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
Fort +5, Ref +4, Will +7; +2 vs. poison, spells, and spell-like abilities Defensive Abilities defensive training
Offense
Special Attacks hatred, rage (5 rounds/day)
Statistics
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)
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
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.
rando1000 wrote:
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:
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
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
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
flurry2, flank, inspired: 1d20 + 2 + 2 + 1 ⇒ (18) + 2 + 2 + 1 = 23
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
flurry2, flank: 1d20 + 2 + 2 ⇒ (13) + 2 + 2 = 17
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
flurry2, flank: 1d20 + 2 + 2 ⇒ (7) + 2 + 2 = 11
Subtract 2 and disregard second damage die if no flank.
Vincent Fleming wrote:
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.
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:
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