Jezu Tinkertop - Rock Gnome - Artificer: Armorer
Jezu Tinkertop
Jezu Tinkertop
Male Rock Gnome Artificer: Armorer
Age: 83
STR: 7 DEX: 12 CON: 15+1 INT: 17+2 WIS: 9 CHA: 14
Background: Sage
Planned Feat Path:
1: Keen Mind
4: Warcaster
8: Heavy Armor Master
12: Spell Sniper
16: Lucky
19: Tough
A relative of the Hupperdook Tinkertops, Jezu's immediate family lives in Kraghammer amid the dwarves who seem to appreciate their clockwork constructions more than most of the taller folk. He's already spent a lifetime by human standards working long hours in his family's shop, perfecting his tinkering, but he has always thought there must be a way to imbue his creations with more magic. His family always laughed at his side projects, saying that they would never amount to anything & that he should just focus on traditional clockwork techniques. He spent many free hours over the years studying the arcane & working on a special suit of armor unlike any other, bit by bit becoming an artificer. (like an online night college while holding down 2 jobs) Upon completion, his parents who suddenly saw the obvious value of his innovative new technology, wanted to begin replication immediately for mass sale. Jezu was not willing to let his family who had spurned his efforts for decades & mocked his hobby projects become instantly rich on his hard efforts. In the dead of night he packed up all of his designs and every piece he'd ever worked on associated with the armor project & hit the road.
Finding himself suddenly very alone in a surface world that is far less than familiar to him, Jezu made his way first to Westruun. While not the closest destination, it is larger than Kymal, presumably making it easier for him to hide from anyone who might be tracking him.
Male Rock Gnome Artificer: Armorer
Age: 83
STR: 7 DEX: 12 CON: 15+1 INT: 17+2 WIS: 9 CHA: 14
Background: Sage
Planned Feat Path:
1: Keen Mind
4: Warcaster
8: Heavy Armor Master
12: Spell Sniper
16: Lucky
19: Tough
A relative of the Hupperdook Tinkertops, Jezu's immediate family lives in Kraghammer amid the dwarves who seem to appreciate their clockwork constructions more than most of the taller folk. He's already spent a lifetime by human standards working long hours in his family's shop, perfecting his tinkering, but he has always thought there must be a way to imbue his creations with more magic. His family always laughed at his side projects, saying that they would never amount to anything & that he should just focus on traditional clockwork techniques. He spent many free hours over the years studying the arcane & working on a special suit of armor unlike any other, bit by bit becoming an artificer. (like an online night college while holding down 2 jobs) Upon completion, his parents who suddenly saw the obvious value of his innovative new technology, wanted to begin replication immediately for mass sale. Jezu was not willing to let his family who had spurned his efforts for decades & mocked his hobby projects become instantly rich on his hard efforts. In the dead of night he packed up all of his designs and every piece he'd ever worked on associated with the armor project & hit the road.
Finding himself suddenly very alone in a surface world that is far less than familiar to him, Jezu made his way first to Westruun. While not the closest destination, it is larger than Kymal, presumably making it easier for him to hide from anyone who might be tracking him.
Physical Description
Special abilities
- Artificer talents + Gnome Tinkering
Apparel & Accessories
- Full-Plate Power Armor
- Tinker's Tools
- Multi-Lens Magnifying Eyeglasses
Mental characteristics
Gender Identity
Male - He/His/Him
Education
Highly educated in all things clockwork & independent study into the arcane
Employment
Spent close to 70 of his 83 years working in his family's shop of clockwork inventions.
Intellectual Characteristics
- Perpetually curious, especially of surface oddities.
- Decidedly sunny outlook on life
- City slicker - Dwarven influenced
- Very easily trusting of strangers until given an obvious reason not to
- Studious in short bursts on a variety of topics (knows a little bit about all sorts of random things)
Morality & Philosophy
- Go big or go home, being overly cautious doesn't lead to new discoveries. Failure is going to happen, better to fail spectacularly & learn from the experience, than to barely see the negative outcomes because of so many preemptive safety measures.
- Having already spent decades too long cooped up in one place underground, there is no time like the present to see more of the world! Never stay in one place for too long again until he's seen it all & found the 'perfect' spot.
- People, even the taller folk, are generally good. There may be a few bad apples that try to spoil the bunch, but once you get rid of those the rest are just fine.
Personality Characteristics
Motivation
- Meet one of the fabled celestial toymakers in the outer realms someday
- Prevent his family from mass marketing the power armor
- See more of the world now that he's out of Kraghammer from within the safety of his power armor
- Invent something other than a weapon for which his name can be remembered through history
Likes & Dislikes
Likes -
- New experiences & journeys
- Goblins (hated because of raids on Kraghammer from within the mine)
Vices & Personality flaws
- Very susceptible to falling into addictions
Social
Family Ties
- Distant relative of the Hupperdook Tinkertops, though he is barely aware of them.
Social Aptitude
- Outgoing despite being seen as a bit of a weirdo
- Warm & inviting to everyone, regarding new people with the same curiosity he has for everything else in the world
Mannerisms
- Talks excitedly / rapidly, especially when it comes to his inventions
Alignment
Chaotic Good
Species
Children
Gender
Male
Hair
Medium-Short Red Hair that's been allowed to run kinda wild
Skin Tone/Pigmentation
Fair Skin
Height
3'7"
Weight
40 lbs
Character Prototype
Ironman of Gnomes
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