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Elxis Fulnar

Elxis Fulnar (a.k.a. Bronzefinger)

Mental characteristics

Personal history

Elxis was born in Woodhurst to a middle-class family - her mother is Phibys Copperpot, and her father is Corlin Fulnar, a relatively successful artificer who made clockwork animal toys. She had a sheltered childhood but relished social exploration and interaction. But the more she was exposed to others, she started to show a more manipulative nature. Her parents never noticed, instead believing her to be an obedient and polite child, because that's how she behaved around them. She went to the now-demolished Bexler School and learned reading, writing and mathematics.   She took up an interest in tinkering at 15, and by 23 she started to learn the ways of the artificer, her talent in logic and mathematics greatly helping her learn. She worked at the gnomish workshop Oskir's Warehouse, though quickly outgrew the place after three years. At 27, she started a business as an artificer working in a smaller Woodhurst market. After two years of unsuccessful business, she took a turn in her business practices.   She stole the designs of the unreleased clockwork mouse made by popular Artificier Nashana Clanbranch (Female Human). She found amazing success selling this to various families. After stealing numerous other items, including a Ring of Speed and a spinning mechanical mace, she finally decided to try and steal Master Artificer Oriel Sythrids' Magic Wings from her warehouse. An observant guard caught her, subdued her and turned her in to the Realmshield for a hefty reward of 50 gp.

Education

Learned reading, writing and mathematics at the Bexler School.
Year of Birth
66468 CH 32 Years old
Children
Eyes
Rich forest green, bear a look of constant concentration
Hair
Dark, red, smooth and straight down to the shoulders
Height
3'6''
Weight
34 lb

Elxis Fulnar

Artificer 6 Class & Level
Charlatan Background
Gnome (Tinker) Race
Neutral Evil Alignment

Strength 8
-1
Dexterity 15
+2
constitution 12
+1
intelligence 18
+4
wisdom 10
+0
charisma 12
+1
Total Hit Dice 6
Hit Die 1d8+1
3 proficiency bonus
10 Passive perception
-1 Strength
2 Dexterity
4 Constitution
7 Intelligence
0 Wisdom
1 Charisma
saving throws
2 Acrobatics
0 Animal Handling
7 Arcana
-1 Athletics
7 Deception
7 History
0 Insight
1 Intimidation
7 Investigation
0 Medicine
4 Nature
0 Perception
1 Performance
4 Persuasion
4 Religion
7 Sleight of Hands
1 Stealth
0 Survival
skills
12
AC
39
Hit Points
2
Initiative
25ft
Speed
Common, Gnomish

Darts, Wrist Dagger, Shortsword, Light Armour

Disguise Kit, Forgery Kit, Tinker Tools
Proficiencies
Weapons:
Deerhorn Knives:
Melee
Attack 1:
1d20+2 to hit, 1d6 damage
Attack 2:
1d20 to hit, 1d6 damage

Spells (1d20+7 to hit, DC15 saving throws):
Create Bonfire
60ft Range, 5ft cube area of effect
2d8 fire damage on all creatures who are already in the area or enter the area
1-min duration

Firebolt:
120ft range
2d10 fire damage

Magic Stone:
60ft range
1-3 stones, 1d6+7 bludgeoning damage each

Ray of Frost:
60ft range
2d8 cold damage, target is slowed by 10ft for 1 round

Arcane Weapon:
Extra 1d6 damage of any chosen type when cast on a weapon
1-hour duration with concentration

Catapult:
60ft range
3d8 bludgeoning damage, dexterity saving throw

Dragon's Breath:
15ft cone
3d6 acid, cold, fire lightning or poison damage if action is used for dragons breath, dexterity saving throw
1-min duration with concentration Attacks
Spellcasting Ability: Int
Spell Save DC: 15
Spell Attack Bonus: +7
Spells Selected: 2 cantrips, 7 spells of first level or higher

Cantrips:
Capture Image (Codex of Technomancy)
Create Bonfire
Dancing Lights
Firebolt (SELECTED)
Guidance
Mage Hand
Magic Stone
Mending (SELECTED)
Message
Prestidigitation
Ray of Frost
Voltwire (Codex of Technomancy)

1st Level (4 slots):
Absorb Elements
Absorb Written Knowledge
Analyse (Codex of Technomancy)
Arcane Weapon (SELECTED)
Catapult (SELECTED)
Cure Wounds (SELECTED)
Disguise Self (SELECTED)
Expeditious Retreat
Faerie Fire
False Life
Feather Fall
Grease
Jeshuo's Mental Multitasking
Jump
Longstrider
Sanctuary
Snare
Command (CLASS SPELL - ALWAYS SELECTED)
Comprehend Languages (CLASS SPELL - ALWAYS SELECTED)
Alarm (RITUAL - ALWAYS SELECTED)
Identify (RITUAL - ALWAYS SELECTED)
Detect Magic (RITUAL - ALWAYS SELECTED)

2nd Level (2 slots):
Aid
Alter Self
Arcane Lock
Awaken Machine Spirit (Codex of Technomancy)
Blur
Conjure Chains (Codex of Technomancy)
Conjure Trap (Codex of Technomancy)
Continual Flame
Darkvision
Dragon's Breath
Enhance Ability
Enlarge/Reduce
Heat Metal
Invisibility
Lesser Restoration
Levitate
Locate Object
Magic Weapon
Rope Trick
See Invisibility
Spider Climb
Suggestion (CLASS SPELL - ALWAYS SELECTED)
Detect Thoughts (CLASS SPELL - ALWAYS SELECTED)
Magic Mouth (RITUAL - ALWAYS SELECTED)
Spellcasting

Equipment

Personality Traits

Ideals

Bonds

Flaws
Darkvision (60ft)

Gnome Cunning
Advantage on Int, Wis, Cha saves vs. Magic

Artificer's Lore
When you make an Int check related to Magic Items or Alchemical objects, apply x2 Prof. bonus.

Tinker
In 1 hour and 10gp worth of materials, construct a Tiny clockwork device (AC 5, 1 hp). If in 24 hours you don't spend 1 hr repairing it, it breaks. Consult DM for details.

Magic Item Analysis
You can cast Detect Magic and Identify as rituals, no materials required.

Tool Expertise
x2 Prof. bonus added for Proficient Toolkits.
  • Disguise Kit (+6)
  • Forgery Kit (+6)
  • Thieves Tools (+6)
  • Tinker's Tools (+6)

  • Magical Tinkering
    At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves’ tools, tinker’s tools, or other artisan’s tools in hand. You then touch a Tiny non-magical 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.
  • When tapped, the object emits a 6 second recorded message that can be heard up to 10 feet away.
  • The object continuously emits an odour or a nonverbal/ambient sound. The chosen phenomenon is perceivable up to 10 feet away.
  • A visual effect such as a picture, 25 words of text or lines and shapes appears on the object. The chosen property lasts indefinitely. The effect is ended early with an action.
  • You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the 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.

    Infusions
    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. The items may either be true infusions or a replica of a current magic item (item does not need to be owned to be replicated)
    Active:
    1. Boots of Elvenkind
    2. Cloak of Elvenkind
    3. Gloves of Thievery
    Known:
    Replicable Magic Items:
    1. Bag of Holding
    2. Boots of Elvenkind
    3. Cloak of Elvenkind
    4. Gloves of Thievery
    5. Ring of Water Walking
    6. Rope of Climbing
    Features & Traits

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