Shizuki Kishii ([AU] Shi Kalamann (D&D AU))

Lonestarcelt

Info


Created
5 years, 9 months ago
Creator
Lonestarcelt
Favorites
1

Profile


Shi Kalamann





Gnome (Forest Gnome)

Race
Small

Size
3'/91cm

Height
45lbs/20Kg

Weight
Artificer (Gunsmith) 

Class & Level
23

Age
Cis Female

Gender
Neutral Good

Alignment








Strength
9(-1)








Dexterity
15(+2)








Constitution
11








Intelligence
17(+3)








Wisdom
12(+1)








Charisma
10








  • -1 Strength
  • +3 Dexterity 
  • +3 Constitution
  • +6 Intelligence 
  • +1 Wisdom
  • Charisma 
Saving Throws








+3
Initiative








  25 ft.


Speed








Level
5
Used
5
Die
d8 + 5
Hit Dice








1
Attacks per Action








  • +3 Acrobatics
  • +1 Animal Handling
  • +6 Arcana
  • -1 Athletics
  • Deception
  • +6 History
  • +1 Insight
  • Intimidation
  • +3 Investigation
  • +4 Medicine
  • +3Nature
  • +1 Perception
  • Performance
  • +3  Persuasion
  • +6 Religion
  • +3Sleight of Hand
  • +3 Stealth
  • +3 Survival








Armor Class
16








Proficiency Bonus
+3








Maximum Hit Points
28








Current Hit Points
28








Death Saves


SUCCESSES: ○○○
FAILURES:○○○









Attack NameProf AbilityRangeTo HitDamageDamage Type
Thunder Cannon
X
Ranged (150/500ft)
+3
2d6 + 3
Piercing
Ranged weapon (Special) 
Description
Attack NameProf AbilityRangeTo HitDamageDamage Type
Spanner
Melee (5ft)
+3
1d4 +3
Bludgeoning 
Melee weapon (Simple, Improvised.)
Description
Attacks








  • Languages: Gnomish, Common, Undercommon

  • Alchemy Jug: You have created an alchemy jug, creating arbitrary liquids by magic. See the DMG for details.

  • 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.

  • Bag of Holding: You have created a bag of holding, which always weighs 15 lbs but can carry 500 lbs. See DMG for details.

  • Gnome Cunning: Advantage on INT, WIS, and CHA saves against magic.

  • 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.

  • Keen Mind: You always know which way is north. You always know the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or heard within the past month.

  • Magic Item Analysis: You can cast detect magic and identify as rituals, and need no components for identify.

  • Position of Privilege: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.

  • Smith's tools: You have proficiency via the Artificer class.

  • Speak with Small Beasts: Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

  • Spellcasting: You know some spells, primarily concerned with modifying creatures and objects or creating items. You may use an arcane focus as a spellcasting focus for your spells.

  • Superior Attunement: You can now attune to up to 4 magical items at a time.

  • 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.

  • Thunder Monger: Action: 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.

  • Tinker's tools: You have proficiency via the Artificer class.

  • Tool Expertise: Your proficiency bonus is doubled for any ability check you make using any tool proficiencies you chose with the Artificer class.
Features








  • Personality Traits:

    Despite my noble birth, I do not place myself above other folk. We all have the same blood.

    No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.

  • Ideals:

    Family. Blood runs thicker than water.

  • Bonds:

    Nothing is more important than the other members of my family.

  • Flaws:

    By my words and actions, I often bring shame to my family.



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11




Passive Wisdom (Perception)
Tool Proficiencies: Playing Card Set, Thieves' Tools, Smith's Tools (+3)

Weapon Proficiencies: simple

Armor Proficiencies: light, medium

Dark-Vision: 60ft








Senses








- Shi is the daughter of the nobles of powerful city.  However,  she gave up that life of power, privilege, and wealth to marry a solider, her wife, a half-elf woman named, Vaar Lardil, and live a more comfortable rustic life in a village so small that it doesn't have a name. A place where she serves as something of the local expert on all things magical and mechanical. 


- Shi doesn't mention her previous life partly because she doesn't want knowledge of her existence to get back to her family since technically she left without saying a word. According to intel brought back by her wife. A price for her return has been set as well as a price for her "captors" be they alive or dead. Not wanting to return and not wanting to risk Vaar's life for her impulsive decision to leave she does her best to hide her noble heritage even if such a thing is difficult given that there aren't exactly many Gnomes in her village or any others. Let alone ones with a level of education that she has.

- Shi prefers to avoid conflict, and combat in particular, whenever possible. She's definitely one who relies more on her brain than her brawn and since being smart hardly matters when fighting a bunch of angry goblins or guards or owlbears or anything? She would prefer to not even be near the frying pan let alone the fire.  


Magic Items: 

Adamantine Armor, Breastplate: This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.


Notes





Inventory

Clothes, fine115 gp, 6 lb.
Tinker's Tools1
Magnifying glass1100 gp, —
Clothes, common15 sp, 3 lb.
Ball bearings501 gp, 2 lb.
Wedding Ring
1

Spell List

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