Iron Kingdoms Game (OOC)


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Than I would like to be a gobber gun mage.

However, that leads to some very minor (major?) points. Can some one send the stats/writeups on both the gobber and the gun mage?

My e-mail is daddy.voodoo at gmail.com. I work in downtown DC. So if you e-mail me we might be able to figure something out.
 

Gobber traits

Ability Adjustments: Dexterity +2, Strength -2
+1 racial bonus to saves against poison
+2 racial bonus on Craft (alchemy), Escape Artist, and Move Silently checks

Movement: Small creature, base speed 20 ft.

Sight: Low-light vision

Automatic Class Skills: Craft (alchemy) and Hide

Camouflage: Gobbers can blend into their surroundings by subtle changes in skin color. This grants them a +4 maximum bonus to Hide checks, depending on how much of their skin is covered (+1 for 75 percent covered, +2 for half-covered, +3 for 25 percent covered, +4 for virtually nude).

Favored Class: Rogue

Base Height:
Male 2'8", Female 2'7: (+2d4 in.)

Base Weight: Male 30 lbs, Female 27 lbs. (+ height mod. X 1 lb.)

Automatic Languages: Cygnaran (spoken), Molgur (gobber dialect)

Bonus Languages: Cygnaran (written), Khadoran, Ordic
 


Karl Green said:
I will have my guy up tonight... how much Money are we starting with?
Standard for 4th level characters. I don't have the DMG with me right and I don't remember off the top of my head.

Any magic item purchase has to be run by me fist, with some exceptions. If you are a spell caster that can make his or her own scrolls/potions, remember that all non-mechanikal magic items cost %150 of the DMG price in gold and XP.
 



I still have some cash to spend and I am thinking about some medical patches from Iron Kingdom BUT the basics of the character - for GM approval :) I might change a skill or two around but for right now I think I am happy

As you might have guessed I changed to a War-Bard as after some thought I thought that class might work a bit better.

Next Question - how do we determine Hit Points

Treal de'Quell

Treal is a young human male, born in the Protectorate of Menoth, who at a young age recognizing his talent toward sorcery. A bit of a rebel even before these 'witch-cursed' abilities manifested, he fled his homeland country to escape the inevitable persecution of his heritage. He did not want to get burned at the stake of course!

Treal fled into Cygnar and was quickly recognized for his potential as a War-Bard. Attending a year at the Strategic Academy, Treal gained work as a soldier and mercenary and sent north. Using hardy song, ballets and mystical powers, along with the occasional strategic well-placed shot from his pistols, Treal has earned some praise in the military structure.

Treal is a bit tall and lanky, with light red hair and blue eyes. He of course wears a dark greatcoat and carries a couple different pistols. He tends to only use his magic when he has to or when no one is looking, due to the general weariness of people towards sorcerers.

4-th level War-Bard
Human (Sulese), Male
Age: 19
Height: 5' 10"
Weight: 167 lbs
Hair: Red
Eyes: Blue-Green

STR: 10 [2pt]
DEX: 14 (+2) [6pt]
CON: 14 (+2) [6pt]
INT: 14 (+2) [6pt]
WIS: 12 (+1) [4pt]
CHA: 16 (+3) [8pt +1 for 4th level]

Hit Points: 26 (4d6+8)
Armor Class: 17 (10 +dex +chain +greatcoat), Touch 12, Flat 15
Initiative: +2
Move: 30ft
ALN: CG

Fortitude +3
Reflex +6
Willpower +5

BAB/Grapple: +3/+3
Melee +3, Ranged +5
Attack: melee +4 (rapier 1d6, crit 18-20)
ranged +7 (masterwork accurate military pistol 2d6, crit 19-20/x3, range 80ft, reload 1S craft DC8)
with Precision shot rounds: ranged +8

SKILLS (36 +9+9+9)
Concentration (con) +7 [5 ranks]
Craft: Small Arms (int) +7 [5 ranks]
Decipher Script (int) +7 [5 ranks]
Diplomacy (cha) +10 [5 ranks, +2 Sulese]
Gather Information (cha) +11 [6 ranks, +2 synergy]
Knowledge: Arcane (int) +7 [5 ranks]
Knowledge: History (int) +7 [5 ranks]
Knowledge: Local (int) +7 [5 ranks]
Knowledge: Nature (int) +7 [5 ranks]
Knowldege: Religion (int) +6 [2 ranks, +2 Sulese]
Perform (cha) +10 [7 ranks]
Spellcraft (int) +9 [5 ranks, +2 synergy]
Use Magical Device (cha) +7 [5 ranks, +2 with scrolls]

Languages:
Cygnaron, Caspian, Khodoran

FEATS
Exotic Weapon Proficiency: Small Arms
Research
Tall Tales

CLASS FEATURES
Weapon and Armor Proficiency - all simple weapons, plus longswords, rapier, sap, short sword, shortbow, and whip. Light armor and shields (can wear light armor without spell casting failure do to somatic components)
Bardic Knowledge (+12 [+2 synergy, +4 from Tall Tales])
Bardic Music (4/day)
* Countersong - counter magical effects that depend on sound
* Fascinate - up to Two creatures within 90ft
* Inspire Courage (+1) -inspire allies who hear him after 1-rd and up to 5-rd after he stops. Adds +1 moral rolls, attack and damage
* Inspire Competence - allies within 30ft gain +2 competency bonus on skill checks as long as they hear him
Spellcasting Spells Per Day - 0-lvl: three, 1st-lvl: three; 2nd-lvl: one
Known Spells: 0-lvl: Detect Magic, Light, Mage Hand, Message, Prestidigitation, Summon Instrument; 1st-lvl: Alarm, Cure Light Wounds, Grease; 2nd-lvl: Mirror Image, Sonic Weapon

EQUIPMENT
Combat Load
Masterwork lesser-Serricsteel Mail Shirt [AC+4, MDB+4, ACP -1, Wt 5lbs] (850gp)
Greatcoat [AC bonus +1, MDB -, ACP -0, Wt 5lbs] (25gp)
Masterwork Rapier [2lb] (320gp)
two Masterwork Accuracy Light weight Military Pistol [3.3 lbs each] (2040gp)
two Holsters (8gp) [1/2 lb each]
12 normal Basic ammunition (96gp) [1.2lbs], 12 Precision ammunition (156gp) [1.2lbs]
two Ammunition Bandoliers (2sp) [1lb each]
Ascendant talisman (5sp) [1/2lb]
Goggles (4gp) [1lb]
Collapsing Spyglass (35gp) [1lb]
Pocket Watch (150gp) [1/2lb]
two Coben's Wound Closers (60gp) [1/2lb]
Flintstikers (6pg)
Encumbrance Combat Load - 27.5 lbs

Extra Gear
40 normal Basic ammunition (320gp) [4lbs], 20 Precision ammunition (260) [2lbs]
Gunner's Kit (100gp) [15lbs]
Backpack (2gp) [2lbs]
Bedroll (1sp) [5lbs]
Map case (1gp) [1/2lb]
Ink (1 vial) and 4 Inkpen (8gp, 4sp)
10 sheets of Paper (4gp)
10 days of Trail Ration (5gp) [10lbs]
2 Corben's Invigorating Elixir (360gp)
4 Corben's Wound Closer (120gp)
5 Cure-All Cream (100gp)

Spent Coin - 5,035gp 2sp
 
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Thanks for submitting the character, Karl! At first glance he looks good, although I have a few comments.

1) HP are calculated as follows: Full hit point at 1st level, of course, after that halve the hit die and add 1 if your hit die is d4 or d6, and 2 if it is is d8, d10 or d12.

2) You need to pick an ethnicity. I'm guessing from your background it will be Sulese, which means you get a +2 racial bonus on Diplomacy and Knowledge (religion) checks. It would also dictate your bonus languages.

3) I don't like the "Legends & Lore" mechanic presented in MN1 (although I haven't read the updated one yet and don't know if anything has changed), and would prefer not to use it. I think it's a clunky mechanic and I don't like adding a new skill "Creature Lore" to the skill list. I already think there are too few skill points to spend.
I think the Research feat from the Eberron Campaign Setting is a better approach to this issue. If you have the book take a look at it, if not, I'll be happy to fill you in. If you like you can switch out your Tall Tales feat for that.
I would suggest taking your ranks in Creature Lore, and spreading it out a bit among other Knowledge skill that help you gain information about monsters (dungeoneering, nature, or religion). You don't have to worry about Knowledge (the planes) because there basically are none and very few outsiders.

4) Here's something interesting I hadn't thought about. Well, first of all, the 1st level bard spell is Cure Light Wounds, not Cure Minor Wounds. But what I'm getting at, is that your Cure spell is an arcane spell, not a divine one, which means it doesn't fall under the "Pain of Healing" mechanic from the IK. Interesting, I had never thought of that :)

5) BTW, I'm house ruling that you can sub in Use Magic Device for Craft (mechanika) for the purporse of activating any mechanikal device. It can't be used to replace empty/burned out accumulators or rune plates.

So what do you think? Any comments?
 

Branding Opportunity said:
3) I don't like the "Legends & Lore" mechanic presented in MN1 (although I haven't read the updated one yet and don't know if anything has changed), and would prefer not to use it. I think it's a clunky mechanic and I don't like adding a new skill "Creature Lore" to the skill list. I already think there are too few skill points to spend.
I think the Research feat from the Eberron Campaign Setting is a better approach to this issue. If you have the book take a look at it, if not, I'll be happy to fill you in. If you like you can switch out your Tall Tales feat for that.

Hmm, I really like the L&L mechanic in Monsternomicon. I thought it was pretty slick how they gave increasing DC's for every creature. I thought the feats made it a nice and complete system.

Than I would like to be a gobber gun mage.

Hmm, interesting choice. I was thinking about a gobber too but that's a lot of gobbers in one group. :D What's everyone else playing?
 

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