Wednesday, March 1, 2023

Marie Glassmaker, Gnome Alchemist

 

Name: Marie Glassmaker
Race: Gnome / Class: Alchemist / Level: 5 / Title: Academic

Attributes 
Str: 12 / +1
Dex: 15 / +2
Con: 16 / +3
Int: 16 / +3
Wis: 13 / +1
Cha: 14 / +2

Saves 
Str: +1
Dex: +2
Con: +6
Int: +6
Wis: +1
Cha: +2

Info: AC: 13 (Leather) / Ini: +2 / Prof: +3 / HP: 42

Dagger: Attk: +5 / D: 1d4+2 / R: Thrown

Alchemist Fire: Attk: +5 / D: 1d4 / R: Thrown / Special: Area; Burn (1d3)

Pistol: Attk: +5 / D: 1d10+2 / R: Near

Eldritch Blaster: Attk: 14 (Dex Save for 1/2) / D: 2d8 / R: Cone

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Spellbook, Inkpen

Traits: Darkvision. Gnome Cunning: Advantage on Int, Wis, and Cha Saves vs. Magic. Tinker's Lore: Gain Double Proficiency on History (Int) checks involving Alchemical Items, Magical Items, or Technological Items. Tinker (1/Long Rest): Can build a Firestarter, Wind-Up Toy, or Music Box

Skills: Arcana +6 / History +6 / Investigation +6 / Perception +4 (Passive: 14) / Tool Kits (+3): Alchemy, Gunsmithing, Tinker's

Gunner (Feat): Proficient with Firearms. Ignore loading property of Firearms. Firing at a range of 5 ft. to a target does not provoke a Disadvantage.

Magical Tinkering (3 Objects; Recharge: Long Rest): An Artificer can maintain three minor inventions including: Flashlight, Sound Recorder, and Holographic Projector.

Infusions: Known: 4 / Items: 2 - Enhanced Defense, Homunculus Servant, Repeating Shot, Replicate Magical Item (Goggles of Night)

Spellcasting 
Attack: +6 / Save: 14

0 - 2: Mending, Thunderclap
1st - Slots: 4: Absorb Elements, Caustic Brew, Cure Wounds, Detect Magic, Shield, Thunderwave
2nd - Slots: 2: Aid, Magic Weapon, Scorching Ray, Shatter

Marie crushed one of the gray eggs in her hand and uttered a word of power, enchanting the reagent. Streams of smoke began to leak through her fingers before she tossed the mix before her, becoming a wall of smoke that veiled her and the party. Cubbage was still working on the door with his Thieves tools while several Gnolls were snarling at the obfuscation before them. Marie made her way back to the front, letting Sebastian and Odette take their points in protecting the flank.

"Any luck with the door?" Marie asked.

"I'm still working on things, thanks," Cubbage snapped as his hands worked the pins within the lock.

"They're coming up the hallway," Marie said. Her words were followed by the resounding blast from Sebastian's arquebus followed by the yelp of one of the Gnolls.

"One of the pins is stuck!" Cubbage shouted, "I'm just as eager to avoid Gnolls as the next guy."

"Retract your tool," Marie said. As Cubbage stepped back, Marie grabbed one of her vials and began conjuring a spell into her mind. A little water was all she needed to enchant into a corrosive substance to pour into the lock and let acid melt the internals. 

Notes 

  • Marie Glassmaker is a Gnome Alchemist from the tinker's city of Maus, on the coast of The North. One of several Gnomes who are interested in the advancements made by combining magic brewing and the creation of potions, rather than clockwork creations.
  • Works with the adventuring company, The Oranje Rose Company. The Company includes Halfling Thief, Alexander Cubbage, Human Arquebusier, Sebastian Creed, and Half-Elven Cleric, Odette Tarrant. Marie currently acts as the closest thing to an Arcanist in the group.
  • Wears a Ring of Protection that gives her 2 Armor (8) and +2 on Saving Throws as she's protected by a constant magical force field emanating from the beveled carnelian within her ring. Her favorite magical item is her Alchemy Jug, which has various liquids such as oils, poisons... mayonaise that she can conjure and pour from one of several corked holes within the jug.

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