Ansalthin Harson
((Note that the Homunculus was created at level 5, and hence the experience cost for it was taken from my level 5 reserve. Tell me if you're not okay with that))
Ansalthin Harson
Male Human Artificer 8
EXP: 29,000
Action Points: 9
Alignment: Chaotic Neutral
Region of Origin: Breland
Medium-sized, 5’4” tall, 110 lbs, 27 years old
Pale skin, Black hair, amber eyes
Str 8
Dex 12
Con 10
Int 17
Wis 6
Cha 19
HD: 8d6
Hit Points: 30
AC 17
Init +1
BAB +6/+1; Grap +5
Spd 20ft., Run 60ft. (base 30ft., medium armour)
SV Fort +3, Ref +4, Will +6
Melee +6/+1 Masterwork Heavy Mace, 1d8-1, 20/x2
Ranged +8/+3 Flaming Light Crossbow +1, 1d8 +2 +1d6 fire, 19-20/x2, range 80’x10
Languages
Common
Gnomish
Dwarven
Goblin
Skills
Appraise +9 (6 ranks + 3 Int)
Balance -2 (0 ranks + 1 Dex – 3 armour)
Bluff +4 (0 ranks + 4 Cha)
Climb –4 (0 ranks – 1 Str – 3 armour)
Concentration +0 (0 ranks + 0 Con)
Craft (Alchemy) +13 (15) (10 ranks + 3 Int, +2 using alchemist’s lab)
Craft (Armour Smithing) +7 (4 ranks + 3 Int)
Craft (Bow Making) +7 (4 ranks + 3 Int)
Craft (Trap Making) +7 (4 ranks + 3 Int)
Craft (Weapon Smithing) +6 (3 ranks + 3 Int)
Diplomacy +4 (0 ranks + 4 Cha)
Disable Device +11 (13) (8 ranks + 3 Int, +2 using masterwork thieves’ tools)
Disguise +4 (0 ranks + 4 Cha)
Escape Artist -2 (0 ranks + 1 Dex – 3 armour)
Forgery +3 (0 ranks + 3 Int)
Gather Information +4 (0 ranks + 4 Cha)
Handle Animal +4 (0 ranks + 4 Cha)
Heal –2 (0 ranks – 2 Wis)
Hide -2 (0 ranks + 1 Dex – 3 armour)
Intimidate +4 (0 ranks + 4 Cha)
Jump –4 (0 ranks – 1 Str – 3 armour)
Knowledge (Arcana) +10 (7 ranks + 3 Int)
Knowledge (Architecture and Engineering) +7 (4 ranks + 3 Int)
Listen –2 (0 ranks – 2 Wis)
Move Silently -2 (0 ranks + 1 Dex – 3 armour)
Ride +1 (0 ranks + 1 Dex)
Search +13 (10 ranks + 3 Int)
Sense Motive –2 (0 ranks – 2 Wis)
Spellcraft +13 (10 ranks + 3 Int)
Spot –2 (0 ranks – 2 Wis)
Survival –2 (0 ranks – 2 Wis)
Swim –7 (0 ranks – 1 Str – 6 armour)
Tumble -2 (0 ranks + 1 Dex – 3 armour)
Use Magic Device +17 (19) (10 ranks + 4 Cha + 3 Feat, +2 when using scrolls, wands, magic weapons or armour, or wondrous items)
Use Rope +1 (0 ranks + 1 Dex)
Feats
Skill Focus (Use Magic Device)
Quicken Spell
Scribe Scroll
Brew Potion
Legendary Artisan (ECS p.56)
Craft Wondrous Item
Maximize Spell
Craft Magic Arms and Armour
Rapid Reload (Light Crossbow)
Craft Wand
Attune Magic Weapon (ECS p.50)
Human Traits
Bonus Feat
+4 skill points at first level and +1 skill points at each additional level
Artificer Abilities
Craft Reserve (0)
Artificer Knowledge (+11)
Artisan Bonus
Disable Trap
Item Creation
Craft Homunculus
Retain Essence
Metamagic Spell Trigger
Artificer Infusions
1st – 4/day
2nd – 4/day
3rd – 4/day
4th – 1/day
Equipment
Breastplate +1 (worn, 30 lbs, 1,350 gp)
Flaming Light Crossbow +1 (right hip, 4 lbs, 8335 gp)
Quiver and 20 bolts (right shoulder, 3 lbs, 3gp)
Masterwork Heavy Mace (left hip, 8 lbs, 312gp)
Deck of Illusions (in cloak pocket, all cards remain, 0 lbs, 4200gp, 248 xp)
Wand of Magic Missile (9th level)(in cloak pocket, 0 lbs, 50 charges remain, 6750gp)
Wand of Cure Moderate Wounds (3rd level)(in cloak pocket, 0 lbs, 50 charges remain, 4500gp)
Wand of Detect Magic (in cloak pocket, 0 lbs, 50 charges remain, 375gp)
Cloak of Resistance +1 (worn, 0 lbs, 1000gp)
Bag of Holding (Type 1) (on back, 15 lbs, 2500gp)
Caltrops (in bag, 2 lbs, 1gp)
3 pc. Chalk (in bag, 0 lbs, 3cp)
Vial of Ink (in bag, 0 lbs, 8gp)
Inkpen (in bag, 0 lbs, 1sp)
Lantern, hooded (in bag, 2 lbs, 7gp)
3 pts. Oil (in bag, 3 lbs, 3gp)
Paper, 20 sheets (in bag, 0 lbs, 8gp)
Silk Rope, 50ft. (in bag, 5 lbs, 10gp)
Sealing Wax (in bag, 1 lb, 1gp)
5 potion vials, empty (in bag, 0.5 lbs, 5gp)
2 flasks acid (in bag, 2 lbs, 20gp)
2 flasks alchemist’s fire (in bag, 2 lbs, 40gp)
2 vials antitoxin (in bag, 0 lbs, 100gp)
5 smokesticks (in bag, 2.5 lbs, 100gp)
5 sunrods (in bag, 2.5 lbs, 10gp)
2 thunderstones (in bag, 2 lbs, 60gp)
10 tindertwigs (in bag, 0 lbs, 10gp)
Alchemist’s Lab (in bag, 40 lbs, 500gp)
Masterwork Artisan’s Tools (in bag, 5 lbs, 55gp)
Magnifying Glass (in bag, 0 lbs, 100gp)
Merchant’s Scales (in bag, 1 lb, 2gp)
Masterwork Thieves’ Tools (in bag, 2 lbs, 100gp)
1182gp, 8sp, 7cp (in bag, 1 lb)
Potion Belt (worn, 1 lb, 1gp)
2x Potion of Invisibility (in belt, 0.5 lbs, 600gp)
Potion of Levitate (in belt, 0.25 lbs, 300gp)
Potion of Spiderclimb (in belt, 0.25 lbs, 300gp)
Scroll Case (attached to belt at front-right, 0.5 lbs, 1gp)
Scroll of Alarm (in case, 0 lbs, 12.5gp 1xp)
Scroll of Entangle (in case, 0 lbs, 12.5gp 1xp)
Scroll of Make Whole (in case, 0 lbs, 150gp)
Scroll of Darkness (in case, 0 lbs, 150gp)
Scroll of Rope Trick (in case, 0 lbs, 150gp)
Scroll of See Invisibility (in case, 0 lbs, 150gp)
Scroll of Silence (in case, 0 lbs, 200gp)
Scroll of Invisibility Sphere (in case, 0 lbs, 375gp)
Scroll of Restoration (in case, 0 lbs, 800gp)
Jastus (1050gp, 78xp)
Tiny Construct (Homunculus)
HD 2d10 (11hp)
AL: Chaotic Neutral
Initiative +2
Speed 20ft, fly 50ft (good)
AC 14, touch 14, flat-footed 12
BAB/Grapple: +1/-8
Attack: Bite +2 melee (1d4-1 plus poison)
Space/Reach: 2½ ft./ 0ft.
Special Attacks: Poison (DC 13, primary damage sleep 1 minute, secondary damage sleep 5d6 minutes)
Special Qualities: Construct Traits, Darkvision 60ft., low-light vision, telepathic link
Saves: Fort +0, Ref +4, Will +1
Abilities: Str 8, Dex 15, Con -, Int 10, Wis 12, Cha 7
Skills: Hide +14, Listen +4, Spot +4
Feats: Lightning Reflexes
CR: 1
Personality: Ansalthin is charming, witty and debonair when engaged in conversation, and generally quite outgoing. He is impeccably polite at all times, even when rather inappropriate. The defining feature of his nature is his curiosity, which rules him in all walks of life. He wishes to understand everything, and it is a rare moment that his brain is not whirring with activity, trying to analyse and understand the minutiae of everything he comes across. He particularly loves small, well-crafted objects, particularly if they perform some sort of interesting function be it through magic or technology. Tinkering endlessly with such trinkets, and devising and working upon his own, are the activities that consume most of his spare time, and lust for such treasures (combined with a desire for the excitement that his everyday life fails to provide) is what drives him to adventure.
He reveals nothing of his own thoughts through conversation, always remaining inscrutable, and it is hard to imagine somebody getting close to him. It seems that, though he enjoys the company of others, actual interpersonal relationships are something that happen to other people. An interesting phenomenon, to be sure, but not something he really understands or feels the need to engage in. This leads to a very poor understanding of others, and a rather oblivious view of social interactions. In fact despite his keen intellect, ‘oblivious’ is a word that applies surprisingly well to Ansalthin.
Appearance: Short, dark hair, including a closely trimmed goatee, and gleaming amber eyes give Ansalthin a somewhat Mephistopholean air. Handsome in his way, and always well-groomed and composed, he prefers to dress in light and comfortable clothing most of the time. If he is venturing into more dangerous territory he reluctantly dispenses with such luxuries in favour of a well-made and relatively light suit of armour that he crafted himself for such purposes, over which he wears a long cloak, richly embroidered with arcane symbols of some kind, into the lining of which he has sewn multiple pockets.
Background: Ansalthin was born to a family of peasant farmers in a small village near the border between Breland and Droaam. He remembers little of his years there, however, as when he was only five years old he was sent away. A Gnomish wizard who had come to the village wanting a change of pace and some peace and quiet for his studies decided that the ever-increasing raids upon the village by Gnolls from the Graywall Mountains were becoming too disruptive, and set off planning to return to his home country of Zilargo, where he still had extensive family ties. Ansalthin’s parents begged him to take their son with him, and the gnome acquiesced.
And so Ansalthin spent most of his formative years in Zilargo, where the gnome’s family took him in and treated him like a son. It was likely this experience that gave him his insatiable curiosity and lust for knowledge, though whilst his foster-father focused his attentions on one field of study he instead was naturally predisposed to aim for breadth of knowledge, wanting to know something about everything. He adored magic, in all its forms, and fell afoul of more than one unfortunate incident when he became just a little too curious about the effects of some magical brew or experiment that his foster-father was working on.
When he was old enough, he was apprenticed to the Gnomish Wizard and spent many long hours mixing potions for him or working with his smith to craft the mundane materials used by the wizard for his magical creations. Though the wizard was forced to focus most of his efforts on the supply and sale of magical items in order to make a living, he had high hopes for Ansalthin. He hoped to steer him towards serious magical study, and allow him to transcend such material concerns in favour of a life devoted to the perfection and mastery of magecraft.
It soon became clear, however, that Ansalthin had other ideas. It was not the study, but the application of magic that fascinated him. And it fascinated him most of all when it made things work. He loved the act of creation, of making something more than the sum of its parts, and it was this art that attracted him more than any other. His foster-father was loathe to give up his hopes and dreams, but after many long arguments and much bad blood on both sides he realised that his protégé must make his own decisions, and on his eighteenth birthday told him to go into the world and find his destiny, with his blessing.
This Ansalthin did. He made his way back to Breland, to the city of Sharn of which he had heard so many tales. Though he was inexperienced in any of the crafts he pursued, they were many and varied and he showed talent in all of them, and so he had little difficulty finding work to support himself along the way. When eventually he reached the capital, though at first he was awestruck and bewildered by the scale and the bustle of it all, he soon adapted to city life and continued to support himself in much the same way as he had along the way, by taking odd-jobs wherever he could. Eventually, by luck rather than judgement, he attracted the attention of an Artificer of some skill who maintained a small business independent of the House politics that ruled so much of the city’s commerce. He took Ansalthin on for some months, and taught him all he knew about the unique style of magic that he practised. Ansalthin took to it like a duck to water, immediately showing a prodigious talent and outstripping easily the three other apprentices under his master’s tutelage.
It was not long, however, before Ansalthin realised that this was not the life for him. Between his gnomish foster-father and his mentor in Sharn, he had learned a considerable amount of skill in the crafting of various mundane and magical items, and even begun to master the art of instantly infusing a mundane item with magical powers for a limited time. But both his teachers shared one characteristic. They led sheltered, sedentary lives, devoted only to the study of one art and focused entirely on a commercial point of view. This was perfectly reasonable and respectable, Ansalthin could see, but it was not what he needed. He yearned to go out and experience the world, to test his abilities against the best it had to offer and thus to temper and constantly improve them. In short, he yearned for adventure.
After taking his leave of his master in Sharn he travelled fairly aimlessly, seeking excitement and experience. It came to him, as it does to anyone who seeks it, and for some years he made his way across Khorvaire acting, as circumstance demanded, as archaeologist, artisan, or (with the help of his magical creations) spellslinger for hire. So his life went on, and he found it infinitely diverting. Always there was something new to discover, to understand, and to test his abilities. Fate seemed to favour him, and he had soon made quite a name for himself and become more successful than most in his field.
His existence was disrupted recently by his recruitment by ADVENTURERS inc. He had been tipped of by an acquaintance that a particularly rare and rather powerful magical item had recently been stolen in a bloody break-in at an enclave of House Cannith, and through various channels had found itself in the wreckage of an airship that had crashed in the Burnt Wood of Thrane. Other treasure hunters made for it, but he beat them and claimed the treasure, a small crystal orb of some kind that glowed with magical power, for himself. The next day, before he had had time to even learn the true nature of the item, he received a note slipped under his front door politely informing him that he would meet a contact that day and would then sell him the orb for a fair price and sign a contract that would guarantee his place in the future as an agent of ADVENTURERS inc. – or else the authorities would be told that the man responsible for the break in at the House Cannith enclave had been captured, complete with the most precious item that had been taken.
As may be expected, Ansalthin was more than a little annoyed by this attempt at blackmail. He saw little way out of it, however, and did as the note requested. At least he was being paid a fair price for his find. He carried out the first few jobs he was assigned through ADVENTURERS inc. with proficiency but little enthusiasm, but this attitude has gradually diminished. He isn’t one to hold a grudge, and after all he does now have regular employment and access to an impressive array of contacts and resources. Things could be a lot worse.