Algin Breck Character in The Iron Suns | World Anvil
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Algin Breck

Algin Breck

Algin Breck is an inventor, artificer and quartermaster for the Atheran and current Draelyn chapters of the Iron Suns.

Physical Description

General Physical Condition

Algin is short, having reached his maximum height of 5'2". In recent years he has let his body fall out of shape and sports a decent beer belly. That said, he is still decently strong, despite spending most of his time huddled over a desk or workbench.

Facial Features

Brown hair, small brown eyes. Algin sports a large unruly beard and keeps his hair long and unkempt. He has a prominent nose.

Identifying Characteristics

Algin has a number of small scars on his face and upper body, many of which are the result of workshop experiments gone awry.

Apparel & Accessories

He is commonly seen wearing a thick protective apron while working on his contraptions. Algin cares little for appearances, though he has been known to spontaneously dress formally for the correct occasion.  

Home-built Equipment

Mecha Armor

Algin has spent the last few years working on his magnum opus: a mechanized suit of powered armor. According to his schematics, the finished suit would include full body armor including a helmet with visor. The suit would be powered by an arcane generator mounted on the back of the chestpiece. Currently, only the right arm of the suit is functional.  

Right Arm

The first completed portion of the Mecha Armor is the right arm piece. Constructed from steel plates which fully cover the arm, the piece is also equipped with various attachments. The main accessory is the mounted Thunder Cannon, a firearm which is capable of firing over long distances. Algin has also included a potion-thrower which can be pre-loaded with a single fire or poison potion. When discharged, the potion covers a small conical area in flame or a poisonous cloud.   Last, the arm piece is also equipped with a special manufactured crystal which, when activated, can illuminate the area in a bright white light which also reveals invisible objects and creatures (Lantern of Revealing).  

Serpentglass Goggles

Algin has also constructed a pair of goggles with serpentglass lenses which allow him to have darkvision when worn.

Mental characteristics

Personal history

Not much is known about Algin's life before joining the Suns. He was born somewhere in the Eastern Continents and has hinted that he spent most of his upbringing traveling the world. His father was also an inventor, and though most assume the elder Breck mentored his son, Algin never seems to have a kind word for the old man.   Algin has been traveling with the Suns for almost two decades. Aside from the more regular duties of a quartermaster(managing supplies), Algin also handles things like weapon and armor repair. A brilliant inventor, Algin has designed and created an array of objects, from simple tools to weapons to mechanized beings and weapons.

Sexuality

Algin, at times, has shown a slight perversion for mechanical beings.

Accomplishments & Achievements

During the battle with the bandit on the road to Hallan's Pass, Algin used a small spherical machine, throwing it at an opponent. The contraption, powered by gnomish dweomer, was able to deploy two small blades on either side. The machine used the blades to propel the contraption into the eye of the enemy, an aimed shot.   Algin has also mentioned working on special project, though the details have been scarce. During the Battle of the Great Hall, while Jorn distracted The Azure Hand, Algin was able to recover the first piece of his prized masterwork: a mechanized and armed powersuit. So far Algin has only constructed the armpiece, loaded with a semi-automatic armbow, potion-thrower (ie: flamethrower). He also recovered an upgraded version of his normal goggles, a helmet and visor which helps him identify enemies in the dark.   Since arriving in Draelyn, Algin has put the project inside so he can focus on rebuilding the guild hall's workshop as well as perform upgrades on the The Iron Dawn

Failures & Embarrassments

Though he has never admitted it, Algin feels responsible for Wubrg's abduction. Since Wubrg disappeared through the voidmage's portal, Algin's actions have become motivated by regret and anger over his old friend's kidnapping. The transition of The Azure Hand from rivals to enemies of The Iron Suns has filled himwith deep hatred of the Hand.

Mental Trauma

Algin is no stranger to intoxicating substances. A heavy drinker and occasional user of mind-altering substances, Algin manages to remain functional during his intoxications, though it is not unheard for him to succumb to his addictions.

Morality & Philosophy

At first glance, Algin is unruly, foul-mouthed, and incredibly opinionated. He never hesitates to share his thoughts, especially if these thoughts come at the expense of others. He is a brilliant thinker and often reminds others of his genius. Though he has been known to pursue women once in a while, he is mostly enamored with machines, especially the mysterious beings known as Warforged.   Despite his seemingly non-caring and vulgar attitude, Algin is fiercely loyal to his companions. He works the hardest during the groups travels, preparing in the days before and often taking charge of the camp and horses while on the road. Though he tries to hide it, this loyalty to his friends and comrades is one of the forces that drive him. He will never let his friends down, and if he does, he punishes himself for it.

Personality Characteristics

Likes & Dislikes

Likes machines, intoxicating agents and fighting Hands. Dislikes humans, non-intoxicating agents and members of the Azure Hand.
Current Location
Year of Birth
1442 AC 41 Years old
Children
Gender
Male
Eyes
Brown
Hair
Brown
Height
5'2"
Weight
155 lbs
Aligned Organization
Algin Portrait

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Algin Breck

ARTIFICER 8 Class & Level
Guild Artisan Background
Half-dwarf Race
Neutral Alignment

Strength 10
+0
Dexterity 16
+3
constitution 13
+1
intelligence 20
+5
wisdom 10
+0
charisma 8
-1
Total Hit Dice 8
Hit Die 1d8+1
3 proficiency bonus
13 Passive perception
0 Strength
3 Dexterity
4 Constitution
8 Intelligence
0 Wisdom
-1 Charisma
saving throws
3 Acrobatics
0 Animal Handling
8 Arcana
0 Athletics
-1 Deception
8 History
3 Insight
-1 Intimidation
5 Investigation
0 Medicine
5 Nature
3 Perception
-1 Performance
2 Persuasion
5 Religion
6 Sleight of Hands
3 Stealth
0 Survival
skills
17
AC
51
Hit Points
3
Initiative
30ft
Speed
Tool proficiencies: Smith's tools; Alchemist's tools; Tinker's tools; Leatherworker's tools; Thieves' tools; Carpenter's tools
Weapon: Simple, Thunder Cannon
Armor: Light; Medium;
Languages: Common; Dwarven; Gnomish; Orc
Proficiencies
NameBonusDamageTypeRange
Thunder Cannon | 1d20+6 | 2d6+3 | Piercing | 150/500 Attacks

Spellcasting

Equipment

Personality Traits

Ideals

Bonds

Flaws

Actions


Thunder Monger


Make a special attack with your Thunder Cannon which deals an extra 1d6 thunder damage. Damage increases by 1d6 at levels 5, 7, 9, 11, 13, 15, 17, and 19, up to a maximum of 9d6.

Identify Potion


As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work.

Custom Equipment


Thunder Cannon


You have forged a deadly firearm. It is a two-handed ranged weapon that deals 2d6 piercing damage at 150/500 range. Reloading is a bonus action. If lost, another can be rebuilt with 8 hours a day for 3 days and 100gp.

Arcane Magazine


You have crafted a leather bag to carry your Thunder Cannon ammunition and accessories. At the end of each long rest, you can create 40 rounds of ammunition from the magazine. After a short rest you can create 10. If you lose the magazine, you can create a new one during a long rest with 25 gp of materials.

Goggles of Night


You have created a pair of goggles of night, providing you 60 additional feet of darkvision. See DMG for details.

Lantern of Revealing


You have created the Lantern of Revealing, creating bright light and revealing invisibility. See DMG for details.

Mechanical Servant


You have created a mechanical beast in the shape of any Large beast with a CR of 2 or less. Use the standard stats, except: It is a construct instead of a beast; it cannot be charmed or poisoned, or suffer poison damage; it has darkvision of 60 feet; it understands your languages, but cannot speak. If you are melee attacked and the servant is within 5 feet of the attacker, you may use your reaction to command the servant to use its reaction to melee attack the attacker (got that?). Otherwise, the servant rolls and acts on its own in combat. If killed, it can be brought back with normal means, or by spending a long rest repairing it if it's repairable. If it's not, spend 1,000gp and 8 hours a day for 10 days to build a new one.

Other Feats & Traits


Alchemist
You have studied the secrets of alchemy and are an expert in its practice, gaining the following benefits: Increase your Intelligence score by 1, to a maximum of 20. You gain proficiency with alchemist’s supplies. If you are already proficient with them, you double your proficiency bonus to checks you make with them. As an action, you can identify one potion within 5 feet of you, as if you had tasted it. You must see the liquid for this benefit to work. Over the course of any short rest, you can temporarily improve the potency of one potion of healing of any rarity. To use this benefit, you must have alchemist’s supplies with you, and the potion must be within reach. If the potion is drunk no more than 1 hour after the short rest ends, the creature drinking the potion can forgo the potion’s die roll and regains the maximum number of hit points that the potion can restore.

Guild Membership


As an established and respected member of a guild, you can rely on certain benefits that membership provides, Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.

Infuse Magic


When you cast an artificer spell with a casting time of 1 action, you can increase the casting time to 1 minute. If you do so while holding a nonmagical item, you expend a spell slot but the spell's effect is transferred to the item. Any creature with Intelligence of at least 6 can thereafter use an action to activate the spell if it has the item. The spell uses Intelligence as its ability, and targets the creature holding the item. If it targets an area, the area is centered on the item. If it targets multiple targets, the creature chooses the other targets. You can infuse only as many items as your Intelligence modifier, and for only 8 hours at a time.

Magic Item Analysis


You can cast detect magic and identify as rituals, and need no components for identify.

Superior Attunement


You can now attune to up to 4 magical items at a time.

Tool Expertise
Your proficiency bonus is doubled for any ability check you make using any tool proficiencies you chose with the Artificer class (Smith's tools; Tinker's tools).
Features & Traits

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