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Cort’ado Herkimer - AI-generated fantasy Character

Cort’ado Herkimer

Kender · Artificer (Alchemist) · Level 5 · Guild Artisan, Coffeehouse Tinkerer

Cort’ado Herkimer

Cortie is relentlessly curious, inventive, affectionate, and almost impossible to discourage.
AC18
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 38 · 30 ft.
AlignmentChaotic GoodGenderFemaleAge21 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • ArcanaINT
  • AthleticsSTR
  • DeceptionSTR
  • 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

Tools

Thieves’ tools,
Tinker’s tools,
Alchemist’s supplies,
One artisan’s tool of choice, brewer’s supplies

Languages

Common,
Kender,
Dwarvish

Features

18 features

Bonus action

  • Kender TauntLevel 1

    When Bonus action

    As a bonus action, target one creature within 60 feet that can hear you. It must succeed on a Wisdom saving throw against DC 13 or have disadvantage on attack rolls against creatures other than you until the start of your next turn. Cortie can use this four times per long rest.

Reaction

  • Replicate Magic Item, Enhanced DefenseLevel 5

    You can use your reaction to impose disadvantage on an attack roll against you or an ally within 30 feet by activating your infused item, provided you can see the attacker. The infusion creates a brief protective burst of mechanical magic.

Always on

  • Repulsion Shield

    When A creature makes an attack against Cortie or an ally within 30 feet

    Cortie activates an infused item to impose disadvantage on an attack roll against herself or an ally within 30 feet, using her reaction.

  • Experimental ElixirLevel 3

    When After a long rest or by expending a spell slot

    Cortie creates or administers an experimental elixir, gaining a random or chosen effect depending on whether she expends a spell slot.

  • Calibrated Crossbow

    When Action

    Cortie fires her light crossbow, dealing 1d8 piercing damage plus 3 Dexterity damage modifier on a hit.

  • Magical TinkeringLevel 1

    You can cast artificer spells using Intelligence as your spellcasting ability. You can use thieves’ tools, tinker's tools, or another item with which you are proficient as a spellcasting focus for your artificer spells.

  • Infuse ItemLevel 2

    You have learned how to invest a spark of magic into mundane objects. You know four artificer infusions of your choice and can infuse two objects at the end of a long rest. An infusion remains until you die, replace it, or exceed your maximum number of infused items.

  • AlchemistLevel 3

    You gain proficiency with alchemist’s supplies. You can create an Experimental Elixir after a long rest by touching an empty container and expending an artificer spell slot. The elixir’s effect is determined by rolling on the Experimental Elixir table, or you can choose an effect by expending a spell slot.

  • Alchemist SpellsLevel 3

    You always have Healing Word and Ray of Sickness prepared, and they do not count against the number of artificer spells you prepare.

  • Alchemical SavantLevel 5

    You can use your alchemist’s supplies as a spellcasting focus for artificer spells. When you cast a spell using those supplies as the focus, you gain a bonus to one damage roll of the spell equal to your Intelligence modifier, provided the spell restores hit points or deals acid, fire, necrotic, or poison damage.

  • Kender BraveLevel 1

    You have advantage on saving throws against being frightened.

  • Kender CuriosityLevel 1

    You gain proficiency in one skill from Arcana, Investigation, Sleight of Hand, or Survival. You also gain proficiency with one tool of your choice and learn one additional language.

  • TraitKenderSmall humanoid
  • TraitKenderSpeed 30 feet
  • BraveKenderAdvantage on saving throws against being frightened
  • Kender CuriosityKenderProficiency in Arcana, Investigation, Sleight of Hand, or Survival, plus one tool proficiency and one additional language
  • TauntKenderA bonus-action verbal provocation that can impose disadvantage on a creature’s attacks against targets other than Cortie
  • Guild MembershipGuild Artisan, Coffeehouse Tinkerer

    Cortie has a standing connection to Herkimer’s Coffee Shoppe and its wide circle of customers, suppliers, and traveling adventurers. She can usually find modest lodging, a meal, workspace, or introductions through friendly tradespeople, provided she does not abuse the trust of the local guild community.

Spells

11 spells

Spellcasting. Cort’ado Herkimer casts with Intelligence (spell save DC 13, to hit with spell attacks).

Cantrips (at will): , ,

1st level (4 slots): , , , , ,

2nd level (2 slots): ,

Gear

13 items

Weapons

  • Light crossbow
    A light ranged weapon with a rotating chamber that fires sharpened bolts.
  • 2×
    Daggers
    A pair of finely balanced blades useful for cutting wire, rope, and occasionally pie.

Armor

  • Scale mail
    A reinforced traveling coat fitted with hidden plates and tool loops.
  • Shield
    A compact shield made from a polished coffee-shop serving tray, reinforced with brass ribs.

Tools

  • Thieves’ tools
    Tools for opening locks, disabling traps, and making unauthorized improvements.
  • Tinker’s tools
    A compact set of hammers, pliers, clamps, files, and precision implements.
  • Alchemist’s supplies
    A portable kit for brewing volatile restorative and corrosive mixtures.

Gear

  • 20×
    Crossbow bolts
    A case of 20 bolts, several marked with tiny calibration symbols.
  • Fine clothes
    An assortment of fine clothes suitable for guild meetings, café work, or pretending to be respectable.
  • Pouch
    A small pouch of guild dues, emergency coffee money, and suspiciously shiny buttons.
  • Guild letter of introduction
    A seal, membership papers, and letters of introduction from Waterdeep’s artisan community.
  • Burglar’s pack
    A sturdy backpack containing blankets, mess tin, tinderbox, ten torches, ten days of rations, and a waterskin.
  • Experimental goggles
    A pair of brass goggles with three colored lenses and one lens that Cortie insists is for “future applications.”

Appearance

Cort’ado Herkimer is a compact, bright-eyed kender with a lively face that seems permanently poised between discovery and mischief. Her warm brown skin is dusted with a constellation of faint freckles across her nose and cheeks, and her wide hazel eyes gleam whenever she spots an unfamiliar mechanism, suspicious door, or unattended lever. Her chestnut hair is gathered into two uneven braids threaded with copper wire, colored beads, tiny keys, and the occasional coffee bean. A few escaped curls frame her face, usually singed at the tips from some recent experiment. She dresses in a reinforced leather apron over a russet traveling coat, both patched with mismatched fabric and stitched pockets. Brass clasps, alchemical vials, miniature tools, and folded notes crowd every available surface. Her gloves are fingerless and permanently stained with grease, ink, and coffee. A pair of round protective goggles rests on her forehead, often leaving a faint smudge above her eyebrows. At her belt hangs a compact tool roll, a battered kettle-shaped canister, and a collection of charms that clink cheerfully when she walks. Cortie’s most distinctive possession is a small mechanical serving tray strapped across her back. Its hinged edges, retractable legs, and concealed compartments make it look equal parts café equipment and tactical contraption. She carries herself with restless energy, leaning too close when inspecting something interesting, gesturing with tools in hand, and smiling as though every danger is merely an especially exciting design flaw waiting to be corrected.

Mannerisms

Cortie rarely stands still when there is a mechanism nearby. She taps rhythms against tabletops, twists loose screws between her fingers, and silently counts the parts of any device within reach. When thinking, she squints at the problem as if it has personally offended her, then begins sketching possible solutions on napkins, receipts, her gloves, or occasionally the nearest wall. She gives her inventions encouraging names and speaks to them as though they are anxious pets, offering reassurance just before activating them. Her pockets contain an alarming assortment of springs, wire, polished stones, coffee beans, unlabeled vials, and objects she insists are essential despite forgetting their original purpose. Cortie leans far too close when examining something dangerous, often tilting her head until one ear is nearly touching the source of the threat. She asks strangers intimate questions with cheerful sincerity, then immediately offers them coffee, repairs, or both. Whenever she hears a secret, she widens her eyes, lowers her voice dramatically, and begins taking notes, even if the secret clearly concerns her. She celebrates successful experiments with a delighted clap and failed experiments with thoughtful approval, declaring that the result was “extremely educational.” When anxious, she reorganizes nearby objects into neat functional groups, usually while humming a tune from the coffee shop. She has a habit of patting pockets to check for missing tools, then patting them again to make sure nothing new has appeared. Cortie refers to danger as “a design constraint,” locked doors as “an invitation to improve the entrance,” and suspicious bargains as “negotiations with unusually aggressive footnotes.”

Personality

Cortie is relentlessly curious, inventive, affectionate, and almost impossible to discourage. She approaches every obstacle as an engineering problem and every stranger as a story she has not heard yet. Her optimism is genuine, but her impulse control is theoretical. She is clever enough to understand danger and excitable enough to investigate it anyway. She defines herself by the life she has built in Waterdeep, not by the unanswered question of her Feywild birth.

Ideals

Curiosity. The world is a machine of impossible complexity, and every mystery deserves to be examined. I will not let fear, tradition, or someone else’s locked door stop me from learning how it works.

Bonds

Herkimer’s Coffee Shoppe is my true home, and I will protect my parents, my friends, and the community they built. I have promised Candlefoot that I will help recover his stolen voice, even if the trail leads into the Feywild. Luca, Citrine, and the others are my chosen family, whether they have formally agreed to this arrangement or not.

Flaws

I cannot leave a mechanism, locked box, suspicious pocket, or unexplained button alone. I mistake confidence for preparation, and I will often test a dangerous theory before explaining it to the people standing nearby. I also collect small objects from places I visit, then sincerely forget that taking something and borrowing something are not always the same thing.

Quirks

Names every invention, including devices that clearly do not work yet.
Keeps pressed carnival prize coins in a labeled compartment marked “evidence, snacks, or both.”
Adds unnecessary buttons to otherwise functional equipment.
Collects unusual springs, buttons, gears, and tiny bones.
Refers to explosions as “unexpectedly enthusiastic demonstrations.”

Background

Cort’ado Herkimer was born in the Feywild and carried to the Material Plane as an infant, but she remembers none of it. Her earliest memories are of Waterdeep, especially the rain-slick stones outside Herkimer’s Coffee Shoppe, the smell of roasted beans, and the constant clatter of customers, kettles, grinders, and repair work. Her parents raised her behind the counter, where she learned that a broken device was rarely useless. A jammed grinder could become a quieter grinder, a leaking kettle could become a self-heating kettle, and an ordinary serving tray could become a tray with, in her words, “much better tactical options.” Her talent for repair brought her to Blackstaff Academy, where she studied magic with the intensity of someone dismantling a clock to see whether time was hiding inside it. She never treated magic as something distant or sacred. To Cortie, it was a force with patterns, pressure points, and practical applications. Her experiments eventually led her to alchemy, where she learned to bottle unstable possibilities into temporary elixirs. The results are useful, colorful, and not always labeled correctly. Now Cortie travels with adventurers because carnivals, ruins, locked offices, and suspicious bargains all present the same irresistible challenge. Her investigations into the carnival have already drawn her into missing objects, distorted timelines, Feywild bargains, shadowy hags, and Candlefoot’s stolen voice. She has competed in games, defeated a goblin wrestler, exposed pixie interference, and plotted to steal Mr. Witch’s pocket watch. Cortie insists that she is not obsessed with the carnival’s secrets. She merely believes that every mystery deserves proper documentation, at least three experiments, and possibly a small explosive.

“Her parents raised her behind the counter, where she learned that a broken device was rarely useless.”
From their backstory
Background
Guild Artisan, Coffeehouse Tinkerer

Connections

Species

Kender

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