Pip Embercoil
Pip Embercoil
Sheet
AC 14 · HP 10 · 30 ft.Saving throws
Skills
- InsightWIS
- InvestigationINT
- PerceptionWIS
- PersuasionCHA
Armor
Weapons
Tools
Languages
Features
6 featuresAlways on
- Magical TinkeringLevel 1
You can use thieves' tools or artisan's tools to imbue a Tiny nonmagical object with one of several minor magical properties, such as a light, recorded message, smell, or harmless sensory effect. You can have a limited number of objects animated or enchanted this way at once.
- SpellcastingLevel 1
You can cast artificer spells, using Intelligence as your spellcasting ability. You prepare a number of artificer spells equal to your Intelligence modifier plus half your artificer level, rounded down. You also know two artificer cantrips and can use tools as a spellcasting focus.
- TraitTieflingDarkvision, 60 ft.
- TraitTieflingHellish Resistance
- TraitTieflingInfernal Legacy
- Guild MembershipGuild Artisan
Thanks to his guild contacts and training, he can usually secure hospitality, modest accommodations, and information from craftsmen and merchants who respect the guild network.
Spells
5 spellsSpellcasting. Pip Embercoil casts with Intelligence (spell save DC 13, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): , ,
Gear
10 itemsWeapons
- DaggerA simple versatile weapon kept mostly for emergencies.
- Light CrossbowA ranged weapon with 20 bolts for keeping danger at a distance.
Armor
- Scale MailProtective reinforced mail chosen from the artificer starting equipment.
- ShieldA sturdy shield bearing a scratched workshop emblem.
Tools
- Smith's ToolsA finely made set of tools he received from guild training.
- Tinker's ToolsA small set of tools used for repairing intricate mechanisms.
Gear
- 20×Crossbow BoltsA bolt pouch containing ammunition for the light crossbow.
- Letter of Introduction from the GuildDocuments proving his training and standing with the guild.
- Traveler's ClothesPractical clothing suited to travel and work.
- Belt PouchA pouch of starting wealth kept for road expenses.
Appearance
A lean young tiefling with small swept-back horns, amber eyes, and faintly glowing infernal script along one forearm. He dresses like a practical craftsman who has recently chosen the road over the workshop, with a tool belt, travel worn boots, and a satchel full of odd parts, charms, and half finished inventions. His tail is expressive and often flicks when he is thinking.
Mannerisms
He talks with his hands, taps fingertips together while thinking, and hums when assembling or repairing something. When amused, the tip of his tail twitches like a metronome.
Personality
Bright, curious, and impossible to keep serious for long, Pip treats most problems like puzzles and most strangers like future friends. He is generous with his laughter, protective of the underdog, and genuinely delighted by clever devices, odd traditions, and anyone who can teach him something new.
Ideals
Freedom. A person should be able to choose their own path, not remain trapped by birth, debt, or the expectations of others.
Bonds
He still carries one of his master's old tools, a worn little wrench he treats like a family heirloom. He feels a duty to repay every kindness shown to him, especially the memory of the woman who took him in and the guild that gave him a place to belong.
Flaws
He cannot resist tinkering with anything unfamiliar, even when he should be running. Praise can make him reckless, and he sometimes treats danger like a contest to see whether he can outsmart it with a grin and a gadget.
Quirks
Background
He was raised with no family name worth remembering, only a habit of surviving by being useful. As an orphan in a busy trade quarter, he learned early that gears, hinges, locks, and levers made more sense to him than people ever did. By the time he was apprenticed to a kindly master artificer, he had already become the sort of boy who could take apart a kettle, mend a clock, and make a customer laugh before the tea went cold. His infernal features drew stares at first, but his quick hands and quicker grin earned praise that eventually became trust. He flourished in the shop, not because he was obedient, but because he was inventive, cheerful, and impossible to ignore. He learned to make himself indispensable, polishing brass, finishing orders, and solving problems before they became complaints. When his master died and left the shop to him, he did the one thing that surprised everyone, he gave the business to the old master's wife, thanked her for the home she had given him, and walked away with a pack, a few tools, and a head full of wild ideas. He left not in anger, but in gratitude, believing the world was far too big to spend his life behind one counter. Now he wanders from town to town, chasing strange mechanisms, lost techniques, and the chance to become something more than the clever orphan everyone once pitied.
“As an orphan in a busy trade quarter, he learned early that gears, hinges, locks, and levers made more sense to him than people ever did.”
- Background
- Guild Artisan
Connections
Species
Tiefling
Media
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