About The GnomeCrunch:
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
magical effects), Will +7 (+2 With Illusions)
Volley Fire, Resolute Companion
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
Goggles of Minute Seeing (Shmick), Necklace of Fireballs
benefit from concealment or full concealment due to darkness or dim light, they gain a +2 racial bonus on Intimidate, Perception, and Stealth checks.
to go off as per Contingency.
(Engineering) checks. He also receives this bonus on Spellcraft checks made to create or identify a magic item.
Imbue.
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
Melee
Ranged
Underwater Light Crossbow Integrated
Thundercaller (Thundering Musket) Integrated
Rapid Shot Thundercaller (Thundering Musket) Integrated
Non-Standard Skill Bonuses
Languages Common
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.
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.
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.
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.
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.
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):
Resonance: 1d6 HP restored, the resonance ends once the companion is healed. Technical Knowledge (Ex):
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
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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.
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