Terrance Wobblesprocket

A gnome from the mountains of Krazak that grew up helping tending the great forges in FirstCliff. Traveling Tinker, Smith, and Cleric for hire. Motto: I'll reassemble anything! Or at least try once!

View Character Profile
Children

Terrance Wobblesprocket

Rock Gnome Race
Krazak (Forge Child) Origin
Cleric (Forge) 5 Class & Level
Chaotic Neutral Alignment
Ezokhine Deity
Bard's College Faction
Minstrel Rank/Position
6 Loyalty
None Company

Strength 15
+2
Dexterity 11
+0
constitution 16
+3
intelligence 13
+1
wisdom 16
+3
charisma 10
+0
Total Hit Dice 5
Hit Die
1d8+3
+3 proficiency bonus
+2 Strength
+0 Dexterity
+3 Constitution
+1 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+1 Acrobatics
+3 Animal Handling
+1 Arcana
+5 Athletics
+0 Deception
+4 History
+3 Insight
+0 Intimidation
+1 Investigation
+3 Martial
+6 Medicine
+1 Nature
+6 Perception
+0 Performance
+0 Persuasion
+4 Religion
+0 Sleight of Hands
+0 Stealth
+6 Survival
skills

 
10
MV
0
Prestige
1
Attunement Slots
20
Armor Class
48
Hit Points
+0
Initiative
25
Speed
Mace 1d20+4 1d6+2
Light Crossbow 1d20+2 1d8
Attacks
Skills
  • Survival(Origin)
  • Religion(Origin)
  • Perception(Perception)
  • History(Class)
  • Medicine(Class)
  • Athletics(Factionless)


Tools
  • Tinker's Tools(Racial)
  • Smith's Tools(Origin/Domain)
  • Jeweler's Tools(Factionless)
  • Alchemist's Supplies(Bard's College)
  • Calligrapher's Supplies(Bard's College)
  • Mason's Tools(Academy)


Instruments
  • Drum(Bard's College)
  • Dulcimer(Bard's College)


Weapons
    All Simple(Class)


Armor
  • Light(Class)
  • Medium(Class)
  • Heavy(Domain)
  • Shields(Class)

Proficiences
DC: 8 + Prof + Wis Mod = 14 (15 from BC)
Cleric - 5th level
4 Cantrips: Mending, Spare the Dying, Sacred Flame, Toll the Dead

BC VINPC Cantrip: Shocking Grasp (uses Wisdom)

Bards' College Loyalty (Charisma)
3 Loyalty - Light Cantrip
5 Loyalty - Heroism (1st Bard) 1/LR

7 Prepared Spells:
1st - Healing Word, Detect Magic, Create or Destroy Water
2nd - Lesser Restoration, Enhance Ability, Calm Emotions
3rd -- Remove Curse, Sending
Domain Spells:
1st -- Identify, Searing Smite
2nd -- Heat Metal, Magic Weapon
3rd -- Elemental Weapon, Protection from Energy
Spellcasting
1354.65gp (~4)
1 MW Shield
9 Crafting Tokens
** IN use **
3x Vulcanized Cogs
Michelle Mori (Special Crafter)
****
***
Crafting Mats Pending Use
Molvaya Khalazza (Flawless Special Crafter)
Item Types: Weapon, Wondorous (no wood), Shields
Ability Score Alignments: Intelligences, Wisdom, Charisma
Effects: Joy, Mind, Perception, Comets, Astral, Reflex, Speed
Yes: Faction Forge and +Bonus
-~Flava Town~-
Alignment: Neutral
Race: Male Dark Elf
Class: Rogue, Mastermind
Worships: Oun
***


Weight Allowance: 225 / 218 (222)

Damaged Golem Core (Received from Mordemirdanian from a Steton mission, Golem channeled starlight)

Bandolier 1: (6)
1: Potion of Greater Healing (2)
2: Potion of Healing (2)
3: Potion of Healing (2)

Bandolier 2: (2)
1: Scroll of Protection from Evil and Good (1)
2: Antitoxin  
3: Healing Word Scroll (1)

Weapons & Armor: (82.5)
Mace (1d6 Bludgeoning, 4 lbs, Simple)
Plate Armor (18 AC, 65 Lbs, Heavy, Stealth Disadvantage)
Shield (6lbs, +2 AC)
Holy Symbol (Ezokine, Spellcasting Focus, Amulet, 1lbs)
Light Crossbow (1d8 Piercing, 5 lbs, 80/320, Loaded, Two-Handed)
20 Bolts (1.5 lbs)

Adventuring Equipment (83.5)
  • Backpack (5 lbs)
  • Bard's College Badge  
  • Bedroll (7 lbs)
  • Mess Kit (1 lb)
  • Tinder Box (1 lb)
  • 5 Torches (1 lb ea, 5 lbs total)
  • Waterskin (5 lbs)
  • Hempen Rope (10 lbs, 2HP, Burst 17 DC Strength)
  • Rations, 14 days (2ea, 28)
  • Climber's Kit (12)
  • Parchment, 20 sheets  
  • Steel Mirror (0.5)
  • Tinderbox (1)
  • Vials, 10  
  • Flask, 5 (1ea, 5)
  • Candles, 10  
  • Chalk, 100  
  • Component Pouch (2)
  • Holy Symbol x1 (1ea, 1)
  • Ink, 2  
  • Inkpen, 2  
  • Crowbar (5)
  • Shovel (5)

  • Material Compoents:
    1 Pearl worth 100g (Identify)

    Tool Kits: (28)
  • Masterwork Smith's Tools (8)
  • Masterwork Tinker's Tools (10)
  • Jeweler's Tools (2)
  • Alchemist Supplies (8)
  • Leatherworker's Tools
  • Woodcarver's Tools
  • Carpenter's Tools

  • Carried Potions / Alchemical: (8)
  • 4 Holy Water (1ea, 4)
  • 0 Potion of Healing  
  • 1 Potions of Greater Healing (2)
  • 1 Bottle Breath Potion (2)
  • 3 Antitoxin  

  • Carried Scrolls: (11)
    1 Scroll of Healing Word (1)
    2 Scroll of Aid (2)
    2 Scroll of Shield of Faith (2)
    1 Scroll of Calm Emotions (1)
    1 Scroll of Remove Curse (1)
    1 Scroll of Daylight (1)
    3 Scrolls of Bless

    Stored in Room
    Fadesteel Drum (3)
    1 Scroll of Pyrotechnics (1)
    4 Acid(Vial) (1ea, 4)
    4 Alchemist's Fire (Flask) (1ea, 4)
    4 Oil (Flask) (1ea, 4)
    Calligrapher's Supplies (5)
    1 Keg of Ironbrew
    1 Barrel of Milk
    "Honorary Lad" (Talk to Rain/Eldigan)
    Equipment
    Bard's College
    Faction
    Mad Man
    Stat Array
    Bard's College Features:
    The Observer's Chambers - Focus: Erast - +1 Spell Save DC
    VINPC - Klak - Gain 1 Wizard Cantrip using highest mental stat. (Shocking Grasp)

    Rock Gnome Features:
    Languages: Common(Stone) and Gnomish(Common)
    Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

    Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

    Tinker. You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
    * When you create a device, choose one of the following options:
  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

  • Cleric:
    Cantrips
    At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

    Spellcasting

    Ritual Casting

    Divine Focus (Holy Symbol)

    Domain (Forge)
    Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

    If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

    Forge Domain Spells:
    1st -- Identify, Searing Smite
    3rd -- Heat Metal, Magic Weapon
    5th -- Elemental Weapon, Protection from Energy
    7th -- Fabricate, Wall of Fire
    9th -- Animate Object, Creation

    Bonus Proficiency
    When you choose this domain at 1st level, you gain proficiency with heavy armor and smith's tools.

    Blessing of the Forge
    At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it's armor or a +1 bonus to attack and damage rolls if it's a weapon.

    Once you use this feature, you can't use it again until you finish a long rest.

    4th Level ASI:
    Master Engineer

    Prerequisite: Rock Gnome

    Your ability to tinker has expanded beyond small contraptions, and enabled you to enhance tools and other items with your innate magical knowledge.

    Once per short or long rest you can select up to 2 non-magical items, and a splash weapon to augment. These items can be a weapon, armor, shield, splash weapon (Alchemist fire, Acid Vial, Oil (Flask), or Holy water) or tool kit. The following effects are gained until the next short or long rest and a single item cannot be affected more than once in this manner during this time.
    * Weapon – This weapon has +1 to hit and deals +1 damage.
    * Armor or Shield – This armor or shield provides +1 AC.
    * Splash – Make a ranged weapon attack against the target, treating the splash weapon as an improvised weapon. On a hit, the target suffers the normal effects of the splash weapon. Hit or miss, the splash weapon then explodes. The target and each creature within 15 feet of it must succeed on a Dexterity saving throw equal to 8 + your proficiency bonus + your intelligence modifier, or take an additional 2 damage die of the splash weapon (for oil, they take an additional 10 fire damage when ignited)
    * Tool – This tool set provides advantage to the check in which it is used.
    Class/Racial Features & Traits

    Comments

    Please Login in order to comment!