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Our DM is pretty loose with the rules as long as there's a good RP justification for it, and he likes to throw a lot of curveballs at us to see if we can creatively think. I've discussed some long-term goals about my character and he is willing to let me explore them, so I need the help of some better thinkers than I.

In the adventure we're in, most of the members of my party are playing entities that have been drastically altered in some way through a shift in time and dimensions. In my case, I'm a Dwarven Monk who seemingly was born in a worldwide cataclysm and sprung, fully-formed, from the earth. However, we're going to reveal this Saturday that my character is, in fact, an Earth Elemental who was trapped in a flesh body. Our characters have been sent to a hellish plane and according to the DM, we're going to be playing our true forms while we're there. So I'd like some help taking the character I have, and converting his statistics and abilities into an elemental character. Here's his stats:

NAME: Boulder the Mighty
Level 5 Dwarf Monk

STR 16
DEX 15
CON 11
INT 7
WIS 20
CHA 5

SPECIAL ABILITIES: Dwarven Racial, Monk Class
FEATS: Dodge, Mobility, Catch Off Guard, Improved Initiative, Combat Reflexes
CURRENT XP: 17,150

INITIATIVE: 6

AC: 19
TOUCH: 19
FLATFOOTED: 16

HP: 35

CMB: 7
CMD: 18

Acrobatics +6, Climb +6, Escape Artist +7, Intimidate +1, Perception +9, Perform (Chant) +1, Stealth +7

LANGUAGES: Common (Broken), Dwarven

Everything else can be calculated with my modifier numbers and class.

--- --- ---

So what I'm looking at is a large earth elemental, or we had also discussed going medium and having the ability to summon earth to increase my mass, as an enlarge person spell. But beyond that, I have no idea which racial and class abilities to keep, which ones to lose, whether to use the Bestiary's stats or reassign my existing ones, what elemental talents I do and don't have... We've also discussed the possibility of, once we return to the regular earthly plane, me having the ability to temporarily regain my elemental form, but there should of course be some penalties for that as with a barbarian's rage.

So, does anyone have any suggestions?


Thanks so much for your help, everyone. This ought to settle things nicely. :)


Okay, so here's a related question. According to the CR, quote:

"A spellcaster who lacks a high enough ability score to cast spells that would otherwise be her due still gets the slots but must fill them with spells of lower levels."

Does this work when it comes to the bonus slots? Would I be able to use all my bonus slots at Cleric 1 to store level 1 spells? Or does this rule specifically apply to casters with low ability scores as they unlock access to higher spell levels?


Okay, I have never played any sort of caster class before but the group I just joined needed one, so I went cleric. However there's been some contention on how cleric spells work. I was wondering if someone could give me some clear confirmation on these:

1) True or false, Orisons work in the following manner: Each Orison can be cast an unlimited times per day, as long as the components are available. However, the cleric is limited in his selection of Orisons...for example, I am Level 1, so I can prep 3 Orisons to cast each day. I can cast each of those 3 as many times as I like, but I am stuck with those 3 until my next prayer session.

2) Exactly how does spell level work? My Wisdom score is 19 which, per the Cleric's Wisdom-based spells and Table 1-3, means I get 1 bonus spell each from level 1, 2, 3 and 4. Is this tied to my Cleric level? Or does it mean I get to, say, cast one level 4 spell as a level 1 Cleric?

I realize these are probably silly questions to ask and I'm marking myself clearly as a noob but I would appreciate having both answers here so that I can clearly point this out to the others in the party. Thanks in advance.