Brindlglib Nibstitch: Gnome Artisan Keeper 3
An average gnome: 2’2” tall, about 7.5 pounds, Eyes: green, Hair: trimmed, thick, wavy and white.
Small Folk with reach 1.
Brindlglib’s trimmed white hair and beard frame emerald green eyes and large expressive features. Pointed ears poke out from his hair. His nose is large like others of his race. Others in the warren exchange knowing looks when they see him and Gondardril the Warrenmiester together. To humans the gnome looks about 35, despite the white hair, but he is much older than that. At work his fast hands flit about stitching, hammering, and painting with speed and precision. He dresses much as a gentleman might as he moves in the some of the same circles as potential patrons and because he can afford to dress well. Brocade, carved buttons, and small embroidered details add a certain flair to his appearance. As far as he knows however he is not an aristocrat and real nobles easily determine that he is not ‘one of them’ from the slightly cheaper cut of his clothes etc. He wears glasses because he is a smidge short sighted, not enough to impede adventuring activities.
Concept/Build Spoiler: personality, background and other invisible things that he doesn’t talk about show
Brindlglib was the born into the family of his warren’s smithy. Rumour and whispers began from the day of his birth, Brindlglib’s parents both have violet eyes but his a emerald green. This situation was not helped by the obvious increase in the family’s fortunes after his birth. Over his childhood Brindlglib slowly became aware that a mysterious benefactor had taken an interest in him. This patronage freed young Brindlglib. From an early age he was bright but tended to focus on his own meandering interests rather than his apprenticeship to his ‘father’ the smith. Using the patron’s funds he indulges in art, learning, and trades beyond what his father could teach him. He eventually settled into trying to become a ‘renaissance scholar’ but soon realised that the irregular funds from his current mysterious patron where insufficient for his projects, he needs wealthier patrons. He has two younger brothers, numerous cousins, aunts, uncles and so on but for now is a single gnome. He has adapted well to life in the city of the big folk making acquaintances among all the species of the city.
Brindlglib combines a creative flair and an open mind with focused persistence. Whether woeing a patron, crafting a machine, or facing foes Brindlglib tends to view the world through the lens of intellect, everything is either a problem, a solution, or an idea and all of these are a source of joy. He prefers to use his skills, intellect, and willingness to compromise to solve problems. Faced with a really difficult problem his first instinct is to imagine a tool to solve it. All his creations demonstrate his cultures flair for fine detailing and baroque decoration.
Where possible he avoids violence, perhaps through stealth (though he is not as sneaky as most gnomes). When violence is unavoidable he is a master at surviving using tactics, nimbleness, tactics, small size, and terrain to best advantage. Brindlglib is most useful to his companions after a fight when his studies make him a passable barber-surgeon.
Socially he has the cheerful, tolerant, optimistic nature common to his people. Though friendly he rarely discusses his family, personal life, or past. He loves to whistle sing and tell stories. He is also tireless self-promoter, though never pushy or crass, he is always on the look out for a rich patron or ways to promote the benefits of his works.
Not so deep down the gnome wants approval for his work; he never finished his apprenticeship to his father the smith and also grew to want to excel to repay his mysterious benefactor.
Renaissance Gnome in the vein of DaVinci, Michelangelo and a little Newton. Scholar, painter, mathematician, sculptor and inventor. A competent, overconfident, tireless self-promoter. The existing crafting, comp, and upgrades rules provide lots of opportunities for an inventor; no special rules for ‘inventing’ are needed . I may dabble in alchemy and magic items too not sure yet. The gnome adventures to uncover fresh ideas and spread his innovations. Adventuring will also spread his fame and attract rich patrons. I hate tinker gnomes, this will be a gnome inventor done right.Attributes
Str 6 -2
Dex 18 +4
Con 10 0
Int 18 +4
Wis 11 0
Cha 13 +1
Action Die: 3d6Feats
Crafting Basics Metalworking (origin)
Basic Skill Mastery: Tinker (Crafting, Prestidigitation)Skills
Max ranks 6Origin Skills
Prestidigitation 12=6rnk+4Dex +2Basic skill mastery (threat 19-20)
Ride 10=6rnk+4DexClass skills
Bluff 6=5rnk +1Cha
Crafting 17=11rnks + 4Int + 2Basic skill mastery (threat 19-20)(Trade Secrets, practiced AD insurance).
Haggle, 6= 6rnk+0Wis
Resolve 8=8rnk +0con(max rnk CL+5 pech)
Sense Motive 5=5rnk+0Wis
Tactics 6=2rnk+4IntUntrained but used
Max15 error 1-2
Blend Y=0+1+ +4/size difference
Sneak X=0+4 +4/size differenceRiding Foci
Land vehicle, water vehicleCrafting Foci
Including bonuses from Quickfinger and artisan.
Metal work, Inscription, carpentry, tailoring, stoneworkNon-Combat
Hearty Appetite: You benefit from the first 2 food and 2 drink you consume in each day.
Teacher: as free action grant your teammates 1 of your Basic Skill Mastery feats until the end of the scene.
Man of Reason: auto success medicine and crafting if DC under CL+20
Bright Idea: At Level 3, once per session when making an Intelligence-, Wisdom-, or Charisma-based skill check, you may roll twice, keeping the result you prefer.Interests
Native Language: Dida dialect.
Study Native Culture: Gnomes of the Grey Mountains Foothills
Vitality: 9 (Fragile Heroes)
Pick on the big guy
Legend 5=3+2 (artisan)
Panache 4 Appearance +2, Income 40s
Prudence 0 Save 15%
Light with pack load to 40, Heavy load to 120.
Coins in hand:, 2Equipment at home
Smith’s kit Crafting (Metalworking) S/2h Hard 2 7W 12 lbs. Ancient 15s
Stonecutter’s kit Crafting (Masonry) T/2h Hard 2 5W 10 lbs. Primitive 15sEquipment Carried 30.5Lb
*indicates this is his own creationActually were possible he carries only his traveller’s clothes, sword, and glasses.
Name Effect SZ/Hand Const Comp Weight Era Cost
Backpack +2 Str for carrying capacity Special */— Soft 2 5D 3 lbs. Primitive 10s
Carpenter’s kit Crafting (Carpentry) S/2h Hard 2 7W 10 lbs. Primitive 15s
Doctor’s bag Medicine (all checks) D/2h Soft 1 10W 2 lbs. Primitive 20s
Scribe’s kit Crafting (Inscription) D/2h Brittle 1 7W 2 lbs. Primitive 20s
Tailor’s kit Crafting (Tailoring) T/2h Soft 2 5D 3 lbs. Primitive 10s
Blanket/bedroll Cold Resistance 4 Special */— Soft 1 5D 3 lbs. Primitive 5s
Canteen Holds 2 quarts of liquid T/1h Soft 1 5D 1/2 lb. ** Primitive 5s
Firesteel/tinderbox Starts fire in 1 round D/2h Hard 1 7D 1/2 lb. Ancient 8s
Purple tinted Glasses Flash Resistance 4 T/— Brittle 1 10W 1/2 lb. Primitive 20sTraveller’s Clothes*
Ordinary looking clothing enhanced for warmth and protection on the road. The clothing has hidden within it a light metal mesh because ‘unfortunate incidents’ are all too common when travelling.
Moderate Padded armour with: Pech, lightweight, reinforced, & discrete superior materials. CMP11
Type DR Resistances DP ACP Speed Disguise Const Comp Weight * Era Cost
Padded 0 Cold3 Edge2 0 0 — +8 Soft 3 18D 3 lbs. Prmtv 42s Tempered Edge*
A new technique for forging and tempering blades, the result is a hard blade that can hold razor sharp edges and points but is somewhat brittle. This new method still needs` improvement.
Scholar’s Sword with: pech, small scale, armour piercing, bleed, keen, and crude. CMP17
Name Dmg Thrt Qualities SZ/Hand Const Comp Weight Era Cost
Schlr’s swrd 1d6-1 lethal 20 Finesse, lure, AP2 Bleed Keen4 T/1h Hard 1 17W 3 lbs. Feudal 98s
Grants Cheap Shot trick (see page 221)Prizes
A typical renaissance Scholar’s Workshop located on a street of the Commercial Ward bordering the Residential Ward housing the wealthy. Outside large windows are filled with portrait paintings and sketches of inventions. Within there is a reception area with paint splattered chairs and all manner of paintings and curiosities hanging from the 15’ ceiling. Beyond this small area the gnome has reconfigured the two story building into three stories. The lower floor is a single long narrow workshop with a ‘tall’ six foot ceiling. This room is filled with a wild variety of tools, materials, sketches, scale models, and works in progress. The upper stories have 4’ ceilings. The second story holds a gnome sized kitchen, parlour, and office. The third story has three gnome sized bedrooms.
Size 3 holding with Inscription Workshop and Metalworking workshop (in actuality these two ‘workshops’ occupy a single room filled with an eclectic mix of tools and supplies). The holding can take ten guests if guests not only use the bedrooms but also sleep in servant’s cots in the workshop.