The Real Tukadian

Character Sheet

Name: Tukadian Del Nornick
Class/ Race: Male Chaos Gnome, Artificer 7
Alignment: Chaotic Neutral

Description: Stands 3 feet tall, slight build leaning towards being dangerously skinny. Has bright
red, blue, green, or violet eyes, as his eyes change in hue and brightness depending on their mood—from bright red when angry or excited to dull green or blue when bored or disappointed. Usually are a bright Violet, as he is usually excitable and inquisitive. Has bright red hair, which is worn in a long top-knot, which has various petty gems woven throughout.
Clothing: Chaos gnomes favor bright colors in their clothing, particularly reds and oranges. They decorate their clothing with seemingly random bead patterns.
Age: 42 years old

HD 7d6 hp ; 42
Init +3 ; Spd 20ft ; Size: Small
Sense: Low-Light Vision, Spot -4, Listen 2, Search 6
AC __ = 10 + 3 Dex + _ Armor , touch , flat-footed ;
Armor Check Penalty:
Abilities:Str 12 , Dex 16 , Con 10 , Int 16 , Wis 11 , Cha 20
SV Fort +2, Ref +5, Will +5 ;

BAB +5; Grap +6 against his own size, +2 vs. Medium ;
Atk
Ranged Attack Spells (Wands): +9, or +10 within 30 ft
Special Attacks:
Special Qualities: Small Size, Chaos Spells are +1 Caster Level, +4 Dodge Vs Giants, Immunity to Confusion Effect, Luck of Chaos, Artificer Knowledge, Artisan Bonus, Disable Trap, Item Creation, Retain Essence, Metamagic Spell Trigger
Spell-Like Abilities: 1/day— entropic shield, daze, flare, prestidigitation. Caster level 1st;
save DC 15 + spell level.

Skills:
Concentration 10 ranks + 0 Constitution = 10
Craft (Armor Smithing) 6 ranks + 3 Intelligence = 13
Disable Device 10 ranks + 3 Intelligence = 13
Knowledge Arcana 5 ranks + 3 Intelligence = 10
Knowledge The Planes 3 ranks + 3 Intelligence = 6
Open Lock 10 ranks + 3 Dexterity = 13
Spellcraft 10 ranks + 3 Intelligence = 13
Use magic Device 10 ranks + 5 Charisma = 15, 17 when using Scrolls, Wands, Wondrous Items
Search 6 ranks + 0 wisdom = 6
Spot: 0Wisdom -4(Flaw) = -4
Listen 0 Wisdom - 4 Flaw, +2 Racial = -2
Feats: 1: Skill Focus (Use Magic Device), Extend Spell, Point Blank Shot
3: Weapon Focus (Ranged Spells)
Bonus Feat: Extraordinary Artisan (25% cheaper to make items)
5 (If Allowed to take Flaw): Quick Draw
6: Split Ray
Item Creation Feats: Scribe Scroll, Brew Potion, Craft Wondrous Item, Craft Homunculus, Craft Magic arms and Armor, Craft Wand
Flaws: Lightweight, Inattentive (-4 listen, Spot
5 (If allowed) Phantom Sparks
Flaws:1st lvl Insomniac, Inattentive(-4 listen,spot) At fifth level (If Allowed) Phantom Sparks

Languages: Common, Gnome, Draconic, Elven, Orc, Goblin
Possessions:

**Worn Equipment:*

Money :
**Proficiencies: ** all simple weapons, with light and medium armor, and with shields (except tower shields).


Infusions Per Day
1st: 3
2nd: 3
3rd 2
Non Standard Infusions Known
Ask John which I am allowed to have
2nd Level: Unseen Crafter (Races of Eberron)
Craft Reserve: 200


History:

Personality


Explanation of Abilities

Luck of Chaos (Ex): Once per day, a chaos gnome can reroll one roll that she has just made before the Dungeon Master declares whether the roll results in success or failure. The character must take the result of the reroll, even if it’s worse than the original roll.
Artificer Knowledge: An artificer can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier to detect whether a specific item has a magical aura.
The artificer must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the specific powers of the item.
An artificer cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, the artificer can learn no more about that object.
Artisan Bonus: An artifi cer gains a +2 bonus on Use
Magic Device checks to activate an item of a kind for which
he has the prerequisite item creation feat. For example, an
artifi cer who has the Craft Wand feat gains a +2 bonus on
checks to use a spell from a wand.
Disable Trap: An artificer can use the Search
skill to locate traps when the task has a Difficulty Class
higher than 20. Finding a nonmagical trap has a DC
of at least 20, or higher if it is well hidden. Finding a
magic trap has a DC of 25 + the level of the spell used
to create the trap.
An artifi cer can use the Disable Device skill to disarm
magic traps. Usually the DC is 25 + the level of the spell
used to create the trap.
An artificer who beats a trap’s DC by 10 or more
with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without
disarming it.
Item Creation (Ex): An artifi cer can create a magic
item even if he does not have access to the spells that are
prerequisites for the item. The artifi cer must make a successful
Use Magic Device check (DC 20 + caster level) to
emulate each spell normally required to create the item.
Thus, to make a 1st-level wand of magic missile, an artificer
would need a Use Magic Device check result of 21 or
higher. To create a bottle of air (caster level 7th), he would
need a check result of 27 or higher to emulate the water
breathing prerequisite.
The artifi cer must make a successful check for each
prerequisite for each item he makes. If he fails a check,
he can try again each day until the item is complete (see
Creating Magic Items, page 282 of the Dungeon Master’s Guide).
If he comes to the end of the crafting time and he has still
not successfully emulated one of the powers, he can make
one fi nal check—his last-ditch effort, even if he has already
made a check that day. If that check also fails, then the creation
process fails and the time, money, and XP expended
to craft the item are lost.
For purposes of meeting item prerequisites, an
artificer’s effective caster level equals his artificer level
+2. If the item duplicates a spell effect, however, it uses
the artifi cer’s actual level as its caster level. Costs are always
determined using the item’s minimum caster level or the
artifi cer’s actual level (if it is higher). Thus, a 3rd-level
artifi cer can make a scroll of fi reball, since the minimum
caster level for fi reball is 5th. He pays the normal cost for
making such a scroll with a caster level of 5th: 5 × 3 × 12.5

187 gp and 5 sp, plus 15 XP. But the scroll’s actual caster

level is only 3rd, and it produces a weak fi reball that deals
only 3d6 points of damage.
An artifi cer can also make Use Magic Device checks
to emulate nonspell requirements, including alignment
and race, using the normal DCs for the skill. He cannot
emulate skill or feat requirements, however, including
item creation feat prerequisites. He must meet the caster
level prerequisite, including the minimum level to cast a
spell he stores in a potion, wand, or scroll.
An artifi cer’s infusions do not meet spell prerequisites
for creating magic items. For example, an artifi cer
must still employ the Use Magic Device skill to emulate the
light spell to create a wand of light, even though light appears
on his infusion list.
Retain Essence (Su): At 5th level, an artifi cer gains
the ability to salvage the XP from a magic item and use
those points to create another magic item. The artifi cer
must spend a day with the item, and he must also have the
appropriate item creation feat for the item he is salvaging.
After one day, the item is destroyed and the artifi cer adds
the XP it took to create the item to his craft reserve. These
points are lost if the artifi cer does not use them before
gaining his next level.
For example, an artifi cer wants to retain the essence
of a wand of summon monster IV that has 20 charges. Originally
created (like all wands) with 50 charges, it required
840 XP when initially made, or 16.8 XP (840 ÷ 50) per
charge. The artificer is able to recover the XP from the
remaining charges. He puts 336 XP (16.8 × 20) into his
craft reserve.
Metamagic Spell Trigger (Su): At 6th level, an artifi
cer gains the ability to apply a metamagic feat he knows
to a spell trigger item (generally a wand). He must have
the appropriate item creation feat for the spell trigger item
he is using. Using this ability expends additional charges
from the item equal to the number of effective spell levels
the metamagic feat would add to a spell.
For example, an artificer can quicken a spell cast
from a wand by spending 5 charges (4 additional charges),
empower the spell by spending 3 charges, or trigger it
silently by spending 2 charges. The Still Spell feat confers
no benefi t when applied to a spell trigger item.
An artificer cannot use this ability when using a
spell trigger item that does not have charges, such as
prayer beads.


Homunculus


Math

At level 1

Rolls - 17, 16, 11, 14, 14, 8
Str:14 Dex:14 Con:8 Int:16 Wis:11 Cha:17
Adjusted Ability Scores:Str:12 Dex:16 Con:10 Int:16 Wis:11 Cha:19 +1 Cha at level 4
Race: Chaos Gnome (Races of Stone p 86) +2 Dex, +2 Con, +2 Cha, -2 Str.
• Small: As a Small creature, a chaos gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
• Chaos gnome base land speed is 20 feet.
• Low-Light Vision: A chaos gnome can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
• Weapon Familiarity: Chaos gnomes treat gnome hooked hammers as martial weapons rather than exotic weapons.
• Spell Power: A chaos gnome’s effective caster level when casting spells with the chaos descriptor increases by 1. This increase applies when determining level-dependent spell variables and on caster level checks, and it stacks with other spell power abilities, such as from the hierophant prestige class.
• +4 dodge bonus to Armor Class against monsters of the giant type: This bonus represents special training that chaos gnomes undergo, during which they learn tricks that previous generations developed in their battles with giants. Any time a creature loses its Dexterity bonus to Armor Class, it loses its dodge bonus, too.
• +2 racial bonus on Listen checks: Chaos gnomes have keen ears.
• Luck of Chaos (Ex): Once per day, a chaos gnome can reroll one roll that she has just made before the Dungeon Master declares whether the roll results in success or failure. The character must take the result of the reroll, even if it’s worse than the original roll.
• Immunity to confusion effects.
• Automatic Languages: Common and Gnome. Bonus Languages: any.
• Spell-Like Abilities: 1/day— entropic shield.
A chaos gnome with a Charisma score of at least 10 has the following spell-like abilities: 1/day—daze, flare, prestidigitation. Caster level 1st; save DC 10 + chaos gnome’s Cha modifier + spell level.
• Favored Class: Sorcerer.
• Level adjustment +1.
Feats: 1st: Skill Focus (Use Magic Device), Extend Spell, Point Blank Shot, 3rd Weapon Focus (Ranged Spells), 4th Bonus Feat Extraordinary Artisan (25%less gold) 6th Split Ray 5th(If allowed) Quick Draw
Flaws:1st lvl Insomniac, Inattentive(-4 listen,spot) At fifth level (If Allowed) Phantom Sparks

Weapon: Light Crossbow
Magic Equipment Needed: Wand Bracelet; Page 111 of Magic of Eberron, 25,000gp
Couple Eternal Wands, and one good attack wand
Infinite Scroll Case 2800 gp, page 110 of Magic of Eberron
Bracers of Wind? 10,000 gp page 117 of MoE

Schema Page 122, 1st level 400 gp
2nd level 2,400 gp
3rd level 6,000 gp
4th level 11,200 gp
5th level 18,000 gp
6th level 26,400 gp, Reusable Scrolls. Would be good to have one of cure moderate wounds.

Wand of Scorching Ray: 2nd level Wiz: Ranged touch attack deals 4d6 fire damage, +1 ray/four levels (max 3). Costs 2,250gp and 180xp to make, 3000gp for a level 4 wand

Wand of Ray of Enfeeblement/clumsiness: 1st Level Wiz: Ray deals 1d6 +1 per two levels Str/dex damage. Costs to create 750 for a CL 2, 1500 for 4, or 2250 for a level 6.

Eternal Wand of Magic Missile: Twice a day, 820gp
?Eternal Wand of True Strike: 820gp
Orb of Sound, Lesser: (Wiz1)Ranged touch attack deals 1d6 sonic damage + 1d6/2 levels beyond 1st (max 5d6). - Same costs as Ray of Enfeeblement

Eternal wand (0-level spell): Faint (any school); CL 1st; Craft Wand, Craft Wondrous Item, the spell contained in the eternal wand; Price 460 gp.
Eternal wand (1st-level spell): Faint (any school); CL 1st; Craft Wand, Craft Wondrous Item, the spell contained in the eternal wand; Price 820 gp.
Eternal wand (2nd-level spell): Faint (any school); CL 3rd; Craft Wand, Craft Wondrous Item, the spell contained in the eternal wand; Price 4,420 gp.
Eternal wand (3rd-level spell): Faint (any school); CL 5th; Craft Wand, Craft Wondrous Item, the spell contained in the eternal wand; Price 10,900 gp.

Possible Advancement; Once get BAB +8 Improved Critical Ray, and Wand Mastery at level 9. Level 10 Flaw: Lightweight,level 12 bonus feat: Chain Spell.

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