Staunton Vhane

Morgan Deathsteel's page

52 posts. Alias of Vrog Skyreaver.


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Dwarf Barbarian 1/Cleric 13

Much as I hate to say it cause I enjoy my character, I have to agree.


Dwarf Barbarian 1/Cleric 13

"Let me see if the fallen arm can be reattached."

Investigation Check: 1d20 + 4 ⇒ (18) + 4 = 22


Dwarf Barbarian 1/Cleric 13

"Do we have an idea as to the correct order?"

Intelligence check to discern the correct order or get a clue?: 1d20 + 4 ⇒ (16) + 4 = 20


Dwarf Barbarian 1/Cleric 13

Morgan growls and says "I hate poorly made deathtraps. Clearly whoever made this place had no love of the art."


Dwarf Barbarian 1/Cleric 13

Intelligence: 1d20 + 4 ⇒ (2) + 4 = 6

Morgan shares what he has seen in each crawlspace with the group.


Dwarf Barbarian 1/Cleric 13

"There is no need to send another poor creature off to his death Simo. Wait a moment."

Morgan begins casting, an a small eye appears, hovering over his left shoulder. He points at the first crawlspace and it flies inside.

Going to send my arcane eye down each of the crawlways to see what is there.


Dwarf Barbarian 1/Cleric 13

That's a good idea Kraven.


Dwarf Barbarian 1/Cleric 13

Dex Save: 1d20 + 4 ⇒ (4) + 4 = 81d20 + 4 ⇒ (9) + 4 = 13


Dwarf Barbarian 1/Cleric 13

"Okay, let's do this. Someone count out steps from the trapdoor we opened earlier to this trap door, and then climb down and count the steps again. That way, we'll get both trap doors open."


Dwarf Barbarian 1/Cleric 13

"Shoddy human work." mutters Morgan as he moves up to the location in the wall where the beams of fire are shooting from and begins beating the wall with his Warhammer.

Damage Roll: 1d8 + 5 ⇒ (4) + 5 = 9

Strength Check (If you'd rather go that way): 1d20 + 4 ⇒ (3) + 4 = 7


Dwarf Barbarian 1/Cleric 13

Dex Save: 1d20 + 9 ⇒ (17) + 9 = 26


Dwarf Barbarian 1/Cleric 13

"Okay. I got it."

Morgan will reach up and open the trap door, having to stand on his tip toes to do so.

Strength in case it matters: 1d20 + 4 ⇒ (9) + 4 = 13


Dwarf Barbarian 1/Cleric 13

"That looks like it hurts. You want some healing?"


Dwarf Barbarian 1/Cleric 13

"That's some sensible, Dwarf-like thinking. Yes, let's check the other door first."


Dwarf Barbarian 1/Cleric 13

"It looks clear, but Sonya should double check."


Dwarf Barbarian 1/Cleric 13

Which he will oblige to do.


Dwarf Barbarian 1/Cleric 13

Morgan will prepare to open the doors once he gets the all clear.


Dwarf Barbarian 1/Cleric 13

"I'm good to continue. I haven't really touched my more powerful blessings yet."


Dwarf Barbarian 1/Cleric 13

Morgan shrugs, picks up the frog, walks to the green face, and unceremoniously tosses it in.


Dwarf Barbarian 1/Cleric 13

"Well, that was a bit of a let down."


Dwarf Barbarian 1/Cleric 13

As the gargoyle approaches, Morgan laughs. "When will this fool of a wizard learn that Dwarves can not be hurt by stone?"

Morgan will prepare to attack it when the creature gets to him Assuming it isn't dead, or a frog by the time it does.


Dwarf Barbarian 1/Cleric 13

Morgan will push open the door and look inside.


Dwarf Barbarian 1/Cleric 13

Since I believe we determined it's investigation to locate traps, I will concede the checking to Sonya, but I will assist her.


Dwarf Barbarian 1/Cleric 13

Morgan will take sheath his Warhammer and take point, moving down the hallway, eyes keen for signs of danger.


Dwarf Barbarian 1/Cleric 13

"Does it look like it's open yet?"


Dwarf Barbarian 1/Cleric 13

Morgan will grunt, move over to the wall, and Draw out his warhammer, and hit the wall with it.

Since time is not a factor, I'll keep attacking it until I destroy it. If something weird happens, I'll stop.


Dwarf Barbarian 1/Cleric 13

"Of all the stupid...you're looking at a lot of permutations there. A lot of them. Can you return to where we are, without touching anything?"


Dwarf Barbarian 1/Cleric 13

"You probably shouldn't be sending off creatures that are connected to your soul without a concrete plan." says Morgan disapprovingly.

"Well, bring him back if you can Simo. and seriously, clean your clothes."


Dwarf Barbarian 1/Cleric 13

Morgan will reach into the pouch at his side and pull out smithing tools and then take the pot from Simo. The sound of metal beating metal echoes through the halls for several minutes, and then he hands Simo back a tube, having made a hole in the middle of the bottom and then pushed the sides out while simultaneously narrowing the pot into something more resembling a tube than a pot. He then stows his smithing gear and re-equips his weapon and shield.

Smithing Tools: 1d20 + 9 ⇒ (6) + 9 = 15

"That do for ya?"


Dwarf Barbarian 1/Cleric 13

Tomb of horrors is one of those modules where you have to be very specific about what you're doing, as you're surrounded on death by all sides. And yet, we should check every square before we move. Otherwise, death.


Dwarf Barbarian 1/Cleric 13

Morgan will walk straight forward from 00.14 to 13.14, checking for traps ahead before he moves.

I'll let you roll that DM Critic, just remember that I have advantage, so I get to roll twice.


Dwarf Barbarian 1/Cleric 13

Just for clarification, which of the 3 tunnels is our group currently going down?


Dwarf Barbarian 1/Cleric 13

Morgan looks over the group and the moves to the front, his keen eyes wary for further shenanigans.


Dwarf Barbarian 1/Cleric 13

"Well, if the stone wall trap is the kind of thinking that the creator has, then I'm not too worried."


Dwarf Barbarian 1/Cleric 13

"Bronze! What kind of ancient human place is this? Dwarves were working with bronze before humans crawled out of the...wherever humans come from."


Dwarf Barbarian 1/Cleric 13

"I like to keep my options open."


Dwarf Barbarian 1/Cleric 13

I'd rather have a path so that we can get in and out. I don't want to cut off our options.


Dwarf Barbarian 1/Cleric 13

Done and done.


Dwarf Barbarian 1/Cleric 13

"Hah! they try to trap a Dwarf? In stone no less?"

Morgan will cast stone shape as many times as necessary to make a 5' wide tunnel through the stone.


Dwarf Barbarian 1/Cleric 13

You can roll separate sets of dice by separating them with a semicolon btw.


Dwarf Barbarian 1/Cleric 13

Perception at entrance 1: 1d20 + 9 ⇒ (12) + 9 = 211d20 + 9 ⇒ (9) + 9 = 18 21
Perception at entrance 2: 1d20 + 9 ⇒ (4) + 9 = 131d20 + 9 ⇒ (12) + 9 = 21 21
Perception at entrance 3: 1d20 + 9 ⇒ (7) + 9 = 161d20 + 9 ⇒ (7) + 9 = 16 16 either way lol


Dwarf Barbarian 1/Cleric 13

After the doors are cleared, Morgan will use detect magic on all 3 entrances.


Dwarf Barbarian 1/Cleric 13

"My god is the god of magic. Of course I can see it."

Once we get all 3 entrances cleared I will use detect magic on all 3 to see what we can see.


Dwarf Barbarian 1/Cleric 13

Morgan will say nothing but continue hacking the weeds and vines clear of the 3rd entrance.


Dwarf Barbarian 1/Cleric 13

Morgan pulls his axe and then begins attacking the thornvines on the sides.

Perception to find the best place to clear: 1d20 + 9 ⇒ (8) + 9 = 171d20 + 9 ⇒ (3) + 9 = 12


Dwarf Barbarian 1/Cleric 13

I would shame my ancestors if I let a bunch of humans and elves "protect" me. I will be in the front line, but I don't mind letting anyone who knows how to deal with traps check doors before I open them.


Dwarf Barbarian 1/Cleric 13

Fear not. I'll keep you alive, even though you're an elf.


Dwarf Barbarian 1/Cleric 13

"Ha! Like a elf would know anything about mining."


Dwarf Barbarian 1/Cleric 13

Morgan is the image of a Dwarven warrior, barrel-chested and stout beyond belief. His Arms were the size of many a barbarian's legs, and he walked with the sort of confidence that comes from knowing you're the biggest predator in the area.

All of this, and yet he stood barely an inch over five and a half feet. Both his hair and facial hair were braided with ornaments made of gold, silver, and rarer metals, yet they made no noise as he moved.

Other than his shield, he wore no obvious armor, but he carried both a warhammer and a battleaxe, one on each hip and each made of the purest silver. His steel shield he wore on his right arm, indicating that he was left handed. His hands were shod in gauntlets from two different sets of fullplate, each of dwarven make. A diadem of beaten platinum rest snugly upon his brow, and leather pants and steel boots made up the bulk of his clothing. a pair of belt pouches rounded out his accoutrements.

During the travel to the tomb, You all would have come to know Morgan as a stout warrior, and one of the high priests of an unnamed deity of Dwarven magic. Should anyone attempt to name a god they believed to be his, Morgan would adamantly refuse to name his deity, stating that it's name was not for the ears of unbelievers. His mystic power, however, was not in doubt. As one of the high priests of his faith, Morgan had repeatedly displayed his ability to judiciously apply his divine magic to help overcome foes.

"So," Morgan remarked, "We've arrived at last. Time to see what the legends are all about."


Dwarf Barbarian 1/Cleric 13

"I just do the will of the Dwarven God of Magic. Yes, there is a Dwarven God of Magic."

Full Name

Brachium Metallum

Race

Half-Orc

Classes/Levels

Magus(Artificer/Spire Defender)/Brawler(Constructed Pugilist/Strong-Side Boxer)

Gender

Male

Size

Medium(6'7)

Alignment

Lg

Deity

Torag

Languages

Orc, Common, Dwarfish, Elfish

Occupation

Blacksmith

Strength 16
Dexterity 16
Constitution 16
Intelligence 16
Wisdom 13
Charisma 11

About Brachium Metallum

Stats 16,16,15,13,12,11
Str.16
DeX.16
Con.16(+2 Race, +2 level)
Int.16(+1 Level)
Wis.13
Cha.11
Hp.128
Initiative+3

Skills:

Acp.0
Ranks=12(Int(45)+Base(34)+Fcb(15))
Appraise(15)+18
Craft(Weapon)*(15)+21
Know.(Religion)(15)+18
Perception*(15)+20
Sense Motive*(15)+20
Spellcraft*(15)+21
Use Magic Device *(2)+5

Defense:

Ac.25(+3 Dex,+1 Dodge,+2 Natural,+9 Shield)
Ff.21
To.14
Fort.15
Refl.11
Will.9
Cmd.27

Attack:

Bab.12
Cmb.15
"Right Arm of Torag";+21/16/11*
(2d6+8/B&P/x3)

The Arm:

The Right Arm of Torag -

The Magical arm radiates powerful magical energies. Due to the nature of its construction it provides the 'wearer' an AC bonus of +2 like a shield. (This actually stacks with a shield as well.)

It can be configured in a two ways (to start with)
The Fist
It can be used to make an Unarmed strike (user is considered proficient) and counts as a +4 magical lawful silver/cold iron weapon.

It can store two kinds of spells in it.

Any spell that is offensive in nature up to level 3 can be released upon a successful hit. The spell is not lost, it just takes 2d4 rounds to recharge.

(The arm only holds the last spell cast upon it)

Any spell that is defensive in nature up to level 3 can be released as a swift action. It lasts for 10 rounds after which it takes 1d4 hours to recharge.

(The arm only holds the last spell cast upon it)

The Hammer.

With a few hours of work, the fist of the arm can be removed and replaced with a solid adamantine head. The wielder can use it as a weapon. It counts as a Igniting +4 Heavy mace but it deals 2d6 points of damage on a successful strike and has a critical modifier of x3.

When configured as the hammer the wielder is considered as proficient in the feat Improved Sunder, and the feat Sunder Blessing.


Spells:

Spell Per Day :
1st:4(14)
2nd:3(15)
3rd:1(16)
Spells
0:Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Fiendish Presence, Detect Magic, Disrupt Undead, Flare, Ghost Sound, Grasp, Light, Mage Hand, Open/close, Prestidigitation, Ray of frost, Read Magic, Spark
1:Shield, Shocking Grasp
2:
3:Fireball, Haste, Keen edge, Lighting Bolt
*Note*Work in progress, never had to make a high level caster before.

Traits:

Battlefield Caster
Threatening Defender

Feats:

1st: Weapon Focus, Improve Unarmed Strike, Endurance, Dodge, Combat Expertise
2nd:Pummeling Style
3rd:Outslug
5th:Martial Focus, Combat Style Master
7th:Weapon Style Mastery
9th:Lunge
10th:Outslug Weave
11th:Outslug Sprint
13th:Arching And Explosive Weapon
15th:Pummeling Charge

Racial Features:

Sacred Tattoo
Vigilant Gaze
Shamans Appreciate
Fey Thoughts

Class Fearures:

Magus(Artificer/Spire Defender);7
Spell Combat
Arcane Pool
Golem Arm
Spellstrike
Empowered Arm
Arcane Augmentation
Magus Arcana;
Shielding Arm
Knowledge Pool

Brawler(Constructed Pugilist/Strong Side Boxer);7
Modification: Spikes, Shield
Brawler Cunning
Martial Training
Constructed Limb
Shield Hand
Strong Side Fist
Knockout
Brawler Strike
Lead Leg

Eldritch Knight; 1
Diverse Training


Equipment:

The "Arm"
GP.0

Story:

In a time long since past, legends speak of a faithful night during which the conflicts between the Orcs and Dwarfs was at it's worst, a child was discovered on the front door of a Dwarven church, the man who discovered the child was the religious leader of the Forge of Torag.
To his surprise the child looked to be Orc and born without a right arm at that. Enemies or not he couldn't abandon a child that did nothing wrong to deserve fate it was given.
So that night he took the child in as his own, raising him in the teachings of Torag and building him a new arm. Many of his subordinates questioned his decision, saying he must have gone blind, or even mad to keep an Orc child around. These accusations continued soon sinking in shadows as he grew, not wanting to risk being heard by the child. They however didn't stop,but only grew.
As he grew up his father taught him how to forge and to trust the goodness in others. He respected his adoptive father, as he was a kind man who wouldn't turn a soul if they need help. He felt that there could be an easier way to forge, with out having to work hours a time so he thought he could help be way of using magic. So nights he studied the art of magical crafting, while by day he would work at the forge by his father.
As the years passed, he grew bigger and smarter but so did the accusations about his father did too, till eventually he was awoken abruptly be his father, concerning him to grab as much as he can and leave the church, his followers had decided that he was not fit for his position and as such were removing him and imprisoning the "Orc". His father quickly rushed him out of the city, staying behind to slow down his followers. That was the last time he ever saw him again.
After soon arriving at a nearby settlement he set up shop a magic weapon shop and blacksmith. Waiting to return and avenge his father. He spent the next decade training his body, skills, Magical Knowledge, and craft to be strong enough to return. It was rumored that he spend half of the decade just working on a weapon to defeat any that stood against him. When he was done he set off the next day, ready to go back home.
the rest of the story goes that upon his arrival he was sieges not stop by the church but it was fruitless, his arm would crush anyone that fought him. But at the end of everything his body wasn't as strong as his arm and once the final foe fell, he fell too. Dying right next the forge him and his father father used so many years ago, feeling whole for the first time in his life.
He was hailed as a hero of the church, for defeating the those who wronged his father and the church. His arm being dub as "The Right Arm of Torag" Being viewed as the an Holy simple to the church that one's character is defined about what blood runs through his veins but the character that he bleeds.