First draft of gadgetmage!
Let me know if there's things that need changin', or suggestions you have.
[sblock]Name: Alexandra "Alex" Percival Howard Rammikin the Third
Race: Human
Class/Level: Wizard 8 / Effigy Master 4
Gender: Female
Exp:
Desc: Slim and a bit short, with mouse brown hair cut in a short pageboy style, blue eyes staring out from behind wire spectacles, and wearing her usual vest, shirt and breeches, Alexandra can pass for a young boy, if a somewhat obnoxiously effeminate looking one. Her cheeks are a little round, with a thin pattering of freckles. Despite her impressive manual dexterity and sure fingers, she always LOOKS a bit awkward, as if she might trip over her own longish legs. Her glasses magnify her already naturally large eyes so that she seems to have an expression of perpetual amazement at everything she looks at. A leather satchel full of her magical supplies hangs over her right shoulder, and a pack over her left.
Strength (STR) 10
Dexterity (DEX) 14
Constitution (CON) 14
Intelligence (INT) 22
Wisdom (WIS) 14
Charisma (CHA) 12
Alignment: Neutral Good
AC: 12 (10 + 2 Dex) Touch 12, Flatfoot 10
Hit Points: 55/55
Movement: 30'
Init: +2
Base Attack Bonus: +6/+1
Melee Attack: +6
Ranged Attack: +8
Fort: +8
Reflex: +8
Will: +15
Race Abilities
Bonus feat
Bonus skills
Class Abilities:
Scribe Scroll (Note "scrolls" are one-time usable gadgets)
Familiar
Bonus feats
Craft Effigy (up to 12 HD)
Improve Effigy
Skills: 78
Concentration (Con) +17 (15 ranks +2 Con)
Craft (Alchemy) (Int) +18 (12 ranks +6 INt)
Craft (metalwork) (Int) +18 (12 ranks +6 Int)
Knowledge (arcana) (Int) +16 (10 ranks +6 Int)
Knowledge (architecture/engineering) (Int) +17 (11 ranks +6 Int)
Spellcraft (Int) +16 (10 ranks +6 Int)
Use Magic Device (Cha)(CC) +4 (4 ranks (8) + 0 Cha)
Languages - Common, Gnome, Dwarf, Giant
Feats
1 - Point Blank Shot
1 - Precise Shot
3 - Brew Potion
5B - Craft Wondrous Item
6 - Craft Wand
9 - Improved Familiar
12 - Storm Bolt
Spellcasting (CL 11, Base DC 16+lvl)
Prepared
0 - Resistance, Detect Magic, Mage Hand, Mending
1 - Shield, Magic Missile, Repair Light Damage, Grease, Ray of Enfeeblement, Feather Fall
2 - Bull Strength, Cat's Grace, False Life, Repair Moderate Damage, Glitterdust, See Invisibility
3 - Dispel Magic, Haste, Stinking Cloud, Lightning Bolt, Bands of Steel
4 - Dimension Door, Mass Resist Energy, Repair Critical Damage, Arcane Eye
5 - Greater Blink, Cloudkill, Channeled Sound Blast
6 - Disintegrate, Analyze Dweomer, Chain Lightning
Spellbook
0 - Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1 - Mage Armor, Shield, Magic Missile, Repair Light Damage, Unseen servant, Identify, Grease, Ray of Enfeeblement, Feather Fall, Comprehend Languages, Endure Elements, Hold Portal, Alarm
2 - Bull's Strength, Cat's Grace, Scorching Ray, See Invisibility, Rope Trick, Darkvision, Knock, Mirror Image, Invisibility, Glitterdust, False Life, Repair Moderate Damage
3 - Dispel Magic, Magic Circle vs Evil, Lightning Bolt, Haste, Slow, Shrink Item, Wind Wall, Heroism, Stinking Cloud, Explosive Runes, Bands of Steel, Stony Grasp
4 - Arcane Eye, Resiliant Sphere, Black Tentacles, Dimension Door, Secure Shelter, Greater Invis, Mass Resist Energy, Repair Critical Damage, Orb of Force
5 - Telekinesis, Channeled Sound Blast, Teleport, Lightning Leap, Waves of Fatigue, Greater Blink, Cloudkill, Dismissal, Wall of Stone
6 - Disintegrate, Analyze Dweomer, Chain Lightning
Money - 2912
Spells
7500 (purchased at 50gp x spell level)
Weapons -
Some kind of steam/clockwork repeating crossbow
Armour -
Robes or "mage gear" of some kind?
Gear -
Spell component bag, 5gp, 2lbs
- Sundry Components
- Focus: 1500gp Analyze Dweomer
Everburning torch, 110gp, 1lb
Acid flasks x2, 20gp, 2lbs
Alchemist's fire x2, 40gp, 2lbs
Sunrod, 2gp, 1lb
Smokestick, 20gp, .5lb
Bedroll, 1sp, 5lbs
Scroll cases x5, 5gp, 2.5lbs
Small bound journal, 5gp, 2lbs
Ink and pens, 10gp
Belt pouch, 1gp, .5lb
Tent, 10gp, 20lbs
Magic -
Blessed Book, 12500
Headband of Intellect +2, 4,000
Vest of Resistance +3, 9,000
Handy Haversack, 2,000
Wand of Mage Armor 50/50, 750gp
Potion of Cure Light Wounds x2, 100gp
Background:
As her name suggests, Alexandra is the scion of the Rammikin family; a 'noble' family in terms of royal lineage, though one fallen on hard times both politically and economically. Born at a time when her House is seeking an heir, Alexandra was an embarrassment to her father in almost every concievable way. For one, a daughter for a first-born...certainly not a fate worse than death, but still an irritation to the highly patriarchal family head. Second, her intellectual brilliance paired with her complete lack of regard for the nuance of political ambition or interpersonal relationships made her precisely the opposite of everything the Senior Rammikin felt a person of noble heritage SHOULD be. It wasn't that she disliked people, or was even disliked BY them...she simply failed to inspire loyalty and/or terror in those she met. To most she came across as a vaguely pleasant young woman with a sunny disposition, but easily forgettable. To the few that spoke to her on matters of interest to her, she came across as incredibly excitable and knowledgeable...even to the point of comical incoherence.
Tragand Boyle Rammikin the Second did not wish his heir's older sister (for by this time his wife had borne him a boy at last) to be remembered as forgettable (Alexandra tried pointing out the obvious problem with this position, but it only made things worse) or worse, a laughingstock. However, there was no explosive row, no midnight escape brimming with tears. For all his faults, Tragand loved his family and Alex as well...he just came from a time and tradition where expressing love meant "beating periodically and being hardass to" for sons and "more or less ignoring until married" for daughters. And, for what it was worth, Alex fully recognized that she was not well suited for the noble lifestyle, anymore than the noble lifestyle was well suited to her.
She made her way to Linnburg, determined to leave her family name behind. In Linnburg she managed to apprentice herself to an alchemist, and spent long hours mixing odd-smelling, volatile ingredients to make such saleable sundries as tindertwigs and sunrods. It also put at her disposal large amounts of varying gauges of copper and bronze wire, as well as small plates that could easily be bent, heated, and cut. She started by simply making little racks and holders to organize the ingredients. Inside a year, she was using springs, coils, and alchemy to make small articulated arms that could select and retrieve items from the racks.
Her master, an alchemist by the name of Tofan Fredry, saw in her a talent that transcended his pedestrian arts, and introduced her to his brother; the owner of a local inn...and practitioner of magical secrets in an underground cabal...one dedicated to searching out the secrets of 'magitek,' a mystical art lost to all but the aggressive Southern Kingdom. It was a dangerous line of work, as the Kingdom had agents everywhere, with instructions to destroy any and all who were caught trying to uncover the lore that had made the Southern Kingdom all but unstoppable.Alex accepted the danger though; driven by her (some would say foolish) curiosity. She delved into the use of animated objects and constructs and researched deeply the ancient histories. She found that the Great Desert was said to have the bones of once mighty cities still standing, scoured to the nubs by sand and heat. From there she made a leap of faith. Magitek had to come from SOMEWHERE. What if the ruins in the Great Desert held clues? Even answers? To that end, she worked with fragments of pottery and pored in libraries for long forgotten papers and treatises, and finally applied some of her own experiences with alchemical and mechanical techniques. The result was a form of construct very different from contemporary golems. More fragile, yes...but also infinitely simpler and less expensive to create and empower. Like golems, these 'effigies' were animated by bound elemental spirits. Unlike golems, they were created to appear very lifelike, using clockwork articulation to make its movement seem natural, and outer layers of hide and leather made to look like fur and skin. It wasn't magitek...but it was closer than just about anything seen outside the Andren Empire for years.
Even so, she knew if she could just get to the desert, lay her hands on the original texts, in the original languges. Maybe get access to actual constructs and items of magitek that had lain inactive for centuries in old tombs and buried cities... If she could do that, then she just knows she could figure it out, and not have to rely on the bastardized half-magic she's managed to work out up until now.
Familiar:
"Max"
Spiderbot
Tiny Construct (based on Tiny Hunting Spider)
Hit Dice: 1/2 d8 (27hp)
Initiative: +3
Speed: 30 ft. (6 squares), Climb 20 ft.
Armor Class: 21 (10 +2 size, +3 Dex, + 6 natural), touch 15, flat-footed 18
Base Attack: +6
Attack: "shocker" arm +11 melee touch (1d6 lightning)
Space/Reach: 2.5 ft./0 ft.
Special Attacks: Shocker arm
Special Qualities: Construct traits, darkvision 60 ft, tremorsense 60ft, low light vision, Grant Alertness, Share Spells, Imp Evasion, Empathic Link, Deliver Touch spells, Speak w/Master, Speak with ?constructs?
Saves: Fort +3, Ref +6, Will +10
Abilities: Str 3, Dex 17, Con -, Int 9, Wis 10, Cha 2
Skills: As master
Feats: Weapon Finesse(B)
Effigies:
"Rover"
Effigy CHUUL
Large Construct
Hit Dice: 12d10+30 (96 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 23 (–1 size, +2 Dex, +12 natural), touch 11, flat-footed 20
Base Attack/Grapple: +9/+20
Attack: Claw +17 melee (2d6+9)
Full Attack: 2 claws +17 melee (2d6+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 3d6+9, improved grab
Special Qualities: Construct traits, darkvision 60 ft., low light vision
Saves: Fort +6, Ref +8, Will +6
Abilities: Str 24, Dex 14, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Cost: Market 29000. Creation: 14500, 960exp[/sblock]