Marquess Tanasha Starborne

Meebo Biddybink's page

66 posts. Alias of Evriani.


Race

HP 10/10 | AC 16 | Saves: Str -1, Dex +2, Con +4, Int +5, Wis +0, Cha +1 | Perception +0, darkvision 60 ft|

Classes/Levels

Speed 25 | Spell DC 13, Spell Attack +5

Gender

Female Rock Gnome Artificer 1 (Sage Background)

Size

Small

Age

42

Alignment

CG

Languages

Common, Gnomish, Orcish, Primordial

Strength 8
Dexterity 14
Constitution 15
Intelligence 17
Wisdom 10
Charisma 13

About Meebo Biddybink

Physical Description:

Meebo is 3’8” tall and has bright copper-red colored hair, though she often uses alchemical substances to color it and currently has a rainbow of colored stripes going on. The front of her hair is pulled into two sloppy buns that rest atop her head, the rest hanging long down her back. She’s wearing very strange armor made of scrap metal, a mismatched assortment of bits and bobs of varying material that had been kajiggered together into an overlapping mass that was surprisingly effective at protecting her from attacks – usually because people just stared at her in confusion without attacking in the first place.

The pack on her back is overflowing of clockwork parts that don’t seem to do much of anything, interspersed with a few half-finished projects she set aside when something new distracted her. She has an odd weapon on her side, a device with a trigger on the handle and a long conical barrel on it.

Stats:

STR 8 DEX 14 CON 15 INT 17 WIS 10 CHA 13
HP 10/10 AC 16 (scale mail + dex) Prof. +2
Perception +0, Darkvision
Speed 25

Racial Features::

*Ability Score Increase. Your Intelligence score increases by 2.
*Ability Score Increase. Your Constitution score increases by 1.
*Age. Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.
*Size. Gnomes are between 3 and 4 feet tall and weigh around 40 pounds. Your size is Small.
*Speed. Your base walking speed is 25 feet.
*Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
*Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.
*Languages. You can read, speak, and write Common and Gnomish.
*Artificer's Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.
*Tinker. You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
*Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
*Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
*Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
*At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.

Background: Sage Feature:

*Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Artificer Features:

*Hit Dice: 1d8 per artificer level
*Hit Points at 1st Level: 8 + your Constitution modifier
*Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st
*Proficiencies
-Armor: Light armor, medium armor, shields
-Weapons: Simple weapons
-Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
-Saving Throws: Constitution, Intelligence
-Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Magical Tinkering
At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
*The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
*Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
*The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
*A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Proficient Skills:

Arcana +5
History +5
Investigation +5
Nature +5

Other Proficiencies:

Light Armor
Medium Armor
Shields
Simple Weapons
Thieves’ Tools
Tinkers’ Tools
Alchemists Tools

Languages:

Common, Gnomish, Orcish, Primordial

Equipment:

*a Backpack
*a Crowbar
*a Hammer
*10 pitons
*10 torches
*a Tinderbox
*10 days of Rations
*a Waterskin
*50 feet of Hempen rope
*Ink Bottle
*Quill
*Small Knife
*Old Letter
*Common Clothes
*Coin Pouch
*Wristwatch
*Scale Mail
*Thieves’ Tools
*Tinkers’ Tools
*4 charges of flash powder
*6 roman candles
*3 skyrockets
*9 strings of firecrackers

Spells Prepared:

Cantrips
*Message
*Firebolt
1st Level
*Identify
*Feather Fall
*Alarm
*Catapault

Backstory:

Meebo’s parents are professors at the Conclave of Silverymoon, when she spent the vast majority of her life developing a love of learning and a dangerous amount of curiosity. She was too easily distracted to excel in wizardly studies, but developed a knack for enchanting items and imbuing inventions with raw arcane power.

A mechanical mishap saw her expelled from the university, and she fled town to spare her parents the blowback of her mistake. She fell into the bottle pretty hard as she coped with the loss of the future she’d always assumed would be hers. While drunk-tinkering one day in a bar, she splurted oil all over a very big, very angry fellow who was ready to teach the gnome a lesson –then Myev stepped in to her rescue. The two have been fast friends ever since.

They’ve taken to hiring on with caravans. Myev brings the muscle, and Meebo is adept at repairing broken axles and the like.