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Clockwork, Steam & Sorcery Characters

loxmyth

First Post
This is the Rogues Gallery thread for the characters of the Clockwork, Steam & Sorcery game.

It will also be the place I keep other information that may be needed. Post your characters and please try and keep comments to the OOC thread.
 
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Argent Silvermage

First Post
Forge Ironsong

Mage/Enchanter level 1 Lawful Good
(Opposed school: Illusion)
Dwarf. Age: 47 Weight 140lbs Eyes: Light Brown Hair: Brown
Strength: 10 Dex: 13 Con: 10 Int: 18 Wis: 10 Cha: 9
Hit Points: 7 Ref: +1, Fort: +1, Will: +2 BAB: 0

Feats:
1) Toughness
2) Scribe Scroll (bonus)
3) Familiar: Owl (Class Ability)

Class Skills
1) Knowledge Arcana: 4/+8
2) Knowledge History: 4/+8
3) Knowledge Steam technology: 4/+8
4) Concentration: 4/+4
5) Spellcraft: 4/+8
6) Knowledge Technomacy: 4/+8

Spell Book:
0 level: all but Illusion
1st level: Mage Armor, Magic Weapon, Magic Missile, Tenser’s floating Disk, Identify, Feather Fall, and Erase.


Gears: his owl familiar:
Tiny Magical Animal
Hit Dice: 1d8 (4 hp)
Initiative: +3 (Dex)
Speed: 10 ft., fly 40 ft. (average)
AC: 17 (+2 size, +3 Dex, +2 natural)
Attacks: 2 claws +5 to hit, 1d2-2 damage
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft.
Special Attacks: None
Special Qualities: None
Saves: Fort +2, Ref +5, Will +2
Abilities: Str 6, Dex 17, Con 10, Int 2, Wis 14, Cha 4
Skills: Listen +14, Move Silently +20, Spot +6*
Skills: Owls receive a +8 racial bonus to Listen checks, and a +14 to Move Silently checks. *They receive a +8 racial bonus to Spot checks in dusk and darkness.
Feats: Weapon Finesse (claws)

Familiar attributes:
Grants Forge: Alertness, Low-light Vision, +2 to move silently checks.
Improved Evasion
Share spells
Empathic Link

He is the son of one of the Dwarves who worked on the Technology project that saved the kingdoms.
His major is in Technomacy: The fusion of magic and technology.
His thesis is about "the societal changes brought about by the miracle of steam technology."
Forge is a mage/ Enchanter specialist (bared school is illusion)
(he wants to be a urban planner like his grandfather who was instrumental in rebuilding of Grimdale.)
 
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Sixchan

First Post
Larina Vilardy
Background: The self-proclaimed "Greatest Thief in the World", Larina Vilardy is the daughter of the rich but not-so-noble Arind Vilardy, one of the most important persons in the Arcosian Thieves' Guild.
She has Majored in Military History, and her thesis was "Shadows of war: How Espionage wins battles".
Larina is, unsurprisingly, a rogue.
If she didn't think she was already, her goal would be to become the greatest thief in the World.

Rogue Level 1
Chaotic Good
Human, Age 16, Weight 170lb, Height 5' 6", Eyes Blue, Hair Black
Str:10 Dex:16 Con:10 Int:14 Wis:10 Cha:14
HP: 6 Fort:+0 Ref:+5 Will:+0 BAB:+0 AC:15

Feats:
Dodge
Weapon Finesse (Rapier)

Skills:
Disable Device 4/+6
Escape Artist 4/+7
Bluff 4/+6
Disguise 4/+6
Hide 4/+7
Move Silently 4/+7
Open Lock 4/+7
Diplomacy 4/+6
Use Rope 4/+7
Climb 4/+4
Spot 4/+4

Gear:
Rapier
Leather Armour
Thieves' Tools, Masterwork

Gold: 70GP

Languages:
Common
Elven
Dwarven
Orc
 

arwel

First Post
Elias Kaerlennon
Male Human Psychic Warrior 1
Alignment: CG
Age 22, Height 5'10, Weight 170lb, Eyes green, Hair: Black, tied back in a tail
Str 14, Dex 14, Con 12, Int 12, Wis 10, Cha 14
HP: 9 Saves: Fort +3, Ref + 2, Will +0 BAB: +0

Skills: Alchemy 2(ranks)/+3(total bonus), Autohypnosis 4/+4, Concentration
2/+3, Stabilize Self 2/+3, Use Psionic Device 2/+4, Knowledge(Psionics)
1/+2

Feats: Stand Still, Psychoanalyst, Psychic Inquisitor

Power points: 2

Powers Discovered: Elfsight, Valor

Psionic combat modes:Empty Mind, Thought Shield

Gear:
Glaive
Spiked Gauntlet
Longsword
Scale mail
Clothes, courtier
Jewelry
Signet ring
pouch, belt
acid (flask)
ink
pen
paperx10
Gold 13.9
scattered lecture notes

Languages: Common, Dwarven

Background extracts:

The handsome and affable Elias is the heir to the Dutchy of Kaerlennon in Marguard. Originally intending to study clockworks and steamworks Elias quickly found it a bore and decided to study alchemy. The past few years have found him barely scraping by with the help of others and it's rumored that he is now completley out of his depth. His thesis paper "Brewing a better soldier: Alchemical compounds for the battlefield" is widely thought to be beyond his ability. He seems to spend more time practicing his prowess with arms than his education. Until recently Elias was a more frequent attendant of the city's drinking dens and alehouses than the lecture theatre. It's said he squandered vast amounts of money on women and ale and gained a reputation as something of a cad. Several months ago he was involved in a small scandal when he was caught dueling a Camos noble, both were severly injured and were fined and imprisoned for several days. It is public knowledge that his father, displeased with the exceses of his son, has ceased his generous income.

Until a few weeks ago when Elias was seen about campus he seemed to be constantly ill, but that changed when he went missing for almost a week. Now he appears much healthier and is gripped by an unatural (for him) energy for learning and he can often be found in the library and in conversation with Professor Midwinter.
 
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Chauzu

First Post
Phowett Tilverton
1st level Male Human Psion (Clairsentience)
Alignment: Lawful Good
Age: 23
Height: 5’9’’
Weight: 160 lbs
Eyes: Brown
Hair: Brown
Skin: Tan

Strength: 10
Dexterity: 10
Constitution: 14 (+2)
Intelligence: 15 (+2)
Wisdom: 12 (+1)
Charisma: 14 (+2)

HP: 6
AC: 10
Initiative: 0
Base Attack Bonus: 0
HD: d4

Reflex: 0
Fortitude: 0
Will: 2

Melee Attack Bonus: 0
Ranged Attack Bonus: 0

Skills:
Concentration 4
Gather Information 2
Intuit Direction 1
Knowledge (Psionics) 4
Listen 4
Psicraft 1
Remote View 4
Sense Motive 2
Scry 1

Feats:
Enlarge power
Inner Strength

Powers Known:
Know Direction
Inkling
Detect Psionics
Know Location

Gear:
Walking Cane (Quarterstaff)
Dagger
Backpack
Waterskin
two day's trail rations
bedroll
sack
Hooded Lantern
5 pints of oil
164 gp

His major is Clairsentience: powers that reveal information.
His thesis is that “the cure lies within ourselves”
He was born with terrible eyes. His father, one of the head clerics and leading doctor in town tried his best to heal his son, but could not. He was the first semi-blind man to enter his school of psionics, and believes that psionics will cure him from his blindness.
 

Jemal

Adventurer
James Asmuson
Human Male Ftr 1

Major : Military Strategy
Thesis Title: The Impending Orcish invasion of Marguard.

STR: 16 (10 Points)
DEX: 14 (6 Points)
CON: 10 (2 Points)
INT: 12 (4 Points)
WIS: 10 (2 Points)
CHA: 12 (4 Points)

HP: 10 AC: 16 (Chainshirt, Dex)
Saves: FORT: +2 REF: +2 WILL: +1

Attacks: +5 to hit, 2d6+6 damage (Flamberge)

Skills: Knowledge:Tactics(+5/4), Diplomacy(+5/4), Intimidate(+6/4), Ride(+6/4)

Feats: Power Attack, Two-handed Power Strike*, W.Focus(G.Hammer)

Equipment:
Chainshirt
Greathammer (Large, 1d12 damage, X3 critical, 25 lbs, Bludgeoning, 35 GP)
Backpack
Caltrops(2 bags)
Signet Ring
96 GP (tbd)

*Feat Description from Quintessential Fighter:

Two-handed Power Strike (Fighter)
Prereq: Str 15+, Power Attack
Benefit: You may add twice your strength bonus to damage when using a two-handed close combat
weapon with both hands. May not be used in conjunction with Improved Initiative.
Normal: Without this feat, a character adds one and a half times their strength bonus to damage
with a 2-handed weapon.
 

Uriel

Living EN World Judge
Froud Galviminium

Gnome Mechanist
Alignment: NG

Str 10 +0 4
Dex 14 +2 6
Con 12 +1 2
Int 16 +3 10
Wis 12 +1 4
Cha 10 +0 2

HP 7

BaB +0
Fort: +1
Ref: +2
Will: +3
Init: +2
AC: 15/13 Flat/ 13 Touch
Move: 20'

Feats: Gearhead, Scent
Jury-Rig, Guerilla Repair, Minor Upgrade.
+2 Listen, Alchemy, Cast Ghost Sound, Prestidigitation, Dancing Lights each
1/Day.
+1 Vs. Kobolds & Goblinoids.
+4 AC (Dodge) Vs. Giants,
Small: +1 AC, +4 Hide, +1 Attack.

3'4" 56 pounds, pale blond hair and beard (singed)
blue eyes, male, 43 years old.

Skills: 44

Appraise 2/+5
Demolitions 2/+5
Concentration 3/+4
Craft-Metalsmithing 3/+6
Alchemy 2/+7
Prof-Engineering 4/+5
Know-Clockwork Robotics 3/+6
Know-Chemistry- 3/+6
Know-Mathematics 1/+4
Search 4/+7
Use Device 3/ +8
Disable Device 3/+6/8
Repair 4/ +9/11
Research 2/+5
Open Locks 1/+3
Spot <C>1/+2
Listen <C>1/+4
Move Silently <U> +2
Hide <U> +6

240GP

Master-Worked Mechanist's Tools (+2 Repair & Disable Device) <100>
Leather Armor <10GP>
Spanner (Heavy Mace) <12>
Light Crossbow <35>
20 Bolts <1>
2 Daggers <4>

Utility Belt: 50' Silken Cord & Small Grapnel, 3 Large Pouches *, Rings, <14>
Metalsmithing Tools hanging from Rings <5>
* Holds various Gears, Springs, Ball bearings, Scales <2>.
Backpack <2>
Crowbar <2>
Notebook & Quills & Ink <5>
2 Tindertwigs <2>
2 Sunrods <4>

Mule & saddle/gear/food: 1 week <15GP,3SP,5CP>

25 GP 6 SP 5 CP Left
 

Krug

Newshound
Linda Duxton, Half-Elven Druid 1
Str: 9 Dex: 12 Con: 10 Int: 13 Wis: 16 Cha: 14
HP: 8
AL: N
Spells:
0th level: Cure Minor Wounds, Detect Poison
1st level: Entangle, summon Nature's Ally I

Skills: Animal Empathy (+6/4 ranks), Handle Animal (+6/4 ranks), Heal (+7/4 ranks), Knowledge[Nature] (+3/2 ranks), Wilderness Lore (+7/4 ranks), Spellcraft (+3/2 ranks)

Feats: Extend Spell

Animal Companion:
Slash, Wolf

Thesis: Integration Wildlife with Technomancy forms

Linda seeks to revive nature, but in combination with technology. She can be haughty and spoilt, and prefer the company of her animal companions (her room is filled with pets), but she's quite a fun person to be with if she's not in her moods.
 

Seonaid

Explorer
Miriah Kalindos
Female human wizard, lawful good, no deity
Age: 17, Height: 4'7", Weight: 89 lbs.
green eyes, black hair, pale skin

Str: 9, Dex: 15, Con: 10, Int: 18, Wis: 10, Cha: 9
HP: 4, AC: 12, Flat: 10, Touch: 12, Speed: 30'
BAB: +0
Init: +1

+2 Fort/+2 Ref/+2 Will

Spells
specialization: abjuration (illusion opposed)
0: All except illusion
1: Alarm, Comprehend Languages, Endure Elements, Hold Portal, Protection from Chaos, Protection from Evil, Shield

Normal spell preparation: Resistance, Detect Poison, Detect Magic, Read Magic; Protection from Chaos, Protection from Evil, Comprehend Languages

Skills
Alchemy: +8 (4 ranks, +4 int)
Concentration: +4 (4 ranks)
Knowledge (arcana): +10 (4 ranks, +4 int, +2 skill focus)
Knowledge (history): +8 (4 ranks, +4 int)
Knowledge (nobility & royalty): +8 (4 ranks, +4 int)
Scry: +8 (4 ranks, +4 int)
Spellcraft: +8 (4 ranks, +4 int)
Listen/Spot (granted by Alertness): both +2

Feats
Scribe Scroll
Spell Penetration
Skill Focus: Knowledge (arcana)

Familiar
"Mouse" (a rat)
Natural Armor +1, Int 6
Alertness, Improved Evasion, Share Spells, Empathic Link

Gear
Quarterstaff
Scholar's outfit
Spell component pouch
Signet ring (of her family's seal)
Backpack
Blanket, winter
Spellbook, wizard's
Ink (1 oz. vial)
Inkpen
Candles, 5
Chalk, 5 pieces
Parchment, 25 sheets
2 sp, 9 cp

Normal gear: all but the winter blanket and sometimes she has that, too (usually if it's cold out, but sometimes for no apparent reason at all)

Languages: Auran, Common, Draconic, Gnoll, Halfling

Major: Abjuration
Thesis: Large-Scale Protection through Abjuration Magic

Miriah is a member of the royal family by marriage. Her family was well off before it married into royalty, and her blood relatives are often marked by the distinctive combination of green eyes and black hair. Miriah lives a life of relative luxury. This has not made her spoiled, and she does not expect service from those around her. Her mild temperament and her family connections are the only things keeping her at the school--she holds the belief that technology is nothing more than a form of magic that has yet been discovered. While not pursuing her studies of abjuration, she dedicates much of her time to figuring out the source of technology's magic.

Addition: Her family contributes a great deal of money to the school, and rumors quietly go around that the reason is so the school will not send Miriah back home. She rarely goes to the family estate and just as rarely receives visitors. Those rumors are often accompanied by ones saying that the only reason Miriah is sane is the presence of her familiar. Her image is not helped by the fact that she is hardly ever seen without Mouse, and she often speaks only to her. She lacks in social skills, and it's often been said that Mouse is more outgoing and personable than Miriah. If Miriah (or Mouse) hears those rumors, she does not let on that she has.

Miriah is very concerned with the welfare of the populace, which led to her thesis. She hopes to learn enough about Abjuration magics to allow some sort of permanent shield for the city, and perhaps one that would protect travelers as well. It is difficult to say how her studies are progressing as she doesn't keep coherent notes, and rarely speaks to others about anything, much less her thesis.
 
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bruin

First Post
Aerandir Lindithil
Bard Level 1
Chaotic Good
High Elf
Age: 65
Height: 5'0
Weight: 106
Hair/Eyes: Brown/Green

Str 10 +0
Dex 14 +2 (12 +2 Racial)
Con 10 +0 (12 -2 Racial)
Int 14 +2
Wis 10 +0
Cha 16 +3

HP 6
Ini +2
AC 14 (12 Touch, 12 Flatfooted)
Arcane Spell Failure 10%
BAB +0, Melee +0, Ranged +2
Fort +0
Ref +4
Will +2

Special: Bardic Music; Bardic Knowledge; Lowlight Vision; Immune to Sleep; +2 vs Enchantment; Elf Weapon Proficiency; +2 bonus to Listen, Search, Spot; Search check for hidden doors

Deity: Corellon Larethian

Languages: Common, Elf, Orc, Draconic

Trained Skills
Perform (Ballad, poetry, epic, lute) +7 = 4 +3 Cha
Craft (Clockwork Musical Automatons) +6 = 4 +2 Int
Knowledge (Humanities) +6 = 4 +2 Int
Concentration +4 = 4 +0 Con
Spellcraft +5 = 3 +2 Int
Use Magic Device +5 = 2 +3 Cha
Decipher Script +5 = 3 +2 Int

Feat: Dodge

Spells Per Day: Cantrips=2
Spells Known: Cantrips= Detect Magic, Read Magic, Resistance, Daze

Major: Techno-magical Musicology

Original Thesis: "On imbuing musical clockwork automatons with magical auditory effects," Lady Rosalyn Loudbrook, Thesis Advisor

Revised Thesis: "Theoretical approaches to imbuing musical clockwork automatons with magical auditory effects," Ezra Summerkind, [Replacement] Thesis Advisor

Equipment: On Person--31 lb total, Light, Spd 30ft :)
Backpack (2 lb)
Explorer's outfit
Lute (3 lb)
Dagger (1 lb)
Shortbow (2 lb)
Arrows (20) (3 lb)
Leather Armor (15 lb)
Spell Component Pouch (3 lb)
Signet Ring
Flint/steel
2 Sunrod (2 lb)
25 GP, 2 sp, 5 cp

In Room
-Artisan's Tools (5 lb), 2 Trail Rations (2 lb), Arrows (20) (3 lb) [Edit: I was originally carrying these items]
- Entertainer's outfit, scholar's outfit (alternative apparel for discerning young student/entertainer)
-Winter blanket, cold weather outfit (for the winter months)
-5 Candles, 15 sheets paper, 1 ink vial, 2 inkpens, sealing wax (for writing home and such)
-1 Bottle wine, 2 wine glasses, 1 pair manacles, 1 whip, 1 hemp rope (don't ask)

Aerandir (or Aery as he's known to his non-elf friends) comes from a noble family in Silverwood. He learned much of his avocation as a bard among his elf kin, coming to the university in Arcosia to expand upon his elven repetoire by learning other literary and musical traditions. Since then he has been fascinated with the technological advancements being made right and left in the big city (though his parents, being firmly rooted in all things natural, are none too pleased with this turn of events).

He has become quite adept in crafting a variety a street trinkets--musical clockwork automatons for the most part--and furthermore has dedicated his thesis to integrating these devices with his magical powers. He hopes to create automatons whose song will grant the hearer temporary magical effects. However, his lack of skill in crafting magic items got him in trouble early on in the thesis development, as one of his devices--which was supposed to grant the listener magical resistance--instead dazed his old thesis advisor, Rosalyn Loudbrook, at the demonstration session.

She was hopping mad, as you might expect, and he would have been expelled if not for the timely intervention of another faculty member, Ezra Summerkind, who apparently found the whole affair quite amusing indeed. Ezra agreed to take over the role as Aery's advisor, on the condition that he focus solely on the theoretical aspects of his work for the remainder of his study, leaving practical applications alone until he gained greater prowess in enchanting items.

In his spare time, you'll find him performing at the Hatted Badger, or tinkering with his machines in his room, or otherwise involving himself in no end of mischief.
 
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