Arcane Experimenter

Ivo Crownwheel's page

517 posts. Alias of Jesse Heinig.


Full Name

Ivo Crownwheel

Classes/Levels

RETIRED

Size

Small

Age

55

Special Abilities

Dancing lights 1/day, ghost sound 1/day, prestidigitation at will, speak with animals 1/day

Alignment

Neutral Good

Deity

Brigh

Languages

Common (Taldane), Gnome, Sylvan; Draconic, Giant

Occupation

Tinker

Strength 10
Dexterity 17
Constitution 15
Intelligence 14
Wisdom 12
Charisma 15

About Ivo Crownwheel

Ivo Crownwheel
Male gnome unchained rogue 5
NG Small humanoid (gnome)
Init +3; Senses Perception +12 (+14 vs. traps); low-light vision

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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +3 Dex, +1 size)
HP 38 (5d8, +10 Con)
Fort +3 (+1 base, +2 Con), Ref +7 (+4 base, +3 Dex), Will +2 (+1 base, +1 Wis)

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Offense
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Speed 20 ft.
Melee Small short sword +7 (1d4+3/19-20/x2; piercing)
Melee Small cold iron dagger +7 (1d3/19-20/x2; piercing or slashing)
Melee Small sap +7 (1d4 nonlethal/x2; bludgeoning)
Ranged Small masterwork pepperbox +8 (1d6/x4/20 ft.; misfire 1-2; bludgeoning and piercing)

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Statistics
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Str 10, Dex 17, Con 15, Int 14, Wis 12, Cha 15
Base Atk +3; CMB 3; CMD 16
Languages: Common (Taldane), Gnome, Sylvan; Draconic, Giant

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Feats
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Level 1
Gunsmithing: You know the secrets of repairing and restoring firearms.
Benefit: If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

Unchained Rogue 1
Weapon Finesse (Combat): You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.

Level 3
Point-Blank Shot (Combat): You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Level 5
Precise Shot (Combat): You are adept at firing ranged attacks into melee.
Prerequisite: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
Note: Two characters are engaged in melee if they are enemies of each other and either threatens the other.

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Traits
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Mathematical Prodigy (Magic): Mathematics has always come easily for you, and you have always been able to "see the math" in the physical and magical world.
Benefits: You gain a +1 bonus on Knowledge (arcana) and Knowledge (engineering) checks, and one of these skills (your choice) is always a class skill for you.
Chosen skill: Knowledge (engineering)

Pioneer (Campaign): You have long lived in the shadow of wilderness. Life has been hard, but through hunting, trapping, trading, and coaxing crops from the freezing earth, you’ve learned how to survive on the rugged frontier. With the wilderness ever at your door, you’ve also learned much about its denizens and the wild creatures that lurk in that unwholesome land. Your family might even claim holdings, with elders telling stories of being driven from or robbed of a lost ancestral homestead, fertile farmlands, bountiful orchards, or a hidden mining claim. Whether because of your personal expertise and familiarity with the borderlands or in order to reclaim your family’s land, you’ve joined the expedition.
Benefit: You begin play with a horse. Also, choose one of the following skills: Climb, Handle Animal, Knowledge (nature), Perception, Ride, Survival, or Swim—you gain a +1 trait bonus on this skill.
Chosen skill: Perception

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Adventuring Skills
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Total skill ranks: 55/10 (40 rogue, +10 Int, +5 favored class; +10 background)

Acrobatics +11 (5 ranks, +3 Dex, +3 class skill)
Bluff +10 (5 ranks, +2 Cha, +3 class skill)
Climb +8 (5 ranks, +3 class skill)
Disable Device +14 (5 ranks, +3 Dex, +3 class skill, +1 race, +2 trapfinding)
Knowledge (local) +11 (5 ranks, +2 Int, +3 class skill, +1 trait)
Perception +12 (5 ranks, +1 Wis, +3 class skill, +2 race, +1 trait)
• +14 vs. traps
Stealth +15 (5 ranks, +3 Dex, +3 class skill, +4 size)
Survival +6 (5 ranks, +1 Wis)
Swim +8 (5 ranks, +3 class skill)

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Background Skills
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Craft (alchemy) +10 (5 ranks, +2 Int, +3 class skill)
Craft (toys) +10 (5 ranks, +2 Int, +3 class skill)
Knowledge (engineering) +14 (5 ranks, +2 Int, +3 class skill, +3 race, +1 trait)
Knowledge (geography) +7 (5 ranks, +2 Int)

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Gear
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Starting total wealth: 240 gp

Small explorer's outfit (free)
Small short sword (10 gp, 1 lb.)
Small sap (1 gp, 1 lb.)
Small cold iron dagger (4 gp, ½ lb.)
Small masterwork pepperbox (2½ lbs.)
Small powder horn (3 gp, ½ lb.)
[
• 17 doses of gunpowder
]
Small mithral chain shirt (10 lbs.)
Small masterwork backpack (50 gp, 2 lb.)
[
• 17 small bullets (¼ lb.)
• Small bedroll (1 sp, 2½ lbs.)
• Canteen (2 gp, 1 lb.)
• Flint and steel (1 gp)
• Gunsmith's kit (15 gp, 2 lbs.)
• Ink (8 gp)
• Inkpen (1 sp)
• Journal (10 gp, 1 lb.)
• Potion of cure light wounds (cl 1)
• Rope, silk, 50' (10 gp, 5 lbs.)
• Small shaving kit (1 gp 5 sp, ¼ lb.)
• Small waterskin (1 gp, 2 lbs.)
• Thieves' tools (30 gp, 1 lb.)
• Trail rations, small, 6 days (½ lb. ea.)
• 10 gp, 8 sp
]
Pony (free from trait)
[
• Artisan's tools, toymaker (5 gp, 5 lbs.)
• Bit and bridle (2 gp, 1 lb.)
• Feed, 6 days (10 lbs. ea.)
• Saddle, riding (10 gp, 25 lbs.)
• Saddlebags (4 gp, 8 lbs.)
]

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Special Abilities
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Gnome

Ability Score Racial Traits: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable. They gain +2 Constitution, +2 Charisma, and –2 Strength.
Type: Gnomes are Humanoid creatures with the gnome subtype.
Size: Gnomes are Small creatures and thus gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Base Speed: (Slow Speed) Gnomes have a base speed of 20 feet.
Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc. See the Linguistics skill page for more information about these languages.
Master Tinker: Gnomes experiment with all manner of mechanical devices. Gnomes with this racial trait gain a +1 bonus on Disable Device and Knowledge (engineering) checks. They are treated as proficient with any weapon they have personally crafted. This racial trait replaces defensive training and hatred.
Illusion Resistance: Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Keen Senses: Gnomes receive a +2 racial bonus on Perception checks.
Academician: Some gnomes are more academically inclined than their kin. Gnomes with this racial trait gain a +2 bonus on any single Knowledge skill. This racial trait replaces the obsessive racial trait.
Chosen skill: Knowledge (engineering)
Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
Weapon Familiarity: Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.

Unchained Rogue 5

Weapon and Armor Proficiency: Rogues are proficient with all simple weapons, plus the hand crossbow, rapier, sap, short sword, and shortbow. They are proficient with light armor, but not with shields.

Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every 2 rogue levels thereafter. Ranged attacks can count as sneak attacks only if the target is within 30 feet. This additional damage is precision damage and is not multiplied on a critical hit.
With a weapon that deals nonlethal damage (such as a sap, unarmed strike, or whip), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack—not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with total concealment.

Trapfinding: A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.

Finesse Training (Ex): At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Level 3 chosen weapon: Shortsword

Evasion (Ex): At 2nd level, a rogue can avoid even magical and unusual attacks with great agility. If she succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.

Rogue Talents: As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue’s sneak attack. Only one of these talents can be applied to an individual attack, and the decision must be made before the attack roll is made.
A rogue cannot choose a ninja trick with the same name as a rogue talent.
Level 2: Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she can attempt an immediate Perception check to notice the trap. This check should be made in secret by the GM.
Level 4: Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast at will as a spell-like ability. The rogue’s caster level for this ability is equal to her rogue level. The save DC for this spell is 10 + the rogue’s Intelligence modifier. A rogue must have an Intelligence score of at least 10 to select this talent.
Chosen spell: Prestidigitation

Danger Sense (Ex): At 3rd level, a rogue gains a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps. In addition, she gains a +1 bonus on Perception checks to avoid being surprised by a foe. These bonuses increase by 1 every 3 rogue levels thereafter (to a maximum of +6 at 18th level). This ability counts as trap sense for the purpose of any feat or class prerequisite, and can be replaced by any archetype class feature that replaces trap sense. The bonuses gained from this ability stack with those gained from trap sense (from another class).

Debilitating Injury (Ex): At 4th level, whenever a rogue deals sneak attack damage to a foe, she can also debilitate the target of her attack, causing it to take a penalty for 1 round (this is in addition to any penalty caused by a rogue talent or other special ability). The rogue can choose to apply any one of the following penalties when the damage is dealt.
• Bewildered: The target becomes bewildered, taking a –2 penalty to AC. The target takes an additional –2 penalty to AC against all attacks made by the rogue. At 10th level and 16th level, the penalty to AC against attacks made by the rogue increases by –2 (to a total maximum of –8).
• Disoriented: The target takes a –2 penalty on attack rolls. In addition, the target takes an additional –2 penalty on all attack rolls it makes against the rogue. At 10th level and 16th level, the penalty on attack rolls made against the rogue increases by –2 (to a total maximum of –8).
• Hampered: All of the target’s speeds are reduced by half (to a minimum of 5 feet). In addition, the target cannot take a 5-foot step.
These penalties do not stack with themselves, but additional attacks that deal sneak attack damage extend the duration by 1 round. A creature cannot suffer from more than one penalty from this ability at a time. If a new penalty is applied, the old penalty immediately ends. Any form of healing applied to a target suffering from one of these penalties also removes the penalty.

Uncanny Dodge (Ex): At 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dexterity bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.

Unchained Rogue 5
Rogue's Edge (Ex): At 5th level, a rogue has mastered a single skill beyond that skill’s normal boundaries, gaining results that others can only dream about. She gains the skill unlock powers for that skill as appropriate for her number of ranks in that skill. At 10th, 15th, and 20th levels, she chooses an additional skill and gains skill unlock powers for that skill as well.
Level 5 skill unlock: Stealth: Reduce the Stealth penalty from sniping by 10.

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Backstory
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Description: Ivo is a generally congenial figure, small but with broad cheekbones and a happy smile. He has brownish skin that blends well with trees and bushes, and his round nose is always a little bit red at the end. His eyes are large and also brown. He's quite lithe, lacking the pot-belly that sometimes afflicts gnomes, and his hair is well-groomed (also unlike the common image of "crazy" gnomes). He has long, nimble fingers and wizened wrinkles at the corners of his eyes.

Hair: Brown
Eyes: Brown
Height: 3' 7"
Weight: 42 lbs.
Age: 55

Background: Ivo hails from an upstanding family of gnomish architects in Brastlewark: his mother Bel a skilled architect and his father Timarinnion a stonemason. He insists that Ivo is his full and real name - uncommonly short for a male gnome (and the source of occasional amusement to other gnomes). As he tells the story, he studied engineering, architecture, and all of the "proper academic disciplines" while growing up in Brastlewark.
Unsatisfied with a simple life designing buildings, Ivo took to designing all manner of clever and cunning devices: spring mechanisms, coils, gears, assemblages, and the kinds of chemicals to power them, etch them, and dissolve them. At first he enjoyed making toys and clever gadgets with his experiments, but he kept looking for ways to improve them, power them, and make them able to move, perform tricks, and amuse in startling ways. His penchant for dealing with dangerous chemicals became a bit too much to handle after he accidentally detonated a small cornice-piece that was being constructed for a garden plot, and it was "suggested" that he take a bit of a vacation from Brastlewark. His family and friends loaded him down with various tools and gifts and sent him on his way with the next Varisian caravan.
From his travels with the Varisians, Ivo learned a bit about skulduggery, about staying out of sight when that served best, about the hustle and the shuck and the jive, the blow-off and the mark. He learned to use knives and small blades to his advantage when danger struck, and he turned some of his keen mind to studying the rare workings of Alkenstar firearms, which scratched a multitude of his itches. He made a few enemies in Magnimar: A few of the Varisians in the caravan were running a "Taldan prisoner" con, and when it was exposed, several angry townspeople descended on the caravan. Ivo didn't know what was going on, but he deployed some of his alchemical devices—smokesticks and tanglefoot bags —to make the group's escape, which left him and everyone else in the caravan as persona non grata in Magnimar. Small price to pay when you could always go to Riddleport or Alkenstar, though!
Having fled the Varisian coast, Ivo meandered east, eventually passing through Numeria (which he found simultaneously fascinating and frightening) and then arriving in Brevoy. There he earned some coin by practicing his usual trades of alchemy and toymaking, settling into a small home in the forested hillsides near Restov, until an opportunity arose to explore the Stolen Lands. While he would normally never be picked for such a venture, he has tied his fortunes to an old friend's and now hopes to ride along in search of old ruins and adventures.

Personality Traits: Ivo is a generally cheerful and upbeat fellow. He enjoys the occasional pun and having a bit of a jibe at the expense of much larger people (like your typical hulking and dim-witted half-orc barbarian), though not when it might get him choked to death. He's certainly in no danger of suffering from the Bleaching any time soon, as he loves traveling and seeing strange sights, and he loves to learn. He takes notes and (poor) sketches down in his journal as he goes.
Ivo likes sharp, bitter ales and dark bocks to drink, and he has a fondness for plums and for poultry.
When startled, Ivo sometimes speaks very quickly, but he usually catches himself and takes a few breaths immediately. The effect is sometimes quite comical.
Though Ivo likes experimenting with devices and alchemy, he's not a "tinker gnome" in the usual fictional sense—he doesn't build absurd, useless devices or dangerously overdesigned constructs. Instead, he has a keen interest in doing amazing things with ingenuity. This is why he enjoys toying with alchemy and firearms—he enjoys the thrill of those kinds of discoveries, not because he likes to make things go "boom" but because they show an incredible efficiency, creating very potent effects in a very small, effective package.
Ivo has never really had a romantic relationship. Then again, the traveling lifestyle rarely helps with that for gnomes, unless there winds up being another eligible gnome in the group—which is pretty much never, seeing how gnome communities tend to be very small.
As with most gnomish devotees of Brigh, Ivo sees Brigh less as a goddess and more as a perfected instrument of creativity in engineering and design.