[RERECRUITING] Clockwork, Steam & Sorcery

Okay, here's a basic concept, stats and all

Name: Dorian Veckt
Alignment: Neutral good
Class/level: Fighter/1
Race: Human
Height: 6'3"
Weight: 215 lbs
Age: 22
Hair: Red
Eyes: Green
HP: 11
BAB: +1

STR: 14 (+2)
CON: 13 (+1)
DEX: 13 (+1)
INT: 14 (+2)
WIS: 12 (+1)
CHA: 10 (0)

Saves:
Will: +1
Fortitiude: +3
Reflex: +1

Feats:
Skill focus (Craft/weaponsmith)
Weapon focus (Dwarven waraxe) (class bonus)
Skill focus (alchemy)(race bonus)

Skills:
Craft (weaponsmith) 4/+8
Knowledge (metalurgy) 2/+4
Alchemy 2/+6
Knowledge (enchantment) 2/+4
Craft (armourer) 4/+6

Major: Alchemical metalurgy
Thesis: "Stronger than Steel, Improving Metals by Introducing Magical/Alchemical Substances"

Equipment:
Dwarven waraxe
Warhammer
Masterwork weaponsmith tools
Scale armor
Artisans & explorers outfits
Backpack
Bedroll
4 days rations
2 waterskins
Bullseye lantern
2 pints oil
63 gold, 7 silver, for now.
 
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Seonaid said:
Heh, someone who can take and deliver smart blows would be useful. But then, I'm all for making whatever type of character feels good at the time, and not so much about "would I fit well in this party" characters . . . :)
I just like to help round out a party if I can.

So there's a lack of Ftr/Rog/Clr types. But from what I gather, this is a more RP and cerebral type of game. I'm not sure what reason a Ftr would have for going to post secondary.

I'm leaning to Clr or Wiz at the moment anyway, I was just curious about the group dynamic.

*Turns thinking cap to "Character Ideas"*
 

Ok, I'm gonna make a human conjurer.

Thesis: "Beyond steam and smoke: the use of extraplanar entities as a renewable resource".

Major: Planar Theories.

I'll start him tonight if I can, should be posted to the RG by tomorrow at some point. It's still 1st level, 28 point buy right?
 
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ShortAssassin said:
Ok, I'm gonna make a human conjurer.

Thesis: "Beyond steam and smoke: the use of extraplanar entities as a renewable resource".

Major: Planar Theories.

I'll start him tonight if I can, should be posted to the RG by tomorrow at some point. It's still 1st level, 28 point buy right?
A cool concept to do with a conjurer is to have a set group od monsters to call and when you find new armor and weapons that they would be able to use. give them to them the next time they are summoned. that way they "upgrade" you might even go as far as to keep track of their exp erned so that it they raise in level.
Allk assuming the DM allows it.
 

Glad to see there's some interest! As was said, there are currently three active PCs: Forge the Dwarven Enchanter, Froud the Gnomish Mechanist and Miriah the Human Abjurer.

Cepter: Your character looks good from my quick browse through. Yes, we are using maximum starting money so feel free to start buying your equipment.

ShortAssassin: Correct, you'll be starting at 1st level and we're using 28 point buy. Character concept looks good as well.

Argent Silvermage said:
A cool concept to do with a conjurer is to have a set group od monsters to call and when you find new armor and weapons that they would be able to use. give them to them the next time they are summoned. that way they "upgrade" you might even go as far as to keep track of their exp erned so that it they raise in level.
Allk assuming the DM allows it.

I'm not so sure that tactic goes by the standard interpretation of the rules, I'll have to think about it. I thought that any items the creature picked up while summoned stayed on the material plane when the summon expired and the creature was sent back wherever it came from?

Of course, I'm flexible, so if you really want to do this I'll think about it a bit and get back to you. Also, we could also use the variant specialist rules in Unearthed Arcana or the variant summoning rules in the DMG, if you think that would fit your character better.
 

loxmyth said:
Of course, I'm flexible, so if you really want to do this I'll think about it a bit and get back to you. Also, we could also use the variant specialist rules in Unearthed Arcana or the variant summoning rules in the DMG, if you think that would fit your character better.
I'm unfamiliar with the UA variant. What's the gist of it?
 

ShortAssassin said:
I'm unfamiliar with the UA variant. What's the gist of it?

Basically, you can give up any or all of three features a specialist wizard normally gets access to different features. The three things to give up are always access to a familiar, the wizard bonus feats and/or the specialists additional spells per day.

For example, the Conjurer can:
- give up a familiar to get Rapid Summoning (ex), which reduces summoning time from 1 full round to 1 standard action.

- Give up the feats to switch Scribe scroll to Augmented Summoning feat; at 5th level you add 2 to the DC to dispel your summoned creatures, and 4 at 15th; at 10th level, your summoned creatures gain an additional +2 to strength and constitution, this bonus increases to +4 at 20th level and are stackable with the bonuses from Augmented summoning.

- Give up additional spells per day to be able to spontaneously cast summon monster spells, similar to the way the Cleric can spontaneously cast cures. The only difference is that you can only cast a lower level summon. So if you give up a fourth level spot, you are only able to cast summon III or lower.

Hope that makes sense.
 


Huh. That's food for thought. My character is done stats wise, I just have to come up with a background and stuff. I'll try to get that done and posted today. I'm not sure if I'll take the UA version or not.
 


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