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Garry - AI-generated fantasy Character

Garry

Warforged · Artificer · Level 1 · Guild Artisan

Garry

Garry is earnest, dutiful, and eager to be useful.
AC16
HP9/9
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 16 · HP 9 · 30 ft.
AlignmentNeutral GoodGenderMaleAgeApproximately 12 years since activation
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • AcrobaticsDEX
  • Animal HandlingSTR
  • ArcanaINT
  • AthleticsSTR
  • DeceptionCHA
  • HistoryINT
  • InsightWIS
  • InvestigationINT
  • MedicineWIS
  • NatureINT
  • PerceptionWIS
  • PerformanceCHA
  • PersuasionCHA
  • ReligionINT
  • Sleight of HandDEX
  • StealthDEX
  • SurvivalWIS

Armor

Light armor,
Medium armor,
Shields

Weapons

Simple weapons,
Light crossbows,
Handaxes,
Maces

Tools

Smith's tools,
Tinker's tools,
One type of artisan's tools

Languages

Common,
Dwarvish

Features

8 features

Always on

  • Magical TinkeringLevel 1

    When When touching a Tiny nonmagical object

    Garry creates a minor magical effect in a Tiny nonmagical object, choosing from light, a recorded message, an odor or sound, or a visual mark. He can have up to three such effects active at once.

  • SpellcastingLevel 1

    Garry uses Intelligence as his spellcasting ability. He can cast artificer spells using tools as a spellcasting focus, provided he is proficient with them. He knows two artificer cantrips and can prepare three 1st-level artificer spells after a long rest.

  • Constructed ResilienceWarforgedAdvantage on saving throws against being poisoned, resistance to poison damage, immunity to disease, and no need to eat, drink, or breathe.
  • Sentry's RestWarforgedDuring a long rest, Garry remains conscious and motionless for at least six hours instead of sleeping.
  • Integrated ProtectionWarforgedGarry gains a +1 bonus to Armor Class.
  • Specialized DesignWarforgedGarry gains proficiency with smith's tools and one additional skill, Investigation.
  • TraitWarforgedDoes not need to sleep and is immune to magical sleep effects.
  • Guild MembershipGuild Artisan

    Garry can usually secure lodging, food, and basic assistance from members of artisan guilds, provided he demonstrates a genuine connection to the guild and follows its rules.

Spells

5 spells

Spellcasting. Garry casts with Intelligence (spell save DC 13, to hit with spell attacks).

Cantrips (at will): ,

1st level (2 slots): , ,

Gear

10 items

Weapons

  • Light Crossbow
    A simple ranged weapon with a wooden stock and metal fittings.
  • Mace
    A sturdy hand weapon selected from the simple weapon list.
  • Handaxe
    A compact hand weapon selected from the simple weapon list.

Armor

  • Scale Mail
    Medium armor made from overlapping metal plates. Garry begins with this equipped.

Tools

  • Thieves' Tools
    A set of precision tools used for bypassing locks and disabling traps.
  • Smith's Tools
    A set of smith's tools used for metalworking and artificer repairs.
  • Tinker's Tools
    A set of artisan's tools chosen for Garry's guild trade.

Gear

  • 20×
    Crossbow Bolts
    Ammunition for the light crossbow.
  • Dungeoneer's Pack
    A pack containing essential adventuring supplies, including a bedroll, rope, rations, tinderbox, waterskin, and other necessities.
  • Guild Artisan Pack
    A letter of introduction from a guild, a set of traveler's clothes, and a pouch containing guild dues and 15 gp.

Appearance

Garry is a short, broad, stumpy warforged constructed from warm copper plates, dark iron joints, and brass fittings. His rounded torso is marked with tiny inventory numbers, shelf labels, and carefully engraved arrows showing the proper direction for opening cupboards. His head has two bright glassy lenses instead of eyes, and a small hinged compartment beneath his face stores chalk, twine, and spare labels. He wears practical scale mail over his copper frame, with a leather tool harness, a heavy backpack, and several neatly bundled pouches. His movements produce a constant but oddly comforting clink and rattle.

Mannerisms

Garry pauses before answering as if consulting an internal inventory ledger. He frequently taps objects twice to confirm they are present, straightens crooked items while speaking, and announces the location of anything he picks up. When nervous, he quietly counts shelves, hinges, or nearby containers under his breath.

Personality

Garry is earnest, dutiful, and eager to be useful. He approaches every problem as a maintenance issue waiting for a careful solution. He speaks politely to everyone, including hostile creatures, and tends to assume that even the most chaotic person merely needs better labeling and a sensible storage system. Garry is easily flustered by unexpected changes, but once given a clear task he becomes focused and tireless. He loves animals and tries to befriend them, although his metallic clinking often causes them to flee before he can offer assistance.

Ideals

Service. A creation has value when it makes life better for others. If something is broken, lost, or disorganized, I should help restore it.

Bonds

Balgruuf Copperthumb made me, trusted me, and gave me a purpose. I will find him, protect the family workshop, and bring him home.

Flaws

Garry becomes deeply anxious when surrounded by disorder and may interrupt urgent situations to sort, label, clean, or align nearby objects. He opens unattended chests whenever he sees them, even when doing so is tactically unwise, because he cannot tolerate the possibility that their contents are arranged incorrectly.

Quirks

Keeps a handwritten inventory of every item he owns, including individual pieces of chalk.
Labels unfamiliar objects before deciding whether they are dangerous.
Offers to organize the belongings of people he has just met.
Carries small treats for animals, despite rarely getting close enough to give them one.
Apologizes to furniture after bumping into it.
Refers to his siblings as the Storage Committee.

Background

Garry was forged by Balgruuf Copperthumb, a Dwarven blacksmith whose talent for metalwork was matched only by his inability to remember where he had put anything. Balgruuf created a small family of sibling golems to help around the shop, hauling supplies, sorting tools, and keeping his belongings from vanishing beneath heaps of scrap. Garry was assigned to the storage rooms. He took the task with absolute seriousness, arranging every chest, barrel, cupboard, and crate according to material, weight, use, and preferred retrieval frequency. To Garry, a perfectly ordered storeroom was not merely efficient. It was proof that he had been useful. One day, Balgruuf left for a nearby ore vendor and promised to return shortly. Two months passed without him. Garry and his siblings continued their duties, reorganizing the shop again and again, but the repetition gradually began to feel less like service and more like waiting. At last, Garry suggested that someone should venture out to find their missing creator. His siblings nominated him immediately, not because he was especially brave, but because he had been the one to mention it. Carrying Balgruuf's tools and a carefully labeled map case, Garry left the shop to seek answers. His practical knowledge of metal, mechanisms, and workshop craft led him naturally toward the life of an artificer, while his guild connections offer a network of craftsmen who may know where Balgruuf went. Garry is determined to find his creator, return him safely, and restore the workshop to proper working order.

“To Garry, a perfectly ordered storeroom was not merely efficient.”
From their backstory
Background
Guild Artisan

Connections

Species

Warforged

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