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Odamir Vezseni - AI-generated fantasy Character

Odamir Vezseni

Gnome · Wizard · Level 1 · Sage

Odamir Vezseni

Odamir is enthusiastic, courteous, and relentlessly inquisitive.
AC8
HP10/10
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 8 · HP 10 · 25 ft.
AlignmentChaotic GoodGenderMaleAge112 years old
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

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

Weapons

Daggers,
Darts,
Slings,
Quarterstaffs,
Light crossbows

Tools

Tinker's tools

Languages

Common,
Gnomish,
Draconic,
Goblin

Features

9 features

Always on

  • Sacred Flame

    When A creature Odamir can see within 60 feet makes a Dexterity saving throw.

    Odamir makes a ranged spell attack against a creature within 120 feet. On a hit, the target takes 1d10 radiant damage, and the spell creates no disadvantage in darkness because it produces a clear beam of light.

  • SpellcastingLevel 1

    Odamir is a 1st-level spellcaster. Intelligence is his spellcasting ability. He can use an arcane focus or component pouch for the material components of his wizard spells. His spellbook contains six 1st-level wizard spells, and he can prepare a number of wizard spells equal to his Intelligence modifier plus his wizard level.

  • Arcane RecoveryLevel 1

    Once per day when he finishes a short rest, Odamir can choose expended spell slots to recover. The slots can have a combined level equal to or less than 1, and none of the slots can be 6th level or higher. At this level, he can recover one expended 1st-level spell slot.

  • DarkvisionGnomeOdamir can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. He cannot discern color in darkness, only shades of gray.
  • Gnome CunningGnomeOdamir has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
  • Artificer's LoreGnomeWhenever Odamir makes an Intelligence check related to magic items, alchemical objects, or technological devices, he can add twice his proficiency bonus instead of his normal proficiency bonus.
  • TinkerGnomeOdamir is proficient with tinker's tools. Using those tools, he can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device.
  • Rock GnomeGnomeHis Constitution increases by 1 as part of his species traits, already reflected in his ability scores.
  • ResearcherSage

    When attempting to learn or recall a piece of lore, Odamir knows where and from whom he can obtain the information. Usually, this comes from a library, university, fellow scholar, or other learned person or creature. The information may be difficult to uncover, secret, or inaccessible, but Odamir knows where to begin looking.

Spells

9 spells

Spellcasting. Odamir Vezseni casts with Intelligence (spell save DC 11, to hit with spell attacks).

Cantrips (at will): , ,

1st level (2 slots): , , , , ,

Gear

10 items

Weapons

  • Quarterstaff
    A polished walking staff that doubles as Odamir's preferred simple weapon and spellcasting prop.

Gear

  • Component pouch
    A small leather pouch containing the mundane materials required for his spells.
  • Scholar's pack
    A backpack containing ink, parchment, books, a tinderbox, rations, and other scholarly necessities.
  • Spellbook
    A green leather-bound spellbook containing six 1st-level wizard spells, diagrams, marginal notes, and several unfinished theories.
  • Ink
    A bottle of black ink.
  • Quill
    A quill suitable for detailed notation.
  • Small knife
    A small knife.
  • Unanswered letter
    A letter from a dead colleague posing a question Odamir has not yet answered.
  • Common clothes
    A set of common clothes.

Purse

  • 10×
    Gold pieces
    Loose coins saved from tutoring and cataloging work.

Appearance

Odamir is a small rock gnome with warm copper-brown skin, bright hazel eyes, and thick black hair gathered into two uneven braids. His broad nose and expressive eyebrows give him a perpetually curious appearance. He wears a weathered blue scholar's coat reinforced with leather patches, a brass-lensed pair of spectacles, and a belt crowded with chalk, vials, wire, and tiny tools. His spellbook is bound in green leather and covered with carefully labeled brass plates.

Mannerisms

He taps the brass rim of his spectacles whenever thinking, counts objects under his breath in groups of seven, and leans forward dramatically when someone says something he finds intellectually interesting.

Personality

Odamir is enthusiastic, courteous, and relentlessly inquisitive. He treats unfamiliar customs as fascinating field research, speaks to mechanical objects as if they have opinions, and becomes genuinely delighted whenever someone challenges one of his assumptions. Beneath his cheerful curiosity is a strong instinct to protect people who are overlooked or dismissed as unimportant.

Ideals

Knowledge should be shared. Secrets become dangerous when one person hoards them, and every discovery ought to improve the lives of ordinary people.

Bonds

He carries the final unfinished research notes of his former tutor, who vanished while investigating a buried observatory. Odamir has promised to find the observatory and complete the work, no matter how far he must travel.

Flaws

Odamir cannot resist correcting an error, even when doing so is dangerous, tactless, or completely irrelevant. He also tends to assume that every locked door hides an important discovery and every warning is an invitation to investigate.

Quirks

Names every important tool and refuses to replace one without a farewell.
Collects unusual buttons, gears, and bits of colored glass.
Writes corrections in the margins of books, then apologizes to the author aloud.
Sleeps with his spellbook beneath his pillow despite insisting it is not superstition.

Background

Odamir Vezseni was raised in a hillside burrow where every household kept two things above the hearth, a kettle and a locked cabinet of old questions. His family repaired clocks, lenses, and delicate surveying instruments for travelers who passed through the valley. Odamir was never satisfied with merely fixing a device. He wanted to know why a spring remembered its shape, why a compass trembled near certain stones, and whether the stars themselves could be persuaded to answer. His questions eventually brought him to a distant academy, where a patient elven lecturer recognized that the gnome possessed an unusual gift for memorizing difficult texts and an even more unusual willingness to test their claims.

“His family repaired clocks, lenses, and delicate surveying instruments for travelers who passed through the valley.”
From their backstory
Background
Sage

Connections

Species

Gnome

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