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Author Topic: Ivor, Paul's character  (Read 10270 times)

Mr Teufel

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Re: Ivor, Alex's character
« Reply #15 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".

Mr Teufel

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Re: Ivor, Alex's character
« Reply #16 on: May 25, 2007, 08:47:14 PM »

Alex

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Re: Ivor, Alex's character
« Reply #17 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!
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Alex

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Re: Ivor, Alex's character
« Reply #18 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
« Last Edit: July 02, 2008, 03:04:22 PM by Balgin Stondraeg »
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Fabian

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Re: Ivor, Alex's character
« Reply #19 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)
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The questions we should be asking are these:
Does it have dungeons?
Does it have dragons?
Does it have transients who kill things for money?  Do you roll a d20?

Balgin Stondraeg

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Re: Ivor, Alex's character
« Reply #20 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).
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Alex

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Re: Ivor, Alex's character
« Reply #21 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?
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Fabian

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Re: Ivor, Alex's character
« Reply #22 on: May 26, 2007, 12:41:59 PM »

Ah interesting...  :abduct:

Geek hat: bat guano and sulphur for fireball. Smelly fireballs....
« Last Edit: May 26, 2007, 12:49:42 PM by Fabian »
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The questions we should be asking are these:
Does it have dungeons?
Does it have dragons?
Does it have transients who kill things for money?  Do you roll a d20?

Alex

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Re: Ivor, Alex's character
« Reply #23 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
« Last Edit: June 22, 2007, 10:51:24 AM by Balgin Stondraeg »
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Balgin Stondraeg

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Re: Ivor, Alex's character
« Reply #24 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?
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Alex

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Re: Ivor, Alex's character
« Reply #25 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.) 
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Alex

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Re: Ivor, Alex's character
« Reply #26 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.
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Balgin Stondraeg

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Re: Ivor, Alex's character
« Reply #27 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
« Last Edit: November 06, 2009, 01:38:49 PM by Balgin Stondraeg »
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PaulH

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Re: Ivor, Paul's character
« Reply #28 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
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PaulH

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Re: Ivor, Paul's character
« Reply #29 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
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