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Gearhart

Spiller: Anders Justesen

Warforged Artificer (Armorer) 6th - Faction Agent background (Harpers, 9 renown), NG (alignment)

Age : 4 , Height: 180cm, Weight: 286lbs

Armor Class: 23 (Adamantine Plate (Artificer Specialist:Armorer provides proficiency and removes Strength requirement) +8, Enhanced Defense (Armor) +1, Integrated Protection (Armor) +1, Shield +2, Ring of Protection +1)

Hit Points: 45 (5d8+8), Speed: 30 ft.

Items: Ring of Protection, Ring of Warmth, Adamantine Full Plate, Driftglobe, Harper Pin, 2 x Potion of Healing, Charm of Heroism, Barking Box, Skull of Even Larger Oozes

Money: 1.064 GP (Efter 26 - Downtime 2)


Stats

Stats: STR 10, DEX 14, CON 14, INT 18, WIS 12, CHA 8

Saving Throws: STR +1, DEX +3, CON +6, INT +8, WIS +2, CHA 0, Adv vs Poison, Resistance vs Poison, immune to Disease, Magic cannot put to Sleep.

Skills: Arcana +6, History +6, Insight +3, Investigation +6, Perception +3, Stealth DisAdvantage, Survival +3 , Herbalist Kit, Jeweler's Tools, Smith's Tools, Thieves' Tools, Tinker's Tools, Heavy Armor.

Senses: passive Perception 13, passive Investigation 16

Languages: Common, Gnomish, Deep Speech, Undercommon

Class Abilities: Magical Tinkering, Infuse Item, Tool Expertise

Feats: Fey Touched (+1 Int, Misty Steps, Silvery Barbs)


Spells

Cantrips: Light, Guidance (Harper Pin), Stabilize (Harper Pin), Ray of Frost.

1st level: All. Often prepared: Absorb Elements, Cure Wounds, Detect Magic (Ritual), Fairy Fire, Longstrider, Santuary, Magic missile, Thunder Wave, Silvery Barb.

2nd level: All. Often prepared: Blur, Mirror image, Shatter


Infusions

Infused items: 3


Attacks

Unarmed Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 1 damage.

NOT AT THE MOMENT: Light Crossbow, +1 Repeating. Ranged Weapon Attack: +4 to hit, range 80 ft./320 ft., one target. Hit: 1d8+2 piercing damage.

Thunder Gauntlet. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d8+3 thunder damage.


Characteristics

Personality Traits: I fight for those who can’t fight for themselves.

Ideals: Charity. I always try to help those in need, no matter what the personal cost. (Good)

Bonds: Everything I do is for the common people.

Flaws: I really do not like fire


Background

In the bustling city of Waterdeep, a unique being emerged from the brilliant mind of an aged gnome named Fizzlewick Tinkerspark. Fizzlewick, a retired adventurer and a subtle member of the Harpers, was known for his ingenious inventions and unyielding spirit. His most significant creation was a warforged artificer, whom he named Gearhart.

Gearhart was not just a marvel of engineering; he was a legacy of Fizzlewick's adventures. The gnome had roamed the realms as a Harper, fighting against tyranny and injustice, collecting tales and trinkets along the way. These stories and artifacts imbued Gearhart with a sense of purpose and history. Fizzlewick regaled Gearhart with tales of his exploits: secret missions in the Underdark, skirmishes with Zhentarim agents, and alliances forged in the heat of battle.

Raised in the heart of Waterdeep, Gearhart was trained by the Harpers in the art of artifice. He learned to craft magical items and to imbue them with arcane power. He was taught the values of freedom and the importance of fighting against oppression, all while honing his skills in mechanics and magic.


Special Equipment

None yet


Harpers

Startet som medlem af Harpers med Background

Renown

Startet med 3 fra Background.

+1 for at hente informationer fra Maxeene i 7 - Heste & gyder.

+3 for at aflevere 500.000 GP tilbage til byen i 24 - Aflevere guld

+2 for at redde Skullport i 61 - Skull Island.


Level details

Level 1

Artificer 1st

Age : 4

Armor Class: 20 (Integrated Protection, Scale Mail, Shield), Hit Points: 10 (1d8+2)

Stats: STR 10, DEX 14, CON 15, INT 16, WIS 12, CHA 8

Saving Throws: STR +0, DEX +2, CON +4, INT +5, WIS +1, CHA -1, Adv vs Poison, Resistance vs Poison, immune to Disease, Magic cannot put to Sleep.

Skills: History +5, Insight +3, Investigation +5, Perception +3, Stealth DisAdvantage, Survival +3 , Jeweler's Tools, Smith's Tools, Thieves' Tools, Tinker's Tools.

Senses: passive Perception 13, passive Investigation 15

Languages: Common, Gnomish, Deep Speech, Undercommon

Class Abilities: Magical Tinkering.


Level 2

Artificer 2nd

Hit Points: 17 (2d8+4)

Class Abilities: Infuse Item.


Level 3

Artificer 3rd

Artificer Specialist: Armorer

Proficiencies: Byttet Jeweler's Tools på level 1 ud med Herbalist Kit. Fået Jeweler's Tools og Heavy armor fra Armorer.

Cantrips: Skiftet Guidance ud med Ray of Frost. Og valgt Guidance fra sin Harper Pin.


Level 4

Artificer 4nd

Hit Points: 31 (4d8+8)

Feat: Fey touched (+1 Int, Misty Step, Silvery Barbs).


Level 5

Artificer 5th

HP: 38

Gained: Extra attack

Changed Infusion: Repeating shot to Homunculus Servant

Changed cantrip: Booming blade to Light


Level 6

Artificer 6th

HP: 45

Gained: Expertise when using tool proficiencies

Known infusions: 6 (added Radiant weapon and Lantern of revealing)

Infused items: 3

Changed Infusion: Mind Sharpener to Boots of the Winding Path

Changed Cantrip: Light to Booming blade


Level 7

Artificer 7th

HP: 52

Gained: Flash of Genius (When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, add your Intelligence modifier to the roll. Intelligence modifier times a day)

Changed Infusion: Lantern of revealing to Repulsion Shield


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