Charleston Kirkstrom
Charleston Kirkstrom
Sheet
AC 14 · HP 9 · 25 ft.Saving throws
Skills
- ArcanaINT
- HistoryINT
- InvestigationINT
- PerceptionWIS
Armor
Weapons
Tools
Languages
Features
9 featuresAlways on
- Magical TinkeringLevel 1
You can use thieves' tools and one artisan's tool of your choice to imbue tiny nonmagical objects with magical properties, such as making a candle glow, causing a recording object to play a message, or producing a harmless sensory effect. You can maintain up to three such effects at a time.
- SpellcastingLevel 1
You can cast artificer spells. You prepare a number of spells equal to your Intelligence modifier plus half your artificer level, rounded down, with a minimum of one spell. Your spellcasting ability is Intelligence. You also gain two artificer cantrips and can use thieves' tools as a spellcasting focus.
- TraitDwarfDarkvision
- TraitDwarfDwarven Resilience
- TraitDwarfDwarven Combat Training
- TraitDwarfTool Proficiency
- TraitDwarfStonecunning
- TraitDwarfDwarven Toughness
- ResearcherSage
You know where and from whom you can obtain information about lore, if that lore is available in the world. Typically, this allows you to locate a library, scriptorium, university, or a sage who can serve as a source of knowledge.
Spells
4 spellsSpellcasting. Charleston Kirkstrom casts with Intelligence (spell save DC 12, to hit with spell attacks).
Cantrips (at will): ,
1st level (2 slots): ,
Gear
6 itemsWeapons
- Light CrossbowA light crossbow with 20 bolts
Armor
- Scale MailA suit of scale mail
Tools
- Thieves' ToolsThieves' tools
- Smith's ToolsA set of artisan's tools chosen for experimental work, such as smith's tools
Gear
- Dungeoneer's PackA dungeoneer's pack
- Flask of AleA bottle of cheap ale kept close at hand for inspiration, courage, and terrible decisions
Appearance
Charleston Kirkstrom is a stocky hill dwarf with a soot-streaked beard braided with copper wire, singed eyebrows, and bright, bloodshot eyes that never seem fully focused until he is talking about machinery. His tool belt is stuffed with mismatched screwdrivers, chalk, spare springs, and a dented flask. His coat is covered in oil stains, ink blots, and burned patches from too many fortunate and unfortunate experiments.
Mannerisms
He mutters calculations into his beard, taps every surface twice before trusting it, and raises a toast to himself whenever a plan survives contact with reality. When nervous, he laughs too loudly and starts checking the same bolt three times.
Personality
Boisterous, inventive, and unpredictably charming, Charleston is the sort of man who can ruin a room and then repair the furniture before anyone finishes yelling. He is argumentative when sober, sentimental when drunk, and dangerously confident whenever a new mechanism is on the table. Beneath the chaos is a mind that never stops solving problems.
Ideals
Invention. If a problem exists, a clever enough mind can build a solution. Progress should be measured by what can be made safer, stronger, and stranger than before.
Bonds
He keeps the tattered remains of his college notes and swears he will one day build the machine that proves his methods were right. He feels indebted to the few professors who believed in him, even if they could not protect him, and he wants to repay that faith with a masterpiece no one can dismiss.
Flaws
He drinks more than he should, talks over people when ideas strike, and has a terrible habit of treating obvious safety warnings as personal challenges. If a mechanism is labeled dangerous, he assumes that means it is especially interesting.
Quirks
Background
Charleston Kirkstrom was once a promising student in a respected arcane college, though he preferred the workshop to the lecture hall and the alehouse to both. While other apprentices copied diagrams and argued theory, Charleston built clockwork contraptions that rattled, smoked, and occasionally bit back. He was brilliant enough to earn praise, and reckless enough to turn that praise into disaster. One public demonstration ended with a shattered observation tower, three injured magistrates, and a faculty that finally decided his genius was not worth the insurance claims. He was expelled with his notes, his tools, and a legendary hangover. He took to the road as a wandering tinkerer, trading clever repairs and questionable elixirs for coin, drinks, and access to any ruined workshop he could find. The humiliation of his expulsion never quite left him, but neither did his hunger to prove that experimental invention can change the world. As a dwarf, he carries the stubborn endurance of his people, and as a sage, he still craves forbidden knowledge. In practice, this means he is a brilliant disaster with a flask in one hand and a wrench in the other, forever one good idea away from either redemption or another spectacular explosion.
“While other apprentices copied diagrams and argued theory, Charleston built clockwork contraptions that rattled, smoked, and occasionally bit back.”
- Background
- Sage
Connections
Species
Dwarf
Media
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