Vask Ordoz
Vask Ordoz
Sheet
AC 16 · HP 10 · 25 ft.Saving throws
Skills
- AcrobaticsDEX
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresAction
- Magical TinkeringLevel 1
When You touch a Tiny nonmagical object
As an action, touch a Tiny nonmagical object and grant it one minor magical property, such as producing light, playing a recorded message, or displaying a visual effect. You can have up to three such objects active at once.
Always on
- SpellcastingLevel 1
You have learned how to channel magic through your tools. You use Intelligence as your spellcasting ability. You can use thieves' tools or an artisan's tool with which you are proficient as a spellcasting focus. You can prepare artificer spells after a long rest, with the number prepared equal to your Intelligence modifier plus half your artificer level, rounded down.
- DarkvisionDwarfYou can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You cannot discern color in darkness, only shades of gray.
- Dwarven ResilienceDwarfYou have advantage on saving throws against poison, and you have resistance to poison damage.
- Dwarven Combat TrainingDwarfYou have proficiency with battleaxes, handaxes, light hammers, and warhammers.
- StonecunningDwarfWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
- TraitDwarfDwarven Toughness is not included because no dwarf subrace was specified. The character uses the 2014 base dwarf traits and the base species bonus of +2 Constitution.
- Criminal ContactCriminal
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to communicate through coded messages, hidden signs, and discreet intermediaries.
Spells
4 spellsSpellcasting. Vask Ordoz casts with Intelligence (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): ,
Gear
12 itemsWeapons
- Light crossbowA light ranged weapon with a wooden stock and metal prod.
- 2×DaggerA simple iron dagger balanced for close combat and concealment.
Armor
- Scale mailInterlocking metal plates worn over padded clothing. The armor grants AC 14 plus up to 2 from Dexterity.
Tools
- Thieves' toolsA collection of picks, tension tools, files, and miniature probes used to manipulate locks and traps.
- Smith's toolsA hand-forged set of hammers, tongs, punches, chisels, and measuring tools used for metalwork and repairs.
- Tinker's toolsA compact kit of gears, wire, clamps, springs, lenses, and fine implements used to construct and repair small devices.
- CrowbarA sturdy iron bar useful for prying open containers, doors, and shutters.
Gear
- 20×Crossbow boltsShort bolts sized for the light crossbow.
- Dungeoneer's packA pack containing useful adventuring supplies, including a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Playing card setA small weighted game set used for gambling and coded communication.
- Dark common clothes with hoodDark common clothing with a deep hood, suitable for blending into alleys and poor districts.
Purse
- 15×Gold piecesCoins saved from criminal work and carried in a worn belt pouch.
Appearance
A compact, broad-shouldered dwarf with iron-gray hair cropped close around a deeply lined face. His beard is neatly braided with copper wire and fitted with tiny brass clamps, each one marking a debt, betrayal, or successful job. His dark brown eyes are watchful and calculating. He wears well-maintained scale mail beneath a soot-stained leather apron, with numerous pouches, lock picks, gears, and alchemical vials arranged for quick access. A thin scar cuts through his left eyebrow, and his right hand bears permanent stains from oil, acid, and powdered metals.
Mannerisms
Vask silently counts hinges, exits, and loose stones whenever he enters a room. He taps metal objects three times before using them and speaks in clipped, practical sentences, often addressing people as though they are poorly designed tools.
Personality
Vask is precise, patient, and outwardly courteous, especially when dealing with people who might become useful. He dislikes unnecessary risks, loud heroes, and anyone who touches his tools without permission. Beneath his controlled manner is a fierce pride in his craft and a constant hunger to prove that cleverness is more valuable than tradition.
Ideals
Control. The person who understands the mechanism should be the person who controls it, whether that mechanism is a lock, a guild, or a kingdom.
Bonds
He carries a coded ledger stolen from his former hold, containing the names of merchants, guildmasters, and officials who profited from illegal mining. He intends to use it to control the hold from a distance or destroy it if control becomes impossible.
Flaws
He believes trust is a weakness and treats nearly every relationship as a transaction. When cornered, he protects his plans before he protects people, even when doing so creates enemies he could have avoided.
Quirks
Background
Vask Ordoz was raised in a mining hold where every tool had a purpose and every debt was recorded. He showed little interest in honest forge work, but he possessed a gift for improving mechanisms, bypassing locks, and making small devices perform tasks their makers never intended. By adulthood, he had become the hold's most discreet problem solver. He opened sealed vaults, sabotaged rival workshops, and built compact devices that could spill acid, foul machinery, or silence a door hinge. His work earned him coin, but also the resentment of guild elders who believed dwarf craftsmanship should serve the clan before the individual. When a smuggling operation went wrong, Vask allowed a junior accomplice to take the blame while he escaped with the ledgers that proved several respected merchants were involved. He now travels under a false trade license, using his skills as an artificer to sell repairs by day and commit carefully planned crimes by night. He is not interested in chaos or cruelty for their own sake. He wants leverage, ownership, and a world where everyone understands that law is merely another mechanism, one that can be adjusted by the person holding the right tool.
“By adulthood, he had become the hold's most discreet problem solver.”
- Background
- Criminal
Connections
Species
Dwarf
Media
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