Fardin Coalforge
Fardin Coalforge
Sheet
AC 11 · HP 10 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureWIS
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
8 featuresBonus action
- StonecunningDwarfAs a Bonus Action, you can activate Tremorsense with a range of 60 feet for 10 minutes. You can use this feature a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.
Always on
- Weapon and Tool TrainingLevel 1
You gain proficiency with simple and martial weapons, all ranged weapons, firearms if they exist in the campaign, light armor, tinker's tools, and one other tool of your choice. You also gain proficiency in two skills of your choice from the Tinkershot skill list.
- Gadget SchematicsLevel 1
You carry a number of Gadget Charges equal to your Proficiency Bonus. You regain all expended charges when you finish a Long Rest and regain one expended charge when you finish a Short Rest. You learn Gadget Schematics as provided by the Tinkershot class. The specific schematic list was not supplied in the class brief.
- Targeting MarkLevel 2
Once per turn when you hit a creature with a ranged weapon attack, you can mark it until the end of your next turn. Your attacks against the marked creature ignore Half Cover, and the additional effects of this feature apply as defined by the Tinkershot class. The remainder of the feature text was not supplied in the class brief.
- DarkvisionDwarfYou have Darkvision with a range of 120 feet.
- Dwarven ResilienceDwarfYou have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
- Dwarven ToughnessDwarfYour Hit Point maximum increases by 1, and it increases by 1 again whenever you gain a level.
- Military RankSoldier
You retain a military rank from your former service. Soldiers from your old organization recognize your authority and influence, and they generally defer to you unless doing so would conflict with their orders or beliefs.
Gear
9 itemsWeapons
- Light crossbowA simple ranged weapon suitable for Fardin's improvised mechanisms and battlefield tactics
- ShortswordA short military sidearm for close quarters
Armor
- Leather armorFlexible protective armor favored by scouts and skirmishers
Tools
- Tinker's toolsA set of tools used to repair, modify, and assemble small mechanical devices
- Smith's toolsA second tool proficiency chosen through Weapon and Tool Training, used for metalwork and maintaining weapon frames
- Gaming setA military gaming set carried from his former regiment
Gear
- 20×BoltsCrossbow ammunition
- Gadget kitA field kit containing spare wire, springs, pins, oil, clamps, and improvised firing components
- Soldier's packA military pack containing practical field supplies
Appearance
Fardin is a compact, broad-shouldered dwarf with iron-gray hair braided close to his scalp and a thick beard bound with small copper washers. His hands are heavily callused and permanently darkened around the nails by soot, oil, and metal dust. He smells faintly of lamp oil, hot brass, and coal smoke, a scent he no longer notices. His clothes are practical military remnants altered with pockets, loops, and clipped fasteners for tools and ammunition.
Mannerisms
He checks the tension of a weapon string whenever a conversation becomes uncomfortable. Before answering a question, he often taps a thumbnail against a brass washer in his beard as if testing its sound.
Personality
Fardin is quiet, observant, and dryly humorous, with the wary patience of someone who has survived too many briefings. He dislikes grand speeches but respects competence, especially when it is demonstrated without asking for praise. Around frightened companions, his manner becomes unexpectedly gentle and practical, offering a task, a tool, or a clear direction instead of empty reassurance.
Ideals
No Banner. Loyalty belongs to the people beside me, not to flags, officers, or causes that spend lives from a safe distance.
Bonds
He keeps the damaged firing mechanism from his old regiment wrapped in oilcloth. It belonged to a soldier who died covering Fardin's retreat, and he intends to rebuild it into something worthy of the life it failed to save.
Flaws
Fardin assumes every command has a hidden cost and every promise has an expiration date. When pressured, he becomes coldly practical and may abandon a worthwhile plan simply because it resembles an order.
Quirks
Background
Fardin Coalforge once served as a forward scout and field mechanic in a dwarf-led border regiment. He was good at reading terrain, repairing weapons under pressure, and turning scraps of metal into useful battlefield devices. His finest work was a compact repeating crossbow mechanism that let a squad lay down covering fire while retreating through narrow mountain passes. The device saved lives, but the orders surrounding its use cost others. Fardin watched commanders spend soldiers as casually as ammunition, then praise the survivors for their discipline.
“He was good at reading terrain, repairing weapons under pressure, and turning scraps of metal into useful battlefield devices.”
- Background
- Soldier
Connections
Species
Dwarf
Media
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