Difference between revisions of "Ardrynn"
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− | * Garden Scene - Find Familiar, Shield, Slow* | + | * Garden Scene - Find Familiar 1, Shield 1, Slow* 3 |
− | * Top of Spire - Feather Fall*, Detect Magic, Web | + | * Top of Spire - Feather Fall* 1, Detect Magic 1, Web 2 |
− | * Desert Creature - Burning Hands, Thunderwave, Scorching Ray | + | * Desert Creature - Burning Hands 1, Thunderwave 1, Scorching Ray 2 |
− | * Tempestuous Skies - Levitate*, Fly, | + | * Tempestuous Skies - Levitate* 2, Fly* 3, Lightning Bolt 3 |
− | * Sky Lights - Color Spray, Blur | + | * Sky Lights - Color Spray 2, Blur 2 |
==Resources== | ==Resources== |
Revision as of 22:24, 27 April 2016
Ardrynn
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Race: Erephim, Class: Wizard 3rd Background: Hermit, Alignment: Neutral Patron Deity: TBA Factions: {{{Factions}}} |
Ability Scores
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Strength 13 (+1), Dexterity 14 (+2), Constitution 13 (+1); Intelligence 18 (+4), Wisdom 15 (+2), Charisma 12 (+1) |
Proficiencies
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Bonus: +2 Saving Throws: Intelligence, Wisdom Skills: Arcana, History, Insight, Medicine, Religion, Stealth Tools: Herbalism Kit Languages: x Armor: None Weapons: None |
Traits
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Longest Learned, Spiritual Intervention, Authority of the Firstborn • Discovery • Spellcasting, Arcane Recovery • School of Transmutation (Transmutation Savant, Minor Alchemy) |
Feats
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None |
Combat
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Attacks: Spells Armor Class: 12 or 15 (Mage Armor), Initiative: +2, Speed: 30 ft Hit Points: 19, Hit Dice: 3d6 |
Social
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Personality Traits: I am aloof out of reflex and defensiveness. • I frequently do not understand what motivates others. Ideals: Solitude. I am most comfortable alone. • Creativity. My art is everything to me. Bonds: Knowledge. I treasure the healing arts, herbalism, and knowledge of color and writing. Flaws: Agoraphobic. I dislike large crowds • Paranoid. I am suspicious of everyone • Reclusive. I avoid demonstrating my magic |
Traits
Racial Traits
- The Longest Learned: You have proficiency in religion and one other skill of your choice.
- Spiritual Intervention: The spirits surround you, ready to act on your behalf. Their intervention grants you advantage on one ability check, saving throw, or attack roll. Once you call upon the spirits, you may not again until you have completed a short or long rest.
- Authority of the Firstborn: You may cast the command spell once per day. The DC to resist your command is 12 (8 + your Wisdom modifier + your proficiency bonus).
Class Traits
- Spellcasting: DC 14, +6 • 3 Cantrips • Spells/Day: 4/2
- Spells: Prepared: 7
- Cantrips: Fire Bolt, Light, Message
- First Level: Catapult, Fog Cloud, Mage Armor, Magic Missile, Protection from Evil and Good, Sleep, Tenser's Floating Disk+, Unseen Servant+
- Second Level: Invisibility, Levitate, Melf's Acid Arrow
- Ritual Casting: Able to cast ritual spells (marked with a +) from schema.
- Spellcasting Focus: Able to use spellcasting foci.
- Arcane Recovery: Recover spell levels equal to half wizard level.
Specialization Traits
- Transmutation Savant: Gold and time to scribe transmutation spells into spellbook is halved.
- Minor Alchemy: Change physical properties of nonmagical object, changing from one substance into another (wood, stone, iron, copper, or silver), transforming from one into the other. Change 1 cubic foot per 10 minutes taken. Lasts Concentration, or 1 hour.
Background Traits
- Discovery: Aware of a strange mystery
Feats
- None
Schema
These are the paintings of scenes of magical and wondrous importance Ardrynn has wrought, and from within them found the foundations of his magic. They are contained within a wooden-covered folio. All of these works are done using minerals and plants found at the sites in question, rendered into pigments.
- The Fire Garden: Fire Bolt (cantrip). A forest grove with sections of it aflame. The fire has not yet grown large enough to consume it in a proper forest fire, but one tree in its center is cracking with the heat, its sap set alight and consuming the tree from the inside. Gouts of sap and fire erupt from it at various points, leaping arcs of flame around the tree.
- The Titan Servant: Tenser's Floating Disk (1st). A painting of a statue, wrought by the Orim peoples of yyy, that depicts a massive being, kneeling on one knee, and holding above his head and uplifted dish or plate, as though waiting to receive a burden from his master.
- The Eldritch Grove: Light (cantrip), Protection from Evil and Good (1st), Sleep (1st). A depiction of a quiet grove deep in the forests. Long, heavy branches hang down, casting everything into darkness, though small motes of luminous witchlight float among its boughs. The roots are covered in deep, comfortable moss, and the branches arch downward to protect a sleeper.
- The Canyon of Whispers: Message (cantrip), Mage Armor (1st), Unseen Servant (1st). A narrow canyon littered with the bones of travelers who tried to pass through the treacherous passages over a hundred feet above it, but slipped and fell. A low mist creeps over and through those bones, and one can almost hear the whispering susurrus of voices that echo through it.
- Moonrise Icicles: Magic Missile (1st). A painting of a winter garden in the mountain heights, just as the rising moon strikes the icicles hanging from the dead tree branches. They flash silvery and sharp, like spearheads in flight.
- The Cavern of Centipedes: Catapult (1st), Fog Cloud (1st). The interior of a great chalky cavern. The white, crumbling cliff-face crumbles, small rocks falling and shattering into clouds of dry, choking dust plumes at the base of the cliff.
- The Blue Waters: Shape Water (cantrip), Thunderclap (cantrip), Invisibility (2nd). A piece that displays the beauty of the Blue Waters springs, its pools of deep azure waters in tiered hollows, flowing one down into the next. In its center is a great plume of water blowing into the air, the Skyplume, and hidden in its features is the mischievous reptilian visage of Ganess, the trickster spirit fond of blessing visitors to the springs by stealing an article of their clothing.
(xx)
- Garden Scene - Find Familiar 1, Shield 1, Slow* 3
- Top of Spire - Feather Fall* 1, Detect Magic 1, Web 2
- Desert Creature - Burning Hands 1, Thunderwave 1, Scorching Ray 2
- Tempestuous Skies - Levitate* 2, Fly* 3, Lightning Bolt 3
- Sky Lights - Color Spray 2, Blur 2
Resources
Magic Items
- None
Worn/Carried Possessions
- Winter blanket, set of common clothes, herbalism kit, staff, dagger, spell component pouch
Other Important Individuals
- xxx: x
Origin
- xxx: x
Projects, Goals and/or Downtime
- x
Experience Points
Total: x
- 0.0.2014: x