Profile
Forge Adept Artificer | Tiefling | NG | Guild Artisan
STRENGTH
(+3)
16
DEXTERITY
(+2)
15
CONSTITUTION
(+2)
15
INTELLIGENCE
(+0)
11
WISDOM
(+3)
16
CHARISMA
(+2)
15
SAVING THROWS
3 Strength
2 Dexterity
4 Constitution
0 Intelligence
5 Wisdom
2 Charisma
SKILLS
2 Acrobatics (Dex)
3 Animal Handling (Wis)
2 Arcana (Int)
3 Athletics (Str)
2 Deception (Cha)
0 History (Int)
5 Insight (Wis)
2 Intimidation (Cha)
0 Investigation (Int)
3 Medicine (Wis)
0 Nature (Int)
5 Perception (Wis)
2 Performance (Cha)
4 Persuasion (Cha)
0 Religion (Int)
2 Sleight of Hand (Dex)
2 Stealth (Dex)
3 Survival (Wis)
AC
17
INITIATIVE
2
SPEED
30
MAX HIT POINTS
24
PROFICIENCIES & LANGUAGES
Languages:
Common, Infernal, Dwarvish
Weapons:
Simple, Martial
Armor:
Light, Medium, Shield
FEATURES & TRAITS
Race trait name - trait description
Race trait name - trait description
Class trait name - trait description
Class trait name - trait description
Class trait name - trait description
PERSONALITY TRAITS
Bubbly Motivated Responsible Willing to help Curious Klutz
IDEALS
Do no harm but take no shit!
BONDS
Her parents back in Yrn Her childhood friend Fen Steelheart who's also in Yrn Her mentor Syra
FLAWS
Stubborn Workaholic Oblivious Very Trusting Proud
BACKSTORY
Yrn is a beautiful city, full of all sorts of magic. Stone bridges arc over rivers that cut through the city, lilly pads and lotus blossoms swaying in the current. Arcane lights brighten the streets lined with cafes filled with university students and bakers. The great cliff that just through the city swarms with guards riding wyverns of different colors, going to and fro, watching over the city and its people. But the further you go downstream, the fear parks there are. The cafes start to dwindle to be replaced by compact buildings, smithers and taverns. Open squares jam packed with stalls and merchants. This is the part of Yrn that Quittish grew up in: the Tanglestreet District.
Quttish’s family had a stall in Flotsam Square, a market made up of jumbled tents and wagons, all vying for a spot to attract customers. Unfortunately, a family of Tieflings had a much harder time doing that, so they worked twice as hard and stayed out twice as long. The only upside was that there were all sorts of interesting people and wares for Quittish to scamper around to see and hear stories from. Unfortunately, this meant that Quittish made somewhat of a reputation for herself at the market as a bit of a scamp.
As she met more and more vendors, Quittitsh took on more and more jobs, none of which paid enough on their own, but all combined were able to help when her parent’s tailoring business wasn't doing so well. Eventually, one of these jobs caught Quittish’s attention more than the others: The Brightscale Armament Company. It was a stall with a deep blue fabric bedazzled with moons, and racks displaying beautifully crafted swords, and arrows, and glaives, damascus patterns and engraved leatherwork making them not just deadly tools, but beautiful works of art. Quittitsh couldn't help but go and ask the individual running the stall, a silver Dragonborn who she would come to know as Syra, an energetic enchanter and smith, a dozen questions in a rapidfire fashion, and was delighted to have the answers returned just as fast. Syra was happy to gush about their work as well as the enchantments they add to them. Syra explained that the stall is just a traveling subsection of a larger company that works out of a smithee in Smelts and Cobbles, the main crafting district in Yrn. When Quittish mentions always being on the hunt for a new job, Syra is quick to invite her to tour the smithee. The tour from Syra quickly turned into an apprenticeship, and then a mentorship as Quittish progressed to creating her own works to sell. She showed not only an aptitude at the anvil, but also at the enchanters table and made many wondrous items.
Eventually though, even though she was making good money for the first time in her life, and was doing something she was passionate about, the monotonous days started to get to Quittish. The novelty of smithing and enchanting wore off, and she started to dream of other things. Of not spending every day at the same forge, making the same stuff, with the same people. Eventually she talked to Syra who agreed that if wanderlust was taking her, then she should follow. So she looked around for other companies and guilds she could work for, wrote up a resume, and started sending it around. Whether by Quittish’s mistake, a mail mixup, or a tiny twist of fate, one such resume appeared at Cobblesedge Keep, where a group called the Sweepers call home. And after a message to her home and a conversation with her parents, Quittitsh sets off on a job very different from any she has had before, and we'll see. Maybe she'll stick with this one...