Arnistolientar Popswicker

Leandric Fizzwinkle's page

35 posts. Alias of Cuàn.


Race

Gnome

Classes/Levels

Cleric 5

Gender

Male

Size

Small

Age

44

Alignment

Neutral

Deity

Brigh

Languages

Common, Cyclops, Dwarven, Gnome, Sylvan

Strength 8
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 17
Charisma 13

About Leandric Fizzwinkle

Base Stats:

HP:
Initiative: +6
Speed:

Attack
BAB: +3
Melee: +2
Ranged: +5
CMB: +1

Defenses
AC: 13 FF: 11 T:13
CMD: 13
Fort: +6
Ref: +3
Will: +7

Attacks:

Skills:

[ ] Acrobatics +2
[C] Appraise +1
[ ] Bluff +1
[ ] Climb -1
[C] Craft [Blacksmithing]+7 (trained, 3)
[C] Craft [Clockwork] +11 (trained, 5)
[C] Craft [Sculptures] +6 (trained, 2)
[C] Diplomacy +9 (trained, 5)
[C] Disable Device +10 (trained, 4)
[ ] Disguise +1
[ ] Escape Artist +2
[ ] Fly +2
[ ] Handle Animal +1
[C] Heal +3
[C] Intimidate +1
[C] Knowledge [Arcana] +1
[C] Knowledge [History] +1
[C] Knowledge [Nobility] +1
[C] Knowledge [Planes] +1
[C] Knowledge [Religion] +1
[C] Linguistics +2
[ ] Perception +3
[C] Perform [ ] +1
[C] Profession [] +3
[ ] Ride +2
[C] Sense Motive +3
[ ] Sleight of Hand +2
[C] Spellcraft +5 (trained, 1)
[ ] Stealth +6
[ ] Survival +3
[ ] Swim -1
[ ] Use Magic Device +1

Traits & Feats:

Nimble Fingers, Keen Mind:
You gain a +1 trait bonus on Disable Device checks, and Disable Device becomes a class skill for you.

Etymologist: Cyclops
You gain a +1 trait bonus on Linguistics checks, know one additional bonus language, and treat Linguistics as a class skill.

Traits

Feats
Level 1: Improved Initiative
Level 3: Craft Wondrous Item
Level 5: Craft Magic Arms & Armor

Racial Abilities:

Obsessive: Craft - Clockwork
Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.

Illusion Resistance:
Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.

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.

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.

Keen Senses:
Gnomes receive a +2 racial bonus on Perception checks.

Weapon Familiarity:
Gnomes treat any weapon with the word “gnome” in its name as a martial weapon.

Low-Light Vision

Class Abilities:

Favored Class: Cleric ; +5 Skill Points

Armor Proficiency: Light, Medium
Weapon Proficiency: Simple

Domains:
Construct (Artifice)

Spoiler:

Artificer's Touch (Sp):
You can cast mending at will, using your cleric level as the caster level to repair damaged objects. In addition, you can cause damage to objects and construct creatures by striking them with a melee touch attack. Objects and constructs take 1d6 points of damage +1 for every two cleric levels you possess. This attack bypasses an amount of damage reduction and hardness equal to your cleric level. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Animate Servant (Sp):
At 8th level, as a standard action, you can give life to inanimate objects. This ability functions as animate objects using your cleric level as the caster level. You can use this ability once per day at 8th level, and one additional time per day for every four levels beyond 8th.

Spell List:
1st—animate rope, 2nd—wood shape, 3rd—stone shape, 4th—minor creation, 5th—fabricate, 6th—major creation, 7th—limited wish, 8th—polymorph any object, 9th—prismatic sphere.


Smoke (Fire)
Spoiler:

Cloud of Smoke (Sp):
As a standard action, you can create a 5-foot-radius cloud of smoke. This power has a range of 30 feet. Creatures inside the cloud take a –2 penalty on attack rolls and Perception skill checks for as long as they remain inside and for 1 round after exiting the cloud. Creatures inside the cloud gain concealment from attacks made by opponents that are not adjacent to them. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Fire Resistance (Ex):
At 6th level, you gain resist fire 10. This resistance increases to 20 at 12th level. At 20th level, you gain immunity to fire.

Spell List:
1st—burning hands, 2nd—pyrotechnics, 3rd—stinking cloud, 4th—wall of fire, 5th—fire shield, 6th—fire seeds, 7th—elemental body IV (fire only), 8th—incendiary cloud, 9th—elemental swarm (fire spell only).

Channel Energy (Su): 3d6, DC:14
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.

A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).

Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.

A cleric must be able to present her holy symbol to use this ability.

Spells:

Spells Prepared:

Level 0: 4 (Unlimited casting)
Create Water
Detect Magic
Enhanced Diplomacy
Spark

Level 1: 4+1
Animate Rope (Domain)
Obscuring Mist
Shield of Faith
(2 empty)

Level 2: 3+1
Calm Emotion
Pyrotechnics (Domain)
Pilfering Hand
(1 empty)

Level 3: 2+1
Stinking Cloud (Domain)
Stone Shape
Summon Monster 3

Equipment:

Other Equipment:

10,000 G

Background:

Hidden away in one of the seedier parts of Coran lies what is known
colloquially as "Tiny Town", a place where the average citizen of Coran needs to watch his head. Within the boundaries of Tiny Town thrive many of the city's smaller denizens, mainly consisting of Gnomes and Halflings though the occasional "civilized" Goblin or Kobold also manages to find his way there.

Leandric was born there, in the back room of a local herbalist/nursery. The second child to young parents, by Gnomish standards, he'd later be followed by triplets. Leandric and his siblings grew up within the warrens of Tiny Town, playing tag on the narrow streets, doing chores for the many shopkeepers and later shoplifting from those same shopkeepers. One of the few places one didn't steal from was the pawnshop owned by Leandric's parents, Deaderic and Yarina Fizzwinkle. It was a public secret that the Fizzwinkle's bought and sold stolen goods from the Thieves' Guild and nobody really cared as they were both nice people and their shop was the best place to get your hands on various odds and ends. It were these odds and ends that triggered Leandric's interest in all things mechanical.

A Halfling thief and regular client of his parents came selling his stolen goods from a very successful heist targeting some foreign dignitary. One of the things brought in was what the thief described as a "fire tube", a weapon that spat flame and that had been utilized by one of the man's guards before they knocked him out cold. They hadn't yet figured out how it worked and one of their people already lost a finger so they decided to instead sell it as a curio. Leandric, who at the time was working in the shop, was immediately intrigued by the thing and that night took it out of the shop and starting tinkering with it. He soon proved more successful than the thieves had been as he got it working, though it cost a friend a part of his ear.
At night he and his friends, all still small even by Gnomish standards, took the gun and went outside the warren to rob stores with their new fire power. Leandric had been tinkering with it further since getting it working and managed to adjust the, before then rather lacking, range of the weapon. This all went well for a year or two, with Leandric buying the gun from his parents after the first few successful robberies, but eventually things had to go wrong. They were out to rob an alchemist that had been very successful recently selling what he claimed to be love philtres. While the alchemist was packing up his stall the kids came up behind him, threatening him with blades, while Leandric gave them ranged cover from behind some rain barrels. But as soon as the children bared their blade the alchemist sighed and what had at first appeared to be a strange stand stocked with the man's potions and philtres came to live. At moment Leandric tried to shoot and shatter the containers on the construct but his added mechanism jammed and the weapon refused to work. While fidgeting with the mechanism he saw how his friends were easily taken out by the mechanical being and then were handed to the city guard, the real guards and not the friendly slap on the wrist guys from back home. While regretting his friends getting caught he was thankful for whatever made the gun malfunction when it did. It was on his way home, head hanging and gun slung over his shoulder, that he remembered the name of the goddess the old tinker thanked when he made something new; Brigh.

The years after were spent tinkering, figuring out things about this deity that might possibly have saved him and working enough to make money to survive. Soon his ability with his chosen weapon as well as the success of his crafting became known among the Thieves' Guild and they started hiring him to provide support during critical missions and he took the money figuring he needed it to pay for his tinkering. His skill progresses but his goal, building his own mechanical construct, still lies outside his reach.

Friends & Family:

Daederic and Yarina Fizzwinkle: Leandric's parents. Own a pawnshop and work as fences for the Guild. Have a past as burglars but settled down and opened a shop when Yarina was pregnant.
Rheta Fizzwinkle: Leandric's older sister. Doesn't want anything to do with the Guild. Married to one of Tiny'Town's guards and has 2 young children with him.
Alphonse, Archibald & Nena Fizzwinkle: Leandric's younger siblings, triplets with the boy (Alphonse & Archibald) being identical twins. Still young but work cons just outside the warrens.
Nielsson Joverthy: Halfling friend and part of Leandric's old gang. Wasn't caught by the golem but surrendered result in early parole. Now works as a bartender.
Rheta would be the Commoner with her hubby a Warrior. I guess the others would be Experts

Goals & Fears:

Goals: Making a construct, perfecting his weaponry and gathering the funds to support this all. Show his devotion to his goddess through his work. Some day find a nice lady and have a bunch of kids, but not yet.

Fears: Heights, losing his friends & family, losing his ability to tinker and build.

Appearance:

Leandric is of normal height for a Gnome standing at 3'5". He has red hair though it is starting to shift to brown like his father's. His eyes are a vivid blue. His tanned skin betrays that he spends many hours outside while the black stains on his hands betray his work as a tinker. He wears a necklace with a simple gear around his neck and never parts with it.

When working Leandric wears simple linen breeches and a simple shirt with a thick leather apron to protect his body from his tinkering. While working he also wears a pair of bifocals to get better focus on the smallest of details.

While out with the Guild Leandric wears a simple dark brown cloak over what looks like leather pants and vest watching the cloak in color.