Svirfneblin

The Gnome's page

638 posts. Alias of Uret Jet.


Full Name

Hicklespurn The Intuitive

Race

Gnome Vanguard 8 HP: 63/63 [20 Abblative HP]| AC: 22+2 / T: 15 / FF: 19+2 | Fort: +8, Ref: +5, Will: +7 | CMB: +6, CMD: 16 | Init: +3 | Perception: +18; +2 w/ AO, +2 W/ Dim or darkness; LowLight | Resonances 8/9

Classes/Levels

Shmick:
'Male' Construct HD 6| HP: 51/57 [25 Ablative HP] | AC: 25+2 / T: 18 / FF: 20+2 | Fort: Immune, Ref: +8, Will: +3 | CMB: +6, CMD: 20 | Init: +5, Perception: +8, LowLight, DV 60ft | MT 4/4

Gender

Hicklespurn The Intuitive, Male

Size

Small (3'9, 39 Lbs.)

Age

154

Special Abilities

1/D: Mage Hand, Open/Close, Unseen Servant

Alignment

CG

Deity

Brigh

Languages

Common(Taldane), Gnome, Sylvan, Osiriani, Ancient Osiriani

Occupation

Wandering Craftsman

Strength 8
Dexterity 16
Constitution 12
Intelligence 14
Wisdom 10
Charisma 19

About The Gnome

Crunch:
Hicklespurn The Intuitive
Male Gnome Vanguard 8
CG small humanoid (gnome)
Init +2; Senses Perception +17 (+2 With AO Architecture, +2 with darkness/dimlight), Low-Light

Vision
--------------------
Defense
--------------------
AC 22, touch 15, flat-footed 19 (+6 armor, +3 Dex, +1 Size, +1 Deflection, +1 NA)
hp 63 (8d8+8)
Fort +8 (+2 circumstance bonus vs. hot weather), Ref +5 (Roll twice take lower regarding

magical effects), Will +7 (+2 With Illusions)
--------------------
Offense
--------------------
Speed 20ft. (15ft. in armor)
Melee None
Ranged Light Crossbow +11/+6 (1d6+1/19-20x2)
. . 15 Bolts
Special Attacks None
Utilitarian Magic SPL (CL 5th, Concentration +9)
. . 1/Day—mage hand, open/close, prestidigitation, unseen servant
Vanguard Spells Available (CL 5th, Concentration +9)
. . (3/D; DC 18) 3rd— Haste, Dispel Magic, Fireball
. . (5/D; DC 17) 2nd— Make Whole (5d6), Ablative Barrier (40 Damage->Nonlethal), Pulling Chains, Richochet Shot (2)
. . (6/D; DC 16) 1st— Crafter's Fortune (+5), Shrapnel Burst (5d4(Maxed)), Heightened Awareness, Shield, Enlarge Person
. . 0 (At will; DC 15)- Mending (1d4), Detect Magic, Create Caltrops (10ft.), Conjure Tool, Read Magic, Spark
--------------------
Statistics
--------------------
Str 8, Dex 16, Con 12, Int 14, Wis 10, Cha 20
Base Atk +6/+1; CMB +3; CMD 15
Feats Magical Aptitude, Craft Wondrous Item, Improved Spell Sharing, Craft magical Arms and Armor,

Volley Fire, Resolute Companion
Traits Trap Spotter, Spark of Creation, Inquisitive Archaeologist
Drawbacks Magical Klutz
Skills
Disable Device +19/+24
C: Weapons +17
K: Arcana +13
K: Engineering +20
Perception +13/+18 (+2 W/ AO)+5 (EoTE)
Spellcraft +17 (+4 When Inditify/craft)
UMD +16 (Roll twice, take low when blindly activating)
Racial Modifiers +1 Disable Device, +3 K: Engineering, +2 Perception
Languages Ancient Osiriani, Common (Taldane), Gnome, Sylvan, Osirani
SQ Master Tinker, Utilitarian Magic (+1 Transm DC), Academician
Money 1361.5 GP
Combat Gear Underwater Light Crossbow, Light Crossbow, (40 | 40) crossbow Bolts, Kikko; Other Gear

Hickle's Meerschaum pipe, Hot Weather Outfit, Artisan's Outfit, Large Poncho, MSTW Backpack, Backpack,

Bedroll, Belt Pouch, Journal, Ink+Inkpen, Rations (common, 8), Waterskins (2), Bellows, Abacus, Flint+Steel,

Alchemist's fire (2), Masterwork thieves' tools, Thieve's tools extenders, Spyglass
Magical Gear Ring of Insight (Left Finger){+2 to chosen skill for 5 mins, 1/Day}, Eyes of the Eagle,

Goggles of Minute Seeing (Shmick), Necklace of Fireballs
--------------------
Special Abilities
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Resonance (7/Day) Depends upon Augmentation
Utilitarian Magic +1 Transmutation DC, Various spells
Construct Companion Gain special companion.
Trap Finder Able to disarm magical traps.
Illusion Resistance Gnomes gain a +2 racial saving throw bonus against illusion spells and effects.
Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
DimdwellerCharacters with this trait are at home in gloomy conditions. Whenever these characters

benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on

Intimidate, Perception, and Stealth checks.
Imbue Vanguards can bind a single spell to a weapon, a piece of ammunition, himself, or his companion

to go off as per Contingency.
Intuitive Construction Vanguards receive half their level on Craft, Disable Device, and Knowledge

(Engineering) checks. He also receives this bonus on Spellcraft checks made to create or identify a magic

item.
Vanguard Tactics Companion gains teamwork feats automatically.
Vanguard Arcana: (Web) Gain access to single spell on wizard/sorcerer spelllist for the purpose of

Imbue.
Resistance +1 to all saves.
Deflection +1 Deflection bonus to AC
Mental Prowess +2 Enhancement Bonus to Charisma
Volley Fire +1 to an attack for each person who attacked your target before you.
Physical Prowess +2 Enchancement Bonus to Dexterity
Repurpose (Ex) At 8th level, the vanguard learns how to reconfigure the magical powers bestowed upon his construct companion. By spending 8 hours altering the magic used to animate his companion, he can exchange one of his augmentations for his companion with a different one. The new augmentation must be one he could have qualified for when he gained the exchanged augmentation; for example, if he removes the augmentation he gained at 7th level, he can replace it with any augmentation with a level requirement of 7th level or lower.
Armor Attunment +1/+1
Resistince +2
Toughnening +1
Weapon Attunment +1/+1

Shmick:

HD 6d10 (57)
CG Medium Construct
Init +4; Senses Low Light Vision, Darvision 60 ft. Perception +8
------------------------------
DEFENSE
------------------------------
AC 25 , touch 18 , flat-footed 20 (+0 Base, +6 Armor, +5 dex, +3 NA, +1 Deflection)
hp 57
Fort Immune, Ref +8, Will +3
Immune bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects,

stunning,ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage, Fort Saves
------------------------------
OFFENSE
------------------------------
Speed 40 ft.

Melee
Slam
+6 (+6 Bab)
1d4+0
20x2

Ranged
+1 Within 30 Ft.

Underwater Light Crossbow Integrated
+12/+7 (+6 Bab, +5 Dex, +1 Attunment)
1d8 + 1d6 Electricity Damage
19-20x2
Bolts: 20

Thundercaller (Thundering Musket) Integrated
+12/+7 (+6/+1 Bab, +5 Dex, +1 Attunment)
1d10+1 (B/P) + 1d6 Electricity Damage
20x4
Bullets: 6 Integrated

Rapid Shot Thundercaller (Thundering Musket) Integrated
+10/+10/+5 (+6/+1 Bab, +5 Dex, +1 Attunment, -2 Rapid Shot)
1d10+1 (B/P) + 1d6 Electricity Damage
20x4
Bullets: 6 Integrated
------------------------------
STATISTICS
------------------------------
Str 10, Dex 21, Con -, Int 18, Wis 8, Cha 13
Base Atk +6; CMB +6 ; CMD 20
Skills ([54] 3+4+2 SP/HD)
ACP 0

Non-Standard Skill Bonuses
Craft: Armor: +13 (+4 Int, +6 Rank, +3 CSB)
Disable Device: +14/+19 (+5 Dex, +6 Rank, +3 CSB) +5 (GoMS)
K: Engineering: +13 (+4 Int, +6 Rank, +3 CSB)
K: Local: +11 (+ Int, +4 Rank, +3 CSB)
K: Dungeneering : +13 (+4 Int, +6 Rank, +3 CSB)
K: Nature: +13 (+4 Int, +6 Rank, +3 CSB)
K: Geography: +8 (+4 Int, +2 Rank, +3 CSB)
K: Planes: +13 (+4 Int, +6 Rank, +3 CSB)
Perception: +8 (-1 Wis, +6 Rank, +3 CSB)
Acrobatics: +5 (+5 Dex, +0 Rank)
Bluff: +1 (+1 Cha, +0 Rank)
Stealth: +14 (+5 Dex, +6 Rank, +3 CSB)
Survival: -1 (-1 Wis, +0 Rank)

Languages Common
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TRAITS
------------------------------

Companion Traits: A construct companion is not built nor animated as a typical construct. It is

powered by the vanguard’s innate power and intuition rather than careful design, and as such has different

abilities from a normal construct. A construct companion has all traits and immunities a normal construct

has, except as noted here. Construct companions are not immune to mind-affecting effects, including charms,

compulsions, phantasms, patterns, and morale effects. A construct companion has an Intelligence score and

gains feats and skill points as appropriate for its level, as shown in Table: Construct Companions, and has

class skills. A construct companion does not gain bonus hit points based on its size, as a normal construct

does. A construct companion has the same weapon proficiency as the vanguard and can use shields (except tower

shields).

3/3 Integrated Equipment (Ex): A construct companion can have its weapons or shield integrated into

its body, rather than having to hold and stow them as a normal piece of equipment. Any manufactured weapon or

shield that is of appropriate size for the construct companion can be integrated. Integrating equipment takes

1 hour of work by the vanguard. After doing so, the item is built directly into the construct’s form. It can

bring forth the weapon or shield and store it back in its body as if drawing it normally, including

reductions in time from feats such as Quick Draw. When stored, the equipment is inside the companion’s body

and cannot be seen, and its magic aura (if any) cannot be found with spells such as detect magic unless the

spell can penetrate through the construct’s metallic body. When it draws an integrated weapon or shield, it

replaces the hand(s) necessary to wield the item, at which point it can be used as if wielded normally. An

integrated weapon or shield cannot be disarmed or stolen, as it’s attached directly to the construct’s body,

though it can be sundered or attacked as normal.
A construct companion can have up to three pieces of integrated equipment at once. If the companion has an

integrated ranged weapon, the vanguard can integrate ammunition along with it. Up to 100 pieces of ammunition

can be integrated with each ranged weapon. Reloading an integrated weapon is no faster than reloading the

weapon as normal, and can be reduced by feats and abilities such as Rapid Reload possessed by the companion.

Integrating more ammunition takes 10 minutes of work by the vanguard.
Once a piece of equipment is integrated, it cannot be removed intact. Removing integrated equipment involves

either destroying the equipment (though sunder checks and the like) or spending 1 hour removing the item, the

process of which gives it the broken condition but leaves it intact enough to be repaired via make whole or

similar magic. Removing a ranged weapon requires removing its integrated ammunition, if any.

Link (Ex): A construct companion is not made nor controlled as a normal construct; it is instead tied

to the vanguard’s own magical essence, and as such the vanguard shares a special link with his companion. The

vanguard can communicate empathically with the companion, but cannot see through its eyes. Because of the

link’s limited nature, only general emotions can be shared. The vanguard has the same connection to an item

or place that the companion does.
However, such a link has its drawbacks. As the companion is powered by the vanguard’s magic essence, the

construct cannot move more than 100 feet away from the vanguard at any time. If it does, the construct

companion immediately shuts down, rendering it helpless and unable to act. The vanguard must be able to

exercise mental control to keep the companion functioning. If the vanguard is ever unconscious, asleep,

killed, stunned, or confused, the companion cannot act and is considered helpless.
In addition, magic items interfere with the vanguard’s link to his companion. As a result, the vanguard and

his companion share magic item slots. For example, if the vanguard is wearing a ring, the companion can wear

no more than one ring. If there is a conflict, the item worn by the vanguard remains active while the item

worn by the construct become dormant. Magic weapons do not interfere with the vanguard’s link with his

companion.
Despite being animated by magic, the construct does not shut down in an antimagic field, though some of its

other abilities may be negated.

Share Spells (Ex): The vanguard may cast a spell with a target of “you” on his construct companion (as

a spell with a range of touch) instead of on himself. A vanguard may cast spells on his companion even if the

spells normally do not affect creatures of the companion’s type (construct). Spells cast in this way must

come from the vanguard spell list.

Mending Touch (Sp):
Effect: 1d6 HP on touched item, as Mending, 4/D

Resonance: 1d6 HP restored, the resonance ends once the companion is healed.

Technical Knowledge (Ex):
Effect: 3 new class skills, and 3 more Skillpoints per Hit Die.

Resonance: All allies within 30 feet of the companion gain a +2 bonus on checks made with a particular skill.

The skill must be one that the companion is trained in. The resonance lasts for 10 minutes.

Devotion (Ex): A construct companion gains a +4 morale bonus on Will saves against enchantment spells

and effects.

Munitions Generation: Construct constantly generates its own ammunition.

Mental Attunment: +2 Int

Physical Attunment: +2 Dex

Energy Strike: Attacks gain corrosive, flaming, frost, or shock.

Armor Attunment +1/+1
Resistince +2
Toughnening +1
Weapon Attunment +1/+1

------------------------------
FEATS
------------------------------

Point Blank Shot +1 On ranged attacks within 30 feet

Improved Spell Sharing Split spell duration evenly to share spell between targets.

Precise Shot No penalty against opponents in melee combat

Rapid Shot When making a full-attack action with a ranged weapon, you can fire one additional time

this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Appearance:
Hickle like typical gnomes is rather short and oddly proportioned, with a head that seems

just a tad too large for his torso. His skin has remained a creamy bisque color despite his many years

working amongst hot fires and the last few decades spent out in the sun. His hair, composed of a tufty plume

on his head and a springy full beard, are snow white. He claims that in his youth they used to be an almost

obnoxious blue, and often contemplates dying his hair the color. His face is wrought with wrinkles which help

to further illustrate his long years of life.

The simple shirts he wears are typically blue in color, in complacence to his darkly colored pants. His most

commonly worn articles are the thick white gloves, his blue headband, and black smith's apron.

-

Shmick is a tall and spindly robot larger then most built from the chassis of an

old war machine Hickle discovered during

his wandering in the wastes. It has been repaired and patched several times over the course of it's life with

parts painted different but similar shades of red. His right arm seems to have a crossbow integrated into

it's design, and there's a noticeable rotary which allows for easily restocked bolts.

The construct commonly wears a large brown poncho which helps to hide much of his mechanical attributes, and

a wide-brimmed straw hat. A high-quality backpack hangs from his shoulders which carries much of their

belongings.

-

Hickle will often travel atop his constructs shoulders, his body hidden under the poncho and wearing the hat

as well. His head goes from seeming a bit too big for his body to looking much smaller with their pseudo-

disguise. They actually make no real effort to play it up any more then appearance alone dictates, and most

realize the paper-thin ruse rather quickly.

Personality:
Hickle is a very jovial and optimistic soul, who by quote 'doesn't believe in being

sad'. This however is not entirely true, as he's mostly compensating for the pain if loosing his wife to the

Bleaching. He's intelligent, but doesn't rely on his wits as much as most engineers as he prefers to 'feel

things out' by pure instinct. As such, he doesn't exactly think things as thoroughly as he should.

-

Shmick, in contrast to his creator, is a very practical being who's been forced to bring his airy master down

to Earth on multiple occasions. Often within the same three hour span. He is however very protective of

Hickle, who he secretly views as his own father. When danger starts he won't hesitate to put himself in harms

way in order to save the gnome's life, and his loyalty is unquestionable.

Backstory:
Hicklespurn was born to a family of dark and dreary gnomes, not exactly out of place given

the state of their town. When he was in his late thirties, he heard word of a visionary who was leading a

band of people out into the wastes to form their own nation, and the gnome happily packed up his things and

followed Alkenstar with dreams of the future.

He was given a large plot of land for his serviceable inventions that helped make their expedition a

successful endeavor. It was on this land that first originated a simple- if large - workshop. When he met

with an older gnomish woman fleeing from Nex, he fell in love and his home rapidly grew and expanded in order

to fit the increasingly large family. In the current age, his family estate is more of a large clunky metal

tower with smokestacks and vents sticking out at odd angles, and houses four generations of Hicklespurn's

progeny.

His life had mellowed out as the years dredged on, but it started to become rough almost thirty years prior.

His wife had been hiding it for as long as she could, but it became obvious to him now that she was

increasingly suffered by the Bleaching. She finally past away in her sleep after ten more years, devastating

Hicklespurn into crisis. A week was spent preparing for a journey of self-discovery, before he vanished out

into the wastes after naming a new head of house.

Within a month of travel, he happened across an old war-machine left behind during the great battle which

created the wasteland around him. A flash of determination overtook him to rebuild the thing, and after many

weeks of tireless work Shmick awoke.

It was different then he had intended, as it spoke and acted on it's own accord, but Hickle loved the

construct all the same. They left that wasteland as master and servant, but as the years passed, they slowly

became father and son in everything but name alone.

At some point during his travels, he obtained a fascination with the mysterious nation of Osirian and it's

ruins. Without a care in the world he led the pair into the sandy landscape and into tomb after tomb, often

having to flee shortly afterwards from strange horrors that dwelt within. It was during one of these ventures

he was saved from a mummy by a catfolk woman, and the two took to traveling alongside. And some time later,

he came across a young woman from his own home, born of a man he once knew to boot! Truly, life worked in

mysterious and wonderful ways.