Gaming W/Jemal - FinalFantasy D&D (Going Again!)

Reveille just had a pretty bad car accident. His posting may be a bit irregular for a little while.

Also:

"GOOD NEWS!!! Not only is it NOT a suppository..."

I do not think that means what you think it means. :)

Hey, did you decide if Magic Item Compendium is okay to use? I'm doing techmage inventory...need to know what I can draw from.
 
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Boo all. Long time no see. Having made my return, I was afraid all the games I was playing in wouldbe long dead, but it looks like this one took a dive after I left anyways. Is there still room left for my return to the character list for this campain? (considering I never played yet ;) )
 

Shayuri - As I've told everyone else, ask for what you want and I'll make a decision then. I'm not going to make blanket yes or no's on the compendiums b/c they've got so much stuff in them.

Darimaus - Welcome back! We'll have to see what's going on, who's still in by tommorow and then I'll figure out

Serow - Still looking through the psionic stuff. wont' be long now.
 


With my luck Voda Vosa will come back tommorow. And my character sheet is still sloppy next to everyone elses. And I never found out what kind of armor I was supposed to have.
 

Oh foo...I apologize, Jemal. I didn't see the posts where you explained that.

My bad. Here's a short list of what I'm looking at from MIC (note that I won't be buying all of them right away):

Artificer's Monocle, 1500gp, face slot - Can use Artificer Knowledge or Detect Magic to determine magic item properties.
Cannith Goggles, 13k, face slot - In Magic of Eberron. Uses infusion slots to gain visual enhancements.
Corsair Eyepatch, 3000gp, face slot - 3/day gain See Invisible for 1 rnd, or Blind Fight for 1 min.
Gloves of Lightning, 2000gp, hand slot - Ranged touch doing 1d8+5 lightning damage, 3/day.
Dimension Stride Boots, 2000gp, feet slot - +2 Jump, 5 charges/day letting you teleport up to 60' (more charges used = farther jump).
 

Here's what I have so far, sheetwise. Suggestions, corrections, questions, etc all welcome.

[sblock=Tinkermage]Name:
Race: Human
Class/Level: Artificer 5 / Effigy Master 5
Gender: Female
Exp: 50000 -660

Desc

Strength (STR) 10
Dexterity (DEX) 16
Constitution (CON) 14
Intelligence (INT) 18
Wisdom (WIS) 10
Charisma (CHA) 14

Alignment: Neutral Good
AC: 13
Hit Points: 5d6+5d4
Movement: 30'

Init: +3
Base Attack Bonus: +5
Melee Attack: +5
Ranged Attack: +8
Fort: +4
Reflex: +5
Will: +8

Race Abilities
Bonus feat
Bonus skills

Class Abilities:
Artificer Knowledge (Detect Magic on DC15 Int+Art lvl check)
Artisan bonus (+2 UMD checks if you have the creation feat)
Bonus Feats
Craft Reserve 20/40/60/80/100
Disable traps (as Trapfinding)
Item Creation
- Scribe Scroll
- Brew Potion
- Craft Wondrous Item
- Craft Homonculus
- Craft Magic Arms/Armor
Retain Essence
Craft Effigy
Improve Effigy (100gpxHD, 1 day to add +2 saves, attacks, damage to effigy)
Effigy Link (Sense status of effigy and Scry on effigy, gain +1 saves/CL checks when effigy is within

5', takes 1 hour)

Skills: 97
Concentration +6 (4 ranks + 2 Con)
Craft: Metalwork +15 (10 ranks +5 Int)
Craft: Woodwork +15 (10 ranks +5 Int)
Craft: Alchemy +15 (10 ranks +5 Int)
Disable Device +18 (13 ranks +5 Int)
Knowledge: Arcana +10 (5 ranks +5 Int)
Knowledge: Engineering +10 (5 ranks +5 Int)
Open Lock +13 (11 ranks +2 Dex)
Search +16 (11 ranks +5 Int)
Spellcraft +10 (5 ranks + 5 Int)
Use Magic Device +15 (13 ranks +2 Cha)

Feats
1 - Point Blank Shot
1 - Precise Shot
3 - Craft Construct
4 - Bonus feat: Ext Artisan: Craft Construct - reduces gp cost 25%
6 - Attune Magic Weapon
9 - Legendary Artisan: Craft Construct - reduces exp cost 25%

Languages - Common, Gnome, Dwarf, Giant

Infusions: (Artificer CL 9, Base DC 14)
1 - 5/5, 2 - 4/4, 3 - 4/4, 4 - 3/3

Infusion List
1 - Ablative Armor, Armor Enhancement Lesser (10gp), Energy Alteration (1rnd, 50gp), Enhancement Alteration (1rnd), Identify, Indisputable Possession, Inflict Light Damage (1std), Light, Magic Stone, Magic Vestment, Magic Weapon, Metamagic Scroll, Pending Potion, Repair Light Damage (1std), Resistance Item (1rnd, +3), Shield of Faith, Skill Enhancement, Spell Storing Item, Weapon Augmentation Personal

2 - Align Weapon, Armor Enhancement (50gp), Bear's Endurance, Bull's Strength, Cat's Grace, Chill Metal, Eagle's Splendor, Elemental Prod, Fox's Cunning, Heat Metal, Inflict Moderate Damage (1std), Lucky Blade, Owl's Wisdom, Reinforce Construct (1std), Repair Moderate Damage, Suppress Dragonmark, Toughen Construct (1std), Weapon Augmentation Lesser (20gp)

3 - Adamantine Weapon, Armor Enhancement Greater (100gp), Blast Rod, Construct Energy Ward (1 rnd), Inflict Serious Damage (1std), Lucky Cape, Magic Weapon Greater, Metamagic Item (1rnd), Power Surge (1std, 5xspl lvl xp), Repair Serious Damage, Spell Snare, Stone Construct, Suppress Requirement

4 - Censure Elemental, Concurrent Infusion, Construct Energy Ward Greater (1rnd), Globe of Invulnerability lesser, Inflict Critical Damage, Item Alteration (1rnd), Iron Construct (1rnd), Minor Creation, Repair Critical Damage, Rusting Grasp, Shield of Faith legions, Weapon Augmentation (100gp)

Money - 21k

Weapons - Mecha Crossbow (maybe kind of like a repeating crossbow, only has the stats of a Light crossbow...steampowered :))


Armour - Techmagic bracer that can form into shields, or block attacks perhaps...


Gear -


Magic -


Background:
None

Effigies/Homunculi:

BILLY
Effigy GRAY RENDER
Large Construct
Hit Dice: 10d10+30 (85 hp)
Initiative: -1
Speed: 30 ft. (6 squares)
Armor Class: 20 (–1 size, -1 Dex, +12 natural), touch 8, flat-footed 20
Base Attack/Grapple: +7/+19
Attack: Bite +16 melee (2d6+10)
Full Attack: Bite +16 melee (2d6+10); 2 claws +11 melee (1d6+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, rend 2d6+14
Special Qualities: Darkvision 60 ft., low-light vision, DR 5/adamantine, construct traits
Saves: Fort +5, Ref +4, Will +5
Abilities: Str 27, Dex 8, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Cost: 13,500 + 600exp

EYESPY
Effigy BAT
Tiny Construct
Hit Dice: 1d10 (5 hp)
Initiative: +1
Speed: 5 ft (1 square), fly 40 ft. (good)
Armor Class: 15 (+2 size, +1 Dex +2 natural), touch 13, flat-footed 14
Base Attack/Grapple: +0/–11
Attack: Slam +1 (1d2)
Space/Reach: 1 ft./0 ft.
Special Attacks: —
Special Qualities: Construct Traits, Darkvision 60', low-light vision, DR 1/adamantine, Effigy Link
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 5, Dex 13, Con -, Int -, Wis 11, Cha 1
Skills: Hide +8,
Feats: -
Cost: 1225 + 60[/sblock]
 


Serow - Empathic Feedback works for me. Char. looks Good to go.

Greenstar - We'll see.

Shayuri - I like it so far. I'm gonna have to read through all the infusions and see what they do.

ALL - For those of you who don't have your weapon/armour yet, I'm workin on them and will have them ready for you by the time we're ready to start.

So far, Here's what I have for weapons/armour:
Caros:
Katana (Powers TBA) MW Bokken for now
Vest: +5 vest

Arkhandus:
Main hand Weapon(Offensive): +2 Keen Katana
Off hand Weapon(defensive): +2 Defending Wakizash (provides +2 ac when dual wielding)

Tailspinner:
2-handed weapon(Offensive): +2 Seeking Longbow of Precision(Provides Precise shot feat)
Babydoll Dress(Defensive): +2 Glammered Dress of Innocence(Any being you are not actively being hostile towards must make a DC 20 Will save to attack you)

Shayuri:
Weapon: Mechanized Crossbow(Gun perhaps?)
Armour: forcefield/Shield bracers

Serow:
Weapon: Scythe
Armour: Heavy Armour (?Plate mail perhaps?)

All others:
as far as I can tell, the rest of you still need to pick a type of offensive and defensive item. Also, I need to know if you'd like your item themes to focus more on offense, defense, a balance, or something else? (Healing, buffing, special abilities/magic?)
 


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