Yobob

Description:

Race: Gnome
Homeland: Lantan
Class: Tinker / Fighter
Kit: Artificer
Alignment: CG
Religion: Gond
Level: 4th / 3rd
Experience: 5,000 / 5,000
Next Level: 10,000 / 8,000
Max Level: U / 11


Ability Scores:

Str 16 Stamina 15 enc 65lb
Muscle 16 +1dmg, 195press, 9od, 10%bb/lg
Dex 17 Aim 19 +3missile
Balance 15 +1def
Con 15 Health 12 80%shock
Fitness 17 +3hp, 98%res
Int 16 Reason 16
Knowledge 15
Wis 10 Intuition 10
Willpower 9
Cha 13 Leadership 12
Appearance 13

Reactions:

  • Initiative: +0
  • Surprise: +0 (-2 around unfamiliar devices)
  • NPC Reaction: 1 (2 for gnomes/dwarfs with shared craft)

Combat Statistics:
Hit Points: 30
Armor Class: 11 (1 vs ogres, trolls, giants, titans, etc)
Base Attack Bonus: +2 (
1 vs goblins, kobolds, lizardmen)
Saves:

  • Paralyzation/Poison/Death: 9
  • Rod/Staff/Wand: 10
  • Petrification/Polymorph: 12
  • Breath Weapon: 15
  • Spells: 11
Weapons # Att Att Bonus Dmg Dmg (L) Speed Range Special
Matchlock Arquebus 1/2 +7 1d10 +2 1d10 +2 10 50/100/300
Smith’s Hammer 2 +3 1d6 +2 1d4+3 5 melee +2 att, dmg, OR mix

Thief Skills:

PP 10% HS 5%
OL 85% HN 10%
F/RT 30% CW -25%
MS 5% RL 0%

Non-Weapon Proficiencies: General, Warrior, Wizard

Modern Languages (Common) 16 Alchemy 14
Modern Languages (Lantanna) 16 Engineering 13
Modern Languages (Gnim) 16 Blacksmithing 16
Modern Languages (Dethek) 16 Carpentry 16
Languages (Burrowing Mammals) 16 Sabotage 15
Reading/Writing 17 Clockwork Creation 18
Appraising 16 Lens Crafting 13
Navigation 14 Locksmithing 18
Seamanship 20 Weaponsmithing 13
Tumbling 18 Naval Combat 16
Detect Grade/Slope 14 Underground Direction 10
Detect Stonework Traps 10 Detect Depth 10

Weapon Proficiencies:
Firearm Broad Group
Smith’s Hammer
One Shot One Kill Style
One Shot One Kill Specialization


Special Powers:
• Infravision 60 feet.
• Basic food and shelter in return for handyman services
• An artificer proficient in Weaponsmithing can construct firearms.
• An artificer proficient in Clockwork Creation can build functional clocks
• An artificer proficient in Locksmithing can make progressively more complex locks
• An artificer proficient in Lenscrafting can make telescopes and microscopes
• Purchase Lantanese ocean-going vessel at 75% of the listed price.


Penalties:
• Small Size: No large-sized weapons, medium-sized weapons are two-handed
• Small Size: 2/3 carrying capacity
• 20% chance for failure with most magical items
• No two-weapon fighting style
• No poisons
• Can’t go more than 150 miles inland
• -2 to att, dmg, saves, Wis/Int abilities for every 30 days away from the sea
• Surprised on a roll of 1-4 on a d10 in situations where combat is unexpected
• Suffers an extra hp of damage per die of cold damage
• Enemy of Lantan-led group gains a +2 bonus on its Morale checks


Advancement Notes

  • 3 non-weapon proficiencies per 2 levels
  • 1 weapon proficiency per 2 levels
  • +5% to Open Locks per level
  • Add half level to hammer attack, damage, or mix
  • Firearms: At 1st level, an artificer can construct matchlock weapons (including the arquebus), at 5th level he can make wheellocks and snaplocks, and at 9th level he can make flintlocks. It takes about 60 days to make a pistol and 90 days to make a musket; the total cost is one-fifth the sale price. Bullets can be made 100 per day for only 1 sp. Repair times and prices should fit within these limits.
  • Clockwork Creation: Artificers are skilled at chronometry and can build functional clocks. Any mechanical clock (spring-wound, water-powered, or weights-and-pendulum type) made at 1st level either gains (1-3 on 1d6) or loses (4-6 on 1d6) 6d10 minutes per day. For every level of the artificer beyond 1st, reduce the error in minutes by 1d10, and reduce the weight by half. At 7th level, the clock has an error of 1d8 minutes per day, then 1d6 minutes at 8th level, 1d4 minutes at 9th level, 1d2 minutes at 10th level, and 1 minute at 11th level (best possible accuracy). Error direction, gaining time or losing it, is re-rolled at each level. Each clock’s weight is 10d4 lbs., reduced by 1 lb. per level. A bell, chime, or other alarm can be added.
  • Locksmithing: Any lock made becomes more complex, defeating attempts to pick it. For each level of the artificer making a lock, the lock applies a -5 penalty to a thief’s chances of picking it (for example, -25% penalty at 5th level).
  • Lens Crafting: Artificers can construct telescopes and mocroscopes. Any optical telescope or microscope starts off at 10x magnification. The device can be made at an additional 10x for every level afterward (for example, 50x at 5th level). A simple telescope weighs 1d4+3 lbs. and is 1d3 feet long (possibly collapsible).

Armor Allowed:

  • No armor or shields

Weapons Allowed:

  • Any

Equipment:

Item Weight Item Weight
Arquebus 10 Mule
Gloves, Leather Saddle Bags, Sm. 5
Boots, Waterproof 5 Blanket, Wool 3
Breeches Rope, Hemp 1/2" (50’) 9
Jerkin, Leather Lead Bullets (500) 50
Neeker 4 Toolchest 10
Toolbelt 2 Block and Tackle, Light 10
Flint and Steel Clamp, 4in 2
Lock Picks 1 Hacksaw 1
Magnifying Glass Magnet, Large 0.5
Pliers, Bending 1 Nails, Finishing 1
Pliers, Tooling 1 Nails, 6-in Spikes (12) 1
Tongs, Small Nails, Joiners 1
Wire Cutters 0.5 Paint Brush, Sm
Wrench, Tooth 1 Paint, Yellow 1
Hammer, Claw 4 Papyrus (10)
Smith’s Hammer (+1att/dmg) 4 Pencil, lead (10)
Lead Bullets (10) 1 Pulley 1
Knife 0.5 Saw, Crosscut 4
Pouch, Large Belt (2) 2 Saw, Jigsaw 2
Powderhorn 1 Tongs, Smith’s 2
Robe of Useful Things Contraptions (2) 30
Total Carried: 38 Total Hauled: 133.5

Cash on Hand:
xxx gp, xx sp, xx cp

Encumbrance Weight Movement Penalty
unencumbered 43 6 0
light 75 4 0
moderate 108 3 0
heavy 140 2 -1
severe 173 1 -3

Yobob

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