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Faephina Tinkertoggle

Metallurgist (a.k.a. Fae)

Faephina Tinkertoggle CR: 13

Small humanoid, neutral good
Armor Class: 12 (20 in Adamantine or Mithril Plate +2)
Hit Points: 138 (15D8+60)
Speed: 25 ft , fly: 25 ft

STR

21 +5

DEX

14 +2

CON

18 +4

INT

20 +5

WIS

12 +1

CHA

8 -1

Saving Throws: Constitution +9, Intelligence +10
Skills: Arcana +10, History +10 (+15 when related to magical, alchemical, or technological items), Investigation +10, Perception +6
Senses: Darkvision 60ft., Passive Perception 16
Languages: Common, Dwarvish, Gnomish and Terran
Challenge Rating: 13

Spellcasting. Faephina is a 15th-level spellcaster. Intelligence is he spellcasting modifer (+10 to hit, spell save DC 18), and she has the following spells prepared:

  • Cantrips (at will): guidance, mage hand, mending, shocking grasp, thorn whip.
  • 1st-level (4 slots): absorb elements, arcane weapon, detect magic, expeditious retreat, faerie fire, identify, magic missile, thunderwave.
  • 2nd-level (3 slots): heat metal, invisibility, mirror image, see invisibility, shatter.
  • 3rd-level (3 slots): dispel magic, haste, hypnotic pattern, lightning bolt.
  • 4th-level (2 slots): fire shield, greater invisibility, otiluke's resilient sphere, summon construct.
Moradin's Devotee (5/Day). Faephina can cast Shield of Faith with this trait, requiring no material components. When she casts this spell this way, it does not require her concentration. Intelligence is her spellcasting modifier for this spell.   Moradin's Disciple (1/Day). Faephina can cast Stone Shape with this trait, requiring no material components. Strength is her spellcasting modifier for this spell.   Spell-Storing Item (10/Day). Faephina casts enhance ability. Intelligence the spellcasting modifier for this spell. Whenever she finishes a long rest, she can change this spell to another 1st or 2nd-level spell from the artificer spell list that requires one action to cast.


Arcane Armour. Faephina's armour cant be removed against her will.   Armour Model. When Faephina finishes a short rest, she can customise her armour to assume one of two form: guardian or infiltrator. Each form has different abilities, described below.

  • Powered Steps (Infiltrator Form Only). Faephina's walking an flying speed increase to 30ft.
  • Dampening Field (Infiltrator Form Only). Faephina has advantage on Dexterity (Stealth) checks.
Gnome Cunning. Faephina has advantage on all intelligence, wisdom, and charisma saves against magic.   Infuse Item (7 items). Faephina knows the following item infusions. Over the course of a long rest, she can create the magic items or bestow the property to a nonmagical item:
  • Enhance Defense* (already applied)
  • Enhanced Weapon* (already applied)
  • Helm of Awareness* (Faephina has advantage on initiative rolls)
  • Homunculus Servant*
  • Replicate Item: Bag of Holding
  • Replicate Item: Belt of Hill Giant Strength* (which without it, her strength score is reduced to 8)
  • Replicate Item: Cloak of the Manta Ray
  • Replicate Item: Dimensional Shackles
  • Replicate Item: Sending Stones*
  • Replicate Item: Winged Boots* (already applied)
Items with an asterisk are ones she current has made and equipped.   Magic Item Adept. Faephina can craft common and uncommon magic items in a quarter of the normal time, and at half the cost.   Magic Item Savant. Faephina can attune to up to five magic items at once, and she ignores all class, race, spell and level requirements on attuning to or using a magic item.   Moradin's Votary. Faephina has advantage on all ability checks made using Smith's Tools.   Tinker (3 items). Fephina can spend 1 hour and 10GP worth of materials to construct a Tiny clockwork device (AC 5, 1HP). The device ceases to function after 24 hours (unless she spends 1 hour repairing it to keep the device functioning), or when she uses your action to dismantle it; at that time, she can reclaim the materials used to create it. She can create the following devices:
  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
Tool Expertise and All-Purpose Tool +2. Faephina adds +12 to any ability check made with a tool.

Actions

Multiattack. Faephina makes two attacks, either with her Thunder Gauntlets or Lightning Launcher.   Thunder Gauntlets (Guardian Form Only). Melee Weapon Attack: +12 to hit, reach 5ft., one target. Hit: 1D8+7 thunder damage. A creature hit by this attack has disadvantage on attack rolls against targets other than Faephina until the start of her next turn   Lightning Launcher (Infiltrator Form Only). Ranged Weapon Attack: +12 to hit, reach 90/300ft., one target. Hit: 1D6+7 lightning damage, plus 1D6 lightning damage once per turn. A creature hit by this attack sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1D6 lightning damage.   Pistol. Ranged Weapon Attack: +7 to hit, reach 30/90ft., one target. Hit: 1D10+2 piercing damage.   All-Purpose Tool +2. Faephina can cast one cantrip from any class list for the next 8 hours. Intelligence is the spellcasting modifier for this spell.   Magical Tinkering. Faephina touches a nonmagical object and gives it one of the following properties. She can do this to up to five objects at a time:

  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. Faephina utters the message when she bestows this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits Faephina's choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as Faephina likes.
    BONUS ACTIONS   Defensive Field (5/Day, Guardian Form Only). Faephina gains 15 temporary hit points while she wears her armour.   Faephina's Armour Retractor. Faephina either dons or doffs her armour, which magically folds away into the item. When she dons the armour, she can choose between two different options: Adamantine Plate Armour +2, or Mithril Plate Armour +2.

Reactions

Flash of Genius (5/Day). When Faephina or another creature she can see within 30 feet of her makes an ability check or a saving throw, she can use her reaction to add +5 to the roll.   Grapple (5/Day, Guardian Form Only). When a Huge or smaller creature Faephina can see ends its turn within 30 feet of her, she can use your reaction to magically force the creature to make a DC 18 Strength saving throw, pulling the creature up to 30 feet toward her to an unoccupied space. If she pulls the target to a space within 5 feet of her, she can make a melee weapon attack against it as part of this reaction.

Physical Description

Apparel & Accessories

Sleeveless, soft leather vest, dark brown trousers and black books.

Specialized Equipment

Faephina's Armour Retractor, an All-Purpose Tool +2 and a pistol.

Mental characteristics

Personal history

Faephina is originally from The Karstmore. Here she worked with her partents in the research and development of explosive inventions (including firearms). Eventually, wanderlust and the desire to learn from other took over and they left their home to travel. It did not take long for her to settle in Tordelvar (North) and set up her own workshop there.   Over the next few decades, she helped the city with the expansion of its then quite small forge, establishing The Heatwaker foundryas it is now know. She continued to be an active memeber of the forge's operations until she rose to its highest leadership role.   These days, they conducts their own research alongside the help of the master smiths of the foundry, creating new and wonderful materials and finding unique uses for them.

Gender Identity

Non-Binary

Sexuality

Pansexual

Education

Trained tinker from The Karstmore. Learned how to use firearms during this time. Eventually became proficient enough to conduct own research.

Employment

Owner of The Heatwaker Foundry.

Personality Characteristics

Motivation

Learn more about the properties of unique materials and develop new ways to use them.

Social

Family Ties

Mother and father still live in The Karstmore.

Religious Views

Follower of Moradin, the Allhammer since moving to Tordelvar (North).

Social Aptitude

Quite masculine and dwarf-like in her mannerisms due to her time in Tordelvar (North). Trust and respect is hard to earn, but when it is they are incredibly loyal.

Mannerisms

Side-smirks and raises eyebrow when she knows she's right.

Speech

Slight gnomish twang, mixed with dwarvish accent.
Alignment
Neutral Good
Current Location
Species
Ethnicity
Year of Birth
400 100 Years old
Birthplace
The Karstmore
Children
Current Residence
Tordelvar (North)
Pronouns
She/They
Gender
Female
Hair
Short, Pink
Height
3'11"
Weight
20kg
Known Languages
Common, Dwarvish, Gnomish and Terran.

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