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Gerdan - AI-generated fantasy NPC

Gerdan

Kalashtar · Artificer (Alchemist) · Level 3

Gerdan

Apprentice alchemist and canal-ward remedy maker
AC15
HP24/24
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

His voice has a dry rasp from years of leaning over hot burners and breathing powdered reagents, with a faint catch at the end of long explanations. When startled, his words come out abruptly, as if he has just dropped a glass.

He speaks in clipped, practical phrases shaped by years of giving instructions over clattering shop tools and sickroom noise. He favors exact measurements and plain comparisons, but sometimes pauses mid-sentence to reconsider whether his certainty is earned.

Speech patterns

Explains a problem through a practical comparison: a clogged artery is a blocked drain, a bad plan is an unstable mixture.
Uses exact quantities when nervous, even in ordinary conversation.
Asks permission before touching an injury, but forgets to ask before inspecting an interesting mechanism.
Calls people by their names when he is trying to keep them calm.

How to play them

Meet direct questions with direct answers, then offer a useful small service to build trust. He is cautious around officials but warm with injured people. If challenged about his experimental medicine, show the evidence and admit what remains uncertain.

Goal

Find Salla and complete a safe treatment for the fever spreading through the canal wards.

Motivation

Make useful remedies without pretending that knowledge is the same thing as certainty.

Secret · GM only

Appearance

Gerdan is a lean young man with the careful, forward-tilted posture of someone used to peering into glassware while walking. His umber skin is weather-dried across the nose and knuckles, with pale powder caught in the creases of his fingertips. He keeps his dark hair clipped close at the sides and combed into a stubborn ridge, grooming it with more precision than his perpetually stained cuffs suggest. His movements are quick but measured: he places each step as if the ground might be an unmarked workbench. A faint, cool translucence gathers around his eyes when he concentrates, an outward trace of his kalashtar heritage. Unexpectedly, he wears a tiny, neatly embroidered sprig of wild thyme at his collar, replacing it whenever it wilts.

Clothing

A charcoal work coat with rolled sleeves, a weatherproof shoulder cape, fitted trousers, and scuffed boots. A reinforced leather pouch rides at his belt beside three small glass vials and two small spherical glass flasks. Five corked test tubes sit in loops on a chest strap. On his other hip, a small tool pouch hangs open enough to show tweezers, a narrow file, wire, and a folding set of tinker's tools.

Body language

He angles his body to shield the vials at his belt, leans toward whoever is speaking, and taps one fingernail against his thumb while thinking. When embarrassed, he straightens the thyme sprig at his collar instead of meeting anyone's eyes.

Height
5 feet 7 inches
Build
Lean, wiry, and slightly stooped from close work.
Eyes
Dark brown with a faint silvery sheen when focused.
Hair
Black, clipped close at the sides and combed into a short ridge.
Skin
Weather-dried umber, with lighter dust caught in the creases of his hands.
Age
18
Gender
Male
Size
Medium

Distinguishing features

Pale reagent dust often clings to the creases of his fingertips despite repeated washing.
His dark eyes take on a faint silvery sheen when he is focused or startled.
A small sprig of wild thyme is embroidered at his collar, an unexpectedly tender keepsake he replaces when it wilts.

Personality

12 traits and drives

Gerdan is generous with his labor but guarded with his conclusions. In a crisis, he becomes crisp and commanding, then turns self-critical once everyone is safe. He likes people and wants to be trusted, yet he finds untested reassurance almost dishonest. Around children he is patient and playful; around authority he becomes precise, wary, and stubborn.

Alignment
Neutral Good

Quirks

Taps each bottle twice against his palm before uncorking it.
Names his test batches after birds, then refuses to explain why the labels are all misspelled.
Keeps a sprig of thyme at his collar and replaces it whenever it wilts.
Counts stair steps backward when carrying glass.
Apologizes to tools when he drops them.

Habits

Checks every stopper twice before leaving a room, even when carrying no liquids.
Offers practical help before asking questions, then asks far too many questions once the crisis has passed.
When anxious, sorts nearby objects by size and rotates them until their edges align.
Under pressure, becomes brisk and decisive; afterward, he replays each choice aloud to an empty room.

Traits · 3

He offers help freely but resists being treated as a hero.
He is curious about nearly everything, yet careful not to repeat the confident mistakes of his youth.
He can be warm and teasing in a workshop, but sharply formal when someone dismisses a patient's pain.

Flaws · 3

Treats uncertain people and situations like experiments, asking questions when comfort is needed.
Has difficulty admitting when a remedy is only a guess.
Will risk his safety to retrieve notes or samples that could help someone later.

Fears · 3

Repeating the poisoning mistake that marked his apprenticeship.
Discovering that Salla is dead because he hesitated to follow her sooner.
That his family's shared dream-traditions are a warning he has mistaken for metaphor.

Wants and needs · 3

Find Salla before the trail grows cold.
Secure clean reagents and a safe workspace.
Learn whether the fever treatment is genuinely safe before more people take it.

Combat

AC 15 · HP 24 · 30 feet

Gerdan prefers to begin behind cover, using fire bolt at range and reserving his spell slots for healing, protection, or escape. He gives an Experimental Elixir to an injured ally as soon as the opportunity is useful. He uses his reaction to blunt damage to himself or a nearby companion, then repositions rather than trading blows. He avoids throwing unknown mixtures into a crowded fight.

Gerdan

Medium humanoid (kalashtar), neutral good
Armor Class15
Hit Points24
Speed30 feet
Level3
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsConstitutionIntelligence
SkillsArcanaInvestigationMedicinePerceptionSleight of HandTinker's ToolsAlchemist's Supplies
SensesPassive Perception 11
Languages
Common,
Quori
Magical Tinkering
Spellcasting
Infuse Item
Alchemist. Experimental Elixir
Alchemist. Alchemical Savant

Spells

Fire Bolt (cantrip, evocation). Artificer cantrip. Ranged spell attack, to hit, range 120 feet. Hit: fire damage.
Mending (cantrip, transmutation). Artificer cantrip. Repairs a single break or tear in an object no larger than 1 foot in any dimension.
Ray of Sickness (level 1, necromancy). Always prepared as an Alchemist spell. Ranged spell attack, to hit, range 60 feet. Hit: poison damage, and the target must make a Constitution saving throw or be poisoned until the end of Gerdan's next turn.
Healing Word (level 1, evocation). Always prepared as an Alchemist spell. A creature Gerdan can see within 60 feet regains hit points.
Cure Wounds (level 1, evocation). Prepared artificer spell. Touch a creature to restore hit points. It has no effect on undead or constructs.
False Life (level 1, necromancy). Prepared artificer spell. Touch a willing creature to give it a magical protective ward that grants 5 temporary hit points for 1 hour.
Homunculus Servant (level 2, conjuration). Prepared artificer spell. Creates a hand-sized magical servant with AC 13 and 1 hit point, which can manipulate objects and deliver touch spells.

Actions

Fire Bolt. Ranged Spell Attack: to hit, range 120 feet, one target. Hit: fire damage. Gerdan shapes the flame into a brief, angular lattice before it strikes.
Awl. Melee or Ranged Spell Attack: to hit, reach 5 feet or range 20/60 feet, one target. Hit: piercing damage. He uses a dagger-sized steel awl kept with his tools.
Experimental Elixir. Gerdan can create one Experimental Elixir at the end of a long rest by mixing reagents in a flask. A creature can drink it or administer it to another creature as an action. Roll for its effect: 1 healing, restoring hit points; 2 swiftness, increasing walking speed by 10 feet for 1 hour; 3 resilience, granting a bonus to AC for 10 minutes; 4 boldness, granting to attack rolls and saving throws for 1 minute; 5 flight, granting a flying speed of 10 feet for 10 minutes; 6 transformation, giving the drinker the effect of the alter self spell for 10 minutes. Gerdan can expend a spell slot to create additional elixirs, choosing the effect rather than rolling.
Cure Wounds. Gerdan touches a creature and restores hit points. This spell has no effect on undead or constructs.
Create Homunculus Servant. Gerdan creates a hand-sized magical servant in an unoccupied space within 30 feet. It can deliver a touch spell for him, manipulate objects, and perform simple tasks. The servant has AC 13, 1 hit point, and a Strength of 2.

Reactions

Protective Mist. When Gerdan or a creature he can see within 30 feet takes damage, he uses his reaction and expends a spell slot to magically reduce the damage by + his Intelligence modifier. He describes this custom presentation as a snap-release burst of insulating alchemical mist.
Workshop Reflex. When a creature he can see attacks him, Gerdan adds 2 to his AC against that attack by turning aside with a flash of reinforced leather and a quick sidestep. This is a custom reaction and can be used once per short rest.

Services they sell

Basic wound treatment and advice on common illnesses.
Identification of ordinary alchemical substances and suspicious residues.
Can prepare a custom Experimental Elixir when he has a safe place, ingredients, and time.

Rewards they can give

A healing potion or a carefully prepared Experimental Elixir, if he has one available.
A vial of antitoxin in exchange for help locating Salla.
A hand-drawn map of the canal ward's service passages.

Equipment

  • Reinforced reagent pouch (adventuring gear)Reinforced leather pouch holding wrapped reagent packets and a compact mixing spoon.
  • Glass vials (alchemical equipment)Three small stoppered glass vials, each marked with a different notch in its wax seal.
  • Spherical glass flasks (alchemical equipment)Two small spherical glass flasks secured in padded belt loops.
  • Test tube harness (alchemical equipment)Five corked test tubes held in fitted loops on his chest strap.
  • Tool pouch and tinker's tools (tools)A small hip pouch with visible tweezers, a file, wire, and tinker's tools.
  • Infused leather armor (armor)Studded leather armor subtly reinforced with a magical infusion.
  • Steel awl (weapon)A compact steel awl balanced for use as a dagger.

Possessions

Reinforced leather reagent pouch
Three small glass vials
Two small spherical glass flasks at his hip
Five corked test tubes attached to his chest strap
Small tool pouch with visible tools
A thyme sprig embroidered at his collar
A folded note from Salla, softened from frequent handling

Background

Gerdan grew up above a dyer's shop in a river town, where he learned that color was a recipe and every recipe could ruin a week's work. His kalashtar family taught him to treat dreams as shared ground, but he wanted answers he could measure. At fifteen, he apprenticed to a battlefield chirurgeon and learned to make antiseptic spirits, poultices, and quick decisions. During a flood-season fever, he misjudged a batch of medicine and poisoned several patients. His older mentor, Salla, took the blame long enough for him to correct the formula and save most of them. Gerdan has never forgotten the two he could not save. He now works from a rented back room near the canal, supplying practical remedies while quietly testing an elixir he believes can draw a dangerous fever out of the blood. Salla has gone missing after following a lead to a shuttered quarantine house, and a local apothecary has begun buying up every bottle Gerdan makes.

Role in the story

A resourceful young healer whose search for his mentor can draw the party into a spreading illness, a suspicious apothecary's scheme, and a moral dilemma over testing an unproven cure.

“His kalashtar family taught him to treat dreams as shared ground, but he wanted answers he could measure.”
From their background
Faction
Independent canal-ward healer; maintains a discreet working relationship with the night watch.

Known connections

Salla, his missing chirurgeon mentor, who once accepted blame for his mistake and may now need rescuing.
Ilyana, his elder sister, who runs the family dye shop and worries that his experiments will bring trouble to their door.
The canal ward's night watch captain, Oskari, who quietly sends him injured laborers and expects no questions.
Major secret · GM only
Minor secrets · GM only

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