Wynstifer Gutierrezen LuiandoBach Character in Velestris | World Anvil
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Wynstifer Gutierrezen LuiandoBach

Wynstifer Gutierrezen LuiandoBach (a.k.a. "Doll Man")

Wynstifer was created by experimental thaumechanists at Tevya University in Sarpor. He was not part of the very first batch of aethermages to be created, but he was still quite an early model. He was taught to work in the alchemists' lab at the university as part of an initiative to test the kinds of magic the new aetherborn were capable of harnessing. After a terrible explosion that resulted in the lab's destruction, Wynstifer ran away from his creators, only to be picked up by ill-intentioned slave traders. Their leader, Deska Shipbreaker, kept him on their ship as an "assistant" to their alchemical work. He was rescued by Ada Reeves, Kynareth, and Odzel when they were kidnapped by Deska's crew and made their escape, and subsequently joined them on their quest to solve the mystery of Horizon.

Physical Description

General Physical Condition

He is very small and weak, but has many natural immunities due to his nature as a construct. As an aethermage, he requires a new aether power cell roughly every three days.

Body Features

He is roughly humanoid - a shape unusual for an aethermage. He has green skin, and the epidermis is made of a smooth, dense and rubbery structure to reduce risk of fractures and other signs of physical wear. His body is small and round.

Identifying Characteristics

His serial number and place of origin are etched into the metal casing of his body.

Mental characteristics

Personal history

Wynstifer was created by experimental thaumechanists at Tevya University in Sarpor. He was not part of the very first batch of aethermages to be created, but he was still quite an early model. He was taught to work in the alchemists' lab at the university as part of an initiative to test the kinds of magic the new aetherborn were capable of harnessing. After a terrible explosion that resulted in the lab's destruction, Wynstifer ran away from his creators, only to be picked up by ill-intentioned slave traders. Their leader, Deska Shipbreaker, kept him on their ship as an "assistant" to their alchemical work. He was rescued by Ada Reeves, Kynareth, and Odzel when they were kidnapped by Deska's crew and made their escape, and subsequently joined them on their quest to solve the mystery of Horizon.

Mental Trauma

Wynstifer suffers from severe anxiety, and is something of a pushover, yet unlike their more flesh-baggy associates, Wynsitfer is smart enough to understand just how big and scary the world is. Although his mind does not function in the same way as that of organic creatures, and therefore cannot be targeted by mind-affecting spells, he can be easily shaken by an embarrassing conversational gaffe.

Wealth & Financial state

He has only a handful of coins to his name.
Species
Year of Birth
6156 IE 4 Years old
Birthplace
An Tevya Taran, Sarpor
Children
Current Residence
Itinerant
Gender
Wynstifer is made out of metal and magical energy.
Eyes
Glowing pale greenish-yellow
Hair
None
Height
0'18"
Known Languages
Imperial Common, Draconic, some familiarity with elemental tongues

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PC: Wynstifer Gutierrezen LuiandoBach

N Aetherborn (Aethermage) Alchemist 5 (Tiny construct)
 
Ability Scores
  • STR 8 (-1)
    DEX 12 (+1)
    CON 10 (+0)
    INT 20 (+5)
    WIS 16 (+3)
    CHA 8 (-1)

Vitals
HP 28; AC 13 (touch 13, flat-footed 12 CMD 13; CMB -1
Init +1; Attack Bonus melee +2, ranged +4; Saves Fort +4, Ref +5, Will +4
Immune mind-affecting effects, any effect that would require a Fortitude save, ability damage/drain, fatigue, exhaustion, energy drain, and nonlethal damage (Construct immunities)
Resistant poison +4
Senses darkvision 60 ft.; perception +10; sense motive +3
 
Attacks
Pulse cannon +4 (damage, range)
Bomb +5 (thrown splash weapon; damage 3d6+5 fire, range 20 ft., splash 10 ft.; creatures that take a direct hit catch fire - 1d6/round until extinguished by full-round Reflex save or doused with water)
 
Skills - Class skills are in bold
  • Acrobatics +1 (Dex)
    Appraise +11 (3 ranks, Int)
    Bluff -1 (Cha)
    Climb -1 (Str)
    Craft (Alchemy) +13 (3 ranks, Int, traits)
    Diplomacy -3 (Cha, traits)
    Disable Device +7 (3 ranks, Dex)
    Disguise -1 (Cha)
    Fly +5 (1 rank, Dex)
    Handle Animal -1 (Cha)
    Heal +10 (4 ranks, Wis)
    Knowledge (Arcana) +12 (3 ranks, Int)
    Knowledge (Geography) +6 (1 rank, Int)
    Knowledge (History) +6 (1 rank, Int)
    Knowledge (Local) +7 (2 ranks, Int)
    Knowledge (Nature) +11 (3 ranks, Int)
    Knowledge (Nobility) +7 (2 ranks, Int)
    Knowledge (Religion) +7 (2 ranks, Int)
    Linguistics +5 (Int)
    Perception +10 (4 ranks, Wis)
    Perform -1 (Cha)
    Profession (Engineer) +7 (1 rank, Wis)
    Ride +1 (Dex)
    Sense Motive +3 (Wis)
    Sleight of Hand +5 (1 rank, Dex)
    Spellcraft +10 (2 ranks, Int)
    Stealth +12 (3 ranks, Dex, size bonus)
    Survival +8 (2 ranks, Wis)
    Swim -1 (Str)
    Use Magic Device +7 (4 ranks, Cha, traits)

Feats & Abilities
Spell-like Abilities: detect magic (1/day detect poison (1/day comprehend languages (1/day read magic (1/day)
Feats: Amateur Investigator (augment Linguistic, Knowledge, Spellcraft checks Brew Potion (based on extract formula Throw Anything; Instant Alchemy (replace this)
Traits: Alchemical Adept: +2 to craft (alchemy) ; Dangerously Curious: +1 to use magic device; Anxious: -2 on diplomacy, speaks slowly and quietly; Nervous: take 8 instead of 10; Paranoid: DC to receive aid is 15; Dependent: shaken for 1 hour after failed Diplomacy check.
Discoveries: Explosive Bomb, Chameleon
Other: poison use (cannot accidentally poison yourself swift alchemy (half time to create alchemical items; apply poison as a move action)
 
Known Formulae
Extracts/Day: 4 of 1st level + 2 of 2nd level or below. Extracts are inert upon leaving Wynstifer's person and only he can imbibe them. The saving throw DC against his extracts is 15 + the spell level.

True Strike - +20 on your next attack roll
Invisibility Alarm - As alarm, but reacting only to invisible creatures.
Bomber's Eye -Increases thrown weapon range; +1 attack.
Comprehend Languages - You understand all spoken and written languages.
 
 
Inventory
Formula book x1
 
Notes
Brew Potion: Any 3rd-level or lower formula that you know that targets one or more creatures can be brewed into a potion. When you brew the potion, set the caster level, which cannot be lower than the spell level or higher than your level. Brewing potions uses up raw materials with a value of half the base price of a finished potion: (spell level x caster level x 25). If the base price of the finished potion is 250 gp or less, you can brew it in an hour. Otherwise, it takes half a day per 1000 gp in its base price.
 
Leveling Up
Consult Table (Alchemist) here to see your new BAB, base saves, extracts/day, and special abilties.
Choose 2 new formulae of any level you can create from the alchemist formula list.
If your new level is an odd number, choose a new feat. If your new level is 4, 8, 12, 16, or 20, increase one of your base ability scores by 1.
Roll d8 + your Constitution modifier for new hitpoints gained.
Distribute 9 new skill ranks. No skill may have a number of ranks higher than your character level.

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