Cave Wizard

Burl's page

7 posts. Alias of Kirth Gersen.


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M Hill Dwarf Rogue 1/Expert 4

There's a tear in Burl's eye as he looks in the purse. Carefully placing a gnarled hand on the top of your head, he says, "All gods bless you, little one -- and the gobbo and the baragoon, too, for saving the roof."

Turning to your prisoner/informant, his voice hardens. "If yer done flappin' yer gab, boy, you best get to work. There's a lot of broken glass to clean up before you can even think about eating today..."


M Hill Dwarf Rogue 1/Expert 4

"Wha...?"

Burl initiative: 1d20 + 1 ⇒ (15) + 1 = 16

Burl quickly steps to the side to get out of the way, but is still left in awe at Caspian's lightning-quick reaction.


M Hill Dwarf Rogue 1/Expert 4

Burl examines Cricket carefully, then admits, "Well, OK, I probably wouldn't let him run the still unattended..."


M Hill Dwarf Rogue 1/Expert 4

Burl leans over to Caspian and says, "I wouldn't be so quick to mingle with the likes of wizards and noblefolk! They care nothing for people like us, and we're all better off making our own justice and our own laws."

You begin to see why you're an adventurer and he's not!


M Hill Dwarf Rogue 1/Expert 4

"Woostersheer? Is that anything like Angostura bitters?" He puts a shot of the latter, mixed into some throw-away reject whisky, on the bar in front of you, then, looking at your bloodshot eyes, adds some hot sauce for good measure. "In case yours doesn't work," he offers.


M Hill Dwarf Rogue 1/Expert 4

Burl, obviously expecting some fabricated tale of a one-on-one battle against an orc god or something, is first surprised, then pleased at the telling.

He chuckles a bit. "Would that I had some of that venom for the still -- there's a lot you can do with it." He carefully removes the bone fragment, fits it to his hatband, and hands the remainder of the necklace back to you. "Thank you for the gift," he says.

"Now, what's this about Bullwinkles? And what the hell are they, anyway?"


M Hill Dwarf Rogue 1/Expert 4

Burl looks almost kindly as he accepts the necklace (although you sense the wariness may still be there), then indicates one of the decorations -- a burnt bone shard with dye. "Tell me about this mighty champion, and of his slaying," he asks.

Full Name

Luther Clark

Race

Speed 30 / AP 6

Gender

HP:17/17 (34/34) / AC:16 / Touch: 16 / Flat: 10 / Reputation: +1 / CMB: +3 / CMD: 13 / F:11 R:14 W:13 / Perception:7 / Sense Motive:2

Size

M

Age

42

Languages

English, Latin, French

Occupation

Military

Strength 11
Dexterity 17
Constitution 12
Intelligence 14
Wisdom 14
Charisma 10

About Luther Clark

Background:

Pallaver meeting
The sitting room shuddered and came to an abrupt halt, with a terrible screech. Several gentlemen picked themselves up from the soft grey carpet, looking around apprehensively.

"Damn it," one of the passengers exclaimed through his bushy, greying mustache. Surprised at his own shout, he continued at a grumble. "Damn that Eli! How many times did I tell him about that damned rod? I knew this was gonna happen..."
He was an aging fellow, wiry if somewhat gaunt in a slightly worn brown suit, seated on one of the cushioned benches.

He noticed that the other men in the car were looking at him expectantly. Reluctantly, he explained: "The rod, you see. Probably slipped off the damned lever. He never did address that. Used to work with him, you see. The bastard."

Another of the gentlemen in the car turned toward him. "You mean in the engine? So we're stuck here?"

The first fellow nodded. "Could be. The clowns they have running this thing, could be a while." He examined the other man. Older fellow. Polished shoes, spectacles, pressed suit -- city fellow, maybe. But something unusual about him, seriousness and power in the eyes. Seen a lot. An officer in the war, maybe.
He decided to offer his hand. "Luther Clark. Sir. Good to meet you. You in a hurry or something?"

The older gentleman paused and examined Clark for just a bit too long. Clark grew increasinly uncomfortable, feeling a bit like he was a frog being dissected. Was about to pull his hand back when the fellow took it.
"Dr. Pallaver. Pleased to meet you, Luther. And yes. My experiments... are at a critical juncture. It is imperitive that I reach New York for an engagement this evening."

One of the other men in the car chuckled. Pallaver's dissecting gaze swiveled in his direction. The young man's chuckle withered under the steady gaze, and he backed away under a few moments. Pallaver turned back to Clark.

"Well, I suppose, under the circumstances..." Clark muttered. He stood and retrieved his worn leather case from the chest. "Let's go have a look, shall we?" He swung the door open and led Pallaver down the steps to the dusty ground. They began walking forward toward the engine.

Clark examined the undersides of the cars as they passed, pointing elements of the mechanism out to Pallaver. "Good, good. Still on the track, you see. Eccentric rod, coupling rods, axles...we might be OK here."

They came closed on a handful of dismayed crewmen surrounding the engine. Clark addressed the men: "All right fellows. Luther Clark. Some trouble here?"
One of the men tried unsuccessfully to wipe dark grease from his hands and approached. "I'm sorry sir. Please go back to your car. We're looking--"
"Aye, but in the wrong place!" Clark interrupted. He pointed past the man toward the front of the engine. "Most likely, the damned rod slipped off again. Used to work with Old Eli, who designed this heap. You can probably slip it back on and tack it there with--"

"No, sir, really, I must insist that you--"

"Damn it, son! This man's a doctor. His experiments are at a critical juncture. Let me take a look!"

The crewman looked apprehensively at Pallaver. Pallaver met his eyes and held his gaze. "Please," the doctor added, softly.
The crewman blinked and stepped back. "Yes. Sure. What the hell. We're gonna be here for a while anyway..." he trailed off.

Clark shoved past the men, laid his briefcase down and popped the latches. He selected a few items and went to look at the engine.

The crewmen looked at their fellow, who looked at Pallaver. Pallaver calmly looked back at him. Minutes passed, punctuated by expletives and clanks from Clark.

"Aha! Son of a b$@!~! There we go." Clark's voice drifted back, accompanied by a metallic banging.
A few moments later the man himself came back, replacing his wrench and picking up his case.

"That oughta do er. We'll make it to the next roundhouse. Go have a look, fellas." He patted the lead crewman on the shoulder. The fellow blinked, clearing some confusion from his eyes. He looked at Clark, and then went to examine the engine.

As Pallaver and Clark boarded their car, the engine whistled immanent departure.
"Well done, Luther Clark." Pallaver said.
Clark started as he replaced his case. "Oh. Think nothing of it, sir."

Appearance and Personality:

Luther Clark is a tall, gaunt, mustached, surprisingly spry fellow in his middle years. He is usually seen in a slightly threadbare brown suit and bowler cap.

A mechanical engineer by trade, he worked with artillery and firearms in the war but his primary expertise is in the design and construction of steam engines.

In his youth, Clark may have been an idealistic engineer drunk on the wonder and possibility of the technological revolution through which he was living. But he was changed by his time in the war and has become rather dour and fatalistic.

The railway firm for which he worked in the city has recently gone out of business in the crash, resulting in the loss of his employment and the further estrangement of his wife. While this has done little to improve his general disposition, it has conveniently freed him up to attend the funeral of Dr. Pallaver (who he did not know well at all, but whose intensity had impressed him during their short interaction.)

Statistics:
Gender Human Fast 1 / Smart 1
LN Medium Humanoid (Human)
Init +3; Senses Perception +7
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DEFENSE
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AC 16, touch 16, flat-footed 10 (+0 armor, +3 dex, +3 def, +0 shield)
hp 17
Fort 11, Ref 14, Will 13
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OFFENSE
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Speed 30 ft.

Melee
Unarmed Strike: +3 1d3
Brass Knuckles: +3 1d3+1

Ranged
Revolver: +3 2d6 30', touch attack within first 5 range increments

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STATISTICS
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Str 11, Dex 17, Con 12, Int 14, Wis 14, Cha 10
Base Atk +0; CMB +3; CMD 16
Reputation Bonus: +1
Wealth Bonus: +1

Feats
H1 Improved Unarmed Strike
1 Toughness
Ed Pallaver bonus: +2 craft(mechanical)
O1 Occ: Military: survival class skill, +1 stealth
O1 Occ: Military: Personal Firearms Proficiency
F1 Simple Weapons Proficiency
F1 Talent: Evasion
I1 Talent: Savant: craft(mechanical)

Skills (18 points; 5+9 class levels + 2*2 INT )
craft(mech) 10=2+3+2+1savant+2pallaver
disable device 8=2+3+3
perception 7=2+3+2
repair 7=2+3+2
acrobatics 7=1+3+3
craft(struct) 6=1+3+2
craft(chem) 6=1+3+2
demolitions 6=1+3+2
know(tech) 6=1+3+2
linguistics 6=1+3+2
prof(engineer) 6=1+3+2
ride 7=1+3+3
stealth 8=1+3+3+1occ
survival 6=1+3+2

ACP -0

ACP of 0 applies to these skills: Acrobatics, Climb, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, Stealth, Swim.

Languages English, Latin, German, +1

Class & Racial Abilities:

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CLASS ABILITIES
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Smart 1 Talent: Savant (Craft/Mechanical) - Select one of the skills listed in the following paragraph. The Smart hero gets to add a bonus equal to his or her Smart level when making checks with that skill.

Fast 1 Talent: Evasion - If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, the Fast hero suffers no damage if he or she makes a successful saving throw. Evasion can only be used when wearing light armor or no armor.

Occupation (Military): Personal Firearms Proficiency
Occupation (Military): Class skill - survival
Occupation (Military): +1 bonus to existing class skill - stealth
Occupation (Military): +1 Wealth bonus

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RACIAL ABILITIES
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(ordinary human bonus feat.)

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GEAR WORN
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- Gun cleaning kit (7) (2?lb)
- Canteen (5) (5?lb)
- Clothing, good quality (6) (3lb)
- Brass Knuckles (5) (1lb)
- Holster, plain (6) (1lb)
- Home-made revolver (12*) 2d6 dmg, 30’ R, ROF Semi, 6 rd ammo cap, cylinder magazine (3lb)
- Lockpicks (12) (1lb)
- Boots, military or cowboy (10) (2?lb)
- Backpack (10) (3lb)
- spare ammunition (?)

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POSSESSIONS
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- Mechanical toolkit (17) (22lb)

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ENCUMBRANCE
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Current Encumbrance Level: be light 21lbs (43lbs - medium when carrying mech kit case)

Light 0-38 lb. Medium 39-76 lb. Heavy 77-115 lb.
Current Load Carried 43 lb.