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Theodorus Paddlefoot

"There stands a clumsy half-orc of burly proportions, clad in a hodgepodge of metal and leather armor. His face - though square-jawed and covered in stubble and burn marks - is friendly and quite soft. The artificer holds a strange contraption in his hands - an automaton head of a brass dragon that sparks with flame."


Theodorus Paddlefoot (Theo) is a Half-Orc Artificer raised by Halfling parents in the Eastern Kingdom city of Chacestershire. He was abandoned as an infant by his Chaelen Orc father and left on the doorstep of the Paddlefoot family, who raised him to follow his passion for tinkering. In CY 1698, his talents were discovered by Swarm member Constance Capulet and the pair began their adventure to the Occidental Kingdom of Chaelwyth. In Port Lydia they met Lynette Verostros, and Marlene Scaffa would join the trio in Argoskardis.

Theo is effectively the babysitter of this mercenary party, as the other three are "disaster lesbians" to a variety of extents. He maintains responsibilities as the party's primary armorer and pharmacist, as he studied for a period of time with Chacestershire's primary Physician.


Theo Paddlefoot

Medium Half-Orc, Artillerist, Neutral Good

Armor Class 20
Hit Points 77 7d8+49
Speed: 30 ft

STR

18
( +4 )

DEX

9
( -1 )

CON

16
( +3 )

INT

20
( +5 )

WIS

10
( +0 )

CHA

14
( +2 )

Saving Throws CON 1d20+6 , INT 1d20+8
Skills

Arcana 1d20+8 , Athletics 1d20+7 , Investigation 1d20+8

Damage Resistances Lightning
Senses

Darkvision, 60 ft.

Languages Common, Orc, Halfling
Challenge Rating 7
Proficiency Bonus 3

Theo is a 10th level spellcaster. His spellcasting stat is Intelligence (save DC 16, +8 to hit with spell attacks).

At will:

Firebolt, Mage Hand, Guidance

1/day:

Blink, Fireball, Fly

2/day:

Enhance Ability, Scorching Ray, Shatter

3/day:

Catapult, Healing Word, Shield


Relentless Endurance (1x/day). When Theo drops to 0 HP, he stabilizes at 1 HP instead.

Actions

Eldritch Cannon (1x/short rest). Theo can use an action to create a Small magical cannon in an unoccupied space within 5 feet of him. It is a magical object with an AC of 18 and 50 hit points. It is immune to poison and psychic damage, and if it is forced to make an ability check or saving throw, treat all of its stats as 10 (+0). Choose between one of the following three options; it can only perform that action until it is resummoned:

  • The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw (16), taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
  • Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
  • The cannon emits a burst of positive energy that grants itself and each creature of Theo's choice within 10 feet of it a number of temporary hit points equal to 1d8 + 5.

Detonate Cannon. Theo uses an action to detonate his Eldritch Cannon. All creatures in a 20-foot radius must succeed on a DC 16 Dexterity saving throw or suffer 3d8 force damage, half upon a success. A creature who fails this save is knocked prone.

Reactions

Flash of Genius (3x/day). When Theo or another creature within 30 feet of him makes an ability check or saving throw, Theo can use his reaction to give the creature an additional +5 to the roll. This must be done before the results of the roll are known.

Children

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