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Faephina Tinkertoggle

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, All Tools +12 (adv. with smith's tools)
Senses: Darkvision 60ft., Passive Perception 16
Languages: Common, Dwarvish, Gnomish and Terran
Challenge Rating: 13
Proficiency Bonus: +5

Gear. All-Purpose Tool +2, Helm of Awareness, Belt of Hill Giant Strength (strength 8 without), Dimensional Shackles, Faephina's Armour Retractor, Plate +2, Sending Stones, Weapon +2, Winged Boots (can attune to 5 magic items regardless of restrictions).   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.

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.

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.

Mental characteristics

Personal history

Faephina originally came from the Karstmore, where she worked eith her paretns in the research and development of various explosive inventions (including firearms). Eventually, wanderlust and the desire to learn from others made them decide to travel to the mainland and begin adventuring.   She rose to fame in Concordia during her time as an adventurer, with many of her exploits famous across the contient. These include:
  • Saving a number of communities in The Rumblelands from a series of landslides by developing a seismic detector which could sence underground tremors. 
  • Stopping a 'Demon Grinder' Infernal War Machine crewed by a group of eight maurezhi, who had eaten the previous owners and fuelled it with an Iron Flask containing a Horned Devil. The War Machine came to Concordia through a portal opened from Avernus and terrorised The Menagarie Hills before it was stopped. Faephina is rumoured to still have the remains of the War Machine. 
  • Defeating a Frost Giant Everlasting One from The Morndin Ridge, who was threaten to attack the monastic town Thuldor. She defeated it by summoning the Horned Devil from its Iron Flask - earning her among dwarves the nickname 'The Heatwaker'.
  After selling the empty Iron Flask, she settled in Tordelvar (North) and used the money to her own workshop, selling inventions and crafting magic items. Over the next few decades, they expended their workshop into a fullyfledged forge in the south of the city, which they names 'The Heatwaker Foundry' - a reference to their adventuring days.   These days, as the metalurgist of the foundry, she conducts her own research and leaves the day-to-day running of the foundry to smiths and inventors in her employment. Their long life dedicated to their craft along with the expeiences gain by worrking alonsdie some of the best smiths in Concordia has taught them how to craft magic common and uncommon items in a quarter the regular time and at half the price.   Though Faephina's trust can be hard to earn, she is an incredibly hardworking and loyal person. Their brash mannerisms may cause them to stand out compared to their gnomish neighbours, but in Tordelvar (North) - a city mostly populated with equally-brash dwarves - they couldn't be more at home.
Alignment
Neutral Good
Current Location
Species
Ethnicity
Year of Birth
400 100 Years old
Children
Gender
Non-Binary (she/they)

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