Scrapwall Fanatic

*Rolan's page

24 posts. Alias of Vrog Skyreaver.


RSS


Sure, let me grab some links right fast.

Lexi, Artur, and Jun Valanthe.

As far as my stats go, they are correct as far as I can tell. If you'd like me to break them down I can.


I got his backstory added to his alias.


Here is Vrog's submission. I'm still writing his backstory, but his build is done!


HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7

Was a blast! thanks for posting it!


HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7

Rolan will again use Misty Step to teleport away from the crazy worm thing, then he will cast unload some more Eldritch Blasts.

Attack Rolls: 1d20 + 10 ⇒ (7) + 10 = 171d20 + 10 ⇒ (7) + 10 = 171d20 + 10 ⇒ (15) + 10 = 25
Damage Rolls: 1d10 + 5 ⇒ (6) + 5 = 111d10 + 5 ⇒ (4) + 5 = 91d10 + 5 ⇒ (5) + 5 = 10


HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7

Rolan rains more Eldritch energy onto the creature, hoping that it will be enough.

Eldritch Blast: 1d20 + 10 ⇒ (6) + 10 = 161d20 + 10 ⇒ (6) + 10 = 161d20 + 10 ⇒ (2) + 10 = 12
Damage Rolls: 1d10 + 5 ⇒ (6) + 5 = 111d10 + 5 ⇒ (10) + 5 = 151d10 + 5 ⇒ (4) + 5 = 9


HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7

Rolan continues to throw Eldritch Blasts at the creature.

Attack Rolls: 1d20 + 10 ⇒ (12) + 10 = 221d20 + 10 ⇒ (6) + 10 = 161d20 + 10 ⇒ (16) + 10 = 26
Damage Rolls: 1d10 + 5 ⇒ (2) + 5 = 71d10 + 5 ⇒ (10) + 5 = 151d10 + 5 ⇒ (9) + 5 = 14


HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7

Rolan will fire off more Eldritch Blasts.

Attack Rolls: 1d20 + 10 ⇒ (8) + 10 = 181d20 + 10 ⇒ (7) + 10 = 171d20 + 10 ⇒ (7) + 10 = 17
Damage Rolls: 1d10 + 5 ⇒ (3) + 5 = 81d10 + 5 ⇒ (6) + 5 = 111d10 + 5 ⇒ (5) + 5 = 10


HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7

Safe for the moment outside of the reach of the creature, Rolan begins chanting and as he finishes his spell, crackling black lightning courses through it's body, ripping at it's lifeforce.

Con Save DC 20 vs. Finger of Death or take: 7d8 + 30 ⇒ (5, 6, 1, 3, 5, 2, 8) + 30 = 60 Necrotic damage, or half on a successful save.


HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7

Okay, I'm back now. Sorry about the delay. Let's finish up the boss fight!


HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7

Posting this to all my games: Sorry for the lack of posting. For the second time this year, I got the flu, and the internet is out at my house right now (where it has been for the last two days). It should hopefully be resolved by Monday, and if not I'm going to switch ISPs. Please feel free to bot me until I am back up and running, and if I am running your game, I haven't forgotten about you!


HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7

Backpedaling as the Dragon comes swooping in, then reeling under the onslaught of the mighty Wyrm, Rolan is clearly not having a great day. Steadying himself, Rolan will disappear in a flash of light and reappear a short distance away. He will then unload more Eldritch Blasts on the Dragon.

Attack Rolls: 1d20 + 10 ⇒ (4) + 10 = 141d20 + 10 ⇒ (18) + 10 = 281d20 + 10 ⇒ (11) + 10 = 21
Damage Rolls: 1d10 + 5 ⇒ (6) + 5 = 111d10 + 5 ⇒ (10) + 5 = 151d10 + 5 ⇒ (5) + 5 = 10

I am casting Misty Step as a bonus action to teleport 30' (I already moved myself).


HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7

Rolan moves up and hits the White Dragon with his Eldritch Blast.

Attack Rolls: 1d20 + 10 ⇒ (3) + 10 = 131d20 + 10 ⇒ (7) + 10 = 171d20 + 10 ⇒ (1) + 10 = 11
Damage Rolls: 1d10 + 4 ⇒ (10) + 4 = 141d10 + 4 ⇒ (5) + 4 = 91d10 + 4 ⇒ (8) + 4 = 12


HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7

Rolan will try to just open the door.


HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7

It sounds like we can see through the door, so does it appear to be barred on the other side?


Here is Vrog's Warlock.


HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7

Indeed.


HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7

I am still here.


HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7

Sense Motive: 1d20 ⇒ 16

Lysander will approach one of the men from the group that was stopped and say to him "Excuse me sir, could I see your papers please?" he smiles politely as if he is just doing a routine stop.


HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7

lol. I wanted to take a curse that is actually meaningful, and deaf is a pretty good one.


HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7

Earlier:

Lysander picks a bunk, drops his pack, and then returns. He will move into position with the others and then as he is deaf he fails to respond to Inspectress Saxby's query.

Now:

Lysander picks a spot where he can watch the crowd and react if needed.


HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7

Lysander spends the evening reading a book on the history of airships. Though he is deaf, that does not prevent him from enjoying a good book....or being able to read lips.

After turning in early, Lysander is up early and makes his way towards the meeting point with Inspectress Saxby.


HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7

The young Elven man cut a dashing figure in his white suit, black shirt and shoes, a matching white tie, and a jaunty hat to complete the ensemble.

Scanning the ship itself, he spent his time looking for traces of arcane rituals or preparations both beneficial and dire.

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


HP/SP 51/45 | EAC/KAC 24/24 | Init +2 | Fort: +4; Ref: +5; Will +7

I'll get an alt up shortly.

EDIT: and here it is.

Classes/Levels

Wizard (Metal) 1; HP 10; AC 11 (T 11, FF 10); Init +1; Fort +4, Ref +1, Will +3; Per +1

About Urre Burdina

Male Dwarf Metal Wizard 1
Chaotic Good Medium humanoid (dwarf)
Favored Class Wizard
Initiative +1; Senses Perception +1, 60 ft. darkvision
-------
AC 11, touch 11, flat-footed 10
HP 10 (6+1x3 Con +1x1 favored class)
Fort +4 (+0 base +3 Con +1 trait), Ref +1 (+1 Dex), Will +3 (+2 base +1 Wis)

Defensive Abilities
Hardy: Dwarves gain a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
-------
Speed 20 ft/x4
Mountaineer: Mountain dwarves are skilled at climbing and navigating narrow ledges. Dwarves with this racial trait are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks to cross narrow or slippery surfaces. This racial trait replaces stability.
Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Rock Stepper: Dwarves with this racial trait can skillfully negotiate rocky terrain. They can ignore difficult terrain created by rubble, broken ground, or steep stairs when they take a 5-foot step. This racial trait replaces stonecunning.

Melee
Warhammer +1 (1d8+3) Bludgeoning x3
Heavy Pick +1 (1d6+3) Piercing x4

Offensive Abilities
Giant Hunter: Dwarves with this racial trait gain a +1 bonus on attack rolls against humanoids with the giant subtype. Furthermore, they gain a +2 bonus on Survival checks to find and follow tracks made by humanoids with the giant subtype. This racial trait replaces the hatred racial trait
-------
Str 12, Dex 13, Con 16, Int 16, Wis 12, Cha 8
BAB +0, CMB +1, CMD 12 (+0 BAB +1 Str +1 Dex)

FEATS
Armor/Shield Proficiencies (None) – Wizard
Weapon Proficiencies (club, dagger, heavy crossbow, light crossbow, quarterstaff, battleaxes, heavy picks, warhammers) – Wizard, Dwarf
Scribe Scroll – 1st
Skill Focus (Use Magic Device) – 1st

TRAITS
Resilient: Growing up in a poor neighborhood or in the unforgiving wilds often forced you to subsist on food and water from doubtful sources. You've built up your mettle as a result, and gain a +1 trait bonus on Fortitude saves.
Artifact Hunter: You’ve always had an interest in magic, but you’re fascinated with those legendary magic items known as artifacts. You’ve spent years researching these mythical relics and committed the stories and legends about them to memory, making you something of an expert on the subject. You gain a +1 trait bonus on Spellcraft checks to identify the properties of magic items and a +1 trait bonus on Use Magic Device checks, and one of these skills (UMD) becomes a class skill for you. In addition, whenever you first encounter an artifact, there is a 50% chance (+1% per level) that you recognize the artifact and know its name, origin, and something of that artifact’s powers, abilities, or dangers. Exactly how much knowledge you possess is left to the GM’s discretion.

EXTRAORDINARY & SUPERNATURAL ABILITIES
Iron Skin (Su): You gain a +2 armor bonus to your Armor Class for 10 minutes; this bonus increases by +1 for every 5 caster levels (maximum +6 at 20th level). You can use this ability a number of times per day equal to 3 + your Intelligence bonus.

SPELLS & SPELL-LIKE ABILITIES
Spell-casting
DC = 13 + spell level
Spells per Day: 0th – 3, 1st – 2+1 school

Metal Magic: Whenever you cast a spell that deals hit point damage, you deal extra damage to creatures made of metal or wearing medium or heavy metal armor. Affected creatures take additional damage equal to 1/2 your wizard level. This bonus damage is not increased by Empower Spell or similar effects. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. The damage is of the same type as the spell.

School: Metal; Opposition:Fire
Spells in Spellbook
0th–level (3 at-will): All, Mending (school)
1st-level (2+1* per day): Expeditious Excavation, Gravity Bow*, Grease, Mage Armor, Magic Weapon*, Shocking Grasp*

SKILLS
5 ranks = (1x2 +3 Int)
(1) Handle Animal +0
(1) Profession (Prospector) +7
(1) Knowledge (history) +7 (+2 if dwarf and/or enemy related)
(1) Spellcraft +7 (+8 to ID magic items)
(0) Survival +4 (+6 to track giants)
(1) Use Magic Device +7

Lorekeeper: Dwarves with this racial trait receive a +2 racial bonus on Knowledge (history) checks that pertain to dwarves or their enemies. They can make such skill checks untrained. This racial trait replaces greed.

Languages Common, Dwarven, Giant, Draconic, Orc

EQUIPMENT
Worn
(free) Explorer’s Outfit – 8 lb.
(12 gp) Warhammer – 5 lb.
(8 gp) Heavy Pick - 6 lb.
(-) Spell component pouch – 2 lb.
(-) Spell book – 3 lb.

Mule
(21 gp) Wizard’s Kit - This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin.
(2 gp) Shovel
(20 gp?) Prospector’s Kit – Varied equipment used in prospecting (gold pans, etc)
(1 gp) 50 ft rope
(13 gp) Mule w/ pack saddle
(50 gp) Potion of cure light wounds
(0.5 gp) Flask of whiskey
(0.5 gp) Box of cigars

Current Worn Load 24 lb. Light load
Currency 23 gp
Carrying Capacity Medium Load = 44–86 lbs.
==============================================
DESCRIPTION
Age 64 Height 4-ft, 2-in Weight 185 lb.
Hair brown Eyes grey

Urre is an average sized dwarf with brown hair and a full, bushy beard. Aside from the beard, though, he doesn’t look like a typical wizard. He doesn’t dress up in flashy robes or bizarre hats. His typical attire is a pair of dungarees, a worn leather jacket, and a wide brimmed duster. His spell book looks more like an expedition journal than a tome of arcane knowledge. When casting a spell, he waves around his pick, not some flimsy staff. In fact, he normally carries it in his hand, using it as sort of a makeshift cane. He generally has a cigar butt sticking out of the side of his mouth. Sometimes it’s lit, but often he just likes to chew on them. Helps him think, or so he says.

PERSONALITY
Urre’s personality leans towards gruff, especially with strangers. He’s spent a lot of time on his own in the wilderness, and doesn’t like being constrained by social conventions. He does like to live it up, though, on those occasions he is back in civilized territory for resupply.

Two tenets govern the basic philosophy of his exploration: 1) dwarven artifacts belong in dwarven hands, and 2) anyone who believes differently is a culture thief and enemy of his people. He has gone out of his way several times to recover artifacts that others have obtained through circumstances he deemed inappropriate.

BOK the GOAT
Bok is a smallish billy goat with a brown and white coat and 2 inch horns. He is a curious and troublesome critter, even for a goat. He often gets into other’s belongings, climbs up on things, and just generally makes a nuisance of himself. Somewhere along the way, he picked up a light tin chain that he wears around his neck. The chain has a small medallion with a picture of a dryad engraved on it. Urre has no idea where this chain came from, but Bok gets very upset if anyone tries to take it. To strangers, Urre and Bok appear to have a cantankerous relationship. But their bond is very strong, and Urre cannot imagine adventuring without him.

BOK the GOAT Stats:

N Small animal
Init +1; Senses low-light vision; Perception +0
==DEFENSE==
AC 14, touch 13, flat-footed 13 (+2 Dex, +1 size, +1 natural)
hp 6 (HD: 1)
Fort +3, Ref +3, Will +2
==OFFENSE==
Speed 30 ft.
Melee gore +2 melee (1d4+1)
==STATISTICS==
Str 12, Dex 13, Con 12, Int 6, Wis 11, Cha 5
Base Atk +0; CMB +0; CMD 11 (15 vs trip)
Feats Nimble Moves (move 5ft through difficult terrain as normal, can 5-ft step through difficult terrain)
Skills Acrobatics +1 (+5 when jumping); Climb +5; Survival +0 (+4 to find food)
Special Ability +3 Survival (must be within 1 mile of master)
Class Skills: Acrobatics and climb are class skills.
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat (+2 Perception and +2 Sense Motive).
Share Spells: The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

BACKGROUND
Urre was born and raised in the Sky Citadel of Janderhoff, at the tip of the Mindspin Mountains in southeastern Varisia. His family was not originally from Janderhoff. They arrived many generations ago in a group of refugees from the fallen Sky Citadel of Koldukar (currently known as the orc city of Urgir, in the Hold of Belzken). Urre’s family has never forgotten their roots, and they keep the customs and memories of their home Sky Citadel alive through each successive generation. It is the family’s deepest hope that one day, the dwarfs will be able to drive the filthy orcs from the city and reclaim their rightful homeland.

This underlying dream has influenced Urre’s upbringing in many ways. Early on, Urre exhibited a talent for the arcane arts. He studied under some of the top wizards in the Sky Citadel, and although he was quite capable of harnessing his natural abilities, his real talent was with artifacts of arcane power.

Urre recently left the confines of Janderhoff. He has determined to explore some of the old trade routes between there and Koldukar. Though not the repositories of ancient lore the Sky Citadel would be, there are plenty of lost waystations and supply caches along the route that could yield useful tidbits of dwarven lore.

The dwarves aren’t the only people working to collect ancient artifacts. Harrigan Kale (human ranger) works in the same general area as Urre. He collects items and sells them to wealthy collectors in Cheliax. Urre views him as little more than a grave robber and culture thief. They have come to blows on more than one occasion.

In order to disguise his activities from those like Harrigan, Urre has adopted the cover story of being a lowly prospector, searching the foothills for the next big gold vein. This allows him to wander the wilderness without raising a lot of suspicion. It often leads to its own set of complications, though. Simon Plurg (half-orc rogue) is a lazy slug of a man. He took notice of Urre one day when he was in town buying supplies. He believes the dwarf has actually found a strike, and often trails Urre on his wanderings. Plurg plans to ambush the dwarf and claim the strike for his own. He has even gone as far as sabotaging Urre’s gear and campsite on occasion. He’s not overtly opposed the dwarf at this point, but it’s only a matter of time.

Urre does have a few friends. “Rotter” Bill (halfling oracle) owns a farm off in the foothills outside of Trunau. It is tucked back in a deep valley, and so is generally overlooked by the orc hordes in the area. Rotter has allowed Urre to camp out on his farm, resupply from his wells, and has given Urre lots of tips on possible artifact sites in the area. In fact Bok, Urre’s goat familiar, came from Rotter’s farm.

Urre also receives a lot of tips from a source unknown to him. Hofu Kitabu (dwarf wizard) is a mage and instructor in Janderhoff Sky Citadel. His family is also originally from Koldukar, and has studied the geography and customs of their ancestral home. He is a very timid man, however, and would never attempt to leave the safety of Janderhoff. He greatly admires Urre’s bravery, and does what he can to assist Urre in his quest. He often sends Urre anonymous packages that include his research on likely hot spots for artifacts. He uses his magic to keep track of Urre’s whereabouts and activities, and will direct information to places where Urre is likely to pick it up.