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Vaskri Kettunen - AI-generated fantasy Character

Vaskri Kettunen

Tiefling · Warlock (Fiend Patron) · Level 3 · Criminal

Vaskri Kettunen

I am dryly observant, patient when planning, and reckless once a door finally opens.
AC12
HP27/27
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 12 · HP 27 · 30 ft.
AlignmentChaotic NeutralGenderFemaleAge29 years
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • ArcanaINT
  • DeceptionCHA
  • HistoryINT
  • IntimidationCHA
  • InvestigationINT
  • NatureWIS
  • ReligionCHA
  • Sleight of HandDEX
  • StealthDEX

Armor

Light armor

Weapons

Simple weapons

Tools

Thieves' Tools

Languages

Common,
Infernal

Features

15 features

Always on

  • Eldritch Blast

    When Action

    You fire a beam of crackling eldritch power at a creature within 120 feet. Make a ranged spell attack using your spell attack bonus. On a hit, the target takes 1d10 force damage plus your Charisma modifier from Agonizing Blast.

  • Prestidigitation

    When Action

    You create a small supernatural effect, such as dimming a flame, producing a harmless sensory effect, cleaning or soiling an object, or marking a surface for up to 1 hour.

  • Dark One's BlessingLevel 3

    When Reaction-free, when triggered

    You invoke the fiendish pact to gain 3 Temporary Hit Points when you or an ally within 10 feet reduces an enemy to 0 Hit Points.

  • Magical CunningLevel 2

    When One minute

    You perform a one-minute occult rite to recover up to one expended Pact Magic spell slot. You regain use after a Long Rest.

  • Eldritch InvocationsLevel 1

    You have learned three Eldritch Invocations: Agonizing Blast, Devil's Sight, and Pact of the Tome. Agonizing Blast lets you add your Charisma modifier to the damage of a chosen damaging Warlock cantrip, chosen here as Eldritch Blast. Devil's Sight grants Darkvision to 120 feet and allows you to see normally through magical and nonmagical darkness. Pact of the Tome grants a magical Book of Shadows containing three cantrips, Guidance, Light, and Shillelagh, plus two 1st-level ritual spells, Detect Magic and Find Familiar.

  • Pact MagicLevel 1

    You know two Warlock cantrips and can prepare four Warlock spells. Your Pact Magic spell slots are regained on a Short or Long Rest, and all your Warlock spell slots are 2nd level. Charisma is your Warlock spellcasting ability.

  • Warlock SubclassLevel 3

    You have made a pact with Varkulz the Cinder Judge, a calculating devil of the Lower Planes. The pact grants access to the Fiend Patron subclass and its features.

  • Fiend SpellsLevel 3

    You always have Burning Hands, Command, Scorching Ray, and Suggestion prepared. These spells do not count against the number of Warlock spells you can prepare.

  • Creature TypeTieflingHumanoid.
  • SizeTieflingMedium.
  • SpeedTiefling30 feet.
  • DarkvisionTieflingYou have Darkvision with a range of 60 feet.
  • Fiendish Legacy, InfernalTieflingYou know the Thaumaturgy cantrip. At character level 3, you always have Hellish Rebuke prepared and can cast it once without a spell slot, regaining that use after a Long Rest. Charisma is the spellcasting ability for these species spells.
  • Otherworldly PresenceTieflingYou know the Thaumaturgy cantrip. When cast through this trait, it uses Charisma as the spellcasting ability.
  • AlertCriminal

    Alert. Vaskri adds her Proficiency Bonus to Initiative rolls. Immediately after rolling Initiative, she can swap her Initiative with the Initiative of one willing ally in the same combat. She cannot make the swap if she or the ally has the Incapacitated condition.

Spells

17 spells

Spellcasting. Vaskri Kettunen casts with Charisma (spell save DC 10, to hit with spell attacks).

Cantrips (at will): , , , , ,

1st level: , , , , , ,

2nd level (2 slots): , , ,

Gear

12 items

Weapons

  • Sickle
    A curved utility blade with a wrapped handle, suitable for fighting or cutting cord.
  • 2×
    Dagger
    Balanced blades, one kept in a boot sheath and one hidden in the coat lining.
  • 2×
    Dagger
    A pair of spare daggers supplied by the Criminal background.

Armor

  • Leather Armor
    Light armor made from overlapping dark leather plates, sized for a tiefling woman of compact build.

Tools

  • Thieves' Tools
    A set of picks, tension bars, files, and probes for opening locks and disarming simple traps.

Gear

  • Arcane Focus, Orb
    A smooth black orb used as an arcane focus, warm whenever Varkulz is listening.
  • Book, Occult Lore
    A collection of copied infernal fragments, coded crime ledgers, and charcoal rubbings from the reliquary.
  • Scholar's Pack
    A pack containing bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
  • Crowbar
    A heavy iron bar useful for forcing doors, levering crates, or making an improvised weapon.
  • 2×
    Pouch
    Small leather pouches used for coins, spell components, and stolen keys.
  • Traveler's Clothes
    Hard-wearing travel clothes with hidden stitching and many repaired seams.

Purse

  • 31×
    Gold Pieces
    Loose starting currency from the class and background equipment packages.

Appearance

Vaskri Kettunen is a lean, compact tiefling woman with weather-dark red skin, a blunt pair of backward-sweeping horns, black hair cut unevenly at the jaw, and pale amber eyes with narrow pupils. Her tail is thin and expressive, usually wrapped once around her ankle when she is thinking. A faded knife scar crosses her left eyebrow, and soot-dark markings stain the fingertips of her right hand. She wears patched leather armor beneath a weatherproof gray coat, with brass lockpicks sewn into the inner cuff and a scorched iron ring hanging at her throat.

Mannerisms

Vaskri rarely stands with both feet planted, preferring to balance on the balls of her feet as though ready to bolt. She taps the side of her nose before lying, rolls coins across her knuckles while listening, and addresses locked doors as if they are stubborn acquaintances.

Personality

I am dryly observant, patient when planning, and reckless once a door finally opens. I dislike cruelty more than theft, but I have a flexible definition of both. I can be unexpectedly gentle with frightened people and animals, though I deny this whenever noticed.

Ideals

Freedom. No law, guild, god, or patron owns a person completely. If someone claims otherwise, they are inviting me to prove them wrong.

Bonds

The first crew that sheltered me is still being hunted because of my mistake. I will get them out, even if I have to bargain with devils, thieves, or worse.

Flaws

I treat every promise as a trap, including my own. When frightened, I become secretive, steal something meaningless, and pretend the theft was planned.

Quirks

Keeps a collection of keys that no longer open anything, each labeled with a false name.
Whistles three descending notes before entering an unfamiliar room.
Leaves a single copper coin behind whenever she accepts a dangerous job.
Sleeps with one hand around the iron reliquary and insists she is not afraid of it.

Background

Vaskri Kettunen grew up in the back lanes of a northern trade city, where her family repaired sled runners, copied keys, and carried messages for people who preferred not to be seen. Her tiefling blood made honest work unreliable. Merchants watched her hands, priests watched her horns, and guards watched everyone who spoke to her. She learned early that a locked door was usually less dangerous than the person who owned it. By sixteen, she was slipping through counting houses, lifting ledgers instead of coins, and selling secrets to whichever side paid first. Her last burglary was meant to be simple. A wealthy collector had purchased an iron-bound reliquary from a ruin beneath the city, and Vaskri was hired to steal it. When she opened the box, a voice spoke from inside the metal, offering power in exchange for a single promise, never to surrender what she had taken. The bargain awakened a fiendish presence that now calls itself Varkulz the Cinder Judge, a minor devil with grand ambitions and an irritating habit of speaking through flames. Vaskri escaped with the reliquary, but not before its fire branded a sigil into her palm. She now adventures to discover what the reliquary contains, why several criminal syndicates want it, and whether a pact can be used without becoming another kind of prison.

“Merchants watched her hands, priests watched her horns, and guards watched everyone who spoke to her.”
From their backstory
Background
Criminal

Connections

Species

Tiefling

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