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Nadira Garmendi - AI-generated fantasy Character

Nadira Garmendi

Fire Genasi · Artificer (Battle Smith) · Level 15 · Urchin

Nadira Garmendi

Nadira is practical, suspicious, and relentlessly inventive.
AC18
HP93/93
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 18 · HP 93 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge31 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingWIS
  • 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,
Martial weapons,
Light hammers,
Hand crossbows,
Longswords,
Rapiers,
Shortswords,
All simple weapons,
All martial weapons through Battle Smith training

Tools

Thieves' tools,
Tinker's tools,
One type of artisan's tools, smith's tools chosen,
All artisan's tools through Tool Expertise,
Disguise kit

Languages

Common,
Primordial

Features

20 features

Action

  • Attack

    When On her turn when she takes the Attack action

    Make two weapon attacks, or make one weapon attack and command the Steel Defender to use its Force-Empowered Rend if it has not already acted.

  • Force-Empowered Rend

    When When attacking with a magical weapon or directing the Steel Defender

    Make a weapon attack that deals normal weapon damage plus 2d6 force damage, or command the Steel Defender to make the attack.

Bonus action

  • Repair

    When As a bonus action, up to five times per long rest

    Restore 2d8 plus 5 hit points to a creature within 5 feet of the Steel Defender.

  • Extra AttackLevel 5

    You gain one additional use of your Steel Defender's Force-Empowered Rend when you take the Attack action. You can also use your Steel Defender to restore hit points to a creature within 5 feet of it as a bonus action, up to five times per long rest.

Reaction

  • Deflect Attack

    When When a creature within 5 feet of the Steel Defender is attacked

    Use the Steel Defender's reaction to impose disadvantage on an attack roll against a creature within 5 feet of it.

  • Steel DefenderLevel 3

    You gain a Steel Defender, a construct companion that obeys your commands and can impose disadvantage on an attack against a nearby creature as a reaction. It acts during your turn and has its own stat block.

Always on

  • Magical TinkeringLevel 1

    You can use artisan's tools as a spellcasting focus for your artificer spells. You can prepare a number of artificer spells equal to your Intelligence modifier plus half your artificer level, rounded down.

  • Infuse ItemLevel 2

    You can infuse mundane objects with magical properties. You know six artificer infusions and can maintain four infused items at once. Known infusions include Enhanced Defense, Enhanced Arcane Focus, Replicate Magic Item, Repulsion Shield, Radiant Weapon, and Homunculus Servant.

  • Battle SmithLevel 3

    You choose the Battle Smith specialization. You gain proficiency with smith's tools, martial weapons, and the Battle Smith spells. You can use Intelligence instead of Strength or Dexterity for attack and damage rolls with magical weapons.

  • Tool ExpertiseLevel 6

    You gain proficiency with all artisan's tools. You can touch a nonmagical object and determine whether it is poisoned, diseased, or affected by a condition, and you can identify its material and purpose. You can also create temporary common magic items during a long rest.

  • Magic Item AdeptLevel 10

    You can attune to up to four magic items at once.

  • Magic Item SavantLevel 14

    You can cast an artificer spell through an object bearing one of your infusions, treating yourself as the spell's point of origin. You can also attune to up to five magic items at once.

  • Soul of ArtificeLevel 15

    You gain proficiency with all saving throws. In addition, any creature can add your Intelligence modifier to the damage rolls of a spell or magic weapon attack made while within 30 feet of you, once per turn.

  • Battle Smith SpellsLevel 3

    Your Battle Smith spells are always prepared and do not count against the number of artificer spells you prepare.

  • TraitFire GenasiDarkvision 60 ft.
  • TraitFire GenasiFire Resistance
  • Reach to the BlazeFire GenasiYou know the Produce Flame cantrip. Starting at 3rd level, you can cast Burning Hands once per long rest without a spell slot. Constitution is your spellcasting ability for these spells.
  • Ability Score IncreaseFire GenasiConstitution increases by 2 and Intelligence increases by 1.
  • LanguagesFire GenasiCommon and Primordial.
  • City SecretsUrchin

    You know the secret patterns and passageways of cities, allowing you to find routes through urban areas that others would miss. You can find food and basic shelter for yourself and companions in a city, provided you are not actively hunted.

Spells

14 spells

Spellcasting. Nadira Garmendi casts with Intelligence (spell save DC 14, to hit with spell attacks).

Cantrips (at will): , , ,

1st level (4 slots): , , ,

2nd level (3 slots): , , ,

3rd level (3 slots): ,

4th level (2 slots): no spells

5th level (1 slot): no spells

Gear

12 items

Weapons

  • 2×
    Light hammer
    A pair of finely balanced light hammers used both as weapons and as workshop tools.

Armor

  • Scale mail
    Functional medium armor of overlapping metal scales, darkened with soot and reinforced at the joints.
  • Shield
    A battered metal shield assembled from salvaged plates, bearing a small painted flame.

Tools

  • Thieves' tools
    A compact set of thieves' tools, with several custom picks made from clock springs.
  • Tinker's tools
    A complete set of tinker's tools, including wire, clamps, files, lenses, and miniature gears.
  • Smith's tools
    A set of smith's tools used to shape metal and maintain the Steel Defender.

Gear

  • Burglar's pack
    A simple wooden chest containing spare clothes, scavenged wire, folded diagrams, and a small token from her childhood street.
  • Common clothes
    A small knife with a chipped bone handle, kept as a reminder of her first life on the streets.
  • Map of the city
    A battered city map marked with escape routes, abandoned cellars, and places where food can sometimes be found.
  • Pet mouse
    A pet mouse named Niko, descended from the first animal she ever rescued from a trap.
  • Belt pouch
    A pouch containing the few coins she has managed to keep from creditors, thieves, and generous strangers.
  • Brass keepsake key
    A brass key with no known lock, inherited from the locksmith who taught her.

Appearance

A broad-shouldered fire genasi woman with copper-brown skin that holds a faint ember glow beneath it, especially at her knuckles and along her throat. Her hair is cropped close on one side and curls upward in dark, smoke-red coils on the other, with tiny sparks sometimes lifting from it when she is irritated. Her teeth are slightly crowded and unusually square, noticeable when she eats quickly or laughs with her whole mouth open. In any room, her eyes rarely settle on the speaker. They track exits, loose purses, unguarded tools, and anything that might be useful later. She wears reinforced scale mail beneath a soot-dark work coat, with a shield patched from mismatched metal plates and a compact mechanical steel defender usually close at her heels.

Mannerisms

She tests the balance of every tool before using it, taps metal surfaces in groups of three, and keeps her body angled toward the nearest exit. When someone speaks too confidently, she studies their hands instead of their face. She eats quickly, using her molars to crack nuts and hard bread, then grins as though daring anyone to comment.

Personality

Nadira is practical, suspicious, and relentlessly inventive. She notices what people discard and immediately imagines three ways it could be useful. She dislikes grand speeches but respects anyone who can keep a promise when nobody is watching. Her humor is dry and badly timed, especially when danger is close. Beneath her opportunism is a fierce instinct to protect people who have been overlooked, though she prefers to call it investment rather than compassion.

Ideals

Freedom belongs to the person clever enough to take it. Laws are mostly inventions that protect whoever already owns the locks, and Nadira would rather learn how to open a lock than ask permission to pass through it.

Bonds

The old street children who shared food, hiding places, and names with Nadira are her true family. She sends money and small protective devices back to them whenever she can. She also carries the broken brass key that belonged to the blind locksmith who first taught her the principles of mechanisms. She intends to build a safe house that no city guard, gang, or creditor can enter without permission.

Flaws

Nadira assumes every offer has a hidden hook and every act of kindness creates a debt. She will sabotage a stable arrangement simply to prove that she cannot be controlled. When frightened, she lies first and thinks second, even when the truth would be safer.

Quirks

Names every important invention after a person who underestimated her.
Keeps loose screws in the pockets of people she dislikes, then waits to see when they notice.
Refuses to sleep with both boots off.
Feeds the Steel Defender scraps from her own plate before eating herself.
Collects broken keys, even when she has no idea what they once opened.

Background

Nadira Garmendi grew up beneath the market stairs of a crowded port city, where she learned that a person could go hungry while standing beside a feast. Her fire genasi blood made her a curiosity to merchants and a nuisance to watchmen, but it also taught her how to make herself useful. She repaired buckles, sharpened knives, rebuilt broken locks, and quietly improved the toys of wealthier children until those toys opened doors they were never meant to open. She became known among the street children as the girl who could make a dead thing twitch again.

“Her fire genasi blood made her a curiosity to merchants and a nuisance to watchmen, but it also taught her how to make herself useful.”
From their backstory
Background
Urchin

Connections

Species

Fire Genasi

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