Thulwar Metallurgist, Emissary to Duke Wellington
Artificer Alchemist 6
[sblock=Leveling]
Start at 17 000 XP; 6th level;
Attributes: 4D6.HIGH(3) = [6, 6, 4, 5] = 17
4D6.HIGH(3) = [2, 2, 1, 6] = 10
4D6.HIGH(3) = [1, 3, 4, 3] = 10
4D6.HIGH(3) = [5, 1, 5, 6] = 16
4D6.HIGH(3) = [4, 5, 6, 5] = 16
4D6.HIGH(3) = [2, 2, 2, 6] = 10
Summary: 17, 16, 16, 10, 10, 10
Money modifier: 1D20 = [20] = 20
1500 + 1000 = 2500 gp
200XP for RP in the ghost encounter
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[sblock=IMAGE]
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Alignment: Lawful Good
Size: Medium
Type (Subtype): Humanoid (?)
Init: +4
Senses: Darkvision 120'
Passive Perception: 14
DEFENSE
AC: 16 (+2 armor, +4 dex)
HP: 66
Saves: CON, INT
Special Defenses:
- Gnome Cunning(Advantage on INT, WIS, CHA saves vs Magic)
- Stone camouflage (Advantage on Stealth in rocky terrain)
OFFENSE
Speed: 30ft
Melee:
- quarterstaff +3 / 1d6;
- dagger +7 / 1d4 + 4
Ranged:
- crossbow +7 / 1d8 +4 (80/320)
- dagger +7 / 1d4 + 4 (20 / 60)
- Alchemical Fire +7 / 2d6 (Dex Save)
- Alchemical Acid +7 / 3d6 (Dex Save) - objects don't get a save and damage is maximized
ATTRIBUTES
Str 10 (+0), Dex 18 (+4) , Con 16 (+3), Int 18 (+4), Wis 10 (+0), Cha 10 (+0)
FEATS:
[sblock=Svirfneblin Magic]
Prerequisite: Gnome (deep gnome)
You have inherited the innate spellcasting ability of your ancestors. This ability allows you to cast nondetection on yourself at will, without needing a material component. You can also cast each of the following spells once with this ability: blindness/deafness, blur, and disguise self. You regain the ability to cast these spells when you finish a long rest.
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SKILL PROFICIENCIES: Arcana (Sage); History (Sage); Investigation (Alchemist); Religion (Alchemist); Sleight of Hand (Alchemist); Stealth (bought)
Skill | Attrib | Mod | Prof | Total |
Acrobatics | DEX | +4 | | +4 |
Animal Handling | WIS | +0 | | +0 |
Arcana | INT | +4 | +3 | +7 |
Athletics | STR | +0 | | +0 |
Deception | CHA | +0 | | +0 |
History | INT | +4 | +3 | +7 |
Insight | WIS | +0 | | +0 |
Intimidation | CHA | +0 | | +0 |
Investigation | INT | +4 | +3 | +7 |
Medicine | WIS | +0 | | +0 |
Nature | INT | +4 | | +4 |
Perception | WIS | +0 | | +0 |
Performance | CHA | +0 | | +0 |
Persuasion | CHA | +0 | | +0 |
Religion | INT | +4 | +3 | +7 |
Sleight of Hand | DEX | +4 | +3 | +7 |
Stealth | DEX | +4 | +3 | +7 |
Survival | WIS | +0 | | +0 |
[sblock=FEATURES]
Svirfneblin
Int +2; Dex +1
Small size, 25' speed
Darkvision: Can see in dim light within 60' as if it were bright light, and in darkness as if it was dim light normally apply.
Languages: Common, Gnomish, Undercommon
Sage (Alchemy)
Feature: Researcher
Skill Proficiencies: Arcana, History
two languages (Terran, Draconic)
A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp
Alchemist
Spellcasting: Intelligence is your spellcasting ability for your spells. The saving throw DC to resist a spell you cast is 15. Your attack bonus when you make an attack with a spell is +7.
Woundrous Invention: at levels 2, 5, 10, 15 and 20 gain create one magic item
Infuse Magic - channel spells into items for later use
Superior Attunement
Armor: Light and Medium
Simple Weapons
Thieves Tools and two others (Alchemist supplies, Tinkers tools)
Three skills from: Arcana, Deception, History,
Investigation, Medicine, Nature,
Religion,
Sleight of Hand
Alchemical Formulae:
- Alchemical Fire (2d6)
- Alchemical Acid (3d6)
- Healing Drought (3d8) 1 per long rest per creature
- Swift Step Draught - increase speed by 20' for 1 minute
Spells (3/day):
1: (3/day): alarm, cure wounds, disguise self, shield of faith
Rune scribe 1
Rune: [sblock=KYO RUNE CUBE Master rune, rare (requires attunement) - Force]
A glass cube with a size length of exactly one foot. As one gazes through, the kyo rune – the rune of force – can be vaguely distinguished. As you touch it you feel parts of your body being compressed and constricted. This feeling passes after a moment. Immovable Object (Simple Property). While attuned to this rune you have resistance to Force damage and have advantage on all checks to avoid forced movement.
Poltergeist (Simple Property): While attuned to this rune you may use a bonus action to manipulate objects similar to the mage hand spell. The limitation of this is 10 pounds and objects may either be drawn towards you or pushed away a maximum of 30 feet; the rune power is incapable of fine manipulations.
Aspect of the Ram (Simple Property): While attuned to this rune you gain advantage to Athletics checks for jumping, shoving, and breaking down doors.
Repelling Shield (Complex Property): Over the course of a short rest, you inscribe this rune onto a normal sized shield or buckler as you expend a spell slot. The air around the shield takes on a distorted appearance. If someone defending with the shield is attacked and missed in combat, they may spend their reaction to block. This will deal 1d6 force damage per level of the spell slot to the attacker, and they must make a Strength saving throw (DC 12 + the level of the expended spell slot) or be knocked prone. These effects last for 24 hours or until you use this property again.
Force Wave (Complex Property): You trace the rune into the air in front of you as an action and spend a spell slot. Up to 3 adjacent creatures in an arc in front of you (in melee range) are pushed by a wave of force and must make a Strength saving throw (DC 12 + the level of the expended spell slot). On a failed saving throw, creatures take 1d8 force damage per level of the spell and are pushed back 5 feet. On a successful saving throw, creatures take half damage and are not pushed.
Feet of Attraction (Complex Property): You may inscribe this rune in inverse upon your feet and expend a spell slot to gain the Spider Climb effect. It lasts for 5 minutes per level of the spell slot expended, but does not require concentration.
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Traits: I believe that anything worth doing is worth doing right. I can't help it, I'm a perfectionist.
Ideal: Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful)
Bond: My loyalty to my sovereign is unwavering
Bond: I'm fascinated by the beauty and wonder of this new land.
Flaw: I am easily distracted by the promise of information.
Flaw: I have a weakness for the new intoxicants and other pleasures of this land.
[sblock=Mechanical Servant]
"Hook Horror" (Sabre-Toothed Tiger)
Large Unaligned Beast
STR 18
DEX 14
CON 15
INT 3
WIS 12
CHA 8
AC: 12
HP: 62
Tink HP: 7D10+14 = [10, 5, 6, 8, 4, 6, 9]+14 = 62
Speed: 40'
Attacks:
Bite
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage.
Claw
Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.
Pounce
If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw Attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite Attack against it as a Bonus Action.
Skills Perception +3, Stealth +6
Keen Smell. The tiger has advantage on Wisdom (Perception) checks that rely on smell.
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[sblock=EQUIPMENT]
a sickle and a quarterstaff
a light crossbow and 20 bolts
thieves tools
alchemist kit
jewellers kit
[sblock=Dungeoneering pack]
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
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Trinket: A shard of obsidian that always feels warm to the touch (Sending Stone?)
Adamantine armor (uncommon)
500
[sblock=Bag of holding] - self made at 2nd level
2' diameter, 4' deep holding up to 500lbs that fits in 64 cft. Action to retreive item. Always weights 15lbs.
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[sblock=Potion of healing x3]
150 heals 2d4 + 2 hp
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[sblock=Elemental Gem]
960Summons Earth Elemental
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[sblock=Circlet of Blasting]
1500 Wondrous item, uncommon
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.
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[sblock=Wand of Secrets] made at 5th level
The wand has 3 charges. While holding it. you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains ld3 expended charges daily at dawn.
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[sblock=Technomancers dream]Thulwar's weapon refuses to become anything too stable. Instead, it turns into a device of creation, armed with the lethal attributes of a weapon. Like a forge, the gun can turn into a mechanical device, helping Thulwar's work - when he uses it, he always has advantage in alchemist rolls and any sort of mechanic manipulation rolls - fixing things, opening doors, disarming traps, tech rolls, etc. It is, for all purposes, a combined set of tools, serving for thieving and scientific skills. Also, the gun reduces in two the difficulties to produce intoxicant substances - from moonshine to poisons. As for the attacks, they follow the standard 3d6+3, but they can do a spread attack that emulates the properties of fire through energy - reducing the damage to 1d6+3, but reaching up to three enemies before Thulwar.
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[sblock=Stone of Good Luck]
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[sblock=Description and History]
Thulwar Metallurgist lived happy life of study in (relative) peace and quiet of the Underdark. With his family mixing metals, smithing new tools and following miners, he was kind of black sheep. But he was too curious to remain at the metals. As an scholar of all things natural, magical, religious and with insatiable curiosity for their interactions, he soon moved to metals enhanced by plant extracts, crushed stones or crystals, metals held long in liqud state, frozen by magic or whatever else he could think of. After some successes and failures, he realized he needed the power and variation that magic offered. His initial forage into The Lore lead to creation of a small bag that was much bigger on the inside than on the outside. After that, he managed to decipher real spells, but never took time to learn as many of them as his fellow academics. He spent too much time traveling outside in various groups, collecting samples and experimenting.
It lead directly to refined acid, to quick burning fuel, to a concotion that enhanced his stamina so he could move faster without tireing. His best discovery was an alchemical mixture that replicated common healing potion, but greately enhanced its effect. At the cost of stressing the body so it could take only single dose in a day.
Once when he was outside, the patrol ran into tribe of goblins. Not common creatures deep down, but not dangerous either. They were easy to route and the object of their attention was revealed. At first, it seemed to be a man in plate armor, but equally fast the brain showed all the wrong things on the body. It was not human in the plate armor, it was plate armor in the shape of human. It was damaged, opened, sliced, burned and torn. Realizing it is some kind of golem, Thulwar was reluctant bringing it back for study, but counting on all the defenses in the city, he brought it back with him.
The study didn't show much beside skill that went into articulation of such a being. He learned much from it, but couldn't restore it to working order despite consultations with most learned mages they had. But it started him on the path to create his own creature.
As he learned more, his expeditions went ever higher toward the world of light and ever deeper into the Underdark. At one such expedition, in shallow caves near the surface he found another golem, this one burried under the stone and grown over by dangerous fungi which hid it and preserved it. After taking fungi for his alchemy, he checked the golem. This one was clearly less damaged than the first one. One plate was knocked out of alignment, one pipe was dripping oil (which he recognized as machine oil they used in Grundubopigrad, essentially heavy oil with finely ground coal) and face plate covering one eye. After he repaired everything, he tried to start the machine. But whatever he did, it stayed inert. Finally, he tried curing it as he would a living being. And to his amazement, eyes glowed, all joints moved one by one in quick sequence "...Initiating..." came metallic voice from somewhere deep within. After several more words he couldn't understand such as "Loading" and "Running diagnostics" it ended with "System restored", sound stopped, eyes dampened their glow and the head turned toward him. On the arm small shield like object opened and small light shortly played over (by now retreating) Thulwar
"Unknown creature. Intelligent. Weapon bearing. Danger asessment: potentially lethal. Unit CRD385 still vulnerable, location unknown. Procedure: Protect self. Extreme prejudice."
Another device unfolded, this one from the shoulder and turned toward frightened svirfneblin.
Screaming bolt of fire splashed across his quickly raised
shield of faith. The other splashed harmlessly into the stone as the gnome made good his escape.
Several years later, most extreme earthquake hit the city. Three Cities, in their tight labyrinth of tunnels where they lived and prospered were dangerously damaged. The earthquake collapsed some tunnels, damaged others and opened rifts into their midst. After initial furor an investigators team was created because diviners said it came from above, from the surface.
Equipped with items for communication, trained in stealth (even if they weren't before) five emissaries (a warrior, a diplomat, a guide, a mage and an artificer) started the mission. Before they came to the surface, they faced many a challenge. First to fall was the warrior in his heavy armor. Too loud, too slow. And too willing to engage in combat instead of slipping by. That same evening, holding parts of his armor as the diplomat encased the body in stone finishing the last rites, Thulwar managed to activate his own protector. Something he worked on since that first machine was found. This was not in human likeness. Or an animal. This was hook horror, terrible creature, predator from the tunnels, large, beaked and with terrible hooked claws. With it, they managed to reach upper caves. And there, they lost their mage, blinded by the raising sun, he literally walked into pit trap. They frightened away kobolds that set it, but it was too late for the mage.
Finally on the surface, they agreed to dismantle Thulwars guard as that would frighten the natives and they came with peace in mind. Shortly thereafter, they saw the city. The scout went toward destroyed vale "to scout" while "smart people do the talking".
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