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D&D, d20 and other RPG's => Dark Awakenings => 'DA' Character Threads => Topic started by: Balgin Stondraeg on May 22, 2007, 11:03:50 AM

Title: Ivor, Paul's character
Post by: Balgin Stondraeg on May 22, 2007, 11:03:50 AM
Name: Robartobolo Panocerro Strobelkin Mergin Fratellook Wogranian Fiestimo Stubblechin Tinklinkle (Ivor to his friends)
Race: Gnome
Class: Wizard
Level: 5
Xp: 10880


Str: 10 +0
Dex: 14 +2
Con: 12 +1
Int: 19 +4
Wis: 8 -1
Cha: 10 +0

Fortitude Save: +2 (+1 Base, +1 Con)
Reflex Save: +3 (+1 Base, +2 Dex)
Willpower Save: +3 (+4 Base, -1 Wis)

Hit Points: 19
Armour Class: 13 (touch 13, flat footed 11)
(10 base, +2  dex, +1 size)

Initiative: +2
BAB: +2

Melee: +3
(+2 base, +0 str, +1 size)
Ranged: +5 (+2 base, +2 Dex bonus, +1 size)

Attacks:

Appraise: +4
(0 rank, +4 int)
Bluff: +0 (0 ranks, +0 cha)
Climb: +0 (0 ranks, +0 str)
Concentration: +10 (9 ranks, +1 con)
Craft, alchemy: +11 (7 ranks, +4 int)
Craft, clockworks: +11 (7 ranks, +4 int)
Diplomacy: +0 (0 ranks, +0 cha)
Disguise: +0 (0 ranks, +0 cha)
Escape Artist: +2 (0 ranks, +2 dex)
Forgery : +4 (0 ranks, +4 int)
Gather Information: +0 (0 ranks, +0 cha)
Handle Animal: +0 (0 ranks, +0 cha)
Heal: -1 (0 ranks, -1 wis)
Hide: +6 (0 ranks, +2 dex, +4 size)
Intimidate: +0 (0 ranks, +0 cha)
Jump: +0 (0 ranks, +0 str)
Knowledge, Arcana: +11 (7 ranks, +4 int)
Knowledge, architecture & engineering: +11 (7 ranks, +4 int)
Knowledge, the Planes: +9 (5 ranks, +4 int)
Listen: -1 (0 ranks, -1 wis)
Move Silently: +2 (0 ranks, +2 dex)
Ride: +2 (0 ranks, +2 dex)
Search: +4 (0 ranks, +4 int)
Sense Motive: -1 (0 ranks, -1 wis)
Spellcraft: +13 (7 ranks, +4 int, +2 synergy)
Spot: -1 (0 ranks, -1 wis)
Survival: -1 (0 ranks, -1 wis)
Swim: +0 (0 ranks, +0 str)
Use Rope: +2 (0 ranks, +2 dex)

Feats: combat casting, craft wondrous item, Sudden Widen,

Class features: wizard weapon proficiencies, scribe scroll, familiar (optional pet),

Racial Stuff: small (+1 to attacks & ac, +4 hide, -4 grapple penalty, two thirds of normal encumbrance limits), low light vision, weapon familiarity, +2 to saves vs illussions, +1 save dc on all illussions he casts, +1 to hit kobolds & goblinoids, +4 ac against giant type, +2 to listen, +2 to craft-alchemy, gnomish spell innates (speak with burrowing animals, dancing lights, ghost sound, prestidigitation).

Spells Known:
Level 0: All Of Them!
Level 1:
burning hands, colour spray, expeditious retreat, featherfall, lesser orb of fire, mage armour, obscuring mist, shocking grasp, true strike,
Level 2: acid arrow, mirror image, scorching ray, spiderclimb,
Level 3: fireball, shadow binding
Title: Re: The Gnome, Alex's character
Post by: Alex on May 22, 2007, 11:17:57 AM
I think you're right- curse my mathematical skills! Just tack the two points on Con to bring it to 14

As for a name: Robartobolo Panocerro Strobelkin Mergin Fratellook Wogranian Fiestimo Stubblechin Tinklinkle. (doing my best to rival Keeper here!)

Pretty much any of these are a bit much for his friends, and by some twisted logic that made far more sense in the pub than it seems to in daylight, they have settled on 'Ivor' as a day-to-day nickname for him.

 The whole conversation passed over Ivor's head (both figuratively and literally.)


Edit: figured I'd put this here for ease of reference.

IVOR'S EQUIPMENT
to Ivor's equipment, here's the list:

1. Heward's Handy Haversack- 2000gp
(1 pocket filled with assorted stuff for using his clockwork alchemy stuff- ??gp)
2.  Explorer's outfit (for all the handy pockets!)- 10gp
3. Cold weather outfit (his mother always told him to wrap up warm)- 8gp
4. Masterwork Light Crossbow- 335gp
5. 50 bolts- 5gp
6. Masterwork cold iron dagger- 304gp
 (I see this as a swiss army knife sort of thing. Can I add a silver blade to it too?- ??gp)
7. Clockworker's tools 5gp
8. Spellbook 15gp
9. Additional paper- 10 sheets of parchment- 2gp
10. Pen and ink- 8gp 1sp
11. Rope and hook 2gp
12. Bedroll 1sp
13. Hooded lantern 7gp
14. Oil x2 2sp
15. Spell component pouch 5gp
16. Caltrops x2  2gp
17. Blanket 5sp

<other stuff subject to approval>
Scroll of mage armour x2 25gp (self-made)
Scroll of featherfall 12.5gp (self-made)
Scroll of expeditious retreat 12.5gp (self-made)
Scroll of fireball 375gp

(alchemist stuff- self-made)
Alchemist's fire x4 40gp
Acid x4 20gp
Smokestick x2 20gp
20 Matches 10gp

3398.9gp total= 201gp 1sp to spend.
Title: Re: Ivor, Alex's character
Post by: Alex on May 22, 2007, 03:51:00 PM
Hmm... hadn't realised about the class abilities being tied to charisma. I suppose you could put those extra points on Cha instead of Con.

As for skills, I'd like to max out Craft (clockwork or whatever,)  Craft (alchemy), knowledge (architecture and engineering), Spellcraft and maybe Use magic device(?). Feats-wise, Craft wondrous item as soon as I can; 1st level needs a bit more thought.

How will it go as far as spells in my book? How many/level roughly are you letting me know to start with?

I'd mentioned somewhere before that I'd like him to have a magic backpack. I picture this as a cross between a proton pack and inspector Gadget. Mechanically, a variant of Heward's Handy Haversack, but covered in random servo arms, whirly bits and whatnots. Basically, he'd reach for a 'gadget' to cast a spell and it would kinda just come to hand without him actively looking for it, and it contains a lot of random bits and pieces he experiments with to produce new spell effects.

I figured when we're starting at 4th level, it wouldn't be a big deal having a magic item like this, but as always, it's subject to your approval.
Title: Re: Ivor, Alex's character
Post by: Balgin Stondraeg on May 22, 2007, 04:06:52 PM
Well you'll start knowing 7 spells (3+4, right) at 1st level? After that you'd get two more 1sts and then 4 more spells that could be 1st or 2nd.

After that we'll see about giving you a few more (but not too many).

Of course you could go all out obscene and take the collegiate wizard feat (double starting spells and 4 spells every level up as well). It's a hell of a lot from a single feat but you have to take it at 1st level (and for a nonhuman that's a lot to pile into one feat you won't really benefit from 'till 3rd or 4th level).

He does seme to be a bit more of a lonely inventor than a kid who's been to a grand colledge of magick 'though.
Title: Re: Ivor, Alex's character
Post by: Alex on May 22, 2007, 04:20:43 PM
Well, I'm 'acquiring' a copy of Complete Arcane, so I'll have a bit of a look through that. I was curious more for trying to figure out how many gadgets I'd have to make up than anything else.

I had thought about maybe his parents having gotten him a scholarship at a university or something. He'd be constantly missing classes, holed up in his room tinkering with things, though somehow managing to pass all the exams he took with flying colours. His inventions get him noticed, and he gets kidnapped and forced to design war machines. One of these explodes during a siege, killing a lot of his captor's men and blowing a breach in the wall. By the time the attackers manage to get through, he'd been chained up in the dungeon to be dealt with later. Raul rescues him and the rest is history!
Title: Re: Ivor, Alex's character
Post by: Balgin Stondraeg on May 22, 2007, 05:00:25 PM
I'd mentioned somewhere before that I'd like him to have a magic backpack.

I like it, it fits in with his concept and I'm sure we can make sure it won't be overpowered (probably be the only thing he has). I'm not going to do DMG "recommended" wealth because that's a bit obscene but something around two thirds of whatever that recommends for 4th level characters seems okay (without too much magic stuff). Since you guys are going to be embarking on a sea voyage you'll be needing to leave behind some stuff (the boat's not that big) so prepare to travel light. It's only a research mission afterall.
Title: Re: Ivor, Alex's character
Post by: Alex on May 22, 2007, 06:54:44 PM
Yeah, I'd pictured it like one of those huge rucksacks with the metal frames, on which was mounted a small rat-cage with a wheel attached to a tesla coil sort of thing (spell component for electricity spells) a tank with a hose and nozzle attached (spell component for fire spells- adjustable nozzle produces varying effects), maybe another for acid, a big box near the top with a strange mechanism of mirrors and prisms (generating illusions and whatnot) and some sort of servo arm that can get inside a bag of holding and produce whatever's needed for a spell other than those mentioned above.

Basically it's a Bag of Holding crossed with a spell component pouch. (with a cage for his familiar tacked on.) The contraptions themselves don't do anything other than act as the arcane focus for the spells. His outfit itself is covered in pockets and whatnot containing other random stuff like tanglefoot bags and so on. A set of goggles with various lenses and so on act as the focus for any detection spells, like Detect Magic.

It's the sort of thing that only this character can get away with using- anyone else would just be overwhelmed by the sheer number of toggles and switches (not to mention the fact that it only works because Ivor's a wizard in the first place.)

The other thing I thought would be cool would be some sort of patent-pending pursuit deterrent system- basically a pouch on the bottom of the backpack that could be opened with a ripcord and scattered caltrops and maybe smoke bombs if the gang needed a quick getaway.
Title: Re: Ivor, Alex's character
Post by: Balgin Stondraeg on May 22, 2007, 08:52:30 PM
I had this idea that there's got to be a crane on it and a antern hanging off something sticking out of one of the sides too that only lights up when he casts his light spell.
Title: Re: Ivor, Alex's character
Post by: Alex on May 24, 2007, 08:56:53 PM
(http://i113.photobucket.com/albums/n239/JAlexScott/steampunk-electricist.jpg)

mixed in with a bit of this:

(http://i113.photobucket.com/albums/n239/JAlexScott/gnome_archer.jpg)

Here's a rough image of what Ivor looks like (or at least, the closest I could find on a quick google image search.)

His backpack is much bigger- like a full-size military-issue rucksack-n and covered in random gadgets- a whirly prism thing over one shoulder, a tesla coil connected to his rat's cage over the other, and various tanks and hoses etc fixed to the rest of it. He's got a number of different goggles and lenses, for use in detection spells and the like, and a pouch full of odds and ends he can use to come up with other spell components when necessary.
Title: Re: Ivor, Alex's character
Post by: Mr Teufel on May 25, 2007, 10:54:34 AM
Sorry. Just red x's to me.
Title: Re: Ivor, Alex's character
Post by: Balgin Stondraeg on May 25, 2007, 10:57:18 AM
Sorry. Just red x's to me.

Same here. I just hadn't got round to telling him yet :(.
Title: Re: Ivor, Alex's character
Post by: Alex on May 25, 2007, 11:09:50 AM
That any better?
Title: Re: Ivor, Alex's character
Post by: Balgin Stondraeg on May 25, 2007, 11:20:31 AM
Yep.....

Okay, I'd envisaged something chunkier, like a pack half his size that extends up over his shoulders and has lots of bits coming off the sides.
Title: Re: Ivor, Alex's character
Post by: Alex on May 25, 2007, 11:22:17 AM
Yeah, like I said, it was the best I could find on google last night. It's much more like a proton pack or an army rucksack.
Title: Re: Ivor, Alex's character
Post by: Custom_Hobby on May 25, 2007, 12:59:43 PM
It makes a nice avatar
Title: Re: Ivor, Alex's character
Post by: Mr Teufel on May 25, 2007, 08:04:19 PM
It's a cool image, but I take it the actual character is less "evil mad scientist" and more "Leonardo of Quirm".
Title: Re: Ivor, Alex's character
Post by: Mr Teufel on May 25, 2007, 08:47:14 PM
Look what I found:


(http://users.tpg.com.au/vorokoth/Gnome.jpg)


Paizo, selling Magnificent Ego stock. (http://paizo.com/store/games/miniatures/miniaturesForRoleplaying/magnificentEgos/products/uncommonCharacters/v5748btpy7clm)
Title: Re: Ivor, Alex's character
Post by: Alex on May 26, 2007, 08:22:27 AM
Yeah, more like Leonard. That mini's much more like it actually... if only I could afford another shopping spree right now!
Title: Re: Ivor, Alex's character
Post by: Alex on May 26, 2007, 11:45:46 AM
Figured I'd make a start on the spellbook- if Balgin will let me have a few more spells than the basic level, I'll pick them later. As I come up with gadgety things to act as spell components/focuses, etc, I'll add them to this list.

CANTRIPS
Abjur
Resistance: Subject gains +1 on saving throws.
Conj
Acid Splash: Orb deals 1d3 acid damage. A hose within easy reach of his left hand leads to a reinforced tank on his backpack, allowing globules of acid to be fired at range.
Div
Detect Poison: Detects poison in one creature or small object.
Detect Magic: Detects spells and magic items within 60 ft. A series of lenses whirr into place over one eye, allowing him to see outside the normal spectrumRead Magic: Read scrolls and spellbooks.
Ench
Daze: Humanoid creature of 4 HD or less loses next action. the torch at his shoulder flashes brightly
Evoc
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (-1 on attack rolls).
Light: Object shines like a torch. Cranking a handle on his harness, a torch at his shoulder glows brightly
Ray of Frost: Ray deals 1d3 cold damage.
Illus
Ghost Sound: Figment sounds.
Necro
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
Trans
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whispered conversation at distance.
Open/Close: Opens or closes small or light things.
Univ
Arcane Mark: Inscribes a personal rune (visible or invisible).
Prestidigitation: Performs minor tricks.

1st LEVEL SPELLS
Conj
-Lesser orb of fire (Complete arcane) A hose near his right hand leads to a tank of oil/alchemist's fire.
-Mage Armor: Gives subject +4 armor bonus. Channelling electrical energy into special conduits running throughout his outfit, he increases its resistance to damage
Magic Missile (loves the mobs you hate - pun based on american pronunciation of missile and the Mr Muscle adverts there)
-Obscuring Mist: Fog surrounds you. An alchemical reaction releases a cloud of smoke, hiding him from view.
Div
-True Strike: +20 on your next attack roll. A red light is emitted from a box on his crossbow and guides his aim
Evoc
-Burning Hands: 1d4/level fire damage (max 5d4). A variable nozzle on the fire hose facilitates a close-ranged burst
-Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). Electricity is conducted from a storage device into his gauntlet to deliver a charge to an enemy.
Illus
-Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. A whirring mechanism of prisms emits a dazzling spray of light
Trans
-Expeditious Retreat: Your speed increases by 30 ft. Rocket-powered rollerskates  :icon_twisted:
-Feather Fall: Objects or creatures fall slowly. Pulling a ripcord releases an emergency parachute



2nd LEVEL SPELLS

Conj
-Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels A more powerful blast of acid from his acid-hose
Evoc
-Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3). At the touch of a button, the array of prisms reconfigures itself to fire a ray of intense light
Illus
-Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). The array of prisms and mirrors starts spinning rapidly, giving rise to multiple images.
Trans
-Spider Climb: Grants ability to walk on walls and ceilings. A series of spikes emerge from his boots to allow him to adhere to sheer surfaces.
Knock
Title: Re: Ivor, Alex's character
Post by: Fabian on May 26, 2007, 11:52:37 AM
How do you see him working as a character if  his backpack was destroyed - is his backpack also his 'spellbook' as it were? In which case it would be the same as a normal wizard having his spellbook trashed. Or is it more akin to a spell component pouch, whereby if it's taken or broken, he can still memorise spells but not necessarily case them?

Just curious.  :icon_wink: :iroc: (just fancied using that one)
Title: Re: Ivor, Alex's character
Post by: Balgin Stondraeg on May 26, 2007, 12:12:36 PM
Those are all cantrips. As a wizard he knows all the cantrips anyway (I've already noted that on his character sheet). So he still knows 9 1st level spells and 4 spells that could be 1st or 2nd. If you want to sue non PHB spells then let me know (I'm okay with a lot of non PHB spells but there's a few I don't like much 'cause they're broken or just don't fit).
Title: Re: Ivor, Alex's character
Post by: Alex on May 26, 2007, 12:26:54 PM
More like a spell component pouch, Fabian, only he has a flamethrower instead of dragon guano or whatever for casting fireballs. His spellbook as such is like a sketchbook.

I know those are cantrips; I was listing them here and it seemed easier to copy/paste from the SRD in stages rather than make a huge post. I'm in the middle of picking the rest. Have you Complete Arcane, by the way? I'm looking at some of the fire/acid orbs there.

Also, having had a bit of a look through the SRD list, I'm not feeling the love for Enchantment or Necromancy- can't really justify a lot of them. Is it worthwhile specialising as an evoker or conjurer?
Title: Re: Ivor, Alex's character
Post by: Fabian on May 26, 2007, 12:41:59 PM
Ah interesting...  :abduct:

Geek hat: bat guano and sulphur for fireball. Smelly fireballs....
Title: Re: Ivor, Alex's character
Post by: Alex on May 26, 2007, 02:43:06 PM
Sounds okay- there'll be plenty of cannonfodder in the party anyway! Thinking of being a specialist conjurer- lots of fun spells there!

1st LEVEL SPELLS
Conj
-Lesser orb of fire (Complete arcane) A hose near his right hand leads to a tank of oil/alchemist's fire.
-Mage Armor: Gives subject +4 armor bonus. Channelling electrical energy into special conduits running throughout his outfit, he increases its resistance to damage
Magic Missile (loves the mobs you hate - pun based on american pronunciation of missile and the Mr Muscle adverts there)
-Obscuring Mist: Fog surrounds you. An alchemical reaction releases a cloud of smoke, hiding him from view.
Div
-True Strike: +20 on your next attack roll. A red light is emitted from a box on his crossbow and guides his aim
Evoc
-Burning Hands: 1d4/level fire damage (max 5d4). A variable nozzle on the fire hose facilitates a close-ranged burst
-Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6). Electricity is conducted from a storage device into his gauntlet to deliver a charge to an enemy.
Illus
-Color Spray: Knocks unconscious, blinds, and/or stuns weak creatures. A whirring mechanism of prisms emits a dazzling spray of light
Trans
-Expeditious Retreat: Your speed increases by 30 ft. Rocket-powered rollerskates  :icon_twisted:
-Feather Fall: Objects or creatures fall slowly. Pulling a ripcord releases an emergency parachute



2nd LEVEL SPELLS

Conj
-Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels A more powerful blast of acid from his acid-hose
Evoc
-Scorching Ray: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3). At the touch of a button, the array of prisms reconfigures itself to fire a ray of intense light
Illus
-Mirror Image: Creates decoy duplicates of you (1d4 +1 per three levels, max 8). The array of prisms and mirrors starts spinning rapidly, giving rise to multiple images.
Trans
-Spider Climb: Grants ability to walk on walls and ceilings. A series of spikes emerge from his boots to allow him to adhere to sheer surfaces.
Knock
Title: Re: Ivor, Alex's character
Post by: Balgin Stondraeg on May 26, 2007, 02:59:56 PM
I thought spider climb used to be 1st level. Does it still involve eating a live spider? Is his version gloves or boots? Or maybe a load of suction cups that only last for a limited duration before needing chemical treating?

Okay, here's some thoughts:

Lesser fire orb: Short bit of bent pipe sticking out of his pack that leans over his shoulder. It operates as  mini flame thrower that sort of hurks up a gobbet and spits it out.
Burning hands: He screws on a sort of funnel (thing gramaphone record horn/cone thing) onto the end of the lesser fire orb contraption. Clearly due to the size of the cone and the position of his head it's harder to aim but blasts a large area (whilst the pipe alone can be aimed about a bit, hence the ranged touch attack roll).

Mage Armour: Probably the spell.

Obscuring mist: The flamethrower malfunctions and gouts forth great clouds of steamy vapour. When this first happened he was quite impressed and worked out how to do it on purpose (probably uses the cone as well).

Maybe the cone doesn't screw on but flips up on a hinge for when he wants a concentrated aimed shot.

True strike: Targetter monocle thing (built into his headgear). He slides it down from being tucked up on his head but it steams up quickly from the constant chug chug of his mechanical pack and so only lasts for a round (depending on how many times he memorised the spell).

Shocking grasp. Wires going down his arms from the power pack to gloves/strips/straps about the hands that cause the effect when he squeezes the control thing or something?

Colour spray: Might use the funnal with a different device. Or he has a set of glass/crystal prisms dangling like a mobile that get in the way of something and throw a lot of colours around the room.

Expeditious retreat: power boots/shoes (he presses a button and goes woosh).

Feather fall: a parachute.

Acid arrow: acid spurt nozzle (separate from the flaming one).

Scorchign ray: He detaches the acid spurt nozzle from the acid pie and attaches it to the fire tube (to concentrate it into a nozzle). That way it's not the spraying cone nor the conentrated gobbet but a thin stream of burnign stuff.

Mirror image: (the spell but I suspect it uses the prisms again).

How's that for a few ideas?
Title: Re: Ivor, Alex's character
Post by: Alex on May 31, 2007, 05:53:42 AM
DESCRIPTION

Ivor is small, though gnomes are few and far between, so it's hard to gain much appreciation of his size in comparison to others of his race. Since he met Raul, he's been well travelled (mostly at a pace just that little bit too fast for his little legs) and as such, has adopted a fairly similar dress-code; a utilitarian outfit suitable for the road, mainly in red (he likes the colour- it reminds him of his father), which has had numerous pockets stitched onto it, and overlaid with a warm cloak, woven from wool, dyed a dull green and waxed for waterproofing. (He quite fancied it in a bright yellow with purple spots, or maybe an orange and blue stripe, but Raul advised him that it would draw too much unnecessary attention to them.)

 He carries a stout walking stick, and a folding knife that seems to have more blades concealed in the handle than any one man could possibly find a use for. On his head is a set of goggles with myriad swivelling lenses, primarily used for examining his creations. His feet are covered with an improbably large pair of boots, which on closer inspection, appear to have a number of buttons on the tongue.

His large, but surprisingly light backpack is never far away, though in its present incarnation, he's modified the attached gadgets to fold out of sight (Another of Raul's suggestions, after they were chased out of a remote village in the Stonebrow mountains by an angry mob. It's a long story.) 
Title: Re: Ivor, Alex's character
Post by: Alex on May 31, 2007, 08:40:40 AM
History of Ivor (DRAFT)

Born to a family of travelling merchants, Robartobolo’s uncommon intellect became apparent at a young age. From the moment he could talk, he drove his parents to distraction with his constant questioning. Unlike his siblings, the short answer never sufficed, and his constant chorus of ‘Who? What? Why? When? Where? How?’ became frustrating- the last thing you need when trying to navigate a wagon along a treacherous mountain pass is a 7-year-old trying to discuss the precise reasons as to why boats and ducks could float, but rocks and gnomes couldn’t.

When he came of age, he was apprenticed to an elderly clockmaker of Gablehead, by the name of Vannocinni. Robartobolo quickly took to his new occupation, soon rivalling the quality of his master’s work. Indeed, as the old gnome’s sight began to fail, Robartobolo’s work was commonly passed off as a ‘Vannocinni original’ to nobles desperate for a fashionable piece for their homes.

In time, however, Robartobolo’s natural inquisitiveness got the better of him, and he started to wonder about how clockwork could be applied to other aspects of daily life in order to make life easier for people. This experimentation was brought to an abrupt end one night when his latest prototype backfired (quite literally) and caused a blaze that destroyed not only the workshop, but also the adjoining properties. Thankfully, an earlier device, designed to play jaunty tunes on church bells, was able to alert the neighbourhood to the danger, and casualties were avoided.

With his workshop gone and his old age catching up with him, Vannocinni decided that the time had come to retire, and made arrangements to travel to Maritaan to see his family. Unable to bring himself to get suitably cross with the naïve, repentant, young gnome, he used his influence to secure a place for him in the Royal Sardian College of Higher Learning, where he could indulge his curiosities in a safer environment. After a few years of study, his talent for design caught the eye of a fellow student, a young nobleman by the name of Lucien Lafayette, who offered Robartobolo the patronage of his family if he would move to their holdings in the mountains and realise some of his sketches in their castle. This sounded like the chance he’d been waiting for, and as such he grabbed it with both hands. Little did he realise that, in fact, things are rarely as they seem.

The Lafayette family was perhaps the most powerful noble family in the north of Sard, though undoubtedly the cruellest. Taxation in their lands was high, though little benefit was seen by the general populace, nor did much seem to find its way into the royal coffers. The gaols were filled with those who couldn’t or wouldn’t pay their dues. All of this was initially hidden from Robartobolo, content enough to stay in the generous suite provided for him in Castle Lafayette. To begin with, the family made much of his suggestions for Really Useful Engines (a catch-all term originally coined by a kindly university professor who was beginning to tire of Robartobolo’s convoluted names for his contraptions) such as the Auto-syste-hydromatic-uphill-fluid-delivery-and-dispersion system (designed for helping farmers to water terraces) or the Grain-free-clockwork-horse-replacement-triwheeled-variable-speed-wagon-locomotion-machine (designed to replace pit ponies and hence cut out the need to deliver feed to remote mountainous regions.)

However, it wasn’t long before their interest in such things began to wane, and requests for less savoury designs became increasingly frequent. Robartobolo had no intention of helping them come up with a device to increase the efficiency of the executioner, or to destroy siege engines at great distances, so began to purposely sabotage his own designs, coming up with something so impractical as to be useless, or neglecting to add in the vital component in a complex mechanism. Eventually, the Lafayettes realised that he was up to something, and imprisoned him in the dungeon, torturing him for his insolence and demanding he design new siege weaponry for them. The plucky little fellow refused more than once, and was left hanging in chains for days at a time until, almost driven mad with pain and hunger, he relented, promising to design a machine powerful enough to break any siege.

Deep in the bowels of the keep, he toiled his doomsday device, a cannon designed to throw vast quantities of alchemist’s fire at extreme ranges. As a last gesture of defiance, however, he wired the machine to self-destruct if set to maximum.

Unbeknownst to Robartobolo, the Sardian army had laid siege to the castle; the Lafayette’s neighbours had grown tired of their attempts to seize their lands, and successfully petitioned the government to take action. His infernal machine was wheeled out by the Lafayette loyalists, eager to defend their holdings from the encroaching hordes, only for it to detonate in a massive explosion, destroying the gatehouse and allowing the besiegers entry to the castle.

When Lucien realised what had happened, he flew into a rage and began beating Robartobolo senseless. It was at this point a troop of Sardian soldiers entered the room, dispatching of the young nobleman and saving the gnome’s life. Robartobolo had just enough energy to smile before lapsing into unconsciousness.

It was several days before he was lucid enough to speak to his rescuers. The beating, combined with starvation and the strain of the past weeks, had taken their toll on the gnome, and he fell into a delirium. Upon regaining consciousness, he found himself up in front of a tribunal set up to determine the fate of Lafayette sympathisers. He told of his role in this, holding nothing back and, indeed, taking more blame than was due him. In light of his attitude, the tribunal agreed to his request that he repay his debt to the man that saved his life by joining his troop, thus leading to his first proper encounter with the man they call Raul.

At first, Raul was unimpressed at being lumbered with a soft academic. Indeed, it was hard to see what good Robartobolo could be to a squad of fighting men; slower, weaker, and much less disciplined than the others, he could only be a hindrance. However, after salvaging enough parts from the remains of his workshop in Castle Lafayette, he was able to demonstrate the usefulness of someone capable of throwing fire at the enemy or generating thick fog to cover an advance, and the squad soon warmed to him. In a night of heavy drinking after their first victory thanks to Robartobolo’s contraptions, they decided to call him Ivor, for reasons that were never entirely clear since, though the name has stuck.

A year or so later, cutbacks meant that the squad was discharged from service, going their separate ways. Ivor had no idea what to do, having followed Raul for the past year, and so ended up tagging along with him, hoping to prove as useful to him in civilian life as he was in the military.
Title: Re: Ivor, Alex's character
Post by: Balgin Stondraeg on June 09, 2007, 07:36:47 PM
Status & Stuff

Damage Suffered: 1/19

Conditions: None

Spell List:

0 (4): 2 acid splash, read magic
1 (4): 2 lesser fire orb
2 (3): acid arrow, 2 scorching ray
3 (2): fireball, shadow binding
Title: Re: Ivor, Paul's character
Post by: PaulH on May 15, 2008, 08:43:07 PM
Hi

Couple of things.
First - This character seems destined for the Maester PrC (CAd Pg 56).
Second - there should be Nine 1st Level & Four 2nd Level spells. Suggest Sonic Wpn. (2nd lvl) Could use a small tuning fork as a focus to transfer sonic energy to a weapon.

Haven't played a Gadgeteer before (AFAIK) - this should be interesting. Be good to expand on someone else's character.  Idea is that they could return and take back their character and berely notice my handywork.

Cheers
Paul H
Title: Re: Ivor, Paul's character
Post by: PaulH on May 16, 2008, 04:38:42 AM
Hi

Any chance Ivor's had time to change his spell list, or does he keep to those? He's got far better spells than those vs undead.

My suggestion:

Lvl 0: Acid Splash x 2. Disrupt Undead x 2
Lvl 1: Mage Armour. Lssr Fire Orb. Burning Hands x 2
Lvl 2: Scorching Ray x 3

Probably has Mage Armour already running - depending on how long they expect to be around here., If not - it's first thing cast at any sign of trouble.

Cheers
Paul H
Title: Re: Ivor, Paul's character
Post by: Balgin Stondraeg on May 16, 2008, 09:17:40 AM
Hi

Any chance Ivor's had time to change his spell list, or does he keep to those? He's got far better spells than those vs undead.

My suggestion:

Lvl 0: Acid Splash x 2. Disrupt Undead x 2
Lvl 1: Mage Armour. Lssr Fire Orb. Burning Hands x 2
Lvl 2: Scorching Ray x 3

Probably has Mage Armour already running - depending on how long they expect to be around here., If not - it's first thing cast at any sign of trouble.

Cheers
Paul H

He hasn't had time to rest and change his spells yet. The undead only appeared about half an hour ago and it's nearly sunset now. Once all the imminent threats have been dealt with I'll assume people will want to rest up (especialy Raoul who still has about 12-15 points of subdual damage he hasn't rested off yet).
Title: Re: Ivor, Paul's character
Post by: PaulH on December 17, 2008, 08:54:09 PM
Hi

Looks like I'm going Effigy Master with this one. Got the feat req, just need the skill ranks.

Spells taken at 5th lvl: Fireball, Legion of Sentinels (PHBII).
Metamagic Feat: Sudden Exten Spell

Need to build up my skills over next few levels;
Total Ranks Req'd - Craft 10, Know (Arcana) 5, Spellcraft 5, UMD 2

Cheers
Paul H
Title: Re: Ivor, Paul's character
Post by: Balgin Stondraeg on December 18, 2008, 09:54:06 AM
Legion of Sentinels (PHBII).

No thanks. I don't have it, don't know what it does and don't like what I've heard people say it does in the context of this adventure. Also using such a spell in the area the second adventure takes place in is probably not a good idea. I'm not sure if it's illusory in nature or necromantic but it looks necromantic and that's what matters. Could you find somnething else instead? Maybe if you're using fireballs in a party, protection from elements would be a good spell to learn too. :p
Title: Re: Ivor, Paul's character
Post by: PaulH on December 20, 2008, 06:14:52 PM
Hi

It's an Illusion (Shadow) spell, but no probs, looking for a replacement. Gtr Mage Armour looks good, but still checking...

Cheers
Paul H

Edit; Even had a 'Gatgeteer' effect of using a 'tv remote' style handset pointing at a location for a 'TV' effect.
Title: Re: Ivor, Paul's character
Post by: PaulH on March 20, 2009, 05:40:12 PM
Hi

Taking Fireball & Shadow Binding as my 3rd Lv spells;

Shadow Binding

Illusion (Shadow)
Components: VSM
Casting Time: 1 Std Action
Range: Close (25 ft & 5ft/2Lvls)
Area: 10' Radius Burst
Duration: 1 Rnd/Lvl
Saving Throw: Will Negates
Spell resistance: Yes

Creatures in the area that fail a Will save are entangled and unable to move. Breaking free of a shadow binding requires a DC 20 Strength chaeck or a DC 20 Escape Artist check, taken as a full-round action.

Material Component A few links of iron chain.

Also. got 7 skill points to spend. Thinking about 5 ranks Know Planes, still thinking of the other two.


Cheers
Paul H
Title: Re: Ivor, Paul's character
Post by: PaulH on May 05, 2009, 04:48:15 AM
Hi

Yep - just confirming my level increase.

Skill points: 5 Know. Planes, extra 2 in Concentration

Spells: Fireball & Shadow Binding

Feat: Sudden Widen (Complet Arcane: 1/day double Area Effect, without increasing spell level or casting time).

HP D4+1 extra

Spells/Day. BAB & Saves as per Wizard 5 (Plus stat bonuses)

Cheers
Paul H