Arnistolientar Popswicker

Sky-Captain Henry Klemp's page

23 posts. Alias of Johnny_Panic.

Full Name

Sky Captain Herry Klemp




Summoner 20L / Machinesmith L20 (Mythic L4)







Special Abilities

As Gnome




Any world with a Sky and system with a star.


Common Gnome


Sky Captin

Strength 21
Dexterity 29
Constitution 29
Intelligence 41
Wisdom 36
Charisma 43

About Sky-Captain Henry Klemp

Sky Captain Herry Klemp
Gnome Summoner 20L / Machinesmith L20 (Mythic L4)

Captain klemp, is "as mad as a bag of Monkeys" as they say, why do they say that, well wile others Summoner have Eidolons that are beats of death by tooth and claws. The good Captain Klemp has that Gnome Aesthetic sense that others find most well, stange. For Captain Herry klemp Eidolons is no less than a ship of dolls. A strange mechanical looking flying Snake craft, maned or should one say Dolled, himself and a number of Soul stone dolls. They Scurry about on top of the craft is a maze of Battlements, from which odd weapons pock. To match his crew he has use magic to make himself pertinently Tiny, and can be seen walking on deck calling out orders. He even has a little captains outfit, Slinking or flaying along this most bizarre Eidolon craft/ship seems a world all on its own. Should you wish to talk to the captain he will greed from the deck and happy chat wile smoking his pipe. He seems a happy Gnome and always up for some new adventure for his crew.

The Idea of Klemp:

The idea behind Klemp and the Ship of dolls that as a PC he flys around playing Captaion on a miniature ship, the body of the ship is his Eidolon, the Crew of the ship is himself and 8 Soul Stone dolls. The ship has a "hanger" which is an Intelligent Portable hole call "The Docks"
Yes you read that right an "Intelligent Portable hole" Most of the time the Captain eats lives and sleeps in "The Docks" he can do this as he has a amulet adaption. In side "bay is a Small home with all thats needed for the crew and him to fix and get on with life. Wile he sleeps of course the Eidolon gos back to its plain of being. But as thats just for 2 hours a day, Rung of Sustenance. Kelmp us happy for the down time. To make himself small so as to fit on his craft he as had reduce person perminetly cast on himself. making him 1'6" tall just as his dolls.
So how dos this PC fight, the big think in pathfinder, well he can cast spells and can his crew from deck, but also he has fitted 8 wands of magic missile on mounts for his Dolls to fire 4 on each side,
So in a fight he brings the Ship to bear and gives the bad guys a broadside if magic missiles. Sorry just loved that idea, As the ship flys along he can also spot things and help as best he can.
I know this may seem odd but I just had to make him.

Physical description:

Standing some 1'5" you could mistake him for a True Fay but the good
Sky-Captain Henry Klemp is a Gnome who has magicked himself that size.
As most know to ward off the Bleaching some Gnomes will just about do anything to keep life interesting. Klemp how ever dos not have that problem has he is Brilliant but also mad. This would make for a most interesting life for any one, but when your someone like Klemp, who has been around, seen may a fight and adventures. You can go full Eccentric.
He talks is "Bally good old chap way" and "Tooly pip lets get the Blighters what! what!" and likes to bellow to his crew of dolls when ever the mood takes him. Often to be seen on the fighting deck of his Sky-Ship Eidolon drilling his doll crew.

He likes fine flyers outfits with lever cap and goggles, Fine Britches and coat. Tiny Spyglass in hand looking out and down at the worlds, and other planes. And many he has been to he has been to, mostly the Plane of Air where he has meny air experimentals friends.
Hes wee boots tapping he most often can be found in his Intelligent Portable hole "The Hanger" Fixing the flight shell, or reading books on flight and other technical things.


Str 21 +5 (0 points -2race -2Size) (+5Books)(+6Item)(+4Advanced)
Dex 29 +9 (2 points 2size) (+5Books)(+6Item) (+4Advanced)
Con 29 +9 (2 points 2racial)(+5Books)(+6Item) (+4Advanced)
Int 41 +10 (11 points) (+8feat)(+5Books)(+6Item) (+4Advanced)
Wis 36 +8 (2 points) (+8feat)(+5Books)(+6Item) (+4Advanced)
Cha 43 +11 (7 points 2racial 3levels) (+8feat)(+5Books)(+6Item) (+4Advanced)
25 points
Fort = +26 12+9 (+5Item)
REF = +26 12+9 (+5Item)
Will = +25 12+8 (+5Item)


HP dice 1d8X20(100) + Con 180 = HP's ( 280HP )
AC Base 14 14Tuch/12Fi

Initi +9 speed 20f/30f
Attack Bonus +15
BAB= +15/+10/+5
Base Ranged +15/+10/+5
Melee +20/+15/+10
Range +24/+19/+14
+24 CMD
26/24FI CMD

Space 2 1/2'
Reach 0

Weapon and Armor Proficiency: Summoners are proficient with all simple weapons. Summoners are also proficient with light armor. A summoner can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a summoner wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass summoner still incurs the normal arcane spell failure chance for arcane spells received from other classes.

Feats & Traits:

Feats 10 -

Class Eschew Materials
Class Simple Weapon Proficiency
Class Simple Armor Proficiency

Craft Wondrous Item
Craft Magic Arms & Armor
Craft Construct
Improved Initiative
Magical Aptitude

Traits 2 -

Improvisational Equipment
You have an uncanny knack for turning equipment to new and unexpected uses.

Benefit: When using an item for anything other than its intended purpose—such as using a crowbar as a grappling hook or an old shirt to bandage a deadly wound—reduce the improvisation penalty by 2. This does not apply to improvised weapon penalties. Your GM may rule that some things are just not suitable for use in certain ways; for example, gluing a dead orc’s face to your own face won’t help you disguise yourself as an orc.


Class Skills <
280 + 45{head band}

Class Skills

+17 Acrobatics(+2dex, 0rank +15Headband)
+10 Appraise(+5int, 2rank)
+10 Bluff(+5cha, 2rank)<
+14 Climb(+0str, 0rank +15Headband)
+20 Craft-Ships (+5int, 10Rank +2Trait +2Race)<
+7 Craft-ALL Others (+5int, 0Rank +2Trait)<
+5 Diplomacy(+5cha, 0rank)<
+17 Disable Device (+2Dex, 0rank +15Head Band)
+5 Disguise(+5cha, 0rank)
+2 Escape Artist(+2dex, 0rank)
+20 Fly (+2cha, 11rank)
+10 Handle Animal (+5cha, 2rank)<
+1 Heal (1wis 0rank)
+5 Intimidate(5cha, 0rank
+20 Knowledge (Arcana)(+5int, 10rank +2trait)<
+7 Knowledge (Dungeoneering) (+5int, 0rank +2trait)<
+7 Knowledge (Engineering) (+5int, 0rank +2trait)<
+7 Knowledge (Geography) (+5int, 0rank +2trait)<
+7 Knowledge (History) (+5int, 0rank +2trait)<
+7 Knowledge (Local) (+5int, 0rank +2trait)<
+7 Knowledge (Nature) (+5int, 0rank +2trait)<
+7 Knowledge (Nobility) (+5int, 0rank +2trait)<
+7 Knowledge (Planes) (+5int, 0rank +2trait)<
+7 Knowledge (Religion) (+5int, 0rank +2trait)<
+7 Knowledge (ALL Others) (+5int, 0rank +2trait)<
+5 Linguistics(+5int 0rank)<
+1 Perception(+1wis, 0rank)<
+14 Ride (+0Str 0ranks +15Headband)<
+5 Perform (+5Cha 0Rank)
+1 Sense Motive(+1wis, 0rank)<
+2 Sleight of Hand(+2dex, 0rank)
+20 Spellcraft(+5int, 12rank)<
+17 Stealth(+2dex, 0rank +15headband)
+1 Survival(+1Wis 0rank)
-1 Swim (+0 Str 0rank)
+20 Use Magic Device(+5cha, 12rank)<

+5 Concentration checks
Concentration = 1d20 +15CL +5Int Mod = 1d20 +20


15th caster

0Level = 6 any
Mage Hand
Read Magic

1Level = 6 8/day
Endure Elements
Mage Armor
Reduce Person
Rejuvenate Eidolon, Lesser
Unseen Servant

2Level = 6 7/day
Ablative Barrier
Cushioning Bands
Evolution Surge, Lesser
Restore Eidolon, Lesser
Wind Wall

3Level = 5 7/day
Dimension Door
Restore Eidolon
Evolution Surge
Rejuvenate Eidolon

4Level = 4
Contact Other Plane
Evolution Surge, Greater

5Level = 4

Invisibility, Mass
Planar Adaptation
Plane Shift
Teleport, Greater


To spend 140,000gp

Head Band of vast Int +6 (+15 3 skills) 36,000gp
Intelligent Portable hole "The Hanger") 36,500gp
*Telepathy, Teleport 1/day, Alter Shape (open-Close Self)
Reduce Person (permanency) 2500gp
Necklace of Adaptation 9000gp
Ring of sustenance 2000gp
6 Adamantium Soulbound Dolls 30kgp
Adamantium Sky Ship core 8000gp

Captain klemp's Soulbound Doll Crew:

Small mechanical looking dolls made from Adamantium and Jade.
they move around inside the Captains living craft, when not in use then go into his portable hole.

N (see below) Tiny construct
Init +6; Senses darkvision 60 ft., low-light vision; Perception +3


AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 19 (3d10+3)
Fort +1, Ref +3, Will +1
DR 2/magic; Immune construct traits
Hardness 20 (Adamantium)
Weaknesses susceptible to mind-affecting effects


Speed 20 ft.
Melee dagger +3 (1d2–2/19–20)
Space 2-1/2 ft.; Reach 0 ft.
Spell-Like Abilities (CL 3rd, concentration +2)

3/day—light, mage hand, open/close, prestidigitation
1/day—levitate, one additional ability dependent on alignment


Str 7, Dex 14, Con --, Int 11, Wis 10, Cha 9
Base Atk +3; CMB +3; CMD 11
Feats Improved Initiative, Toughness
Profession (ships Crew)+2
Perception +3,
Stealth +13
Languages Common


Alignment Variation (Ex)
Lawful Neutral: suggestion (DC 12) 1/day
Susceptible to Mind-Affecting Effects (Ex)

The weakened conviction of a soulbound doll’s soul makes it susceptible to mind-affecting effects, despite the fact that it is a construct.

Soul Focus (Su)

The soul bound to the doll lives within a focus integrated into the doll or its apparel, typically one of the doll’s eyes or a gem embedded into its neck or chest. As long as this soul focus remains intact, it can be used to animate another doll, using the same cost as creating a new construct. Once bound into the soul focus, the soul continues to learn, and so if later it is put into a new doll body, the soul retains its personality and memories from its previous body or bodies. A soul focus has hardness 8, 12 hit points, and a break DC of 20.

Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
A construct cannot be raised or resurrected.
A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
Constructs do not breathe, eat, or sleep.

Intelligent Portable hole - The Hanger:

"The Hanger"
Is an Intelligent Portable hole used by Sky-Captain Henry Klemp
as his base of operations and where he can repair them inner core of his sky ship. He has placed with in it a docking device that means he can hook up the Sky-Ships living core and then dismiss it, wile he works on the core. He carry's "The Hanger" it in his hip pocket and when needed it teleports itself ahead or under the ship, opens its self up and lets the ship or core only in then closes again.Its that simple, once inside the good Captain and his crew can rest and enjoy life.

Int 10
Wis 10
Cha 10

special abilities -
Alter form (Open and close)
Communication - Telepathy
Teleportation (self) 1/day

Ego 8

Portable Hole
Aura strong conjuration; CL 12th

Slot —; Price 20,000 gp; Weight —

A portable hole is a circle of cloth spun from the webs of a phase spider interwoven with strands of ether and beams of starlight, resulting in a portable extradimensional space. When opened fully, a portable hole is 6 feet in diameter, but it can be folded up to be as small as a pocket handkerchief. When spread upon any surface, it causes an extradimensional space 10 feet deep to come into being. This hole can be picked up from inside or out by simply taking hold of the edges of the cloth and folding it up. Either way, the entrance disappears, but anything inside the hole remains, traveling with the item.

The only air in the hole is that which enters when the hole is opened. It contains enough air to supply one Medium creature or two Small creatures for 10 minutes. The cloth does not accumulate weight even if its hole is filled. Each portable hole opens on its own particular nondimensional space. If a bag of holding is placed within a portable hole, a rift to the Astral Plane is torn in that place. Both the bag and the cloth are sucked into the void and forever lost. If a portable hole is placed within a bag of holding, it opens a gate to the Astral Plane. The hole, the bag, and any creatures within a 10-foot radius are drawn there, the portable hole and bag of holding being destroyed in the process.

Editor's Note: Portable hole uses the terms "nondimensional" and "extradimensional" interchangeably which suggests they are just different terms for the same concept.


+2 Constitution, +2 Charisma, –2 Strength: Gnomes are physically weak but surprisingly hardy, and their attitude makes them naturally agreeable.

Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.

Slow Speed: Gnomes have a base speed of 20 feet.

Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light (see low-light vision.)

Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma 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.

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

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

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

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

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.

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 the defensive training and hatred racial Traits.


"Sky-Ship" is a large snake like craft, self-aware and capable of independent thought, its from is steam-punk in nature, half mechanical half magical being. With in its form a tiny crew can live and operate,
Inside a construction called "the core" in which the crew move around to the Fighting decks (where magic weaponry are located), living and storage spaces. When Summoned it forms around a this cylindrical interlinked hollow Adamantium cartage that form a kind of back bone.
One may think some one had taken some suits of Adamantium plate and reworked them into a finely crafted set in linked and universal jointed compartments, Which was just what the sky captain did. The Sky ship then forms around this (not inside it) making a living magical outer shell that can fly and carry the core. The Edalone has a reflective blueish chrome mirror finish, like some thing made of liquid iridescent brilanteen blue and Silver steel. It seems to reflect its surroundings as it swims passed in the air. When in "The Hanger" it is held in place by a docking mechanics.

HD 12 = 10+66=76HP
AC 40 = 10 +12(level) +5(dex) +10NA -1(size) +4 feats
BAB +12
CMD 20

Size = mid.
Speed 20 ft
Fly 80 ft (perfect)
Clime 20ft
AC +2 natural armor.
Saves Fort (bad)+4
Ref (good) +8,
Will (good) +8
Attack bite (1d6), tail slap (1d6);
Ability Scores
Str 26 (+8)
Dex 20 (+5)
Con 17 (+3)
Int 09 (-1)
Wis 10 (+0)
Cha 11 (+0)

Max Attacks 6

Feats 6
Improved Natural Armor X2 +4AC
Flyby Attack
Defensive ComBaat Training

Other -
Darkvision (120 feet)
share spells,
Improved evasion


Free Evolutions
bite, (1d8)
climb, (speed 20')
reach (bite 10')
tail slap (attack 1d8)

Then Evolution Pool 20 Points - (4left)

Mount (Ex) 1EP

Improved Natural Armor (Ex)x3 +6AC 3EP

Flight (supernatural ability) 7EP

Skilled - Fly +8 1EP

Large (Ex) 4EP
An eidolon grows in size, becoming Large. The eidolon gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +2 bonus to its natural armor. It takes a –2 penalty to its Dexterity. This size change also gives the creature a –1 size penalty to its AC and on attack rolls, a +1 bonus to its CMB and CMD, a –2 penalty on Fly skill checks, and a –4 penalty on Stealth skill checks.

Skill list
Skill Points 48 (33 left)

+5 Acrobatics(+5dex, 0rank)<
-1 Appraise(-1int, 0rank)
+0 Bluff(+0cha, 0rank)
+8 Climb(+8str, 0rank)<
+0 Diplomacy(+0cha, 0rank)
+5 Disable Device (+5Dex, 0rank)
+0 Disguise(+0cha, 0rank)
+5 Escape Artist(+5dex, 0rank)
+32 Fly (+5dex, 15rank +8E)<
+0 Handle Animal (+0cha, 0rank)
+0 Heal (0wis 0rank)
+0 Intimidate(0cha, 0rank)
+0 Knowledge (ALL) (+0int, 0rank)
+0 Linguistics(+0int 0rank)
+0 Perception(+0wis, 0rank)<
+8 Ride (+8Str 0ranks)
+0 Perform (+0Cha 0Rank)
+0 Sense Motive(+0wis, 0rank)
+5 Sleight of Hand(+5dex, 0rank)
+0 Spellcraft(+0int, 0rank)
+5 Stealth(+5dex, 0rank)<
+0 Survival(+0Wis 0rank)
+8 Swim (+8Str 0rank)<
+0 Use Magic Device(+0cha, 0rank)