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Ruk Dajan - AI-generated fantasy Character

Ruk Dajan

Half-Orc · Artificer (Artillerist) · Level 7 · Outlander

Ruk Dajan

Ruk is blunt, observant, and practical, with a dry sense of humor that appears most often when things are going badly.
AC17
HP52/52
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 52 · 30 ft.
AlignmentChaotic NeutralGenderMaleAge32 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • IntimidationCHA
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Light crossbows from starting equipment

Tools

Thieves' tools,
Tinker's tools,
Woodcarver's tools,
One type of artisan's tools

Languages

Common,
Orc,
Giant

Features

19 features

Bonus action

  • Eldritch CannonLevel 3

    You gain proficiency with woodcarver's tools. You can use them to create a Tiny eldritch cannon as an action, choosing a flamethrower, force ballista, or protector configuration. The cannon lasts for 1 hour and can be activated as a bonus action.

Always on

  • Flamethrower Cannon

    When As a bonus action while within 60 feet of the cannon

    Ruk sends a wave of fire from the cannon in a 15-foot cone. Creatures in the area make a Dexterity saving throw, taking 2d8 fire damage on a failure or half damage on a success.

  • Force Ballista

    When As a bonus action while within 60 feet of the cannon

    Ruk makes a ranged spell attack from the cannon against a creature within 120 feet, dealing 2d8 force damage on a hit and pushing the target up to 5 feet.

  • Protector Cannon

    When As a bonus action while within 60 feet of the cannon

    A creature within 5 feet of the cannon gains 1d8 + 3 temporary hit points.

  • Flash of GeniusLevel 7

    When When a visible creature within 30 feet makes an ability check or saving throw

    Ruk adds his Intelligence modifier to an ally's ability check or saving throw within 30 feet, using his reaction.

  • Magical TinkeringLevel 1

    You can imbue mundane objects with minor magical properties, such as producing light, recording a message, emitting an odor, or displaying a visual effect.

  • Spellcasting and Artificer ToolsLevel 1

    You gain proficiency with thieves' tools, tinker's tools, and one type of artisan's tools. You can use thieves' tools or artisan's tools as a spellcasting focus for your artificer spells.

  • Infuse ItemLevel 2

    You learn four artificer infusions and can infuse two objects at once. Known infusions include Enhanced Defense, Enhanced Arcane Focus, Repeating Shot, and Replicate Magic Item, with a Bag of Holding selected as the replicated item.

  • The Right Tool for the JobLevel 3

    You can create any artisan's tool set during a short or long rest by using tinker's tools and expending raw materials worth 3 gp.

  • Ability Score ImprovementLevel 4

    You increase your Intelligence by 2, raising it to 17.

  • Arcane FirearmLevel 5

    You can use woodcarver's tools or smith's tools to turn a wand, staff, or rod into an arcane firearm. When you cast an artificer spell through it, one damage roll of the spell increases by 1d8.

  • Tool ExpertiseLevel 6

    Your proficiency bonus is doubled for any ability check you make using a tool with which you are proficient.

  • DarkvisionHalf-OrcYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light.
  • Relentless EnduranceHalf-OrcWhen reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead, once per long rest.
  • Savage AttacksHalf-OrcWhen you score a critical hit with a melee weapon attack, roll one additional weapon damage die.
  • MenacingHalf-OrcYou gain proficiency in the Intimidation skill.
  • Orcish BloodHalf-OrcYou speak Common and Orc.
  • Ability Score IncreaseHalf-OrcStrength increases by 2 and Constitution increases by 1.
  • WandererOutlander

    He has an excellent memory for maps, terrain, and natural landmarks. He can find food and fresh water for himself and up to five other people each day, provided the land offers such resources.

Spells

11 spells

Spellcasting. Ruk Dajan casts with Intelligence (spell save DC 14, to hit with spell attacks).

Cantrips (at will): ,

1st level (4 slots): , , ,

2nd level (2 slots): , , , ,

3rd level (2 slots): no spells

Gear

14 items

Weapons

  • Mace
    A compact one-handed weapon used for close defense and tightening fittings.
  • Light Crossbow
    A light crossbow with a reinforced stock and a winding mechanism modified for easier reloading.

Armor

  • Scale Mail
    Scale armor made from overlapping metal plates, maintained with oil and wire by Ruk himself.
  • Shield
    A battered iron shield reinforced with a brass rim and etched with caravan route marks.

Tools

  • Thieves' Tools
    A set of lockpicks, files, hooks, and probes mounted in a folding leather case.
  • Tinker's Tools
    A complete set of tinker's tools, including pliers, wire, gears, clamps, and a small hammer.
  • Woodcarver's Tools
    A set of woodcarver's tools used to construct and maintain his eldritch cannon and arcane firearm.

Gear

  • 20×
    Crossbow Bolts
    Ammunition for the light crossbow.
  • Dungeoneer's Pack
    A pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Staff
    A sturdy staff cut from a desert thorn tree, used as a walking stick and measuring rod.
  • Hunting Trap
    A metal-jawed trap used for hunting and securing campsites.
  • Animal Trophy
    A preserved jackal tooth wrapped in red thread, taken from an animal he tracked across the salt flats.
  • Traveler's Clothes
    Rough but durable clothing suited for long travel away from settled lands.

Purse

  • 10×
    Gold Pieces
    A leather pouch containing his starting travel funds.

Appearance

A broad-shouldered half-orc with slate-green skin, a broken left tusk, and dark hair kept short with a leather tie. His right forearm is wrapped in copper wire, brass plates, and stained canvas, forming a practical arcane prosthetic brace rather than a true replacement. He wears battered scale mail beneath a soot-marked traveling coat, with lenses, pliers, vials, and tiny clockwork parts hanging from every belt loop. His eyes are a sharp amber-brown, usually narrowed in concentration or amusement.

Mannerisms

Ruk taps metal surfaces with one knuckle while thinking, tests the balance of unfamiliar objects without seeming to, and mutters measurements under his breath when irritated. He frequently addresses his inventions as if they were stubborn animals.

Personality

Ruk is blunt, observant, and practical, with a dry sense of humor that appears most often when things are going badly. He prefers useful people to impressive people and trusts demonstrated competence more than titles, bloodlines, or promises. Although he acts self-interested, he habitually repairs other people's gear before his own.

Ideals

Freedom. No road, ruler, temple, or tradition gets to decide where a person belongs. If something can be rebuilt, it should not be owned forever by those who broke it.

Bonds

He carries a small brass beetle that belonged to his mother. He will risk almost anything to find the scattered members of his old caravan and learn who betrayed them.

Flaws

He cannot leave a broken device, lock, or mechanism alone, even when doing so would be safer. Ruk also assumes that every promise has a hidden price, and he sometimes creates the betrayal he expects by refusing to trust anyone first.

Quirks

Keeps a brass beetle construct in his pocket and occasionally releases it to scout beneath doors.
Names every important tool, but refuses to name disposable weapons.
Collects unusual screws, broken keys, and fragments of colored glass.
Sleeps with one hand wrapped around his tool case.
Whistles three descending notes whenever he is about to attempt something reckless.

Background

Ruk Dajan was born along a caravan road where merchants, pilgrims, and fugitives all learned to judge a half-orc by his hands before his face. His mother repaired wagons and water pumps, while his orcish father worked as a caravan guard. Ruk inherited both instincts. He could lift a jammed axle before he could read, and by adolescence he was building little brass beetles that crawled across maps to mark wells, trails, and dangerous ground. The caravan taught him to sleep lightly, travel far, and never trust a road that appeared too easy. Years later, a bandit raid left Ruk's caravan scattered and his right arm badly crushed beneath a burning wagon. He survived by building a crude brace from buckles, cooking tin, and the broken mechanism of a merchant's lockbox. That desperate device became the foundation of his artificer craft. He now travels beyond the settled roads, taking work where ordinary engineers refuse to go. Ruk is an expert at making broken things function for one more day, though he has never decided whether that is a profession, a philosophy, or simply a confession about himself.

“His mother repaired wagons and water pumps, while his orcish father worked as a caravan guard.”
From their backstory
Background
Outlander

Connections

Species

Half-Orc

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