Hjolman Stonecaller

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Hjolman Stonecaller
Hjolman-Stonecaller.jpg
Race: Mountain Dwarf, Class: Wizard (Diviner) 3rd
Background: Clan Crafter, Alignment: Lawful Good
Patron Deity: Moradin, Thautam, Ulaa
Factions: None
Ability Scores
Strength 13 (+1), Dexterity 8 (-1), Constitution 17 (+3);
Intelligence 17 (+3), Wisdom 12 (+1), Charisma 10 (+0)
Proficiencies
Bonus: +2
Saving Throws: Intelligence & Wisdom
Skills: Arcana, History, Insight, Investigation
Tools: Jeweler's Tools (Arcana, Investigation, Identify Gems; modify a gem's appearance DC 15, determine a gem's history DC 20)
Languages: Goltiri; Darshinian, Gorva, Threxantran, Tianne, Terran
Armor: Light armor, medium armor
Weapons: Battleaxe, handaxe, light hammer, warhammer • daggers, darts, slings, quarterstaff, light crossbow
Traits
Racial: Darkvision • Dwarven Resilience • Dwarven Combat Training • Stonecunning • Dwarven Armor Training
Background: Respect of the Stout Folk
Class: Arcane Recovery • Ritual Casting • Spellcasting Focus • Divination Savant • Portent
Feats
Initial: Int +2
Combat
Attacks:Quarterstaff: +3, 1d6+1 bludgeoning, Versatile (1d8)
Armor Class: 15 (half plate; stealth disadvantage), Initiative: +1, Speed: 25 ft
Hit Points: 27, Hit Dice: 3d6
Social
Personality Traits:
• Shiny or glittering things will always draw my attention.
• Fine craftsmen are basically celebrities in Nakaltia; I'm extremely well regarded at home for my craftsmanship, and am always a little put out when someone hasn't heard of me.
• I prefer to describe magic using gem metaphors: color, preciousness, and types of craft are my most often used metaphors.
Ideals:
Generosity. My talents were given to me so that I can use them to benefit the world. (Background)
Desire for Knowledge. I seek to know and chronicle the magical lore of the world in which I live, no matter the dangers. (Class)
Ambition. Dwarvenfolk create wonders wherever we go, whether finecrafts, great edifices, or civilization. I wish to make a lasting mark in that tradition. (Race)
Bonds:
My Family. My family nurtured and loved me, giving me a safe place to foster my skills. I love them all dearly, even if my sister Eudmil is an impossible matchmaker who won't rest until I have a boyfriend.
• Fine Craftsmanship. I owe it to my masters and their masters before them to always work diligently and well. Half-efforts are worse than no effort at all when I am working to create something. (Background)
The Lost Runes. I seek and hope to find the Lost Runes of the Morndinsamman to return these magics to my people. (Class)
Rumora Golemwright. Another Valaar wizard, Rumora has long been my rival at the Prism. She also seeks the Lost Runes (Race)
Uslukh. My wee familiar who considers himself the very foremost of dragons because he considers all of my possessions – especially my gems – to be his very own horde. (Just dinna' call him "cute" – he thinks he's most ferocious.)
Flaws:
• Hidebound. I have a very specific morning ritual, and do not deviate from it at the beginning of a day. (Background)
Naíve. Though I do know that there are dangers to be hand in magic, I can't help but see the wonder in it first. (Class)
Vanity. My beard is always well-maintained and cared for properly. I won't face others without it looking proper and decent. (Race)
Uslukh
Uslukh.jpg

A gem cannot be polished without friction, nor a man perfected without trials. –Lucius Annaeus Seneca

Nobility, without virtue, is a fine setting without a gem. –Jane Porter

Spells

Prepared Spells

Spells Prepared (Lvl + Int): 5/6

  • Cantrips (3): frostbite, mage hand, message
  • First Level: chromatic orb, comprehend languages, shield
  • Second Level: detect thoughts, mind spike

Spellcasting

  • Spells per Day: Cantrips: 3 • 1st: 4 • 2nd: 2
  • Spell Power: Saving Throw DC: 13 • Spell Attack Mod: +5
  • Magic Ability: Intelligence

Spellchain

12 links

Spellchain

Spellchains are interlocking jewelled plates. Each plate is rune-scribed and set with a gem, the whole of which serves as the formula for a spell. These are linked together to form spellchains, which operate identically to spellbooks, though reading them does require a jeweler's loupe.
Those spells marked with an asterix are Divination spells. Those marked with a cross (+) are rituals.

  • First Level: chromatic orb, comprehend languages*+, critical strike* (EGM), detect magic*+, elemental burst (EGM), identify*+, find familiar+, shield
  • Second Level: decastave (EGM), detect thoughts*, hail of stone (EGM), mind spike* (XGE)

Traits

Racial Traits

  • Darkvision: Can see 60' as though normal lighting, and another 60' as dim lighting.
  • Dwarven Resilience: Advantage on saves vs poison, and resistance against poison damage.
  • Dwarven Combat Training: Proficiency with battleaxe, handaxe, throwing hammer, warhammer.
  • Stonecunning: When making an Intelligence (History) check relating to stonework, considered proficient in History and add double proficiency bonus to check.
  • Dwarven Armor Training: Proficiency with light and medium armor.

Wizard Traits

  • Arcane Recovery: During a short rest, recover half level in spell slots. Must take a long rest before doing it again.
  • Ritual Casting: May cast a wizard spell as a ritual if it has the ritual tag and is in my spellbook.
  • Spellcasting Focus: May use arcane focus.
  • Diviner (Arcane Tradition):
    • Divination Savant: Half cost and half time for scribing divination spells.
    • Portent: After a long rest, roll and record the results of 2d20 roll. May choose to replace any given roll with one of those results, using it up. Lose any unused portents when taking a long rest.

Background Traits

  • Respect of the Stout Folk: Given assistance and lodging by dwarven peoples.

Feats

  • Starting: Int +2

Resources

  • Coins: 0 cp • 21 sp • 0 ep • 20 gp • 0 pp • Other coins: 0

Magic Items

  • Adamantine Half Plate Armor: A suit of half plate armor reinforced by adamantine. Critical hits against the wearer become normal hits.
  • Guardian Staff: A dwarf-proportioned quarter staff and arcane staff focus that whispers warnings to the bearer, granting a +2 to initiative if the bearer isn't incapacitated.
  • Potion of Healing: x2. Potion heals 2d4+2 hit points.

Spellgems

Spellgems
  • Function as scrolls, except they are runes engraved onto gems with Jeweller's Tools.
  • Cost by Level: Cantrip (1 day, 15gp) • 1st (1 day, 25 gp) • 2nd (3 days, 250 gp) • 3rd (1 week, 500gp) • 4th (2 weeks, 2500gp) • 5th (4 weeks, 5000gp) • 6th (8 weeks, 15,000gp) • 7th (16 weeks, 25,000gp) • 8th (32 weeks, 50,000gp) • 9th (48 weeks, 250,000gp)
  • Colors by School: Abjuration (blue) • Conjuration (green) • Divination (white or clear) • Enchantments (orange) • Evocation (yellow) • Illusion (red) • Necromancy (black or grey) • Transmutation (purple)

Equipment

Carried Equipment

  • In Hand: quarterstaff
  • Worn: traveler's clothes, amulet holy symbol of Thautam, dwarven signet ring of House Stonecaller
  • Belt: 2 pouches, component pouch
    • Pouch 1: jeweler's tools (including current raw materials), small chalk case (10 pieces, various colors)
    • Pouch 2: bag of caltrops, 2 pewter flasks of holy water, 2 pewter flasks of potion of healing,
  • Backpack: bag of caltrops, 2 spare outfits of traveler's clothes, pewter tankard, set with alestones (2gp), healer's kit (10 ch), mess kit, rations (10 days), tinderbox
    • Attached: bedroll & blanket (rolled together, hung beneath), 2 skins of ale (4 pints per skin, tied to sides)

Stored Equipment

  • None

Lifestyle

  • Modest: (1 gp/day). Hjolman lives in his own room in the small Nakaltian Scriptorum, a small house granted to the Nakaltian delegation, a space rapidly becoming a library, scriptorum, and workshop.

Lapidary Projects

Invest in raw ores to craft gems, costing half final gem cost in raw materials. Work takes a number of workweeks equal to final gp cost divided by 50 (so a 500 gp gem is the work of 10 weeks).

  • 5 Eye Agates (25gp): Final value of 10gp each. Time (1 week): 0 days
  • Moonstone (25gp): Final value of 50gp. Time (1 week): 0 days

Background

135 years old

  • Born to Morgath Stonecaller and Barkur Redforge and Gamella Threehammer.
    • Morgath Stonecaller (taad ald hrud, or "first father"). A scion of the noble House Stonecaller, and a wizard of some modest ability, Papa Morgath sits on the Nobles' Council for Gol Dragga. His great aunt (and thus my great-great-aunt) is Lady Stonecaller.
    • Barkur Redforge (taad ald tva, or "second father"). The son of Rodena Redforge, the High Priestess of Moradin and Slayer of Wraith. Grew up in Gol Dragga.
    • Gamella Threehammer (maamr, or "mother"). An incredible finesmith (worker in precious metals), Gamella is a bit of a workaholic, preferring to focus on her arts. She is loving but not particularly domestic, considering the bearing of Hjolman and his sister Eudmil to be her contribution to the familial unit, largely leaving their rearing to Morgath and Barkur.
    • Morgath and Barkur grew up together in Gol Dragga, exploring the tunnels around it as young men as part of an adventuring company called the Sons of Gol Dragga. They were friends first and then lovers, eventually being joined in marriage by Barkur's mother, Rodena.
    • After Morgath lost a leg to an umber hulk attack, Morgath and Barkur retired from the Sons. Morgath took his father's seat on the Council of the Blooded, the nobles' council in Gol Dragga, while Barkur was apprenticed to Master Lhundar Threehammer, the finest gemwright in the city.
    • While apprenticed to Master Threehammer, he met Gamella, and the two of them found their styles very complementary (although she found his work ethic somewhat lacking). They fell in love while working together on their journeyman pieces.
    • Barkur introduced Gamella and Morgath, and while they did not fall in love, they are fast friends, with Gamella sharing Morgath's love of find hard liquors, which Barkur cannot stomach. She joined into their marriage (a hraung tria, or "three ring" union among the dwarves) after she and Barkur were both masters in their respective crafts.
  • Grew up in Gol Dragga.
  • 65 years old: Ended up an apprentice to his Granpa Lhundar, who taught him gemworking.
  • 98 years old: Became a journeyman lapidary.
  • 109 years old: Accidentally crafted a spellgem while he was cutting a peridot. Though the rune within the gem was flawed, it was brought to the attention of the Prism. In short order, he was convinced to come and study magic at the Prism. Met and was friends with Rumora for a short time, until she decided that he wasn't noble enough for her taste (possibly with some peer pressure from other nobles she knew).
  • 112 years old: Took a break from his magical studies to return to Gol Dragga and finish his masterwork piece (his spellchain) and become an acknowledged master lapidary.
  • 120 years old: Summoned his familiar, Uslukh, and became a journeyman wizard. He was then allowed to leave the Prism and go home to Gol Dragga to be apprenticed to his Papa Morgath in further magical studies.
  • 126 years old: Joined the (still existant) Sons of Gol Dragga adventuring company, getting some skill at using his magic in dangerous situations. Rumora Golemwright, part of a rival adventuring company (Force Deepingcrown, made up entirely of nobles) reappears in his life as a rival who proves herself to basically be the very worst person he's ever had the displeasure of meeting.
  • 128 years old: In an old set of lore storehouses near Gol Dragga, discovers some references to powerful runic artifacts, speaking of the letters of the Goltiri alphabet as though they were actual individual items. Begins to research these further.
  • 130 years old: Continues his research, eventually discovering that the Goltiri people – before they split into multiple dwarven peoples – may have been guardians of powerful artifacts: runestones, in the shape of each of the dwarven runes that make up the Goltiri alphabet. They've been lost to the world for a great while, though.
  • 133 years old: Finally runs out of research resources in the Prism and throughout Nakaltia, but correspondence with hill dwarves reveals that they may very well have some lore relating to the runestones.
    • Seeks to possibly uncover that, continues correspondence, learning that there may be more clues in the ancient hill dwarven sites within the Tholgrin Mountains, but they are inaccessible at the time.
  • 134 years old: Discovers that the hill dwarves have agreed to aid in the reclamation of Malixia City, and in return New Malixia will offer the hill dwarves their aid in exploring the old Tholgrin ruins.
    • Hjolman petitions the Prism to support an expedition from Nakaltia to aid in this. He is turned down at the hearing.
    • However, the next day, he is informed that the expedition is going ahead, and to report to the expedition's leader, Rumora Golemwright. His rage is UNENDING, but his desire to see this through is greater.
    • Arriving in the Malixian docks a few months after they were taken, the delegation is given a sizeable dwelling among the recaptured buildings (although Rumora, being too good to live among the commoners, takes one of the most expensive suites at the newly established inn).
    • While there, meets Lavinia Pennywash, who suggests that the runestones he's interested in are incredibly powerful artifacts that should be sequestered away from the world. He pretends to agree, and she recruits him into the Independant Society of Antiquaries. Despite his horror at the egregious misspelling in the group's name, he joins, intending on keeping the runestones out of the ISA's hands and returning them to the dwarves.
  • Start of Campaign: Hjolman has been in Malixia, aiding with the efforts and working with the ISA for half a year at this point.

Important Individuals

  • Family: Hjolman is the son of a hraung tria tsrogin (a "three ring working," or marriage wherein three are joined rather than two).
    • His Mama Gamella was always rather distant, emotionally, but showed her love by sharing her craft, and taking an interest in his when he was old enough.
    • His Papa Barkur was the warm, affectionate one, who made their home comfortable and safe; he was also the best cook in the house. He is also a deft hand with the dagger and axe, from his adventuring days.
    • His Papa Morgath was the disciplinarian but also the educator, teaching him an appreciation for history and the written word, and finding him a good place once his magical aptitude came to the fore.
    • His younger sister Eudmil is an acolyte in the Great Temple in Gol Dragga, in service to Moradin as our Granny Rodena's apprentice. Since becoming an adult, she's obsessed with finding Hjolman a boyfriend.
  • Uslukh: Familiar. One of the frulnur (literally, "gembeast" or "gem drakes" in Threxantran) that seem to find their way into gem mines the way rats find their way into food stores, Ulsukh answered when Hjolman cast find familiar.
  • Rumora Golemwright: Ugh. The literal worst.

Character Creation

  • Starting Stats: 15, 15, 12, 11, 10, 8 (9 + 9 + 4 + 3 + 2 + 0)
  • Starting Coin: 520gp (400gp + 120gp)
    • Gear (172gp, 9sp): jeweler's tools (25gp), backpack (2gp), bedroll (1gp), blanket (5sp), caltrops (40 total, 2gp), chalk (10 total, 1sp), traveler's clothes (3 outfits, 6gp), component pouch (25gp), fine pewter tankard, set with alestones (2gp), healer's kit (5gp), holy symbol of Thautam (5gp, amulet), 2 flasks holy water (50gp), mess kit (2sp), 2 pouches (1gp), 10 days rations (5gp), signet ring of House Stonecaller (5gp), spellchain, tinderbox (5sp), waterskin (2sp), ale (gallon, 2sp), raw lapidary materials (50gp)
    • Spells (275gp): critical strike (25gp, 1st level divination, EGM), elemental burst (50gp, 1st level evocation, EGM), decastave (100gp, 2nd level conjuration, EGM), hail of stone (100gp, 2nd level conjuration, EGM)