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Total Skill Points:
0
Feats & Special Abilities
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Total Weight:
0
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/Mem
Spell/Power Name
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Psionics
Manifester
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Currency
88 platinum 10 gold 4 copper Total: 890.04 gold
Languages
Description
Al's race is obvious to anyone who realizes that a half-dwarf is possible. To anyone else, he looks like a particularly tall and somewhat lighter dwarf with a less outlandish beard. His hair is a deep brown, his facial hair kept short and neat (when possible), and his eyes are forest green. Except for his rather uncommon body shape, he is little more than a face in the crowd, or rather an average-looking smith with exceptional talent. Rarely is Al seen without a hammer and apron, even when he travels; he is so comfortable in his work clothing that he just throws his armor on over it when the need for armor arises, and when things come to blows he swaps out his smith's hammer for a more heavy-duty one. The more one looks, the more it becomes clear that he isn't much of a traveler, despite the sometimes surprising depth of his insight.
Personality
Al is very polite, almost suspiciously so. The reason for this is obvious: he's a businessman, and the easiest way to lose a sale is to be a jerk to the people you're trying to sell to. As such, he tries to keep himself on good terms with those he associates with. However, any businessman worth his salt knows that others can't always be expected to be as honest, and so he has a bit of an eye for body language and other tell-tale signs that someone is trying to fool him. Not much of an adventurer, Al still seems to know more than his share of random stuff. While he prefers to work his magic with a forge, he is capable of almost any task others can set before him. While he won't admit it, he gleans a great deal of satisfaction from overcoming mechanical devices that others see as massive hurdles, such as locks and traps. Still, he hasn't nearly the experience with them as he does with a hammer and he likes to stay on the good side of the law, so it sometimes takes a bit of coaxing before he'll step up to such a challenge.
Character Traits
Character Flaws
Contacts / Friends
Enemies
Statistic Block
[URL=http://www.myth-weavers.com/sheetview.php?sheetid=318118][B][SIZE=+1]Alstili the Maker[/SIZE][/B][/URL] Male Neutral Good Humanoid (Dwarf, Human) Factotum 12 || Master 10/Artificer 2, [B]Level[/B] 12 Gestalt, [B]Init[/B] +5, [B]HP[/B] 84/84, [B]Speed[/B] 30 ft. (6 Squares) [B]AC[/B] 16, [B]Touch[/B] 11, [B]Flat-footed[/B] 15, [B]Fort[/B] +6, [B]Ref[/B] +9, [B]Will[/B] +11, [B]Base Attack Bonus[/B] +9/+4 [B]Masterwork quality Masterwork Warhammer (--) [/B] +13/+8 (1d8+4, x3) [B]Lose AC until next turn Shield Bash w/ Light Shield (--) [/B] +13/+8 (1d3+4, x2) [B]Nonlethal, provokes AoO Unarmed Strike (--) [/B] +13/+8 (1d3+4, x2) [B] Chain Shirt[/B], [B] Light Steel Shield[/B] (+4 Armor, +1 Shield, +1 Dex) [B]Abilities[/B] Str 18, Dex 13, Con 14, Int 18, Wis 13, Cha 12 [B]Condition[/B] --SKILL SYNERGY / BONUSES-- Racial: +2 racial bonus on Appraise and Craft (All). Primary Focus: +4 competence bonus on Craft (All). Secondary Focus: +2 competence bonus on Knowledge (All). Cunning Knowledge: Spend 1 inspiration point for +(level) bonus on any skill with ranks, once per day per skill. Applied Craftsmanship: Craft skills can use 1/2 ranks of Craft (Weaponsmithing) for the purpose of skill checks only (rounded down). Lore: As bardic knowledge; bonus +(level + Int mod). Skill Mastery: Always able to take 10 with Disable Device, Open Lock, Search, Sense Motive, Spellcraft, Tumble, and Use Magic Device. Artisan Bonus: +2 Use Magic Device to activate an item. Item must be one creatable with a known item creation feat. 5 ranks in Craft (Armorsmithing): +2 Appraise with armor. 5 ranks in Craft (Weaponsmithing): +2 Appraise with weapons. 5 ranks in Jump: +2 Tumble. 5 ranks in Knowledge (Engineering): +2 Search involving secret doors and hidden compartments. 5 ranks in Search: +2 Survival to follow tracks. 5 ranks in Sense Motive: +2 Diplomacy. 5 ranks in Tumble: +2 Balance and Jump. 5 ranks in Use Magic Device: +2 Spellcraft to decipher scrolls. 5 ranks in Use Rope: +2 Climb and Escape Artist involving ropes. --LEVEL PROGRESSION-- 1: Factotum/Master (10 hp) Stats: 7m4d6v1r1r2 (17, 17,14, 13, 13, 11; drop ?) Skills: Appraise +4, Climb +2, Craft (Weaponsmithing) +4, Diplomacy +4, Disable Device +4, Jump +2, Knowledge (Engineering) [DL] +2, Open Lock +4, Search +4, Sense Motive +4, Spot +2, Swim +2, Use Magic Device +4, Use Rope +2 Feats: Craft Expertise Features: Applied Craftsmanship (Weaponsmithing), Cunning Insight, Cunning Knowledge, Inspiration (2 Points), Primary Focus (Craftsman), Trapfinding 2: Factotum/Master (+9 hp) Skills: Appraise +1, Craft (Weaponsmithing) +1, Craft (Armorsmithing) +3, Disable Device +1, Search +1, Sense Motive +1, Spellcraft +1, Spot +1, Use Magic Device +1 Spellcasting: Factotum 2nd; 0 level, 1 spell Feats: Negotiator (Master) Features: Arcane Dilettante 3: Factotum/Master (+3 hp) Skills: Appraise +1, Craft (Weaponsmithing) +1, Craft (Armorsmithing) +3, Diplomacy +1, Search +1, Sense Motive +1, Spellcraft +1, Swim +1, Use Magic Device +1 Spellcasting: Factotum 3rd; 0-1st level, 1 spell Feats: Craft Wondrous Item Features: Brains over Brawn, Cunning Defense 4: Factotum/Master (+7 hp) Stats: Intelligence +1 Skills: Appraise +1, Climb +1, Craft (Weaponsmithing) +1, Craft (Armorsmithing) +1, Disable Device +1, Jump +3, Knowledge (Engineering) [DL] +1, Search +1, Sense Motive +1, Spellcraft +1, Swim +1, Tumble +1, Use Magic Device +1, Use Rope +3 Spellcasting: Factotum 4th; 0-1st level, 2 spells Features: Cunning Strike, Item of Distinction (Weaponsmithing) 5: Factotum/Master (+4 hp) Skills: Appraise +1, Craft (Armorsmithing) +1, Craft (Weaponsmithing) +1, Disable Device +2, Knowledge (Engineering) [DL] +2, Search +1, Tumble +4 Spellcasting: Factotum 5th; 0-2nd level, 2 spells Feats: Skill Focus (Craft - Weaponsmithing) (Master) Features: Opportunistic Piety 3 + Wis mod/day 6: Factotum/Master (+10 hp) Skills: Appraise +1, Craft (Armorsmithing) +1, Craft (Weaponsmithing) +1, Disable Device +1, Open Lock +2, Spellcraft +2, Spot +2, Use Magic Device +2 Spellcasting: Factotum 6th; 0-2nd level, 2 spells Feats: Craft Magic Arms and Armor 7: Factotum/Master (+5 hp) Skills: Appraise +1, Climb +2, Craft (Weaponsmithing) +1, Craft (Armorsmithing) +1, Diplomacy +2, Disable Device +1, Search +1, Sense Motive +1, Swim +1, Use Magic Device +1 Spellcasting: Factotum 7th; 0-2nd level, 3 spells Features: Lore, Secondary Focus (Sage) 8: Factotum/Master (+7 hp) Stats: Charisma +1 Skills: Appraise +1, Craft (Weaponsmithing) +1, Craft (Armorsmithing) +1, Diplomacy +3, Open Lock +2, Search +1, Sense Motive +2, Use Magic Device +1 Spellcasting: Factotum 8th; 0-3rd level, 3 spells Feats: Skill Focus (Use Magic Device) (Master) Features: Cunning Surge 9: Factotum/Master (+9 hp) Skills: Appraise +1, Craft (Weaponsmithing) +1, Craft (Armorsmithing) +1, Diplomacy +1, Disable Device +1, Open Lock +2, Sense Motive +1, Spot +3, Use Magic Device +1 Spellcasting: Factotum 9th; 0-3rd level, 4 spells Feats: Legendary Artisan 10: Factotum/Master (+5 hp) Skills: Appraise +1, Craft (Weaponsmithing) +1, Craft (Armorsmithing) +1, Disable Device +1, Open Lock +1, Search +1, Sense Motive +1, Spellcraft +2, Spot +2, Use Magic Device +1 Spellcasting: Factotum 10th; 0-4th level, 4 spells Features: Cunning Breach, Item of Distinction (Armorsmithing), Opportunistic Piety 4 + Wis mod/day, Skill Mastery (Disable Device, Open Lock, Search, Sense Motive, Spellcraft, Tumble, Use Magic Device) 11: Factotum/Artificer (+9 hp) Skills: Appraise +1, Craft (Weaponsmithing) +1, Craft (Armorsmithing) +1, Diplomacy +1, Open Lock +1, Search +1, Spellcraft +3, Use Magic Device +1 Spellcasting: Factotum 11th; 0-4th level, 4 spells Infusions: Artificer 1st Feats: Scribe Scroll (Artificer) Features: Artificer Knowledge, Artisan Bonus, Craft Reserve, Item Creation 12: Factotum/Artificer (+6 hp) Stats: Strength +1 Skills: Appraise +1, Craft (Weaponsmithing) +1, Craft (Armorsmithing) +1, Diplomacy +1, Disable Device +1, Open Lock +1, Search +1, Sense Motive +1, Spot +1, Use Magic Device +1 Spellcasting: Factotum 12th; 0-4th level, 5 spells Infusions: Artificer 2nd Feats: Brew Potion (Artificer), Font of Inspiration
Condition and Effects
Additional Information
--SKILL SYNERGY / BONUSES-- Racial: +2 racial bonus on Appraise and Craft (All). Primary Focus: +4 competence bonus on Craft (All). Secondary Focus: +2 competence bonus on Knowledge (All). Cunning Knowledge: Spend 1 inspiration point for +(level) bonus on any skill with ranks, once per day per skill. Applied Craftsmanship: Craft skills can use 1/2 ranks of Craft (Weaponsmithing) for the purpose of skill checks only (rounded down). Lore: As bardic knowledge; bonus +(level + Int mod). Skill Mastery: Always able to take 10 with Disable Device, Open Lock, Search, Sense Motive, Spellcraft, Tumble, and Use Magic Device. Artisan Bonus: +2 Use Magic Device to activate an item. Item must be one creatable with a known item creation feat. 5 ranks in Craft (Armorsmithing): +2 Appraise with armor. 5 ranks in Craft (Weaponsmithing): +2 Appraise with weapons. 5 ranks in Jump: +2 Tumble. 5 ranks in Knowledge (Engineering): +2 Search involving secret doors and hidden compartments. 5 ranks in Search: +2 Survival to follow tracks. 5 ranks in Sense Motive: +2 Diplomacy. 5 ranks in Tumble: +2 Balance and Jump. 5 ranks in Use Magic Device: +2 Spellcraft to decipher scrolls. 5 ranks in Use Rope: +2 Climb and Escape Artist involving ropes.
--LEVEL PROGRESSION-- 1: Factotum/Master (10 hp) Stats: 7m4d6v1r1r2 (17, 17,14, 13, 13, 11; drop ?) Skills: Appraise +4, Climb +2, Craft (Weaponsmithing) +4, Diplomacy +4, Disable Device +4, Jump +2, Knowledge (Engineering) [DL] +2, Open Lock +4, Search +4, Sense Motive +4, Spot +2, Swim +2, Use Magic Device +4, Use Rope +2 Feats: Craft Expertise Features: Applied Craftsmanship (Weaponsmithing), Cunning Insight, Cunning Knowledge, Inspiration (2 Points), Primary Focus (Craftsman), Trapfinding 2: Factotum/Master (+9 hp) Skills: Appraise +1, Craft (Weaponsmithing) +1, Craft (Armorsmithing) +3, Disable Device +1, Search +1, Sense Motive +1, Spellcraft +1, Spot +1, Use Magic Device +1 Spellcasting: Factotum 2nd; 0 level, 1 spell Feats: Negotiator (Master) Features: Arcane Dilettante 3: Factotum/Master (+3 hp) Skills: Appraise +1, Craft (Weaponsmithing) +1, Craft (Armorsmithing) +3, Diplomacy +1, Search +1, Sense Motive +1, Spellcraft +1, Swim +1, Use Magic Device +1 Spellcasting: Factotum 3rd; 0-1st level, 1 spell Feats: Craft Wondrous Item Features: Brains over Brawn, Cunning Defense 4: Factotum/Master (+7 hp) Stats: Intelligence +1 Skills: Appraise +1, Climb +1, Craft (Weaponsmithing) +1, Craft (Armorsmithing) +1, Disable Device +1, Jump +3, Knowledge (Engineering) [DL] +1, Search +1, Sense Motive +1, Spellcraft +1, Swim +1, Tumble +1, Use Magic Device +1, Use Rope +3 Spellcasting: Factotum 4th; 0-1st level, 2 spells Features: Cunning Strike, Item of Distinction (Weaponsmithing) 5: Factotum/Master (+4 hp) Skills: Appraise +1, Craft (Armorsmithing) +1, Craft (Weaponsmithing) +1, Disable Device +2, Knowledge (Engineering) [DL] +2, Search +1, Tumble +4 Spellcasting: Factotum 5th; 0-2nd level, 2 spells Feats: Skill Focus (Craft - Weaponsmithing) (Master) Features: Opportunistic Piety 3 + Wis mod/day Legacy: Magic Sensor 6: Factotum/Master (+10 hp, -2 Legacy) Skills: Appraise +1, Craft (Armorsmithing) +1, Craft (Weaponsmithing) +1, Disable Device +1, Open Lock +2, Spellcraft +2, Spot +2, Use Magic Device +2 [Legacy: Open Lock -1 rank, Spellcraft -1 rank, Spot -1 rank] Spellcasting: Factotum 6th; 0-2nd level, 2 spells Feats: Craft Magic Arms and Armor Legacy: +1 Warhammer, Enhanced Tools; -2 hp, -3 sp 7: Factotum/Master (+5 hp) Skills: Appraise +1, Climb +2, Craft (Weaponsmithing) +1, Craft (Armorsmithing) +1, Diplomacy +2, Disable Device +1, Search +1, Sense Motive +1, Swim +1, Use Magic Device +1 Spellcasting: Factotum 7th; 0-2nd level, 3 spells Features: Lore, Secondary Focus (Sage) Legacy: Emulate Magic; -1 saves, -1 skill penalty 8: Factotum/Master (+7 hp) Stats: Charisma +1 Skills: Appraise +1, Craft (Weaponsmithing) +1, Craft (Armorsmithing) +1, Diplomacy +3, Open Lock +2, Search +1, Sense Motive +2, Use Magic Device +1 [Legacy: Diplomacy -2, Open Lock -1] Spellcasting: Factotum 8th; 0-3rd level, 3 spells Feats: Skill Focus (Use Magic Device) (Master) Features: Cunning Surge Legacy: -3 sp 9: Factotum/Master (+9 hp) Skills: Appraise +1, Craft (Weaponsmithing) +1, Craft (Armorsmithing) +1, Diplomacy +1, Disable Device +1, Open Lock +2, Sense Motive +1, Spot +3, Use Magic Device +1 Spellcasting: Factotum 9th; 0-3rd level, 4 spells Feats: Legendary Artisan Legacy: Enchantment Reserve 10: Factotum/Master (+5 hp, -2 Legacy) Skills: Appraise +1, Craft (Weaponsmithing) +1, Craft (Armorsmithing) +1, Disable Device +1, Open Lock +1, Search +1, Sense Motive +1, Spellcraft +2, Spot +2, Use Magic Device +1 Spellcasting: Factotum 10th; 0-4th level, 4 spells Features: Cunning Breach, Item of Distinction (Armorsmithing), Opportunistic Piety 4 + Wis mod/day, Skill Mastery (Disable Device, Open Lock, Search, Sense Motive, Spellcraft, Tumble, Use Magic Device) Legacy: +2 Warhammer; -2 hp 11: Factotum/Artificer (+9 hp) Skills: Appraise +1, Craft (Weaponsmithing) +1, Craft (Armorsmithing) +1, Diplomacy +1, Open Lock +1, Search +1, Spellcraft +3, Use Magic Device +1 Spellcasting: Factotum 11th; 0-4th level, 4 spells Infusions: Artificer 1st Feats: Scribe Scroll (Artificer) Features: Artificer Knowledge, Artisan Bonus, Craft Reserve, Item Creation Legacy: Locked 12: Factotum/Artificer (+6 hp) Stats: Strength +1 Skills: Appraise +1, Craft (Weaponsmithing) +1, Craft (Armorsmithing) +1, Diplomacy +1, Disable Device +1, Open Lock +1, Search +1, Sense Motive +1, Spot +1, Use Magic Device +1 Spellcasting: Factotum 12th; 0-4th level, 5 spells Infusions: Artificer 2nd Feats: Brew Potion (Artificer), Font of Inspiration Legacy: Locked
Other Notes
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--NON-SRD SOURCES-- Race - Half-Dwarf: Races of Ansalon pages 45-47 Class - Artificer: Eberron Campaign Setting pages 29-33 Class - Factotum: Dungeonscape pages 14-20 Class - Master: War of the Lance pages 21-25 Feat - Craft Expertise: Dragon Magazine #339 page 34 Feat - Font of Inspiration: http://www.wizards.com/default.asp?x=dnd/frcc/20070606 Feat - Legendary Artisan: Eberron Campaign Setting page 56 Item - Cloak of Weaponry: Magic Item Compendium page 89 --MAGIC ITEMS-- Cloak of Weaponry: Holds a single weapon up to 25 lbs and medium size. Swift (command) to activate; actions are to hold or give item. [Command words - Tylol (contain) and Vaeroli (retrieve)] --HISTORY-- Born of a human father and a hill dwarf mother, it was not long in Alstili's childhood that his father disappeared. There were rumors abound of why he left, but from the sounds of it he wasn't coming back any time soon. Although the humans around where he lived saw him more as a curiosity than an equal, his loving dwarven family would guarantee he grow up at least relatively well-adjusted. Aging much slower than the human children but too fast for the dwarven ones, he had few friends he could relate to. His few human friends often took advantage of his naivety, using him as a scapegoat to get out of trouble. It was these associates that would teach him (whether they realized it or not) what to watch out for when someone was trying to dupe you, and he always made sure to watch when they were getting into things they shouldn't, just in case he had to so the same one day. Most considered his choice of friends a bad influence, but considering they never caused him too much grief Al personally isn't one of the ones that did. When his grandfather felt he was old enough, he began mentoring the young half-dwarf in the ways of forging. It was a job he took to with admirable gusto; he seemed to have a knack for metalworking, possibly even more-so than others of his full-blooded brethren. While he was never taught much beyond stone and steel, he was able to apply his skills to a plethora of other areas of expertise. While helping his grandfather work the forge, an older gentleman appeared to them. Al was told that the man was a friend of the family, world-weary and ready to settle down it seemed. As he got to know the old fellow, there was this nagging thought that there was much more to the man than he let on. Eventually, Al would be upfront with the man, an act he seemed to appreciate. He freely admitted that he wasn't actually there to 'settle down', but rather that he was there on a secret mission. Intrigued, the half-blood listened as the man asked for a very specific favor. If he did it, he would be rewarded. Under the cover of night, Al went to the place the man had told him about. He was directed to an old and supposedly abandoned building that was locked up for safety reasons. Al was asked to unlock the gate for him, since his hands had long since become shaky, stiff, and completely incapable of such manual dexterity. Al did as he was told and watched as the old man disappeared into the building. Although the half-dwarf was told to go home immediately after his task, he simply couldn't bring himself to leave. Hiding in the shadows, he waited until his old friend reappeared. Though he was scolded for not following his orders to the letter, a deal was a deal. The man would spend the next few years with the family, helping to teach Al in various unorthodox crafting methods and manners of thought. The results of his new-found insight were mostly subtle, except for the speed at which he taught himself to work. Although his family found his ideology somewhat bizarre, no one could deny his ability. Recently, his old friend has disappeared again. His grandfather said he did this often, but something didn't feel right about it. Al couldn't shake the feeling that something big was going to happen soon. Despite the relative peace of his surroundings, he would take his mentor's advice and prepare for the worst while hoping for the best.