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  1. Morgrym Bronzehall Dwarf Champion 1 HP: 20/20 | AC: 18 | Perception: +5, darkvision Fort: +7 | Ref: +5 | Will: +7 Skills: Acrobatics +3, Arcana +7, Crafting +7, Diplomacy +2, Lore (Brigh) +7, Lore (Engineering) +7, Medicine +5, Religion +5, Society +7, Stealth +3 As they walk amongst the grease, smoke, and mud, Morgrym turns to talk to Drewan. "Unfortunately for us, my works have always been in a much, umm, cleaner part of the city, so I don't have any familiarity with any workers or shops around here. I have no doubt together we can find us the right person to talk to though. And once we do, I am quite sure we can get the information we need in order to succeed tomorrow."   "Oh dear, it really is quite dirty here, though," Morgrym mutters to himself quietly. "I do miss the temple so much."
  2. Morgrym Bronzehall Dwarf Champion 1 HP: 20/20 | AC: 18 | Perception: +5, darkvision Fort: +7 | Ref: +5 | Will: +7 Skills: Acrobatics +3, Arcana +7, Crafting +7, Diplomacy +2, Lore (Brigh) +7, Lore (Engineering) +7, Medicine +5, Religion +5, Society +7, Stealth +3 "Well, I do think this plan is coming together quite well, even if we are on somewhat of a time crunch. Drewan and I shall seek out a mechanic and gather whatever information we may about these clockworks. Kvikh and Glumworth will visit the manager. And Chalia will case the bank to determine its layout, our exits, etc." Morgrym ticks off each finger on his hand as he looks one by one at his new associates around the table and recounts each of their respective duties. "Are there any objections? If not, we should get about our jobs quickly. We only have so much time to prepare."   Morgyrm turns back to Foebe Dunsmith. "Unless of course, you have anything else to add? Any more information or tips you think could prove useful to us before we take our leave for now?"
  3. Morgrym Bronzehall Dwarf Inventor 1 HP: 20/20 | AC: 18 | Perception: +5, darkvision Fort: +7 | Ref: +5 | Will: +7 Skills: Acrobatics +3, Arcana +7, Crafting +7, Diplomacy +2, Lore (Brigh) +7, Lore (Engineering) +7, Medicine +5, Religion +5, Society +7, Stealth +3 "Yes, I agree, early morning seems the best time to me as well. Anything that might help keep down the risk of others being hurt is a good thing," Morgrym replied, nodding his head in agreement. He continued, "I don't know if I would be a great help extracting information from clockwork's mechanic, as social situations are not exactly my forte, but my familiarity with constructs and engineering in general should help us put to use whatever information we might be able to uncover."
  4. Morgrym Bronzehall Dwarf Inventor 1 HP: 20/20 | AC: 18 | Perception: +5, darkvision Fort: +7 | Ref: +5 | Will: +7 Skills: Acrobatics +3, Arcana +7, Crafting +7, Diplomacy +2, Lore (Brigh) +7, Lore (Engineering) +7, Medicine +5, Religion +5, Society +7, Stealth +3 "You might do well to worry for your sins from time to time too," Morgrym replies, unable to keep a slight edge of rebuke from his voice. "But worry not, our quarrel is with Mugland; we have no need or want to hurt anyone else. And if the gold in that bank truly goes only to Ambrost, then I for one would relish the chance to pull one over on him."
  5. Morgrym Bronzehall Dwarf Inventor 1 HP: 20/20 | AC: 18 | Perception: +5, darkvision Fort: +7 | Ref: +5 | Will: +7 Skills: Acrobatics +3, Arcana +7, Crafting +7, Diplomacy +2, Lore (Brigh) +7, Lore (Engineering) +7, Medicine +5, Religion +5, Society +7, Stealth +3 Morgrym tries to hide the nervousness he's currently hiding, but his fidgeting hands betray him. The heavyset dwarf looks well out of place in this seedy saloon, his white robes and soft boots well cleaned with just the bare minimum of dust and mud picked up on the walk to the saloon. When he speaks, his voice comes out higher pitched that you would expect, and the words seem to pour out of his mouth in a mad rush. "I know my appearances do not make me seem the right dwarf for the job, but you can trust that there is more to me than meets the eye. And if things get messy, my dutiful companion Cogsworth is more than fit for whatever may be required of us."   Morgyrm pauses with these last words to pat the bronze and silver automaton standing at his side. The beautiful construct of clockworks and gears had been his greatest project yet before he was so rudely accused of theft and heresy and cast out of the Temple of Brigh. The mere thought of the wrongs he had endured caused him to grimace angrily before continuing. "And never doubt the strength of will and resolve that will come to those who have a score to pay. We will work twice as hard since we work not just for money but for justice!" Nearly leaping our of his seat as his voice grows louder at this last exclamation, Morgrym quickly sits back down in embarrassment, shrinking down into his seat.
  6. I completely forgot about making Cogsworth, but now his modification has been chosen, and his stat block is included above as well. This time I should actually be done with everything.   Also, as a side note, my plan right now is to take Cleric as the free archetype once we get there.
  7. Cogsworth, Prototype Construct Companion Medium Construct Perception +4; low-light vision, darkvision, tremorsense (imprecise) 30 ft. Skills Acrobatics +6, Athletics +6 Str +3, Dex +3, Con +2, Int –4, Wis +1, Cha +0 AC 16; Fort +5, Ref +6, Will +4 HP 18; Immunities bleed, death effects, disease, doomed, drained, fatigued, healing, necromancy, nonlethal attacks, paralyzed, poison, sickened, unconscious Speed 25 ft. Melee fist +6 [+1/-4], Damage 1d8+3 bludgeoning Melee sawblade +6 [+2/-2] (agile, finesse), Damage 1d6+3 slashing Character sheet https://www.myth-weavers.com/sheet.html#id=2645182
  8. Completed Character Sheet - https://www.myth-weavers.com/sheet.html#id=2644178   Appearance Morgrym is short, even for a Dwarf, and stocky, overweight more than muscular. He is fastidiously neat, and even though fallen on hard times recently, his clothes are clean, beard and hair neatly trimmed and braided, and fingernails even and free of gunk. Accustomed to much more comfort than he currently can afford, the armor he has taken to wearing under his normal white robe clearly sits uncomfortably on him. The hammer at his side has seen much more use as a tool than a weapon, and the clan pistol has been shot only in contests. Maybe most surprising though, are the bronze and copper cog, pistons, and tubes running up the length of his right arm and then disappearing both behind the hair up his neck and under his armor going part ways down his back.   True to his skill as an inventor, Morgrym is rarely seen without his most prized innovation, Cogsworth, a brilliant construction of intricate clockworks and gears. Cogsworth is humanoid in shape, roughly Dwarf sized, standing just a few inches taller than Morgyrm, though considerably slimmer. In his free time, Morgrym can often be found tinkering with Cogsworth as he works to perfect his companion and greatest accomplishment.   Personality Perhaps overly honest to fault, and definitely over talkative to a fault, Morgrym is often found hard to work with by others. He tries to be polite, but his tendency to ramble on when speaking means he often ends up saying what he should not. Despite this, Morgrym is known by others to be honest and true to his word. He is respected by his peers for his accomplishments, and his known as a worthy collaborator who will make no attempt at stealing accomplishments or recognition. He loves to teach, and can talk at end, often well beyond his audience's attention span, about whatever subject currently holds his attention.   Morgrym is also a devout worshiper of the Bronze Goddess, Brigh, and he served in her temple for many years before unfairly cast out. He puts great stock in religious ritual, and continues to study her texts and pray to the Goddess for aid whenever he works on his inventions or is in need.   Beyond his religious faith, Morgrym is also a firm believer in rules, and expects all to know and follow them. The recent criminal acts and falsehoods that resulted in him being thrown out of the Temple, especially coming from one so high in society who should be above such terrible deeds, has shaken Morgrym to the core. Even more so, the things he has had to do just to survive the last month, have shown how little rules and laws truly protect all of society. Nonetheless, Morgrym holds to a faith that truth will be revealed and all set right, and prays that what he might need to do to help that occur will not change him too much.   Averse to conflict and manual labor, Morgrym has taken hard to his new circumstances. When forced into combat, he primarily relies on Cogsworth, who has had adapted to a more martial status, to defend him while he takes a few shots with his pistol as needed.   Background Though born in Dongun Hold, Morgrym has lived nearly all his life in the city of Alkenstar. As a child, his parents joined more of the family living in the city in the neighborhood of Steamhaven where they build clocks that are then sold on the other side of the river to the city's wealthy. Morgrym could have continued working with the family in the well-respected shop, but he wanted more than just to build clocks. His desire was innovation and the excitement of discovering and building the unknown. An unlikely sponsor was found in a cleric of Brigh who saw young Morgrym's sketches while visiting the shop one morning. Delighted but what he saw the young dwarf accomplishing, the priest continued to stop by from time to time, and when he entered young adulthood, he offered him a spot to study in the Temple of Brigh. Though his parents were disappointed he had left the family business, they were nonetheless proud of the recognition he had earned and what they hoped he might accomplish.   At the temple, Morgrym found himself surrounded by like-minded individuals and he blossomed under their tutorship. Taking full advantage of the opportunities presented him int he temple to study, learn, and experiment, Morgrym has created many great things, most especially his construct companion, Cogsworth. Though he has not yet assumed any priestly duties, Morgrym has also become a devout follower of his new Goddess. He still holds to his faith in the Dwarven gods, but it is to Brigh that he gives his true worship and devotions, and he looked forward to the day when he can become a true priest of Brigh.   Sadly, all of his dreams were unjustly stolen away in an instant. Ambrost Mugland, a well-known businessman in the city, came demanding access to Morgrym's research and rights to future studies. When Morgrym turned him down, he found himself being accused of heresy and theft from the church, claims with not an ounce of truth to them. Though his fellow priests in the temple seemed sympathetic and not entirely believing of the charges, Morgrym was still cast out of the temple and is now on the run with but one goal - to expose Ambrost Mugland and restore his own name and spot in the temple. His family has provided some minimal aid, but they fear association with him at the moment might draw unwanted attention to them and harm the family business, leaving Morgrym mostly alone unless he can find others with which to ally. Perhaps this recent job offer might help...
  9. Morgrym Bronzehall   Oathkeeper Dwarf ANCESTRY     Banished Brighite BACKGROUND     Inventor CLASS     STR 10 (+0) DEX 14 (+2) CON 14 (+2) INT 18 (+4) WIS 14 (+2) CHA 8 (-1)     BASICS SAVES Perception +5 🅣🅔🅜🅛 (WIS) Speed 15 feet Alignment Lawful Neutral Fortitude +7 🅣🅔🅜🅛 (CON) Reflex +5 🅣🅔🅜🅛 (DEX) Will +7 🅣🅔🅜🅛 (WIS) SKILLS PROFICIENCIES Acrobatics +3 🅣🅔🅜🅛 (DEX) Arcana +7 🅣🅔🅜🅛  (INT) Athletics -2 🅣🅔🅜🅛 (STR) Crafting +7 🅣🅔🅜🅛 (INT) Deception -1 🅣🅔🅜🅛 (CHA) Diplomacy +2 🅣🅔🅜🅛 (CHA) Intimidation -1 🅣🅔🅜🅛 (CHA) Lore (Brigh) +7 🅣🅔🅜🅛 (INT) Lore (Engineering) +7 🅣🅔🅜🅛 (INT) Medicine +5 🅣🅔🅜🅛 (WIS) Nature +2 🅣🅔🅜🅛 (WIS) Occultism +4 🅣🅔🅜🅛 (INT) Performance -1 🅣🅔🅜🅛 (CHA) Religion +5 🅣🅔🅜🅛 (WIS) Society +7 🅣🅔🅜🅛 (INT) Stealth +3 🅣🅔🅜🅛 (DEX) Survival +2 🅣🅔🅜🅛 (WIS) Thievery +0 🅣🅔🅜🅛 (DEX) Class DC 17 🅣🅔🅜🅛 Unarmed Attacks  🅣🅔🅜🅛 Simple Weapons  🅣🅔🅜🅛 Martial Weapons  🅣🅔🅜🅛 Advanced Weapons  🅣🅔🅜🅛 Unarmoured Defence 🅣🅔🅜🅛 Light Armour 🅣🅔🅜🅛 Medium Armour 🅣🅔🅜🅛 Heavy Armour 🅣🅔🅜🅛 Languages Common, Dwarven, Goblin, Jotun, Kelish, Halfling   FEATS AND ABILITIES ANCESTRY FEATS CLASS FEATS GENERAL FEATS Clan Pistol Haphazard Repair Shield Block SKILL FEATS CLASS ABILITIES ARCHETYPE FEATS Quick Identification Inventor Construct Innovation Overdrive Explode    
  10. I actually decided I want to try the inventor class, but thanks for being open to it!
  11. I was working on a Gnoll rogue with the ruffian racket, but I just realized that the Gnoll's unarmed attack still wouldn't be allowed to make sneak attacks even with the ruffian racket like I thought it would. Would you be willing to DM rule that that works? If not, I'll start working on a different concept.
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