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<blockquote data-quote="D20Dazza" data-source="post: 2296611" data-attributes="member: 4260"><p><strong>FIXIT (Warforged Artificer 1)</strong></p><p></p><p>[CODE][B]Name:[/B] Fixit</p><p>[B]Class:[/B] Artificer</p><p>[B]Race:[/B] Warforged</p><p>[B]Size:[/B] Medium</p><p>[B]Gender:[/B] Male</p><p>[B]Alignment:[/B] Neutral Good</p><p>[B]Deity:[/B] Onatar</p><p>[B]Action Points:[/B] 5</p><p>[B]EXP:[/B] 472</p><p></p><p>[B]Str:[/B] 10 +0 (2p.) [B]Level:[/B] 1 [B]XP:[/B] 0</p><p>[B]Dex:[/B] 12 +1 (4p.) [B]BAB:[/B] +0 [B]HP:[/B] 7 (1d6+1)</p><p>[B]Con:[/B] 12 +1 (2p.) +2 racial [B]Grapple:[/B] +0 [B]Dmg Red:[/B] 2/slashing</p><p>[B]Int:[/B] 14 +2 (6p.) [B]Speed:[/B] 30' [B]Spell Res:[/B] N/A </p><p>[B]Wis:[/B] 8 -1 (2p.) -2 racial [B]Init:[/B] +1 [B]Spell Save:[/B] N/A </p><p>[B]Cha:[/B] 16 +3 (16p.) -2 racial [B]ACP:[/B] -0 [B]Spell Fail:[/B] 0%</p><p></p><p>[b]Current Hit Points[/B] 7</p><p></p><p> [B]Base Armor Shld Dex Size Nat Misc Total[/B]</p><p>[B]Armor:[/B] None 10 +3 +0 +1 +0 +0 +0 14</p><p>[B]Touch:[/B] 11 [B]Flatfooted:[/B] 13</p><p></p><p> [B]Base Mod Misc Total[/B]</p><p>[B]Fort:[/B] 0 +1 0 +1</p><p>[B]Ref:[/B] 0 +1 0 +1</p><p>[B]Will:[/B] 2 -1 0 +1</p><p></p><p>[B]Weapon Attack Damage Critical[/B]</p><p>Hvy Mace +0 1d8 x2</p><p>Light x-bow +1 1d8 19-20/x2 80'</p><p></p><p>[B]Bolts Used:[/B] 2</p><p></p><p>[B]Languages:[/B] Common, Draconic, Elven</p><p></p><p>[B]Abilities:[/B] </p><p>Racial</p><p>*Immunity to poison, sleep effects, paralysis,disease, nausea, fatigue,</p><p>exhaustion, effects that cause the sickened condition, and energy drain</p><p>*Only heal half damage from cure spells and fx</p><p>*Vulnerable to spells and fx that affect metal and wood (as long as the</p><p>effect is not restricted to objects)</p><p>*No need to eat, sleep or breathe but can gain the benefits of consumable</p><p>spells, fx and magit items</p><p>*Composite Plating: +2 armour class (5% spell failure)</p><p>*Light Fortification: 25% chance to avoid critical and sneak attack damage</p><p>*Slam attack: 1d4 damage</p><p>Class</p><p>*Infusions: To access infusion level need an Int equal to 10 + the infusion</p><p> level</p><p>*Craft reserve: Use instead of xp to create magic items</p><p>*Artificer knowledge: DC 15 check to determine if an item has a specific </p><p>magical aura; bonus is level + Int mod</p><p>*Artisan bonus: +2 Use Magic Device to activate an item that he has the </p><p>prerequisite item creation feat</p><p>*Disable trap: As rogue ability</p><p>*Item creation: UMD check (DC20 + caster level) for each spell normally </p><p>required to create the item; 1/day per spell;</p><p>effective caster level +2 for meeting item pre-reqs; if it emulates a spell fx </p><p>that fx is 2 levels lower; can also emulate non spell fx (alignment, race)</p><p>*Scribe Scroll</p><p></p><p>[B]Craft Reserve:[/B] 20</p><p></p><p>[B]Feats:[/B] Ironwood Body (+3 AC, DR 2/slashing)</p><p></p><p>[B]Skill Points:[/B] 24 [B]Max Ranks:[/B] 4/2</p><p>[B]Skills Ranks Mod Misc Total[/B]</p><p></p><p>Appraise (Int) 2 +2 +4</p><p>Concentration (Con) 2 +1 +3</p><p>Craft (Int) 2 +2 +4</p><p>Disable Device (Int) 2 +2 +4</p><p>Know (Arcana)(Int) 2 +2 +4</p><p>Know (Arch & Eng) (Int) 1 +2 +4</p><p>Know (Local) (Int) .5 +2 +2.5</p><p>Know (The Planes) (Int) 2 +2 +4</p><p>Open Lock (Dex) 2 +1 +3</p><p>Profession (toy maker) (Wis) 2 -1 +1</p><p>Search (Int) 2 +2 +4</p><p>Spellcraft (Int) 2 +2 +4</p><p>Use Magic Device (Cha) 2 +3 +5*</p><p></p><p>*Artisan Bonus +2 UMD</p><p></p><p>[B]Equipment: Cost Weight[/B]</p><p>5 candles 5cp -</p><p>5 pieces of chalk 5cp -</p><p>2 flasks 6cp 03lb</p><p>Hammer 5sp 02lb</p><p>Inkpen 1sp -</p><p>Light Crossbow 35gp 04lb</p><p>Heavy Mace 12gp 08lb</p><p>20 crossbow bolts 2gp 02lb</p><p>Warforged Repair Kit 50gp 01lb</p><p>ID Papers, with portrait 5gp -</p><p>Satchel (Backpack equiv) 2gp 02lb</p><p>Belt Pouch (large) 2gp 01lb</p><p>Artisans Tools, m'work 55gp 05lb</p><p>Sunrod x2 4gp 02lb</p><p>Flint and Steel 1gp -</p><p>Red Ink 8gp -</p><p>Blue Ink 8gp -</p><p>Mirror, sm steel 10gp .5lb</p><p>2 Scroll cases 2gp 01lb</p><p>Sharn Inquisitive sub 10gp -</p><p> </p><p></p><p>[B]Total Weight:[/B]31.5lb [B]Money:[/B] 2gp 4sp 4cp</p><p></p><p> [B]Lgt Med Hvy Lift Push[/B]</p><p>[B]Max Weight:[/B] 33 66 100 200 500</p><p></p><p>[B]Age:[/B] 6</p><p>[B]Height:[/B] 6'7"</p><p>[B]Weight:[/B] 200lb</p><p>[B]Eyes:[/B] Blue</p><p>[B]Hair:[/B] N/A</p><p>[B]Skin:[/B] N/A[/CODE]</p><p></p><p><strong>Infusions Known:</strong> 2+1 <strong>Infusions Used:</strong> 0</p><p></p><p>[sblock]Armour Enhancement, lesser</p><p>Energy Alteration</p><p>Enhancement Alteration</p><p>Identify</p><p>Inflict Light Damage</p><p>Light</p><p>Magic Stone</p><p>Magic Vestment</p><p>Magic Weapon</p><p>Natural Weapon Augmentation (RoE)</p><p>Repair Light Damage</p><p>Resistance Item</p><p>Shield of Faith</p><p>Skill Enhancement</p><p>Spell Storing Item</p><p>Weapon Augmentation, Personal[/sblock]</p><p></p><p><strong>Appearance:</strong> Fixit is a hulking brute that has engraved himself with various formulas and recipes some of which he has shaded with different coloured inks and paints. He sports a heavy leather tool pouch on his front and carries a large mace. </p><p></p><p>Unusually for a Warforged he also wears big leather boots that are covered in small press studded pockets (He's hoping to make some Fixit's Handy Boots in the future). Most believe he sports the boots for extra storage but in reality he has a phobia about getting his feet wet. He thinks that being in constant contact with the moisture of the earth will make him rust from the ground up, the added storage is just a bonus. He also has problems with his eyes from doing a lot of small detail work and has crafted himself a set of goggles to make his life a little easier, these goggles are held in place with a small, tight leather belt (think aviation goggles). He wears a leather skullcap. Several childish charms, which have been given to him by children he has gifted with his creations, hang on leather throngs around his neck. Over his shoulder he wears a leather satchel with several compartments in it. </p><p></p><p><strong>Background:</strong> Fixit is very imposing (although children never seem bothered by his appearance) but generally has the heart of puppy, especially where children are involved. He can get riled up though, and suffers serious embarrassment after he has calmed down. He loves mystery and reading and has a current subscription to the Sharn Inquisitive. He also loves creating toys to give to children. In fact, one of the pouches of his satchel is full of small toys and trinkets that he gives to children.</p><p></p><p>Fixit never made it to the war. In fact he never made it out of Sharn during the war. A minor Cannith noble, heavily in debt to The Boromar Clan, was forced to divert some of the Warforged being produced in the Cannith foundry to pay for his indiscretions. Fixit found himself being passed from owner to owner until he wound up in Diamond Lake working for Teren the Magewright. </p><p></p><p>Teren put Fixit to work as a labourer. Slowly, as he has interacted with the Warforged he grew impressed by his quiet determination and ceaseless striving to be the best at what he chooses to do. Teren began to reverse his opinion that Warforged were just items to be used, machines to make life easier. Fixit had shown some aptitude and a thirst for knowledge and Teren has slowly come to appreciate that he is a sentient being and does not deserve enslavement. It wasn't long before Teren couldn't teach Fixit anymore. Teren has sponsored Fixit as an apprentice Artificer.</p><p></p><p><strong>Zan </strong> (Bront) first met Fixit when he was 'indentured' to Teren. Zan was an inquisitive young man and provided Fixit with a ready companion to discuss the theories behind magic. While Zan took an interest in magic in its purest form Fixit wanted to know more about the mechanics behind magic. Even though Zan probably doesn't realise it he was very helpful in influencing Fixit's career choice.</p><p></p><p>Zan's younger brother, <strong>Pak</strong> (Candide), has always amazed Fixit. He is continuously fascinated by his quick wit, rapier tongue and manipulation of language. While Fixit can easily grasp the most complex of magical formula he is much more rudimentary with regard life and Pak has sometimes taken advantage of this ignorance. It must be remembered, after all, that Fixit is only 6 years old and has spent most of that time being shunted from owner to owner and sequestered in dark rooms. Fixit treats Pak like a kid brother and often intercedes in arguments between the two real-life brothers.</p><p></p><p>Fixit doesn't have the same patience for Zan's 'partner in crime' <strong>Meldain</strong> (Knight Odu). The wiry human often partners Zan on his missions of daring-do. It might be because of his relationship with Zan that Fixit has more patience for Pak, but he finds the humour of Meldain caustic and his practical jokes mostly puerile. Saying that he doesn't hate the boy and still respects his place in the town.</p><p></p><p>Fixit has never really known how to take <strong>Kell</strong> (Captain Tagon). At times he seems such a gentle kid yet some times he can break into a ferocious rage which only goes to remind Fixit of the shame he feels when he himself gives in to anger. Kell has though, often stepped in to help the Changeling brothers and for that, if nothing else, Fixit respects the young wild man.</p><p></p><p><strong>Mulch</strong> (lotuseater's PC) has always been an enigma to Fixit. When the dwarf is being serious (which is far to infrequently as far as Fixit is concerned) he and Fixit wax lyrical on all things alchemical, Fixit always being keen to learn something new. But, when the dwarf is playing at being the practical joker and, particularly when Fixit is the butt of his gags, the dwarf can tend to grate. They are close friends though and Fixit often colludes with Mulch when creating toys and fireworks.</p><p></p><p>Fixit is a little unsure of the latest settler to Crystal Lake, another Warforged that goes by the name of <strong>Sniffer</strong> (Ranger Rick). Fixit is a little jealous and at the same time uncertain. He is jealous because this new 'forged experienced war and uncertain because he doesn't know how the residents of Crystal Lake will feel about another 'forged in their midst. Will they now not want Fixit around?</p><p></p><p>The one thing that mitigates the unease the Fixit feels around Sniffer is the close bond the ‘forged has with <strong>Kerwin</strong> (Erekosc13). Fixit is inspired by Kerwin’s stories and finds his sharp mind an absolute pleasure to be around. Fixit is keen to learn more about the power of the mind and to see if he can’t somehow incorporate the science into his toys and gadgets. Sniffer can’t be all bad if Kerwin is friends with him. Can he?</p><p></p><p>Fixit is still very insecure after the events that unfolded before he was able to win his freedom. He needs security and hates loneliness. He is quick to make friends and a trustworthy, stalwart companion. He is keen to journey outside Crystal Lake and see some of the outside world. The stories that Sniffer and Kerwin tell of far away lands fill him with excitement and a longing to experience adventure.</p></blockquote><p></p>
[QUOTE="D20Dazza, post: 2296611, member: 4260"] [b]FIXIT (Warforged Artificer 1)[/b] [CODE][B]Name:[/B] Fixit [B]Class:[/B] Artificer [B]Race:[/B] Warforged [B]Size:[/B] Medium [B]Gender:[/B] Male [B]Alignment:[/B] Neutral Good [B]Deity:[/B] Onatar [B]Action Points:[/B] 5 [B]EXP:[/B] 472 [B]Str:[/B] 10 +0 (2p.) [B]Level:[/B] 1 [B]XP:[/B] 0 [B]Dex:[/B] 12 +1 (4p.) [B]BAB:[/B] +0 [B]HP:[/B] 7 (1d6+1) [B]Con:[/B] 12 +1 (2p.) +2 racial [B]Grapple:[/B] +0 [B]Dmg Red:[/B] 2/slashing [B]Int:[/B] 14 +2 (6p.) [B]Speed:[/B] 30' [B]Spell Res:[/B] N/A [B]Wis:[/B] 8 -1 (2p.) -2 racial [B]Init:[/B] +1 [B]Spell Save:[/B] N/A [B]Cha:[/B] 16 +3 (16p.) -2 racial [B]ACP:[/B] -0 [B]Spell Fail:[/B] 0% [b]Current Hit Points[/B] 7 [B]Base Armor Shld Dex Size Nat Misc Total[/B] [B]Armor:[/B] None 10 +3 +0 +1 +0 +0 +0 14 [B]Touch:[/B] 11 [B]Flatfooted:[/B] 13 [B]Base Mod Misc Total[/B] [B]Fort:[/B] 0 +1 0 +1 [B]Ref:[/B] 0 +1 0 +1 [B]Will:[/B] 2 -1 0 +1 [B]Weapon Attack Damage Critical[/B] Hvy Mace +0 1d8 x2 Light x-bow +1 1d8 19-20/x2 80' [B]Bolts Used:[/B] 2 [B]Languages:[/B] Common, Draconic, Elven [B]Abilities:[/B] Racial *Immunity to poison, sleep effects, paralysis,disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain *Only heal half damage from cure spells and fx *Vulnerable to spells and fx that affect metal and wood (as long as the effect is not restricted to objects) *No need to eat, sleep or breathe but can gain the benefits of consumable spells, fx and magit items *Composite Plating: +2 armour class (5% spell failure) *Light Fortification: 25% chance to avoid critical and sneak attack damage *Slam attack: 1d4 damage Class *Infusions: To access infusion level need an Int equal to 10 + the infusion level *Craft reserve: Use instead of xp to create magic items *Artificer knowledge: DC 15 check to determine if an item has a specific magical aura; bonus is level + Int mod *Artisan bonus: +2 Use Magic Device to activate an item that he has the prerequisite item creation feat *Disable trap: As rogue ability *Item creation: UMD check (DC20 + caster level) for each spell normally required to create the item; 1/day per spell; effective caster level +2 for meeting item pre-reqs; if it emulates a spell fx that fx is 2 levels lower; can also emulate non spell fx (alignment, race) *Scribe Scroll [B]Craft Reserve:[/B] 20 [B]Feats:[/B] Ironwood Body (+3 AC, DR 2/slashing) [B]Skill Points:[/B] 24 [B]Max Ranks:[/B] 4/2 [B]Skills Ranks Mod Misc Total[/B] Appraise (Int) 2 +2 +4 Concentration (Con) 2 +1 +3 Craft (Int) 2 +2 +4 Disable Device (Int) 2 +2 +4 Know (Arcana)(Int) 2 +2 +4 Know (Arch & Eng) (Int) 1 +2 +4 Know (Local) (Int) .5 +2 +2.5 Know (The Planes) (Int) 2 +2 +4 Open Lock (Dex) 2 +1 +3 Profession (toy maker) (Wis) 2 -1 +1 Search (Int) 2 +2 +4 Spellcraft (Int) 2 +2 +4 Use Magic Device (Cha) 2 +3 +5* *Artisan Bonus +2 UMD [B]Equipment: Cost Weight[/B] 5 candles 5cp - 5 pieces of chalk 5cp - 2 flasks 6cp 03lb Hammer 5sp 02lb Inkpen 1sp - Light Crossbow 35gp 04lb Heavy Mace 12gp 08lb 20 crossbow bolts 2gp 02lb Warforged Repair Kit 50gp 01lb ID Papers, with portrait 5gp - Satchel (Backpack equiv) 2gp 02lb Belt Pouch (large) 2gp 01lb Artisans Tools, m'work 55gp 05lb Sunrod x2 4gp 02lb Flint and Steel 1gp - Red Ink 8gp - Blue Ink 8gp - Mirror, sm steel 10gp .5lb 2 Scroll cases 2gp 01lb Sharn Inquisitive sub 10gp - [B]Total Weight:[/B]31.5lb [B]Money:[/B] 2gp 4sp 4cp [B]Lgt Med Hvy Lift Push[/B] [B]Max Weight:[/B] 33 66 100 200 500 [B]Age:[/B] 6 [B]Height:[/B] 6'7" [B]Weight:[/B] 200lb [B]Eyes:[/B] Blue [B]Hair:[/B] N/A [B]Skin:[/B] N/A[/CODE] [B]Infusions Known:[/B] 2+1 [B]Infusions Used:[/B] 0 [sblock]Armour Enhancement, lesser Energy Alteration Enhancement Alteration Identify Inflict Light Damage Light Magic Stone Magic Vestment Magic Weapon Natural Weapon Augmentation (RoE) Repair Light Damage Resistance Item Shield of Faith Skill Enhancement Spell Storing Item Weapon Augmentation, Personal[/sblock] [B]Appearance:[/B] Fixit is a hulking brute that has engraved himself with various formulas and recipes some of which he has shaded with different coloured inks and paints. He sports a heavy leather tool pouch on his front and carries a large mace. Unusually for a Warforged he also wears big leather boots that are covered in small press studded pockets (He's hoping to make some Fixit's Handy Boots in the future). Most believe he sports the boots for extra storage but in reality he has a phobia about getting his feet wet. He thinks that being in constant contact with the moisture of the earth will make him rust from the ground up, the added storage is just a bonus. He also has problems with his eyes from doing a lot of small detail work and has crafted himself a set of goggles to make his life a little easier, these goggles are held in place with a small, tight leather belt (think aviation goggles). He wears a leather skullcap. Several childish charms, which have been given to him by children he has gifted with his creations, hang on leather throngs around his neck. Over his shoulder he wears a leather satchel with several compartments in it. [B]Background:[/B] Fixit is very imposing (although children never seem bothered by his appearance) but generally has the heart of puppy, especially where children are involved. He can get riled up though, and suffers serious embarrassment after he has calmed down. He loves mystery and reading and has a current subscription to the Sharn Inquisitive. He also loves creating toys to give to children. In fact, one of the pouches of his satchel is full of small toys and trinkets that he gives to children. Fixit never made it to the war. In fact he never made it out of Sharn during the war. A minor Cannith noble, heavily in debt to The Boromar Clan, was forced to divert some of the Warforged being produced in the Cannith foundry to pay for his indiscretions. Fixit found himself being passed from owner to owner until he wound up in Diamond Lake working for Teren the Magewright. Teren put Fixit to work as a labourer. Slowly, as he has interacted with the Warforged he grew impressed by his quiet determination and ceaseless striving to be the best at what he chooses to do. Teren began to reverse his opinion that Warforged were just items to be used, machines to make life easier. Fixit had shown some aptitude and a thirst for knowledge and Teren has slowly come to appreciate that he is a sentient being and does not deserve enslavement. It wasn't long before Teren couldn't teach Fixit anymore. Teren has sponsored Fixit as an apprentice Artificer. [B]Zan [/B] (Bront) first met Fixit when he was 'indentured' to Teren. Zan was an inquisitive young man and provided Fixit with a ready companion to discuss the theories behind magic. While Zan took an interest in magic in its purest form Fixit wanted to know more about the mechanics behind magic. Even though Zan probably doesn't realise it he was very helpful in influencing Fixit's career choice. Zan's younger brother, [B]Pak[/B] (Candide), has always amazed Fixit. He is continuously fascinated by his quick wit, rapier tongue and manipulation of language. While Fixit can easily grasp the most complex of magical formula he is much more rudimentary with regard life and Pak has sometimes taken advantage of this ignorance. It must be remembered, after all, that Fixit is only 6 years old and has spent most of that time being shunted from owner to owner and sequestered in dark rooms. Fixit treats Pak like a kid brother and often intercedes in arguments between the two real-life brothers. Fixit doesn't have the same patience for Zan's 'partner in crime' [B]Meldain[/B] (Knight Odu). The wiry human often partners Zan on his missions of daring-do. It might be because of his relationship with Zan that Fixit has more patience for Pak, but he finds the humour of Meldain caustic and his practical jokes mostly puerile. Saying that he doesn't hate the boy and still respects his place in the town. Fixit has never really known how to take [B]Kell[/B] (Captain Tagon). At times he seems such a gentle kid yet some times he can break into a ferocious rage which only goes to remind Fixit of the shame he feels when he himself gives in to anger. Kell has though, often stepped in to help the Changeling brothers and for that, if nothing else, Fixit respects the young wild man. [B]Mulch[/B] (lotuseater's PC) has always been an enigma to Fixit. When the dwarf is being serious (which is far to infrequently as far as Fixit is concerned) he and Fixit wax lyrical on all things alchemical, Fixit always being keen to learn something new. But, when the dwarf is playing at being the practical joker and, particularly when Fixit is the butt of his gags, the dwarf can tend to grate. They are close friends though and Fixit often colludes with Mulch when creating toys and fireworks. Fixit is a little unsure of the latest settler to Crystal Lake, another Warforged that goes by the name of [B]Sniffer[/B] (Ranger Rick). Fixit is a little jealous and at the same time uncertain. He is jealous because this new 'forged experienced war and uncertain because he doesn't know how the residents of Crystal Lake will feel about another 'forged in their midst. Will they now not want Fixit around? The one thing that mitigates the unease the Fixit feels around Sniffer is the close bond the ‘forged has with [B]Kerwin[/B] (Erekosc13). Fixit is inspired by Kerwin’s stories and finds his sharp mind an absolute pleasure to be around. Fixit is keen to learn more about the power of the mind and to see if he can’t somehow incorporate the science into his toys and gadgets. Sniffer can’t be all bad if Kerwin is friends with him. Can he? Fixit is still very insecure after the events that unfolded before he was able to win his freedom. He needs security and hates loneliness. He is quick to make friends and a trustworthy, stalwart companion. He is keen to journey outside Crystal Lake and see some of the outside world. The stories that Sniffer and Kerwin tell of far away lands fill him with excitement and a longing to experience adventure. [/QUOTE]
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