forgive me I did not notice I missed the 0 levels...Create Water, Detect Magic, Purify Food and Water, Read Magic.

I'm not sure how I don't qualify for Weapon Focus...you said level two for the character creation and shaman's are proficient with a longspear. So...I should be able to qualify for it.

I think because both feats would have been chosen @ Level 1, at which point you were BAB +0.

You can take it as your Level 3 feat.


Any love for the Cleric of Desna-esque? Or don't bother? Works love to join, but only if you feel I'm contributing.


Thinking Human Cleric of Desna. Liberation and Travel. Starknife for flavor.

Range Build. Deadly Aim.

Seems to fit reclamation (liberating the land).

If more combat/skill capability is needed, maybe dip into ranger or rogue.

13, 14, 12, 10, 18, 14

I know... Booooring.


Male Dwarf Monk 1/Rogue 1 | 20/20 | AC 19/15/17 | F 4/R 7/W 5 | Init +3 | Perc +8
GM Sarpadian wrote:

The party sets up camp at the base of the hill and the night passes uneventfully. The next morning they try to resume course, but something is wrong. You all hear what sounds like a weeping child. It seems to be coming from all directions, or maybe it's a figment of your imaginations. Either way, though, it's really hard to concentrate.

Let me know whether you want to investigate the sound, or ignore it and keep going.
** spoiler omitted **

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