Kargin [ Character Details ]
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Shop (V’Ral) 1 Elemental Forge 1 Manacite Refiner 1 Artificer/Ancient Laboratory 12 Humonculus Forgers 1 Manacite Golem 1 High Anvil of the Dwarves Encyclopedia Magica Volume 1, Page 51 1 Hammer of the Magesmith AaEG 109 1 Master Weaponsmith’s Hammer Link -
Cube Bandolier Empty Cube Count 51 Cube List (Full Charge) Quantity Spell Level Caster Level Cube Color 20 1 1 Orange 20 2 3 Brown 20 3 5 Yellow 20 4 7 Blue 20 5 9 Pink 20 6 11 Violet 20 7 13 Maroon 20 8 15 Green 20 9 17 Beige 20 10 19 Steel 25 11 21 Rust 25 12 23 Turquoise 25 13 25 Gold 25 14 27 Bronze 25 15 29 Silver 25 16 31 Brass 25 17 33 Copper 35 18 35 Platinum 35 19 37 White 35 20 39 Blood Red -
Homunculus, Dedicated Wright [Crafting Golems]
Init: +0; Senses: low-light vision, darkvision 60’; Perception +0
Alignment: Chaotic Good
Size: Small
Level: 15DEFENSE:
AC: 22 (Base: 12, +10 Natural Armor], Touch 12, Flat-Footed 12 (+2 size)
HP: 160 hp (15d10 + 10)
Fort: +4; Ref: +2; Will: +3
Immune: Construct TraitsOFFENSE:
Speed: 10’
Melee: Hammer +4 (1d6+1)
Space: 2 1/2 ft.; Reach: 0 ft.STATISTICS:
Str: 18 (Base 12, +4 size, +2 Improved Homunculus Ability)
Dex: 11 (Base 11, -2 size, +2 Improved Homunculus Ability)
Con: –
Int: 10
Wis: 11
Chr: 7Base Atk: +1; CMB: +0; CMD: 10
Feats [6 for 15HD]: Craft Feat [Varies based on purpose – see below]
Skills: Craft (any one) +7, Craft (any one other) +4, Dwarvencraft +7
Special Abilities: Item Creation, Dwarvencraft, Telepathy, Fly, Store InfusionNote: If an artificer gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, —2 Dex, damage increases to Id6). The homunculus also gains 10 extra hit points for being a Small construct.
Improved Homunculus [HD 15]: +10 Natural Armor, 5 special abilities
- Dexterous: Gains +2 Dexterity
- Strong: Gains +2 Strength
- Fly: Gains fly 20ft
- Telepathy Range: Range of Telepathy between homunculus and creator increases to 1 mile/level of the creator
- Store Infusion: Homunculus can store on infusion of up to 3rd level
Store Infusion: At the beginning of each day, the artificer can store one infusion of up to 3rd level in the homunculus. This infusion must be one that the artificer could normally imbue the homunculus with. This infusion does not take effect when it is first stored. Instead, the homunculus can use a standard action to imbue itself with the infusion. No homunculus can store more than one infusion at a time.
Item Creation (Su): A dedicated wright can perform the daily tasks related to item creation on behalf of its master. The master must meet (or emulate) all the prerequisites to create the desired item normally, and pays the gold and XP cost himself. The only cost a dedicated wright can help with is time. The master spends 1 hour initiating the process, channeling spell prerequisites into the dedicated wright, and paying the XP cost to make the item. He may then leave, allowing the wright to carry the process through to completion.
Dwarvencraft Skill: Items with this skill are always of masterwork quality. Only items crafted primarily of metal or stone are available in dwarvencraft quality. An item must be declared a dwarvencraft item at the time of its creation; items cannot be upgraded to dwarvencraft quality once finished. Dwarvencraft items are crafted using the rules for masterwork crafting on page 71 of the Player’s Handbook. The dwarvencraft component of an item has a Craft DC of 22. Prices for dwarvencraft items include the cost for masterwork quality. A dwarvencraft item is stronger and harder than a comparable masterwork item. A dwarvencraft item’s hardness increases by 2, and it gains an additional 10 hit points. In addition, it gains a +2 bonus on all saving throws. All of these effects stack with the similar bonuses for magic items if the dwarvencraft item is made magical. A dwarvencraft weapon costs 600 gp more than a standard weapon of its type. Dwarvencraft armor and shields cost 300 gp more than standard armor and shields.
Requirements: Craft Construct, arcane eye, fabricate; Skill: Craft (sculpture) DC 14; Cost: 1,100 gp.
Upgrade: An existing homunculus that a artificer owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP.
Craft Golems (In V’Ral Shop):
- Weapon Forger [Craft Arms and Armor]
- Armor Forger [Craft Arms and Armor]
- Rod Maker [Craft Rods]
- Ring Forger [Forge Ring]
- Staff Builder [Craft Staff]
- Wand Maker [Craft Wand]
- Wondrous Item Builder [Craft Wondrous Item]
- Alchemical Chemist [ Craft Alchemical Items]
- Scribe [Craft Rune, Craft Tattoo, Etch Schema]
- Psi Golem [ Craft Psicrown, Craft Crystal Capacitor, Psionic Arms, and Armor]
- Portal Golem [ Create Portal]
- Dwarf Golem [ Craft Construct, Improved Homunculus, ]
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Homunculus, Dedicated Wright [Manacite Golem]
All characteristics the same above, with the exception this homunculus is crafted with 1000-year-old Manacite.
Init: +0; Senses: low-light vision, darkvision 60’; Perception +0
Alignment: Chaotic Good
Size: Small
Level: 15DEFENSE:
AC: 22 (Base: 12, +10 Natural Armor], Touch 12, Flat-Footed 12 (+2 size)
HP: 160 hp (15d10 + 10)
Fort: +4; Ref: +2; Will: +3
Immune: Construct TraitsOFFENSE:
Speed: 10’
Melee: Hammer +4 (1d6+1)
Space: 2 1/2 ft.; Reach: 0 ft.STATISTICS:
Str: 18 (Base 12, +4 size, +2 Improved Homunculus Ability)
Dex: 11 (Base 11, -2 size, +2 Improved Homunculus Ability)
Con: –
Int: 18
Wis: 11
Chr: 10Base Atk: +1; CMB: +0; CMD: 10
Feats [6 for 15HD]: Craft Feat [Varies], Reforge Item, Craft Anywhere, Greater Capacity, Improved Item Creation
Skills: Craft (any one) +7, Craft (any one other) +4, Dwarvencraft +7
Special Abilities: Item Creation, Dwarvencraft, Telepathy, Mana Field, Recharger, Fly, Store InfusionNote: If an artificer gives his homunculus more than 6 Hit Dice, it becomes a Small creature and advances as described in the Monster Manual (+4 Str, —2 Dex, damage increases to Id6). The homunculus also gains 10 extra hit points for being a Small construct.
Improved Homunculus [HD 15]: +10 Natural Armor, 5 special abilities
Dexterous: Gains +2 Dexterity
Strong: Gains +2 Strength
Fly: Gains fly 20ft
Telepathy Range: Range of Telepathy between homunculus and creator increases to 1 mile/level of the creator
Store Infusion: Homunculus can store on infusion of up to 3rd levelStore Infusion: At the beginning of each day, the artificer can store one infusion of up to 3rd level in the homunculus. This infusion must be one that the artificer could normally imbue the homunculus with. This infusion does not take effect when it is first stored. Instead, the homunculus can use a standard action to imbue itself with the infusion. No homunculus can store more than one infusion at a time.
Item Creation (Su): A dedicated wright can perform the daily tasks related to item creation on behalf of its master. The master must meet (or emulate) all the prerequisites to create the desired item normally, and pays the gold and XP cost himself. The only cost a dedicated wright can help with is time. The master spends 1 hour initiating the process, channeling spell prerequisites into the dedicated wright, and paying the XP cost to make the item. He may then leave, allowing the wright to carry the process through to completion.
Dwarvencraft Skill: Items with this skill are always of masterwork quality. Only items crafted primarily of metal or stone are available in dwarvencraft quality. An item must be declared a dwarvencraft item at the time of its creation; items cannot be upgraded to dwarvencraft quality once finished. Dwarvencraft items are crafted using the rules for masterwork crafting on page 71 of the Player’s Handbook. The dwarvencraft component of an item has a Craft DC of 22. Prices for dwarvencraft items include the cost for masterwork quality. A dwarvencraft item is stronger and harder than a comparable masterwork item. A dwarvencraft item’s hardness increases by 2, and it gains an additional 10 hit points. In addition, it gains a +2 bonus on all saving throws. All of these effects stack with the similar bonuses for magic items if the dwarvencraft item is made magical. A dwarvencraft weapon costs 600 gp more than a standard weapon of its type. Dwarvencraft armor and shields cost 300 gp more than standard armor and shields.
The Manacite Golem has two new abilities:
Mana Field: The Manacite Golem projects a low-level mana field (100’ radius) allowing crafters/artificers/ancients to power various experiments and day to day functions within his demi-plane or portable mansion. Anything magical within the field using 5th level or lower magics can be powered by this field indefinitely as long as the Manacite Golem stays within range. Cubes can be passively charged in this fashion as well.
Recharger: The Manacite Golem, also while the golem directly holds a magical item, the item can be actively charged at a much faster rate than a passive mana field can like wands, rods, staffs, or anything that uses charges, cubes or otherwise can recharge that item at the speed of 15 spell points/per round.
Requirements: Craft Construct, arcane eye, fabricate, 1000-year old Manacite; Skill: Craft (sculpture) DC 14; Cost: 4,200 gp.
Upgrade: An existing homunculus that a artificer owns, adding 1 Hit Die at a cost of 4,200 gp and 160 XP.
Manacite Golems:
- Kargin’s Ancient Shop in V’Ral
- Portable Mansion for Adventuring
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Vault (in V’Ral) 1 Ring Scribe Scroll As Craft Feat 1 Ring Brew Potion As Craft Feat 1 Ring Craft Wondrous Item As Craft Feat 1 Ring Craft Homunculus As Craft Feat 1 Ring Craft Magic Arms and Armor As Craft Feat 1 Ring Craft Wand As Craft Feat 1 Ring Craft Rod As Craft Feat 1 Ring Craft Staff As Craft Feat 1 Ring Forge Ring As Craft Feat 1 Ring Etch Schema As Craft Feat 1 Ring Bind Elemental As Craft Feat 1 Ring Exceptional Artisan As Craft Feat 1 Ring Legendary Artisan As Craft Feat 1 Ring Extraordinary Artisan As Craft Feat 2 Gem Elemental Gem (Fire) 1 Scroll Power Word Kill 1/day Etched Schema 1 Scroll Shapechange 1/day Etched Schema 1 Scroll Form of the Dragon III 1/day Etched Schema 1 Weapon Vorpal Sword +3 1 Shield Shield +4 1 Plate Full Plate +3 1 Waist Belt of Dwarvenkind 1 Shoulder/Neck Cloak of the Artificer UMD Checks +5 1 Ring Skill Focus UMD +5 2 Other Efficient Quiver 1 Rods Empower Metamagic, Greater 1 Rods Maximize Metamagic, Greater 1 Rods Extended Metamagic, Greater 1 Rods Quicken Metamagic, Greater 1 Wondurous Item Mana Welder 1 Wondurous Item Bag of Holding (IV) 1 Wondurous Item Belt of Giant Strength +6 1 Wondurous Item Hammer of the Weapon Smith 1 Wondurous Item Weirdstone Future 1 Artifact Axe of the Dwarvish Lords 2 Wondurous Item Efficient Quiver 1 Wondurous Item Headband of Intellect +6 1 Helmet Helm of Teleportation 1 Gem Gem of Seeing -
FEATS [Work in Progress]
Craft/Downtime Feats Class Feats/Abilities Adventuring Feats 1 Contingent Spell 1 Scribe Scroll 1 Extra Rings Item Creation 2 Craft Psicrown 2 Brew Potion 2 Wand Mastery Item Creation 3 Craft Cognizance Crystal 3 Craft Wondrous Item 3 Attune Magic Weapon Item Creation 4 Exceptional Artisan 4 Craft Homunculus 4 Weapon Specialization Combat 5 Extraordinary Artisan 5 Craft Magic Arms and Armor 5 Weapon Mastery Combat 6 Legendary Artisan 6 Craft Wand 6 Spell Focus General 7 Magical Artisan 7 Craft Rod 7 Greater Spell Focus General 8 Fast Item Creation 8 Craft Staff 8 Double Wand Wielder General 9 Greater Capacity 9 Forge Ring 9 Practiced Spellcaster General 10 Improved Item Creation 10 Metamagic spell trigger 10 Spell Penetration General 11 Increased Effectiveness 11 Metamagic spell completion 11 Spell Penetration, Greater General 12 Reforge Item 12 Item Creation 12 Heighten Spell Metamagic 13 Speedy Crafting 13 Skill Mastery 13 Empower Metamagic +2 14 Craft Anywhere 14 Disable Traps 14 Twin Metamagic +4 15 Frugal Crafting 15 Retain Essence 15 Quicken Metamagic +4 16 Arcane Builder 16 Artificer Knowledge 16 Smiting Spell Metamagic +1 17 Theurgic Creationist 17 Artisan Bonus 17 Persistent Spell Metamagic +6 18 18 Craft Reserve 18 Maximize Spell Metamagic +3 19 19 Spellcasting: Infusions 19 Transfer Spell Metamagic +1 20 20 20 Energy Admixture Metamagic +4 21 21 21 Reach Spell Metamagic +2 22 22 22 Widen Spell Metamagic +3 23 23 23 Split Ray Metamagic +2 24 24 24 Ray Burst Metamagic +3 25 25 25 Ray Cone Metamagic +2 -
Adventure Log
Class Level Exp Bonus Feats Progression 10E Caster 12 66,000 3 5 Artificer 16 120,000 4 6 Feat Master* 5 10,000 5 2 Total 186,000 12 13 25 * 10,000 Feat Master Exp Not tracked in Total Exp Total 195,857 3.5/10E Migration from 5E
Conversion to 3.5 Started at 13th level with 78,000 exp, if you wish to multi-class, your second and/or third class will start at 5th level with 10,000xp.
(Around September 5th) Starting Exp for a 11/9 character: 88k
Start 88,000 2017 5-Sep 3,200 5-Sept – 3,200 exp/each 2017 19-Sep 4,650 19-Sept – 4,650 exp/each 2017 17-Oct 4,504 17-Oct – 4,504 exp/each 2017 14-Nov 7,500 14-Nov – 7,500 exp/each 2017 12-Dec 2,340 12-Dec – 2,340 exp/each 2017 26-Dec 3,000 26-Dec - 3,000 exp/each 2018 6-Feb 2,000 6-Feb 2018: 2000 exp/each 2018 6-Mar 1,200 6-March 2018: 1200 exp/each 2018 20-Mar 1,300 20-March 2018: 1300 exp/each 2018 3-Apr 1,828 3-April 2018: 1828 exp/each 2018 30-May 600 30-May 2018: 600 exp/each 2018 13-Jun 2,100 13-Jun 2018: 2100 exp/each 2018 11-Jul 1,516 11-Jul 2018: 1516 exp/each 2018 25-Jul 400 25-Jul 2018: 400 exp/each 2018 22-Aug 2,100 22-Aug 2018: 2100 exp/each 2018 5-Sep 1,625 5-Sept 2018: 1625 exp/each 2018 19-Sep 1,929 19-Sept 2018: 1,929xp per person 2018 3-Oct 800 3-Oct 2018: 800/XP per person 2018 12-Dec 2,000 12-Dec 2018: 2000/XP per person 2018 26-Dec 7,000 26-Dec 2018: 7000/XP per person 2019 7-Feb 31,000 7-10 Feb (CabinCon I): 31,000 exp per person 2019 20-Mar 1,600 20-March 2018: 1600/XP per character 2019 3-Apr 1,600 3-April 2019: 1600/XP per character 2019 17-Apr 2,100 17-April 2019: 2100/XP per character 2019 15-May 0 15-May 2019: No XP/Failed Pentetration 2019 29-May 1,700 29-May 2019: 1700/XP per character 2019 26-Jun 965 26-June 2019: 965/XP per character 2019 24-Jul 3,000 24-July 2019: 3000/XP per character 2019 7-Aug 1,500 7-Aug 2019: 1500/XP per character 2019 4-Sep 1,700 4-Sep 2019: 1700/XP per character 2019 2-Oct 3,000 2-Oct 2019: 3000/XP per character 2019 16-Oct 1,100 16-Oct 2019: 1100/XP per character 2019 30-Oct 1,000 30-Oct 2019: 1000/XP per character 2019 16-Nov 4,500 16-Nov 2019: 4500/XP [CabinCon II] per character 2019 11-Dec 1,500 11-Dec 2019: 1500/XP per character Bluespawn Godslayer (MM4 pg 140) and its Burrowers (MM4 pg 138). 2020 8-Jan 1,028 8-Jan 2020: 1,028 XP per character Black Dragon - Acid Swimming 2020 22-Jan 1,000 22-Jan 2020: 1,000 XP per character Exploring Leminster 2020 18-Mar 1,000 18-Mar 2020: 1,000 XP per character Incarseration @ Leminster 2020 1-April 1,500 1-April 2020: 1,500 XP per character Exploring Segovax 2020 15-April 815 15-April 2020: 815 XP per character Journey to Kheg Moldur 2020 29-April 1,000 29-April 2020: 1,000 XP per character Into the Dragon’s Lair, and the Breaking of the Second Seal 2020 27-May 1,000 27-May 2020: 1,000 XP per character Trade Established with Kheg Moldur, nobody went to Jail and the Gnome lost a bet 2020 10-June 500 10-June 2020: 500 XP per character The End of the Manaverse, Well Almost 2020 24-June 0 24-June 2020: 0 XP per character Fighting the Salt Dragon 2020 8-July 1,543 8-July 2020: 1,543 XP per character Salt Dragon Dead (12) 2020 22-July 1,600 22-July 2020: 1,600 XP per character Green Dragon Dead (12) 2020 22-July 957 22-July 2020: 957 XP per character Killin Shocker Lizards 2020 5-August 950 05-August 2020: 950 XP per character Frog Food vs Kargin’s AC 2020 19-August 1,500 19-August 2020: 1500 XP per character Cooked Goatmen 2020 2-September 8,000 2-September 2020: 8,000 XP per character Balrog (8) Boogie Total: 218,250 XP
Epic (21st level): 210,000
Epic (22nd level): 231,000 -
Dregs circles around Kargin… nodding and muttering to himself.
“Yes, yes - you’re absolutely right, mistress. He DID leave his contingencies down ! And I notice he still has no defense against Dimensional Anchor, nor your shiny new TransLocational Abeyance Field. I can’t wait to see how the Turd is gonna counter THAT when you arrive ! Tween that and the Destiny Shard, he’s gonna be in a right pickle…”
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@dwarf Hmm good point, i included the contingencies/reactions on Rorek, but missed them on Kargin.
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Active Reactions Triggers Contingency Mordainken Teleport 1 Miles Straight up Chain Contingency Spell Fire Teleport 1 Miles Straight up Spell Sequencer TBD Open - Spell Matrix, Greater TBD Open - Spell Trigger TBD Open - Item Contingency 1 TBD Open - Item Contingency 2 TBD Open - Item Contingency 3 TBD Open - -
@halfgiant we need to have a conversation in a new thread about body slots.
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Carried Slotless Items 2 Gem Big Ohm (Regenable) 6/pts to Fill 1 Gem Big Ohm (Rechargeable) 4/pts to Fill 3 Gem Greater Restoration 7/pts to Fill 1 Gem Forbiddance 6/pts to Fill 50 Gem Spellbreakers -
“psst… you got regennable and rechargable backwards. recharging a big ohm costs the same as casting it normally. regennables have been pkarg’d, so they’re cheaper to refill…”
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Skill Reference Details for Kargin (because his player keeps forgetting)
Taking 10
When your character is not being threatened or distracted, you may choose to take 10. Instead of rolling 1d20 for the skill check, calculate your result as if you had rolled a 10. For many routine tasks, taking 10 makes them automatically successful. Distractions or threats (such as combat) make it impossible for a character to take 10. In most cases, taking 10 is purely a safety measure —you know (or expect) that an average roll will succeed but fear that a poor roll might fail, so you elect to settle for the average roll (a 10). Taking 10 is especially useful in situations where a particularly high roll wouldn’t help.Skill Mastery: At 13th level, an artificer can take 10 when making a Spellcraft or Use Magic Device check, even if stress and distractions would normally prevent him from doing so. This ability circumvents the normal rule that a character may not take 10 on a Use Magic Device check.