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Ptala


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Ptala Etohmisop
- Gnome Artificer 5 CG

AC 19 HP 40 Speed 25ft
Str 8 (-1) Dex 14 (2) Con 16 (3) Wis 10 (0) Int 19 (4) Cha 8 (-1)

Attacks
Hand Xbow repeating shot +8 1d6+5
Shocking Grasp +7 2d8

Background: Acolyte of Imhotep (custom)
SkillsProficient in Religion, Investigation, Mason's Tools and Herbalism Kit , Shelter of the FaithfulAs an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.

You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.


Feats
Fey TouchedYour exposure to the Feywild's magic has changed you, granting you the following benefits:

Increase your Intelligence by 1

You learn the Misty Step spell and Hex Spell. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.
. Skill ExpertIncrease Intelligence by 1

You gain proficiency in Nature.

You gain expertise in Perception


Race: Rock Gnome
Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. , Gnome CunningYou have advantage on all Intelligence, Wisdom, and Charisma saves against magic. , Artificer's LoreWhenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply. , TinkerYou have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
• Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
• Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
• Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.


Class: Battlesmith Artificer
Magical TinkeringAt 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
• The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
• A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
, The Right Tool for the Job
At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.


Infusions
Enhanced DefenseItem: A suit of armor or a shield

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

The bonus increases to +2 when you reach 10th level in this class.
, Repeating ShotItem: A simple or martial weapon with the ammunition property (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
, Replicate Alchemy JugThis ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
, Replicate Bag of HoldingThis bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.


Battle Smith
Tool ProficiencyWhen you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. , Battle ReadyWhen you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:

You gain proficiency with martial weapons.
When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
, Steel Defender
By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.

In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.

If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.

At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

Steel Defender - Medium construct
Armor Class: 15 (natural armor)
Hit Points: 2 + your Intelligence modifier + 5 times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
Speed: 40 ft.
STR 14 (+2) DEX 12 (+1) CON 14 (+2) INT 4 (−3) WIS 10 (+0) CHA 6 (−2)
Saving Throws: Dex +1 plus PB, Con +2 plus PB
Skills: Athletics +2 plus PB, Perception +0 plus PB x 2
Damage Immunities: poison
Condition Immunities: charmed, exhaustion, poisoned
Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)
Languages: understands the languages you speak
Proficiency Bonus (PB): equals your bonus
Vigilant. The defender can't be surprised.
Actions
Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
Repair (3/Day) . The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Reactions
Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
, Extra Attack
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.


Spells
Cantrips : Mending, Shocking Grasp, +1(All Purpose Tool)
Level 1 : Shield, Heroism, Expeditious Retreat, Faerie Fire, Grease, Alarm(R)
Level 2 : Branding Smite, Warding Bond, Enhance Ability, Web

Personality : If you can guess what I'm about to do, that means I've run out of imagination.
Ideals Creativity. Half the world's troubles come from stodgy thinking, stuck in the past. We need innovative solutions. (Chaotic)
Bonds : I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood.
Flaws : I'm convinced there's not a soul in Al-Trobista, except maybe the great Imhotep, who can match my boundless intellect.

Equipment:
Hand Crossbow, Dagger, Scale mail, Shield, Thieves' Tools, Tinker Tools, All-Purpose Tool +1, Prosthetic Legs x2, Cart (to fit Iron Defender), Jug (empty), Jug (Mayonnaise), Jug (Beer), Jug (Honey), Dungeoneering Pack, 150ft of Rope, Scrap Metal (50gp worth)

Quick(TLDR) Background:
Raised in a family of crafters, set of to Iluk Zhet to apprentice with a master-maker, and hopefully make a name for herself as well. When the plague happened, hunkered down with supplies, doing her best to gather what she could to stay safe. Those she was hiding with have all turned. Climbing over a fence trying to get away from a mob of shamblers, her legs were bit, so she cut them off and cauterized them.

Quirks: Speaks very fast, rambles a lot
Goals: To create a living construct that can think for itself... then take her place among the gods! Let's start with getting back at the jerk who destroyed her town.
Fears: Dying unknown or being unable to make anything of merit.
Likes: Magic, science, crafting, alchemy, herbalism, pranks and sweets!
Dislikes: walking, waiting, undead, bland food.
Hobby: Tinkering, duh.
Scent: Acid, dust, grease, metal, jasmine.
Vice: Pride
Virtue: Charity

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