Cave Wizard

Rogrin Stonehammer's page

5 posts. Alias of Phntm888.


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Male Dwarf Fighter (Lore Warden) 1/Wizard (Transmuter) 1 | HP 22/22 | AC 17, T 13, FF14 | Fort +6, Ref +3, Will +4; +2 vs poison, spells, SLAs | Init +3 | Perception +3 (+5 to notice unusual stonework) | Augment 7/7 |
Spellcasting (Concentration +5):
1st level - 3/3

I am also ready to start when the DM is.


Male Dwarf Fighter (Lore Warden) 1/Wizard (Transmuter) 1 | HP 22/22 | AC 17, T 13, FF14 | Fort +6, Ref +3, Will +4; +2 vs poison, spells, SLAs | Init +3 | Perception +3 (+5 to notice unusual stonework) | Augment 7/7 |
Spellcasting (Concentration +5):
1st level - 3/3

Sounds good to me. I don't mind making sure those who chipped in for it get paid back out of any loot we find.

As for interrelations, Rogrin did spend 15 years outside of the homeland - other than that he's been with the stonemasons most of the time.

Given the last names - Foehammer, Stonehammer - would it make sense for the Stonehammer clan to be a branch of the Foehammer clan - making Rogrin a distant cousin (say, 5 or 6 generations back?)


Male Dwarf Fighter (Lore Warden) 1/Wizard (Transmuter) 1 | HP 22/22 | AC 17, T 13, FF14 | Fort +6, Ref +3, Will +4; +2 vs poison, spells, SLAs | Init +3 | Perception +3 (+5 to notice unusual stonework) | Augment 7/7 |
Spellcasting (Concentration +5):
1st level - 3/3

Feat intensive early, yes, that I can agree with.


Male Dwarf Fighter (Lore Warden) 1/Wizard (Transmuter) 1 | HP 22/22 | AC 17, T 13, FF14 | Fort +6, Ref +3, Will +4; +2 vs poison, spells, SLAs | Init +3 | Perception +3 (+5 to notice unusual stonework) | Augment 7/7 |
Spellcasting (Concentration +5):
1st level - 3/3

Really? I've always found Kineticists to be feat-lite. Point Blank Shot, Precise Shot, Weapon Focus, Weapon Finesse and Combat Reflexes if you want to use Kinetic Blade/Whip and aren't a Kinetic Knight. Otherwise, I think it's whatever feats you want - I know Extra Wild Talent is a big one that will probably take up a lot of space, but there are a lot of feat options out there.


Male Dwarf Fighter (Lore Warden) 1/Wizard (Transmuter) 1 | HP 22/22 | AC 17, T 13, FF14 | Fort +6, Ref +3, Will +4; +2 vs poison, spells, SLAs | Init +3 | Perception +3 (+5 to notice unusual stonework) | Augment 7/7 |
Spellcasting (Concentration +5):
1st level - 3/3

Hi guys! Thanks for choosing me, GM! Really think this will be a fun one!

So, this means my Craft (stonemasonry) gets 4 free ranks, which means the two Background Skill ranks I spent points on for it get moved to another background skill. Knowledge (geography) it is!

I don't have much in the way of finances available to contribute to a wand of CLW at the moment - I spent quite a bit of my starting gold negating the majority of my Arcane Spell Failure. Arcane Armor Training takes care of the rest.

I'd be down for taking some teamwork feats as we progress - Outflank and Lookout are very useful. Do we have anyone who intends to focus on ranged combat? If so, someone taking Coordinated Shot might not be a bad idea. Every little bit helps.