Yimni

Professor Rankle Boomtop's page

129 posts. Alias of Hubaris.


Full Name

Professor Rankle Boomtop

Race

Gnome (Rock)

Classes/Levels

Artificer (Alch) 5 - HP 53/53 - HD 5/5 - AC 18 - Init +2 - P.Perc +10 - Str (-1) - Dex (+2) - Con (+6) - Int (+7*) - Wis (+0*) - Cha (-1*) [Adv v. Magic*] - 1st 1/4 - 2nd 1/2 - Elixir 1/1 - ST DC 15

Gender

M

Size

S

Age

173

Alignment

CG

Deity

-

Location

The Underdark

Languages

Common, Gnomish, Undercommon, Primordial

Occupation

Alchemist, Raving

Strength 8
Dexterity 14
Constitution 16
Intelligence 18
Wisdom 10
Charisma 8

About Professor Rankle Boomtop

Fluff

Spoiler:

You thought this would start with a kaboom. You'd be wrong, I'm far more stable than my experiments and those pesky neighbours say. They seem to think that because I build inventions, that I'm some harbinger of death... or a cave-in, or something like that. I mean they're probably onto something, but such a thing would not be entirely correct, although how much correct is really dependent on many factors. You see its not easy to just label someone as mad or crazy or what have you because those lines are relative to the degrees of success, and I'm still alive so I'm bound to be a successful gnome. You see the logic checks out!

What am I doing in the Underdark you ask? Oh come on its my home, I've been down here as long as I can remember and its a little upsetting that you think that all gnomes are the same and that we need a story to be down here. What's your story? I don't see you giving me one.

Oh I'm talking too much? Well you can tell me your story later you asked about me and now you'll get the full lineage. So it started thousands of years ago... Don't doze off now there will be notes. Did I not mention I am a real professor? Its true! I find stuff and I profess how much I love learning about it! That's not what a professor does? Please, you think you can tell me what I do for a living? Where was I? Oh right I was talking about my great inventions.

Look I just want to make this world a better place, and especially the underdark. These gnomish fellows of mine, they suffer. We're hiders you know and its frankly not fair because we're smarter and funnier and definitely more funnier than the other fellows that live down here. I'm a simple gnome, I see adventure and an opportunity to find new technology and save this place; and I'm coming along.

What about my lab?

KABOOM

Scorched earth. I said it wouldn't start with a boom, nothing about ending with it. Either way, I have all I need in this pack. Besides I don't think that the other gnomes like me much. They say silly things like "Rankle don't make noise!" "Rankle go hide!" "Rankle where are my mushrooms?" I'm tired of it all, protecting people who don't want me around. I mean I'll still protect them just by finding a solution that will last longer than a couple hundred years.

What do I mean by that? Well deep gnomes don't live so long and I'm convinced there's some secret to it, its just a matter of finding it.

Besides, what good is a place with no clocks? Recorded history? How can I master my craft? These people are beaten, but I won't stand here broken no-sir-ee. I'll bring an answer back and we will one day get out of our hidey holes. So, let's go on an adventure.

Where are we going again? You never mentioned that in all the time I've met you.

Belief: Gnomes are resilient and they just need the history to remind them of what they can be.
Goal: To help the deep gnomes out of their sad predicament of hiding.
Instinct: Apply force. Record force.
Virtue: Determined, clever
Vice: Hasty, arrogant

Basic and Attributes

Spoiler:

Professor Rankle Boomtop

NG Male Gnome (Rock) Artificer (Alchemist) 4 – Background: Sage
Proficiency +3
Str: 8 Dex: 14 Con: 16 (15 + 1 Racial) Int: 18 (15 + 2 Racial + 1 Feat) Wis: 10 Cha: 8
HP 45
Init +2
Speed 25 Feet

Racial and Feats

Spoiler:

Artificer's Lore - Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

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Gnome Cunning - You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

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Tinker - You have proficiency with artisan's 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.

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Keen Mind - You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
- Increase your Intelligence score by 1, to a maximum of 20.
- You always know which way is north.
- You always know the number of hours left before the next sunrise or sunset.
- You can accurately recall anything you have seen or heard within the past month.

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Researcher (Sage) - 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.

Offense and Defense

Spoiler:

Armor Class 18 (10 Base, 2 Dex, 3 Chain Shirt, 2 Shield, 1 Enhance)

Strength Save -1 (-1 Str)
Dexterity Save +2 (2 Dex)
Constitution Save +6 (3 Con, 3 Proficiency)
Intelligence Save +7 (4 Int, 3 Proficiency)*
Wisdom Save +0 (0 Wis)*
Charisma Save -1 (-1 Cha)*

Gnome Cunning - You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.*

Dagger - +5 / 1d4+2 [Finesse, Light, Thrown]
Spell Attack - +7 [Ignores half cover]

Skills

Spoiler:

Athletics -1 (-1 Str)

Acrobatics +2 (2 Dex)
Sleight of Hand +2 (2 Dex)
Stealth +2 (2 Dex)

Arcana* +7 (4 Int, 3 Proficiency)
History* +7 (4 Int, 3 Proficiency) [+2 magic items, alchemical objects, or technological devices]
Investigation* +7 (4 Int, 3 Proficiency) [Advantage when within 1 foot]
Nature* +7 (4 Int, 3 Proficiency)
Religion +4 (4 Int)

Animal Handling +0 (0 Wis)
Insight +0 (0 Wis)
Medicine +0 (0 Wis)
Perception +0 (0 Wis)
Survival +0 (0 Wis)

Deception -1 (-1 Cha)
Intimidation -1 (-1 Cha)
Performance -1 (-1 Cha)
Persuasion -1 (-1 Cha)

Proficiency and Languages

Spoiler:

Armor: light armor, medium armor, shields
Weapons: simple weapons
Tools: thieves' tools, tinker's tools, brewer’s supplies, cook’s tools, alchemists’ supplies
Saving Throws: Constitution, Intelligence
Languages: Common, Gnomish, Undercommon, Primordial

Gear

Spoiler:

Eyes of Minute Seeing - Uncommon
Chain Shirt - 50
Dungeoneer’s Pack – 12
Shield – 10
Dagger - 2
Alchemist Supplies – 50
Cook’s Utensil’s - 1
Mirror, Steel - 5
A quill, a belt pouch, a small knife, a bottle of black ink, a letter from a dead colleague posing a question which you have not yet been able to answer and a set of common clothes.

Gold: 25 GP

Class Features

Spoiler:

Magical Training (Artificer 1) - At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker's tools or other 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.

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Spellcasting (Artificer 1) - You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders using mundane items or outlandish inventions.

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Infuse Item (Artificer 2) - At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

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Specialization [Alchemist] (Artificer 3) - An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.

When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

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Experimental Elixir (Artificer 3) - Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

Creating an experimental elixir requires you to have alchemist's supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.

1 - Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence modifier.
2 - Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
3 - Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4 - Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5 - Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
6 - Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

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The Right Tool for the Job (Artificer 3) - At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

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Alchemical Savant (Artificer 5) - At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).

Spells (DC 14)

Spoiler:

Spell Attack +7

Cantrips (0th) – Acid Splash, Guidance

1st – 4/day – Alarm (Rit), Identify (Rit), Detect Magic (Rit), Absorb Elements, Healing Word**, Ray of Sickness**

2nd - 2/day - Enhance Ability, Web, Flaming Sphere**, Melf's Acid Arrow**

Infusions Known

Spoiler:

2 Max Active**

**Enhanced Defense - A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.

Enhanced Arcane Focus - While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.

Replicate Magic Item – Cap of Water Breathing (as the item)

**Replicate Magic Item – Wand of Secrets (as the item)