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17:01, 27th April 2024 (GMT+0)

Elric Custos

Eric Custos, Level 5 Warforged Battles Smith Artificer
Alignment: Neutral Good with Lawful tendencies
Type: Humanoid, Size: Medium
Age: Activated 19 years ago Height: 4'11" Weight: 225bs+45lbs due to Custom Stabilized Forge-Horn Steam Armor for 270lb total.

Elric appears to be a somewhat short while slightly muscular humanoid with a body comprised of a variety of metals, some sort of crystalline glass, and wires. Elric's body appears masculine yet still looks lean and streamlined for his size. While the armored plates on Elric's body are a greyish blue, the more flexible areas are a dull bone white with black wires also being visible in portions of his body. Elric has blue crystalline eyes and a sigil in his forehead that seems to have several elements of runes with meaning pertaining to guardians and protection fused together. For those who have seen other Warforged, it is obvious that Elric is somewhat different as his head has two rabbit-like ear/stalk protrusions that stick up from the sides of his head and if someone pays close attention to them, they would notice that eyestalks can extend from them which allows Elric to look around corners or even behind himself without turning his head.

Initiative: +8 [2+3(Prof bonus)+2(arm cannon)+1(armor)] Speed: 40ft (Due to armor), 60ft Swim (Due to Cloak of Manta Ray)  Vision: 120ft Darkvision (Mutation + Goggles of Night)
HP: 43/43  Hit Dice: 5*(1d8+3).
Base Stats:
STR 9(-1) DEX 14(+2) CON 16(+3) INT 18(+4) WIS 12(+1) CHA 8(-1)
AC: Integrated Protection (Stabilized Forge Horn Steam Armor+1) + enhanced spring-shock shield+1 23 (20 w/o shield)
Prof Bonus: +3
Save Proficiencies: Con(3+3+1[armor])=+7, Int(3+4+1[armor])=+8 All other saves are Stat +1 [due to armor] {Death Saving Throws are 1d20+1 and pass on a 8+}
Immune to: Disease, Sleep, Magical Aging, Poison and Poisoned Condition (Due to Amulet)
Resistance: Poison (Racial), Thunder and Acid (Due to armor)
Advantage: Poisoned Condition (Racial)
Str Melee/Thrown Mod: 3-1= +2 (Assuming proficient)
Dex Finesse/Ranged Mod: 3+2= +5 (Assuming proficient)
Int 'Magical Weapons' Mod: 3+4= +7 (Assuming proficient)
Spell DC: [8+3(Proficiency)+4(Int)+1 (All-purpose tools +1)]=16
Spell Attack: [3(Proficiency)+4(Int)+1 (All-purpose tools +1)]=+8

Armor Proficiencies: Light Armor, Medium Armor, Shields, Heavy Armor (feat)
Weapon Proficiencies: Simple Weapons, Martial Weapons, Firearms
Languages Spoken: Common, Machine Speech (Telepathy up to 120ft but only with others able to 'speak' Machine Speech), Gnomish, Ancient Common
Tool Proficiencies: (All checks at +1 due to armor) Alchemical Supplies, Smith's Tools, Glassblower's Tools, Land Vehicles, Tinker's Tools, Thieves' Tools, & Poisoner's Kit
Feats: Mutation [Darkvision 60ft & Eyes on Stalks (Proficiency in Perception, Proficiency bonus on Initiative rolls, and able to peek around corners.)]
Trained Skills: (Including +1 from armor) Acrobatics (Dex: +6), Arcana [& Ancient Arcana] (Int: +8), History (Int: +8), Investigation (Int: +8), Perception (Wis: +5, +7 to avoid surprise), Stealth (Dex: +6)
Untrained Skills are Stat modifier +1 from armor.

Racial Abilities
Constructed Resilience:
You were created to have remarkable fortitude, represented by the following benefits:
• You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
• You don't need to eat, drink, or breathe.
• You are immune to disease.
• You don't need to sleep, and magic can't put you to sleep.
Sentry’s Rest.When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.
Integrated Protection. Your body has built-in defensive layers, which can be enhanced with armor:
• You gain a +l bonus to Armor Class.
• You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
• While you live, your armor can't be removed from your body against your will.
Specialized Design. You gain one skill proficiency of your choice and one tool proficiency of your choice. (Land Vehicles)
Languages. You can speak, read, and write Common, Machine Speech, and one other language of your choice

Familiar's Name: Bubo
Species: Owl Automaton, Type One  (Tiny Construct)
Armor Class: 12 (Including +1 companion bonus)
Hit Points: 1/1 Hit Dice: 1d4-1 Speed: 5ft, Fly 60ft.
Str 3 (-4), Dex 13 (+1), Con 8 (-1), Int 8 (-1), Wis 12 (+1), Cha 5 (-3)
Skills:Perception +3, Stealth +3
Damage Immunity: Poison
Condition Immunity: Charmed, Deafened, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned
Senses: Darkvision 120ft, Passive perception 13
Languages: Machine Speech (Telepathy up to 120ft but only with others able to 'speak' Machine Speech)

Flyby. The owl automaton doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Keen Hearing and Sight. The owl automaton has advantage on Wisdom (Perception) checks that rely on hearing or sight

Actions
Talons. Melee Weapon Attack: +3 to h it, reach 5 ft., one target.
Hit: 1 slashing damage. [As a familiar Bubo cannot use this action.]

Familiar: While Bubo is within 100ft of Elric, they can communicate telepathically with each other. While Bubo and Elric are within a mile of each other, Elric can sense what Bubo senses as an action.
Elric gained a familiar via using a Mixture created by Michael Schylar.

As a Familiar companion: Bubo acts independently of Elric and in combat uses Elric's initiative and acts at the end of his turn. Bubo can't use an action to attack but can take other actions as normal.
Also, when Bubo is within 100ft of Elric and Elric casts a spell with the range of touch, Bubo can deliver the spell as if he had cast the spell using his reaction action. (If the spell requires an attack roll or spell save DC, Elric's attack roll, or spell save DC, is used.)

Steel Defender's Name: Rush
Medium construct with a four legged canine appearance. Rush has a plum-sized spherical metallic nodule attached to its throat.
Armor Class 16 (Natural Armor +1 from House Rulings)
Hit Points 36/36 (due to Bracers of Power adding +1hp/level)  Hit Dice: 5*(1d8+2)
Speed 40 ft.
STR 14 (+2) DEX 12 (+1) CON 14 (+2) INT 4 (-3) WIS 10 (+0) CHA 6 (-2)
Saving Throws Dex + 1 plus PB (+4), Con +2 plus PB (+5)
Skills Athletics +5, Perception +6 (Expertise)
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses darkvision 60 ft., passive Perception 16
Languages understands the languages you speak including machine speech, also knows and can speak Ancient Common
Challenge -                   Proficiency Bonus (PB) equals your bonus
Vigilant. The defender can't be surprised.
ACTIONS
Force-Empowered Rend. Melee Weapon Attack: +8, reach 5 ft., one target you can see. Hit: 1d8 + 3 (BP) force damage.
Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + 3 (BP) hit points to itself or to one construct or object within 5 feet of it.
Song Nodule 10 or 10 charges, recovers 1d6 charges at dawn. Select a number of targets within 60ft and spend one charge per target. Each target must make a Constitution DC 15 save. On a failure a target takes 5d6 Thunder damage, and on a success a target still takes 2d6 Thunder damage. (Rush is immune to exhaustion so ignores 'side effect'.)
REACTION
Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is with in 5 feet of it, provided the attack roll is against a creature other than the defender.

Rush wears a Chimeric Collar, a Harness of Voyage (Counts as a Collar of Voyage), and A set of four bracers of Power (Counts as a Collar of Power) But only one of the three can have its active power running at a time.

Artificer Class Features:
Battle Smith Specialist Feature

Magical Tinkering. You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical 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.
• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
• The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
• A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this 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.

Spellcasting Intelligence is your spellcasting ability. Uses Thieves' tools or artisan's tools as a spell focus. (Must be proficient with the tool to use it as a focus.) After gaining the Infuse Item feature, any item bearing one of your infusions will also count as a spellcasting focus for you.
Cantrips Known: (Unlimited Use)
1 Guidance
2 Mending
All-Purpose Tools (+1): once a day as an action for 8 hours can cast 1 cantrip from any list, resets at dawn.

Spell Slots: 1st Level 4/4 2nd Level 2/2
Prepared Spells (Can change these when finishing a long rest by tinkering with your spellcasting focuses for at least 1 minute per spell level for each spell on your list that is changed.)
Ritual Casting: You may cast an artificer spell as a ritual if that spell is prepared and has the ritual tag.
Prepared Spells: (Intelligence modifier + half your artificer level, rounded down) [4+2]
1. Cure Wounds
2. Faerie Fire
3. Absorb Elements
4. Enlarge/Reduce
5. Heat Metal
6. Aid (May swap out with Lesser Restoration when needed)

Battle Smith Spells
You always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
 3rd Heroism, Shield
 5th Branding Smite, Warding Bond
9th Aura of Vitality, Conjure Barrage
13th Aura of Purity, Fire Shield
17th Banishing Smite, Mass Cure Wounds

Infusions:
Elric knows four Infusions and can infuse 2 nonmagical items with different infusions at the end of a long rest.
Infusions Known: Replicate Magic Item (Bag of Holding), Enhanced Defense, Repeating Shot, Enhanced Weapon
Infused Items: Repeating Shot on Chimera Pistol and Enhanced Defense on Breastplate

The Right Tool for the Job
You've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Tool Proficiency
You gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. Gains: Glassblower's Tools Proficiency

Battle Ready
Your combat training and your experiments with magic have paid off in two ways:
• You gain proficiency with martial weapons.
• When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Steel Defender
Your tinkering has borne you a companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.
In combat, the defender shares your initiative count, but it takes its turn immediately after yours.
It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.
If the mending spell is cast on the defender, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The defender returns to life after 1 minute with all its hit points restored.
At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.

Extra Attack: You can attack twice, rather than once, whenever you take the Attack action on your turn.

Background: House Agent (Schylar Family)
Specialty/Role: Security with a secondary focus in Research & Development along with Acquisition. Elric is first and foremost a bodyguard, primarily for Michael Schylar and Mix, but he's also trained to help in alchemical pursuits as well as with his magic.
Feature: Hermit's Discovery (Ancient Arcana knowledge for full proficiency bonus on Arcana checks)

Traits: "I represent House Schylar and take pride in my appearance."
Quirk: "I am fiercely protective of my friends."
Ideals: "House Schylar serves a vital function, and its prosperity will help everyone."
Bond: "House Schylar is my family. I would do anything for it."
Flaw: "I'd risk too much to uncover a lost bit of knowledge."

Armor: 19+1 (Custom Stabilized Forge-Horn Steam Armor+1)+1(Integrated Protection)+ 3(Enhanced Spring Shock Shield+1) = 23 [20 without shield]
Custom Stabilized Forge-Horn Steam Armor +1 (45lbs, integrated so weight does not count against carried weight) Due to the Gomonite and Stabilized Forge-Horn this armor makes Elric immune to critical hits and grants resistance to Thunder and Acid damage. The armor's enchantments also grant a +1 bonus to all saving throws and to all ability checks. With its enchantments, this armor does not require monthly maintenance has a reduced weight of 45lbs, and does not impose disadvantage on stealth checks. It has the hit points and hardness as if made from adamantine but is non-metallic. With an Eternal Firestone, this armor is always powered. While powered due to its enchantments Elric gains a +10ft movement speed bonus and triples his long and high jump distances and always counts as running for the purposes of distance jumped. As per normal Steam Armors, Elric counts as a large creature for his carrying capacity (it doubles), Elric gains advantage on 'non-combat' strength checks, and Elric's jumping distances are calculated as if Elric's strength score was 5 points higher than it is.
Enhanced Spring Shock Shield+1 7lbs

Attacks:
Alchemical Buster Hand-Cannon, integrated into arm cannon [See A.W. Narrator's desc] (requires attunement) In 'Dormant' form. Its ranged modes incorporate the Aerodynamic property increasing the range from default to the ranges in the table below, and the melee form gains the deadly property. Regardless of its mode, this weapon has the Natatorial property.
Retracting the weapon into the hand or activating it requires your bonus action, and you can select any weapon mode when activating the weapon. When the weapon is already active you can change the weapon mode, once on your turn without using either an action, bonus action, or your environmental interaction for that round. A second mode change can be made using your environmental interaction/stow/draw a weapon, and a third mode change can be made using your bonus action. A fourth would require your action.
Attacks are +8 to hit. Save DCs are 16.

A.B.H.-C. Mode  Damage (Save stat)      Range           Additional Effect
Plasma Rifle    1d10+5 Force            60/180          +1d6 Fire, & Breach (2)
Thunder Shot    1d12+1 Thunder          30/90           +1d6 Bludgeoning, & Blast
Focused Laser   1d12+5 Radiant          30/90           +1d6 Fire, & Deadly
Energy Blade    1d8+5 Force             Melee (5ft)     +1d8 Lightning, Deadly, & Adv vs. metal#
Inferno Stream  3d4+1 Fire (Dex)   5ft wide Line, 20ft  Burning (+2d4 fire)*
Artic Stream    3d4+1 Cold (Dex)   5ft wide Line, 20ft  Freezing (+2d4 cold)*

* Burning and Freezing Damage ends on a target when it spends an action to make a successful Dexterity save to end the condition. Otherwise, the additional damage occurs at the end of each of the target's turns.

Dagger (+5 to hit, 1d4+2 piercing dmg; Throw Range 20/60; 1lb) - Left at group's building in Schylar Estate.
Shock Blade (+5 to hit, 1d6+2 piercing damage; Finesse, Natatorial, Special, 5/5 charges, +1d4 lightning damage on a hit as a bonus action for a single attack, 2 actions to crank wheel on the sheath to regain 1 charge. 3lb)  - Left at group's building in Schylar Estate.


Repeating Shot Chimera Pistol with arcane accelerator (+8 to hit or DC 16 Dex Save, 7lb, handgun, varies) - Left at group's building in Schylar Estate.
  Short Scattershot Barrel
     Slug Shot       1d12+1+Int Piercing damage, Deadly, 20/60ft
     Shotshell Shot  1d12+1 Piercing damage, Blast, 20/60ft
  Short Repeater Barrel
     Carbine Bullet  1d10+1+Int Piercing damage, Breach 2, 50/150ft
  Hellsbreath Pistol Barrel
     Fire Cartridge  DC 9+Int+PB (16) to hit for 2d4+1 Fire in a 5ft wide 10ft line, Action to stop the ongoing 1d4 fire damage
     Frost Cartridge DC 9+Int+PB (16) to hit for 2d4+1 Cold in a 5ft wide 10ft line, Action to stop the ongoing 1d4 cold damage
  Manticore Gun Barrel
     Dart            1d4+1+Int piercing plus any applied poison effects. 40/120ft
 (Darts created by Repeating shot enchantment do not carry any poison.)
   


Crafted Short Scattergun with quickdraw holster (1d12+2 piercing dmg; Range 20/60; 6lb, Handgun, Magazine 5) - Left at group's building in Schylar Estate.
  50 Slugs (Deadly - With any successful attack, you can reroll up to one of the weapon’s damage dice if it rolls a 1. You cannot reroll any die that has already been rerolled with another effect.)
  50 Shotshells (Blast - No Dex bonus to damage but advantage on attacks and at long range targets 2 adjacent targets within that range bracket.)

Elric has also left 2 Poison Reservoir dart clips and 3 Vials of Giant Centipede Poison at the Schylar Estate.

Equipment: (Weight Carried: 62/270lbs due to armor [135 w/o armor])
(((In progress still being worked on)
Items being Worn
Bag of Holding
4 Pouches
Amulet of Proof Against Poison
All-Purpose Tool (+1) weighs 1lb (As an action it can become any artisan tool Elric is proficient with, its base form is that of a screwdriver, it also functions as a spellcasting focus for the artificer.
Thieves Tools (1lb)
Box of 50 Slugs and Box of 50 Shotshells (7.5lbs each, left behind at house since unneeded)
Ammo Bandoleer (1lb) carrying 10 'caseless' Carbine Bullets (0.036lb each), 10 'Caseless' Slug Bullets (0.11lb each), 10 'Caseless' Shotshell rounds (0.11lb each), 10 Hellsbreath Pistol Fire Cartridges(0.15lb each), 10 Hellsbreath Pistol Frost Cartridges(0.15lb each). [1+0.36+1.1+1.1+1.5+1.5=6.56lb] {Left at Schylar estate}
Ammo Belt carrying 2 Poison Reservoir Dart Clips (with Giant Centipede poison, 6 darts total) and 24 more darts. ((1lb for the two dart clips and 0.1 per dart for 4lbs total) {Left at Schylar estate}

Backpack (5 of 30 lb for interior and 14 of 15 lb on the exterior)
  Crowbar (5lb)
  50ft Hemp Rope (10lb) [Exterior to backpack]
  Grappling Hook (4lb) [Exterior to backpack]
1 Set of Fine Clothes (Schylar Work 'uniform' 6lb)
Goggles of Night
Cloak of the Manta Ray

ASI/Feat gains:
Level 4: +2 Int & Heavy Armor Proficiency (+1 Str)