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Akar Trapsmith - AI-generated fantasy Character

Akar Trapsmith

Rock Gnome · Artificer · Level 1 · Sage

Akar Trapsmith

Akar is analytical and reserved, preferring the predictable nature of machines over the chaotic emotions of people.
AC17
HP10/10
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 17 · HP 10 · 25 ft.
AlignmentLawful NeutralGenderMaleAge45
STR
DEX
CON
INT
WIS
CHA

Saving throws

STRDEXCONINTWISCHA

Skills

  • ArcanaINT
  • AthleticsSTR
  • HistoryINT
  • InvestigationINT
  • PerceptionWIS
  • StealthDEX

Armor

Light Armor,
Medium Armor,
Shields

Weapons

Simple Weapons

Tools

Thieves' tools,
Tinker's tools,
Mason's tools,
Calligrapher's supplies

Languages

Common,
Gnomish,
Draconic,
Celestial

Features

7 features

Action

  • Magical TinkeringLevel 1

    As an action, touch a tiny nonmagical object to give it a magical property: light, a recorded message, an odor or sound, or a static visual effect. You can have up to 3 objects active at once.

Always on

  • SpellcastingLevel 1

    You can cast artificer spells using your tools as a focus. You prepare spells from the artificer list.

  • DarkvisionRock Gnome60ft
  • Gnome CunningRock GnomeAdvantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • Artificer's LoreRock GnomeDouble proficiency bonus on Intelligence (History) checks related to magic items, alchemical objects, or technological devices.
  • TinkerRock GnomeCan spend 1 hour and 10gp to construct a Tiny clockwork device (Clockwork Toy, Fire Starter, or Music Box).
  • ResearcherSage

    When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.

Spells

6 spells

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

Cantrips (at will): ,

1st level (2 slots): , , ,

Gear

9 items

Weapons

  • Handaxe
    A light simple weapon that deals 1d6 slashing damage.
  • Dagger
    A finesse, light weapon that deals 1d4 piercing damage.

Armor

  • Scale Mail
    Medium armor consisting of shaped metal scales.
  • Shield
    A wooden or metal shield that adds 2 to your AC.

Tools

  • Thieves' Tools
    A set of tools used for picking locks and disarming traps.

Gear

  • Dungeoneer's Pack
    Includes a backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, and a waterskin.
  • Ink and Quill
    Standard writing materials for a scholar.
  • Common Clothes
    Standard modest clothing.
  • Pouch
    Contains 10 gold pieces.

Appearance

Akar stands barely three feet tall with skin the color of warm mahogany and hair like burnished copper. He wears functional, tarnished bronze scale mail and a heavy leather tool belt that clinks with every step. His blue eyes are constantly darting around, magnified behind thick, brass-rimmed goggles that rest perpetually on his forehead or nose. He has a small, well-trimmed beard and hands that are often stained with oil or ink.

Mannerisms

He habitually cleans his goggles with a silk cloth when he is thinking. He uses specific, complex architectural terms even when speaking to laypeople.

Personality

Akar is analytical and reserved, preferring the predictable nature of machines over the chaotic emotions of people. He speaks in precise, technical language and finds comfort in structural integrity and logical progressions. He is rarely startled, as he is usually busy calculating the probability of a ceiling collapse or a hidden pressure plate in any given room.

Ideals

Logic. Every action has a reaction, and every problem has a mechanical solution if one looks closely enough.

Bonds

I carry a set of blueprints passed down from my mentor that I must verify against real world ruins.

Flaws

I am so focused on how a device works that I often ignore the ethical implications of using it.

Quirks

He taps on walls with a small mallet to check for hollow spaces.
He constantly mutters about the poor quality of hinges in public buildings.

Background

Akar Trapsmith spent his formative years in the dusty archives of a prestigious gnome academy, but not as a typical student of history. He was obsessed with the mechanical guardians and security measures described in ancient texts. While other sages studied the words of kings, Akar studied the triggers of their vaults. He became a self taught expert on the intersection of architecture and defensive engineering, believing that the world's most dangerous secrets were protected by the world's most elegant gears. This curiosity led him to become an Artificer, seeking to blend his book knowledge with hands on field work. He left the academy when he discovered a partially destroyed blueprint for a vault known as the World Lock, a legendary chamber that supposedly keeps the material plane stable. He now travels with adventurers, viewing each dungeon as a practical exam in his lifelong study of master craftsmanship. He is not there for the gold, but for the thrill of understanding how the master builders of old thought.

“He was obsessed with the mechanical guardians and security measures described in ancient texts.”
From their backstory
Background
Sage

Connections

Species

Rock Gnome

Media

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