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Vask Kettik - AI-generated fantasy NPC

Vask Kettik

Halfling · Artificer (Artillerist) · Level 5

Vask Kettik

Traveling tinker and dockside repairer
“First, we find what it”
AC16
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice has a dry, close-miked rasp from years of breathing metal dust and salt air, with a faint nasal edge when he is concentrating. His consonants click crisply, like a small tool set carefully on a bench. When startled, he loses the rhythm of his sentences and lets out a short breath through his teeth.

He speaks in compact, workmanlike phrases, full of measurements, material names, and practical comparisons. His history as a traveling repairer gives him a store of dockside sayings, while his habit of listening to machines makes him leave odd gaps in conversation, as if waiting for a reply.

Speech patterns

Begins practical explanations with, "First, we find what it's pretending to be."
Uses exact measurements and tool names, then makes an abrupt leap to an unsettling conclusion.
Calls customers "friend" even when they are arguing, but stops doing so when genuinely frightened.
Answers questions about the brass ticking under his coat with a question about the weather.

How to play them

Offer a small useful repair before asking for trust. He warms to people who handle tools carefully and grows guarded around anyone who asks about the ticking beneath his coat. If shown evidence of the vanished ships, he will eventually admit what he suspects, but asks the party not to tell Tullpa until he has a safer plan.

Goal

Discover what is ringing the harbor bells early and stop the disappearances before Tullpa dives beneath the quay again.

Motivation

Vask wants to prove that machines can be understood without pretending that everything they reveal is harmless.

Secret · GM only

Appearance

Vask is a compact halfling with a broad, sturdy torso and a way of moving that seems to measure the floorboards before trusting them. His weather-browned skin has a fine dusting of pale freckles across the nose, and his thick hair is clipped short at the sides and left in a stubborn, uneven crest. His coat smells of salt, hot oil, and old wool. A brass mechanism ticks beneath its left lapel, though the sound stops whenever anyone asks about it. His hands are blunt and densely callused, with dark metal polish caught in the whorls of his fingertips. He leaves the impression of a cheerful repairman who has just heard something moving inside the wall.

Clothing

A tar-dark wool coat with deep tool pockets, a patched leather apron, rolled sleeves, and a knitted cap pinned with two tiny brass gears. His boots are soft-soled for quiet work on deck planks.

Body language

He leans close to mechanisms with one ear cocked, then taps their casing with a knuckle as if asking permission. His fingers are quick and exact, but his shoulders tighten when bells ring. He tends to stand sideways to people, leaving a clear path to the nearest exit.

Height
3 feet 2 inches
Build
Short, broad-shouldered, and sturdy, with a careful, springy gait.
Eyes
Dark hazel with amber flecks
Hair
Dark brown, clipped close at the sides and left uneven on top
Skin
Warm brown, sun-weathered, with pale freckles across the bridge of his nose
Age
Forty-three
Gender
Male
Size
Small

Distinguishing features

A brass feather-shaped gear hangs from a cord at his wrist, and he checks its teeth whenever a bell rings.
His fingertips are darkened by metal polish and permanently roughened by tiny cuts and years of filing.
His coat's left lapel emits a faint, irregular ticking that ceases when he looks directly at it.

Personality

12 traits and drives

Vask is generous with repairs and suspicious of easy explanations. In a busy stall he is brisk, wry, and almost theatrically practical; alone at night he speaks to his tools as if they might answer. He likes company but positions himself near exits, and he will risk himself to protect a stranger while refusing to tell a friend what danger he has found.

Alignment
Neutral good

Quirks

He taps each new tool twice against his left thumbnail before using it.
He turns cups so their handles face away from the water, even indoors.
He names every screw he removes, then apologizes to it before putting it back.
He pauses mid-sentence when a bell rings, counting silently on his fingers.
He sleeps with a small wind-up mouse ticking beneath his bed, though it has no key and no visible spring.

Habits

Checks the same brass clasp three times before opening his tool case.
Repairs a broken object while listening to a customer explain what they think is wrong.
When unnerved, turns his back to a wall and keeps one hand on the nearest solid surface.
After closing his stall, walks the dock once to listen for any machine still running.

Traits · 3

He offers help readily, but tests a person's honesty with small questions about what they broke and why.
He is amused by ordinary mishaps and deeply unsettled by harmless things that repeat themselves.
He wants to be relied upon, yet resents anyone who assumes he is never frightened.

Flaws · 3

He hides alarming discoveries until he believes he has a repair plan.
He treats people like complicated mechanisms when he is anxious.
He cannot leave a malfunctioning device alone, even when it is clearly dangerous.

Fears · 3

That the vanished ships are being called away by the same voice that came from his brass gull.
That Tullpa will be hurt while investigating the quay.
That one day he will hear his mother's voice again and answer it.

Wants and needs · 3

Wants the harbor bells to stop predicting disasters.
Needs Tullpa to stay away from the submerged mechanism until he understands it.
Needs someone he trusts to tell him when careful investigation has become avoidance.

Combat

AC 16 · HP 38 · 25 feet

Vask prefers to begin behind cover and place his Eldritch Cannon where it can protect allies or force enemies away from a narrow gangway. He uses control spells to disrupt clustered foes, then fires from range. If cornered, he uses his halfling agility to slip through larger creatures' spaces and retreats toward a prepared exit. He avoids killing when a shove, binding spell, or threat to disable an enemy's weapon will suffice.

Vask Kettik

Small humanoid (halfling), neutral good
Armor Class16
Hit Points38
Speed25 feet
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionIntelligence
SkillsArcanaInvestigationSleight of HandPerceptionTinker's tools
SensesPassive Perception 11
Languages
Common,
Halfling
Halfling. Lucky, Brave, Halfling Nimbleness
Artificer 5. Spellcasting, Magical Tinkering, Infuse Item, The Right Tool for the Job
Artillerist. Eldritch Cannon, Arcane Firearm
Custom trait, Dockside Listener. Vask can identify the direction of a nearby running mechanism through vibration in a surface, but only while touching it.

Spells

Shocking Grasp (cantrip, evocation). A crackling bolt of energy strikes a creature within 120 feet. Ranged spell attack to hit; hit: lightning damage. Vask knows this artificer cantrip.
Charm Person (level 1, enchantment). A creature within 30 feet makes a Wisdom saving throw or is charmed for up to 1 minute. The effect ends early if Vask or his companions harm it.
Tasha's Caustic Brew (level 1, evocation). A creature within 60 feet makes a Dexterity saving throw, taking lightning damage on a failure or half as much on a success.
Snare (level 1, abjuration). A creature within 30 feet makes a Wisdom saving throw or becomes restrained by spectral bands for up to 1 minute, repeating the save at the end of each of its turns.
Sanctuary (level 1, abjuration). Creates a transparent, stationary force wall for up to 1 hour, useful for sealing a narrow passage or sheltering a work area.
Invisibility (level 2, illusion). A creature or object within 30 feet becomes invisible for up to 1 hour, ending early if the target attacks or casts a spell.
Web (level 2, conjuration). A creature within 60 feet makes a Wisdom saving throw or is restrained by spectral chains for up to 1 minute, repeating the save at the end of each of its turns.
Warding Wind (level 2, evocation). Creates a magical field that grants a bonus to AC and Dexterity saving throws to chosen creatures within 10 feet of the touched point for up to 1 minute, with concentration.

Actions

Awl. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage.
Light Crossbow. Ranged Weapon Attack: to hit, range 30/120 ft., one target. Hit: 6 () piercing damage.
Eldritch Cannon. Vask deploys a Small eldritch cannon in an unoccupied space within 5 feet. It has AC 18 and 15 hit points, lasts 1 hour, and acts immediately after Vask. As a bonus action, Vask can command it to use Force Ballista: a ranged spell attack to hit, range 120 ft., one target, force damage, and push the target up to 5 feet. Alternatively, it can use Protector, granting temporary hit points to each chosen creature within 10 feet. Vask can create one cannon per long rest without a spell slot, or expend a spell slot to create another.
Spellcasting. Vask casts a prepared artificer spell, using Intelligence as his spellcasting ability (spell save , to hit with spell attacks). His Arcane Firearm adds damage to one damage roll of an artificer spell cast through it.

Reactions

Quick Cover. When a creature Vask can see hits him with an attack, he can use his reaction to impose disadvantage on that attack by briefly raising his shield or ducking behind cover. This is a custom defensive reaction and is usable once per short rest.
Crab-Step Guard. When a creature Vask can see within 5 feet of his eldritch cannon takes damage, Vask can use his reaction to move the cannon up to 10 feet to an unoccupied space it can occupy, provided it is not incapacitated.

Services they sell

Repairs mundane mechanisms, locks, lanterns, and simple ship equipment.
Can identify the likely source of unusual noises or vibrations in dock machinery.
Can build or deploy his eldritch cannon during a dangerous expedition.

Rewards they can give

A discount on repairs and access to Vask's knowledge of the harbor's machinery.
A pocket-sized wind-up signal that produces three distinct clicks when a ship enters a chosen stretch of dock.
If the party earns his trust, the location of a concealed maintenance hatch beneath the old quay.

Equipment

  • Arcane Firearm (magic item)A +1 arcane focus and artificer spellcasting focus, assembled from a brass tube, a polished lens, and a handle wrapped in sail thread.
  • Tinker's tools (tools)A folding assortment of files, tiny hammers, punches, oil, wire, and spring steel.
  • Light crossbow (weapon)A light crossbow with a stock patched in three kinds of wood.
  • Steel awl (weapon)A narrow awl kept in a sleeve pocket, more often used for opening cases than fighting.
  • Keepsake gear (keepsake)A brass feather-shaped gear from the first toy he ever dismantled after it spoke in his mother's voice.

Possessions

A folding workbench
Tinker's tools
A patched light crossbow
A brass feather gear
A pocket notebook of harbor bell times
An eldritch cannon that resembles a squat brass crab when deployed

Background

Vask grew up repairing fish scales and toy windmills in a tide-town where every household owned something that needed coaxing back to life. His first real success was a brass gull that could repeat a phrase after hearing it once. His first disaster followed soon after: the gull repeated the last words of his mother, who had died days earlier, in a voice that sounded exactly like her. Vask dismantled it, but kept one feather-shaped gear. He apprenticed with a traveling instrument-maker, then spent years following dock work from port to port. In the busy harbor of Kestak, he now repairs lanterns, locks, pumps, and shipboard clocks from a folding stall. He shares his rented loft with Jorik, a one-eyed old dog who is not, Vask insists, a construct. His former apprentice, Tullpa, left after accusing him of hiding what his machines hear. A run of harbor bells has begun ringing a minute before ships vanish from their moorings, and Vask is quietly trying to find the mechanism beneath the quay before the next tide.

Role in the story

A useful, unsettling local ally whose knowledge of dock machinery can expose the mystery behind the early bells and missing vessels. His fear of the voice in his keepsake makes him a source of clues, but also a potential complication if the party pressures him or endangers Tullpa.

“His first real success was a brass gull that could repeat a phrase after hearing it once.”
From their background
Faction
Independent dockside tradesman; he has no formal faction membership and occasionally repairs equipment for the harbor watch.

Known connections

Tullpa, his former apprentice, now works as a salvage diver and believes Vask is concealing a danger beneath the quay.
Jorik, his elderly dog, sleeps under the workbench and growls at empty corners.
Dockmaster Kantu tolerates Vask's stall because he repairs the harbor signal lamps at cost.
A ferryman named Greda brings him odd mechanisms dredged from the mud, though neither admits where they come from.
Major secret · GM only
Minor secrets · GM only

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