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Atl Hueytozoztli

Character belongs to (AJ)

Atl Hueytozoztli

Mental characteristics

Morality & Philosophy

If it doesn’t directly impact me - fuck it.

Personality Characteristics


Deeply invested in interplanar technology. Wishes to create a stable, easily manufacturable portal. Also wants to create flying cars.

Show spoiler
Has generally been stagnant, personally, since the death of his wife.

Likes & Dislikes

Hates dramatic, flamboyant pirate-like characters.

Show spoiler
Despises the Coatzitzin and their utter stagnancy, since they were responsible for the death of his wife and his greatest personal failings.

Vices & Personality flaws

Bitter alcoholic.


Family Ties

Extremely close to his daughter, his son, and his abundant granchildren. A fun and loving grandpa.

Wealth & Financial state

Fairly well off, after years as a respected inventor. Can afford a very comfortable lifestyle with a great deal of savings and money to spare.

After being taken and held captive in a rebel camp after an aborted research expedition for his friend Nochtli, Atl is now a critical government informant, and out for blood.

View Character Profile
Neutral Evil
Year of Birth
1711 ME 55 years old
Current Residence
Biological Sex
Gender Identity
Male (he/him/his).
Black and hardened.
Short and curly. Black, streaked with silver.
Skin Tone
Brown and weathered.
179 cm (5’10”)
61 kg (135 lbs)

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Atl Hueytozoztli

Artificer (Gunsmith) 7 Class & Level
Sage Background
Human Race
Neutral Evil Alignment

Strength 14
Dexterity 14
constitution 17
intelligence 20
wisdom 16
charisma 14
Total Hit Dice 7
Hit Die 1d8+3
3 proficiency bonus
13 Passive perception
2 Strength
2 Dexterity
6 Constitution
8 Intelligence
3 Wisdom
2 Charisma
saving throws
1 Acrobatics
3 Animal Handling
8 Arcana
2 Athletics
5 Deception
8 History
3 Insight
3 Intimidation
8 Investigation
6 Medicine
5 Nature
3 Perception
2 Performance
2 Persuasion
5 Religion
5 Sleight of Hands
2 Stealth
2 Survival
Hit Points
30 ft


Human Common, Elvish Common, Draconic Common, Gnomish


Tools: Thieves’ tools, smith’s tools, artificer’s tools

Weapons: Simple weapons

Armor: Light armor, medium armor
Obsidian knife+5 1d20+5 1d4+2 1d4+2 Piercing
Pistol (customized)+5 1d20+5 2d10+2 2d10+2 Piercing
Machette+5 1d20+5 1d6+2 1d6+2 Slashing
Save DC: 16

Attack modifier: +8
Spells known: 4
  • Obsidian knife

  • Pistol

  • Weapon maintenance kit

  • Rations (3 days)

  • Rope, silk (15m)

  • Satchel

  • Waterskin

  • Bullets (50)

  • Clothes, basic

  • Tactical vest

  • Bag of Holding

  • Helm of Comprehending Languages

  • Pocketwatch

Crusty old asshole
Personality Traits
Technology is progress, and progress is the future. There’s no room for tradition in the future.
Large and beloved family: daughter, son, and many grandchildren
Alcoholic, lust for vengeance, strong temper

Magic Item Analysis

You know the artificer spells detect magic and identify, and can cast them as rituals. You don’t need material components when cast in this way.

Tool Expertise

Your proficiency bonus is doubled on any check you make using tools you gained proficiency with through this class.

Infuse Magic

You can store spells with a casting time of 1 action within inanimate objects by extending the casting time to one minute, expending a spell slot. Any creature with and Intelligence of at least 6 can release the spell, targeting itself (or its own area, if AoE). This magic wears of and is wasted if not used within 8 hours of binding. You can have up to 5 of these objects active at one time.

Mechanical Servant

At 6th level, your research and mastery of your
craft allow you to produce a mechanical servant.
The servant is a construct that obeys your
commands without hesitation and functions in
combat to protect you. Though magic fuels its
creation, the servant is not magical itself. You are
assumed to have been working on the servant
for quite some time, finally finishing it during a
short or long rest after you reach 6th level.
Select a Large beast with a challenge rating of
2 or less. The servant uses that beast’s game
statistics, but it can look however you like, as
long as its form is appropriate for its statistics. It
has the following modifications:
• It is a construct instead of a beast.
• It can’t be charmed.
• It is immune to poison damage and the
poisoned condition.
• It gains darkvision with a range of 60 feet if it
doesn’t have it already.
• It understands the languages you can speak
when you create it, but it can’t speak.
• If you are the target of a melee attack and the
servant is within 5 feet of the attacker, you can
use your reaction to command the servant to
respond, using its reaction to make a melee
attack against the attacker.
The servant obeys your orders to the best of its
ability. In combat, it rolls its own initiative and
acts on its own.
If the servant is killed, it can be returned to life
via normal means, such as with the revivify spell.
In addition, over the course of a long rest, you
can repair a slain servant if you have access to its
body. It returns to life with 1 hit point at the end
of the rest. If the servant is beyond recovery, you
can build a new one with one week of work
(eight hours each day) and 1,000 gp of raw materials.
Features & Traits


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