January 12, 2018 at 6:38 pm #131
(Inspiration from Pathfinder and Pure Steam)
Name: Cornelius Rumblefeather
Age: 28 (or so he says)
Race: Gnome (see Gnome Traits below)
Weight: 40 lbs.
Hair: White, spikey
Role: Tinker[GearHead]/Alchemist (see Role Descriptions below)
Weapon: Spring powered pistol (basically a handheld crossbow)
Ammo: darts (can be poisoned)
Ammo: exploding rods (alchemical explosive runes)
Ammo: goo-jam shatter rods (filled with glue like substance and tidbits)
Dagger: alchemical runes on hilt (magical?)
Defense: Leather mechanic overalls (leather armor), has many loops for tools, satchels, and trinkets
Bomb mixing: swiftly mixing various volatile chemicals and infusing them with their magical reserves to create powerful bombs
Brew Potion: within reason
Mutagen: heighten his physical prowess at the cost of his personality
Throw Anything: do not suffer any penalties for using an improvised ranged weapon
Poison Resistance: due to constant exposure of chemicals
Contraptions: Not only masters of building mundane machinery and mechanical devices, gearheads are capable of utilizing an arrangement of special blueprints, called schematics, in combination with various clockwork cogs, gears, pistons, springs, lenses and other mechanical components to create ingeniously complex mechanical devices, known as contraptions, that produce extraordinary effects.
Gearheads gain access to a variety of schematics (see Schematics List below).
Gadgets: Gearheads usually possess several 0-level contraptions, known as gadgets, at any one time. These contraptions are constructed, activated, and require maintenance just like any other contraption, but they contain unlimited activation charges. Gadgets can be constructed as either a worn item sized for the gearhead or a one-handed item sized for the gearhead (requiring only one hand to activate). A gadget weighs 2.5 lbs. and requires 5 minutes of work to construct.
Take no penalty for repairs made with improvised materials.
Field Repair: no penalty for repairs made with improvised materials
Salvage: can salvage mechanical devices and other items for scrap, which can then be used to pay raw material costs when crafting mundane and technological items, or when making repairs
Innovations: a gearhead makes a technological innovation improving upon his contraptions and engineering expertise (see Innovations List below)
Calibration: calibrate for specific effects (see Calibrations List below)
Personality: Childlike curiosity, friendly prankster, outgoing, generous, suspicious of royalty and government officials
Family: The 13th child of the Rumblefeathers. Most of his family have gone into either jewelry smithing or mining. The outcast of the family for abandoning the time honored roles of acceptable occupations due to his wanderlust and unusual appreciation of other races and cultures.
Gear: Belt: with pouches of holding
Journals: schematics, notes, recipes, and various other writings
Writing implements: pens, pencils, chalk
Various herbs, oils, and chemicals
Kit, Alchemist’s: kit includes an alchemy crafting kit, a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, torches , trail rations, and a waterskin.
Jars of various concoctions
Several clockwork toys
Mismatch of tools
Crafting gears and random metal bits
Likes&Not: Loves guavaberry rum (thanks to Horatio)
Affinity for canines, almost instant bonding (maybe because always has treats in a pouch)
Character History: After receiving his first clockwork toy as a child, Cornelius developed a fascination with the interworking of mechanical items. Altough his family tried to steer his interests back to the traditional trades they have devoted themselves too for the past countless generations, his focus could not be deterred. Upon reaching an appropriate age to travel and seek his own way into the world, he scurried as fast as he could toward new horizons. Seeing how alchemy could be used to power and enhance various inventions, he set off to learn all he could. One day he stumbled upon a strange human like man named Horatio Alcock who captained a mighty airship. Eager to meet new people and make new discoveries, the lil gnome soon found himself at home a pirate ship. The crew was a chaotic bunch of good hearted individuals who set out with similar goals as him. It was a wondrous several years upon the magnificent Magenta Manticore before the gnome finally got separated, not by choice though. Upon one exploration into an old alchemist’s lair, he stumbled upon what he believed to be a summoning circle. Accidentally activating the circle, Cornelius soon realized it was a portal and was pulled in and vanished before anyone saw what happened. Now he finds himself in a strange land, unsure to if he is in the same reality, plane of existence, planet, time, or………………………………………..
Gnomes are physically weak(Strenth) but surprisingly hardy(Constitution), and their attitude makes them naturally agreeable(Charisma). Gnomes are Small creatures and thus gain a size bonus to their AC, attacks, a penalty to their Combat Maneuver and Combat Maneuver Defense, and a size bonus on Stealth checks. Slow Speed of 20 feet. Gnomes speak Common, Gnome, and Sylvan.
Illusion Resistance: Gnomes are resistant against illusion spells and effects.
Keen Senses: Gnomes receive a bonus on Perception checks.
Obsessive: Gnomes receive a bonus on a Craft or Profession skill of their choice.
Faerie Dragon Magic: Some gnomes ally with capricious faerie dragons or share a supernatural kinship with these enigmatic creatures. Gnomes with this trait add 1 to the DCs of saves against the illusion spells they cast. Additionally, a gnome with a high charisma can use each of the following spell-like abilities once per day: ghost sound, grease, and silent image.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.
The alchemist’s reputation is not softened by his exuberance (some would say dangerous recklessness) in perfecting his magical extracts and potion-like creations, infusing these substances with magic siphoned from his aura and using his own body as experimental stock. Nor is it mollified by the alchemist’s almost gleeful passion for building explosive bombs and discovering strange new poisons and methods for their use. These traits, while making him a liability and risk for most civilized organizations and institutions of higher learning, seem to fit quite well with most adventuring groups.
Gearheads are engineers and scientists able to develop contraptions that harness the elements, enable flight, manipulate time, and many other possibilities that were once only possible through magic. These contraptions are hand held devices and apparel that can be used by anyone with some knowledge of engineering, but are the most potent in the hands of a gearhead. Unlike spells, a contraption’s parameters are not fixed; the gearhead’s arsenal of contraptions, and the effects produced by each contraption, can be customized each day to meet the gearhead’s needs.
0: beacon, chemical burn, chill, hydrate, illuminate, lift, scald, soak, spark
1: acid burn, alacrity, attraction, burn, dehydrate, detect constructs, detect fauna and flora, detect humanoids, detect undead, electromagnetic deflection, fade, glide, hydrant, scare, shock, simple order, tracker
2: accelerate, corrosive acid, disappear, decelerate, detect anomalistic creatures, detect mystical creatures, discordant note, energy resistance, frigid cold, hover, kinetic burst, reveal hidden, sense thoughts, shatter
3: blaze, complex order, dimensional hop, heat lightning, radiance, soar, suppress, time lapse
4: caustic acid, clinging ice, sonic blast, terrify
5: concealment field, crush will, dimensional jump, kinetic blast
6: amped lightning, energy immunity, negation field, unfetter
7: bio-hazardous cloud, destructive acoustics, dimensional shift, horrify
8: incinerate, thunder strike
9: halt time, repulse
Simplified Contraptions: While most contraptions normally feature confusingly numerous amounts of buttons, dials, and readouts that only he can comprehend, the gearhead has discovered a way to simplify his contraptions so that anyone can use them.
Miniaturized Contraptions: The gearhead has discovered new ways to make his contraptions more portable and compact without sacrificing efficiency.
Ectoplasmic-Frequency Contraptions: The gearhead’s contraptions become tuned to both the physical and spiritual realms of reality, allowing their effects to manifest in both realities simultaneously. Incorporeal creatures now take damage from the gearhead’s contraptions.
Power Diversion: As a full-round action, the gearhead can “split” an unspent activation charge of any contraption level he knows to gain two activation charges of a contraption level that is two levels lower than the activation charge split. For example, a 5th level gearhead can split an unspent 3rd level contraption activation charge to gain two 1st level activation charges. An activation charge gained through splitting cannot be split itself. An activation charge must be of at least 3rd level to be split. These split charges last for 24 hours, or until the gearhead’s power source has been refreshed through maintenance. This ability can be used a number of times per day equal to the gearhead’s Intelligence modifier.
BROADENED CONTRAPTION: You can expand your contraptions’ area of effect.
INTENSIFIED CONTRAPTION: You can heighten the effects of your contraptions.
IRRESISTIBLE CONTRAPTION: You can alter the potency of your contraptions, making them more difficult to resist.
LASTING CONTRAPTION: You can extend the duration of your contraption’s effects.
MAGNIFIED CONTRAPTION: You can magnify the area effects of your contraptions onto one target.
OPTIMIZED CONTRAPTION: You can calibrate your contraptions to operate at maximum efficiency.
OVERCHARGED CONTRAPTION: You can empower the effects of you contraptions.
PERSISTENT CONTRAPTION: You can cause your contraptions with an instantaneous effect to briefly linger in reality.
RANGE-FINDING CONTRAPTION: You can extend the range of your contraptions.
(IRL: I am in the Army Reserves. Sometimes this makes me vanish for a few days to a few weeks, I will try to give notice when I can.)
- This topic was modified 1 week, 2 days ago by Rumblefeather.
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