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Drard Fizbogwaan and Gizmo

GNOME TINKERER WAR-CRAFTER

Played by Pre-Made Port Renis' Renegades

Class
War-Crafter-Tinkerer
Size
Small, 2'8" (0.81 meters) in height. 40 lbs (18.14 kgs) in weight. Gizmo is Medium, 7' (2.13 meters) tall, and 350 lbs (159 kgs) heavy.
Alignment
XP
Level
  1  
Hero Points
Deity
Cormaq Thunder-hand
Gnome
Mechanic
20 feet (30 feet in Gizmo)
-1
Str
Modifier
Strength
Score
8
+2
Dex
Modifier
Dexterity
Score
14
+1
Con
Modifier
Constitution
Score
12
+4
Int
Modifier
Intelligence
Score
18
+1
Wis
Modifier
Wisdom
Score
12
+2
Cha
Modifier
Charisma
Score
14
Total
17
Base
10
Key
4
Item
0
Prof
3
U T E M L
  +2      

 
Valarian (Common), Gnomish, Dwarven
HP
6/6
Temp. HP
0
Total
6
Prof. Mod
3
Att. Mod (Wis)
1
Item Mod
2
U T E M L
  +2      

 
Total
15
AC Base
10
Dex Bonus (or AC Cap)
2
Item
0
Prof
3
U T E M L
  +2      

 
Unarmored
U T E M L
  +2      

 
Light
U T E M L
  +2      

 
Medium
U T E M L
+0        

 
Heavy
U T E M L
+0        

 
Shield AC
+0
Hardness
0
Shield HP
0 / 0
BT
0
Save Total Mod Prof Item Prof. Bonus
Fortitude (CON) 4 1 3 0 2
Reflex (DEX) 5 2 3 0 2
Will (WIS) 4 1 3 0 2
Simple Weapons
U T E M L
+0        

 
Martial Weapons
U T E M L
+0        

 
Melee (Basic Hand Weapons)Trained
Melee (Fencing)Trained
Ranged (Firearms)Trained
Ranged (Explosives)Trained
Ranged (Engineering)Trained
Ranged (Chymech)Trained
Ranged (Magnitech)Trained
Gizmo's Gripper Smash 1d20+5 1d10+2 Bludgeoning
Gizmo Rifle Bayonet 1d20+5 1d8+2 Piercing
Gizmo's Rifle 1d20+5 2d8+2 Piercing
Total Prof. Mod Ability Mod Item Mod Armor Mod
+2 Acrobatics (dex)   2 0 0
+4 Arcana (int)   4 0
-1 Athlethics (str)   -1 0 0
+9 Crafting (int) 5 4 0
+5 Deception (cha) 3 2 0
+2 Diplomacy (cha)   2 0
+2 Intimidation (cha)   2 0
+1 Medicine (wis)   1 0
+1 Nature (wis)   1 0
+7 Occultism (int) 3 4 0
+2 Performance (cha)   2 0
+1 Religion (wis)   1 0
+7 Society (int) 3 4 0
+5 Stealth (dex) 3 2 0 0
+1 Survival (wis)   1 0
+5 Thievery (dex) 3 2 0 0
Curious Crafter: The gnomish people of Valerick have always been a tinkering sort, always curious, always trying to learn how things work, always inventive. A gnome can always make a Craft check as if Trained, (even if untrained) to attempt to figure out how any device, vehicle, object or item, mundane or magickal, works. They do not figure out how to create it, or how to pull it apart and put it back together again, but they come to understand the basics of what its supposed to do and how its supposed to work. This should be made as a secret check however, since on a Critical Failure, the GM should be able to give you false information that you believe is true. On a failure you glean nothing. On a success you understand what its for and can attempt to make the thing work, though your GM may demand another check. On a critical success, you understand what the thing in question is meant to do, what its purpose is and have a baseline understanding how to operate it.

Gnomish Awareness: +2 permanent to Perception rolls, and 1/day can re-roll a Perception roll used for Initiative must stick with new result.

Quick Repair: For you, the Repair activity loses the exploration trait and takes 1 minute instead of 10 minutes. If you’re a master in Crafting, it takes 3 actions. If you’re legendary, it takes 1 action.

Magni-Mech Selection: He choose Bulwark, its name is Gizmo, see notes for further details

Gizmo Energy Cap: Gizmo's Current Energy Cap=1/2 Tinkerer level (minimum 1)

Armament Adjustment: The War-crafter can retrofit their Mech with other weapons, getting rid of the Gripper, or the Wheel-lock/Shield as they desire, after a Rest or a Regroup. They can equip any mundane weapon, though they need a bit of time (hence only after a Regroup or Rest), to adjust and integrate the weapon into the system.

Brilliance: Brilliant Dice is 1d4
Uses per day equal 1/level+Intelligence Modifier. So Drard's pool is 5. Brilliance is used to activate a variety of actions and abilities you acquire as a Tinkerer.

Swift Fixer: A Tinkerer is very skilled at repairing broken bits of gear and technology and mechanical work. Though there is always the old adage of "I can get it up quickly or safely, not both. You can pick one." So by taking 1 action, a Tinkerer can get a broken piece of gear, weaponry, equipment, or mechanical hardware back up and running, however it gains Dangerous (1). If it already had a Dangerous quality this increases the numeric range of it by 1.
Spell Attack Roll
Total Key Prof
-1 -1 0
Spell DC
Total Base Key Prof
9 10 -1 0
Magic Tradition
Arcane
Spells Per Day
Per Day
Level 1 2 3 4 5 6 7 8 9 10
Current

Additional Saving Throws



Save (Attribute)ProficiencyTotal ModifierRoll
Power Save (Strength)Untrained-1 1d20-1
Logic Save (Intelligence)Expert+9 1d20+9
Ego Save (Charisma)Untrained+2 1d20+2


Additional Skills Table



SkillAttributeProficencyRoll
Craft (Mechanic)DexterityExpert 1d20+7
Craft (Smithing)StrengthTrained 1d20+2
Craft (Gunsmith)DexterityTrained 1d20+5
Craft (Chemistry)IntelligenceTrained 1d20+7
Drive (Magni-Mech)IntelligenceExpert 1d20+9
Engineering LoreIntelligenceTrained 1d20+7
IntuitionWisdomUntrained 1d20+1


Brilliance Abilities



Ability NameCostTrigger/ApplicationAction EconomyEffect
Helpful Pointers1 BrillianceWilling creature within 60 feet attempting a Crafting Check of any kind or specific fieldFree Action/Non-CombatBoost the Craft roll by 1d4
Sharing Knowledge1 BrillianceWilling Creature within 30 feet attempting any kind of Lore rollFree Action/Non-CombatBoost the Lore roll by 1d4
Raised Alert1 BrillianceTarget within 60 feet being threatened by attack or spell.ReactionIncrease target's Saving Throws or AC by 1d4 until your next turn.


Gizmo Base Attribute Notes/Adjustment



Adjustments: When driving Gizmo, treat your Strength as if it is 14, and your Constitution as if it is 20. When in Gizmo, AC is 21, with 23 if you take Raise Shield, which Bulwark can do with its Shield arm that Gizmo still has equipped along with the Gripper Smash. Gizmo's HP is 15, and it gains 1d12+Con Mod to its maximum HP every time your Tinkerer level increases.

Attribute Growth: Whenever you get Attribute Growth by level up, you can increase one of Gizmo's three physical attributes by 2 (so 14 would become 16.)

Locator Rod: In making Gizmo, you also made a Locator Rod for him. So long as it is on the same plane of existence as you, this rod will always point towards it if you speak a simple command word. Furthermore, he cannot be operated safely without the Rod, having the Dangerous (2) quality for anyone else whom would try to operate it, and even taking movement actions would require a Drive Check rolled against your Tinkerer DC.

Saving Throws: When in Gizmo, your Power Save roll becomes 1d20+1 and your Fortitude Save becomes 1d20+8
© Paizo - PF2e v1.8 Sheet made by Gorkam and Davina, update by Tillerz - Updated: 2024-02-03

Statblocks for your Feats and Ability.

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Created by

Keon Croucher.

System

Pathfinder 2e

Statblock Type

Character Sheet

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