Difference between revisions of "Kithkin"

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|Skills=Arcana, History, Insight, Investigation
 
|Skills=Arcana, History, Insight, Investigation
 
|Tools=Alchemist's Tools
 
|Tools=Alchemist's Tools
|Languages=Commmon, Gnomish, Elvish, Dwarvish
+
|Languages= Threxantran, Goltiri, Nokol, Misantil
 
|Armor=None
 
|Armor=None
 
|Weapons=Simple weapons
 
|Weapons=Simple weapons
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|Hit Points=61
 
|Hit Points=61
 
|Hit Dice=8d6
 
|Hit Dice=8d6
|Personality=I am idealistic, naive, and very smart.  I love to talk and solve mysteries.  I sometimes struggle with focus.  
+
|Personality= I am idealistic, naïve (socially), and very smart.  I love to talk and solve mysteries.  I sometimes struggle with focus. The pursuit of knowledge is very important to me. I can be obsessive about doing things the 'right' way.
|Ideals=All people deserve access to knowledge and self improvement.  Laughter is the breath of life.  People should take care of themselves.
+
|Ideals= All people deserve access to knowledge and self improvement.  Laughter is the breath of life.  People should take care of themselves.
|Bonds=I am extremely attached to my research on mushrooms.  I have a bitter hatred toward hobgoblins and will attack them on sight.  I am extremely bonded to my Mother, Sisters, and our home.
+
|Bonds= I am extremely attached to my research on mushrooms.  I love small woodland creatures and will protect them at any cost.  I have a bitter hatred toward hobgoblins and will attack them on sight.  I am extremely bonded to my Mother, Sisters, and our home.  
 
|Flaws= I believe in the goodness of all creatures (naive), I am brainy and can be arrogant (eccentric), I am a blabber mouth and can't keep a secret.  
 
|Flaws= I believe in the goodness of all creatures (naive), I am brainy and can be arrogant (eccentric), I am a blabber mouth and can't keep a secret.  
 
}}
 
}}
__NOTOC__
+
 
''When shattered the mountains''<br>
 
''And roared the seas''<br>
 
''When shook the earth''<br>
 
''And tumbled the trees''<br>
 
''The dwarven holds''<br>
 
''And spirits were broke''<br>
 
''Til found again''<br>
 
''The crown of our folk''<br>
 
-"The Lay of Adgus Last-King," a dwarven tale of the Wrath
 
 
==Appearance==
 
==Appearance==
xxx
+
I have dark brown eyes, bulbous nose, and mechanical mind of my father (rock gnome) with the olive skin and lanky body of my Mother (forest gnome). 
 
==Traits==
 
==Traits==
 
===Racial Traits===
 
===Racial Traits===
 
* '''Darkvision:''' Can see 60' as though normal lighting, and another 60' as dim lighting.
 
* '''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.
+
* '''Gnome Cunning:'''I have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
* '''Dwarven Combat Training:''' Proficiency with battleaxe, handaxe, throwing hammer, warhammer.
+
* '''Natural Illusionist:'''I know the minor illusion cantrip.
* '''Stonecunning:''' When making an Intelligence (History) check relating to stonework, considered proficient in History and add double proficiency bonus to check.
+
* '''Speak with Small Beasts:'''Through sounds and gestures you can communicate simple ideas with small or smaller beasts.
* '''Dwarven Armor Training:''' Proficiency with light and medium armor.
 
 
===Class Traits===
 
===Class Traits===
* '''Two-Weapon Fighting (Fighting Style):''' Add ability modifier to damage of second attack.
+
* '''Ritual Casting:'''If you have the spell in your spellbook and it has the ritual tag you may cast it without using a prepared spell slot.
* '''Second Wind:''' Use bonus action to recover hit points equal to 10 + fighter level. Short or long rest to recover.
+
* '''Arcane Recovery:'''Once per day when you finish a short rest you may recover half your wizard level in spell slots.
* '''Action Surge:''' Use additional action on turn. Short or long rest to recover.
+
* '''Enchantment Savant:'''The gold and time you must spend to copy enchantment spells into your spellbook is halved.
* '''Extra Attack:''' May attack twice when attacking Attack action.
+
* '''Hypnotic Gaze:'''As an action choose one creature within 5ft of you. If the target can see or hear you, it mast succeed on a Wisdom saving throw against your wizard spell DC or be charmed by you until the end of your next turn.
===Battlemaster Traits===
+
* '''Instinctive Charm:'''When a creature you can see within 30ft makes an attack roll against you, you can use your reaction to divert the attack, provided another creature is within the attack's range. The attacker must make a Wisdom saving through against your wizard spell save DC. If failed, they must attack the creature that is closest to it.
* '''Maneuvers:''' ''Superiority Dice (5):'' d8 • ''Save DC:'' 15 (8 + Prof + Str Mod)
+
** ''Commander's Strike:'' Attack action • Forego one attack to use bonus action to goad ally into attacking someone in their range • Ally takes a Reaction and attacks • If hits, add Superiority Die to damage.
 
** ''Disarming Attack:'' When hitting a target with an attack, may spend Superiority Die • Add die result to damage, and target must make a Strength save • Failure causes item to drop at its feet.
 
** ''Pushing Attack:'' When hitting a target with an attack, spend Superiority Die • Add Superiority Die result to damage • Target must make a Strength save or be pushed up to 15 feet from you.
 
** ''Riposte:'' Reaction • When creature misses a melee attack • Spend Superiority Die and make a melee attack • If hits, add Superiority Die result to damage.
 
** ''Trip Attack:'' When hitting a target with an attack, spend Superiority Die • Add Superiority Die result to damage • Target must make a Strength save or be knocked prone.
 
* '''Student of War:''' Gain Tinker's Tools proficiency.
 
* '''Know Your Enemy:''' Spend 1 minute observing a creature outside of combat to learn traits relative to mine: Strength, Dexterity, Constitution, Armor Class, Current hit points, Total class levels, Fighter class levels
 
  
 
===Background Traits===
 
===Background Traits===
* '''Position of Privilege:''' Welcome in high society, common folk try to accomodate you and avoid your displeasure, people of high birth treat you as one of theirs. Can secure an audience with a local noble.
+
* '''Alchemist''' Proficient with Alchemist tools.  I specialize in deciphering and creating poisons, making antidotes, and alchemical fire.
==Feats==
+
* '''Researcher''' If I try to recall a piece of lore even if I don't know it, I know where to find it or who would know.  Well versed in library, scriptorium, and university culture and research methods. 
* '''Dual Wielder:''' +1 AC when fighting with a melee weapon in off-hand • Two-weapon fight with weapons that aren't light • Draw or stow two weapons instead of just one
+
 
* '''Mounted Combatant:''' Advantage on melee attacks against unmounted creature smaller than mount • Force attack targeting mount to target me instead • Mount subjected to Dex-save effect takes only half damage, or none if succeeds
 
* '''Sentinel:''' When hitting a creature with an opportunity attack, Speed drops to 0 • Creatures within 5' provoke opportunity attacks when leaving my reach • Creature within 5' targeting someone who isn't me provokes opportunity attack
 
 
==Resources==
 
==Resources==
 
===Magic Items===
 
===Magic Items===
* '''The ''Kaurnkurzr'':''' "The Foe-Cursers". A pair of magical ''battleaxes +1'', the ''Karunkurzr'' have the ''Dwarf'' Origin and the ''Guardian'' Property, whispering warnings to its wielder, granting a +2 to initiatives.
+
* '''Staff of the Woodlands''' My most prized possession (next to my spellbook and research).  It serves as a spell focus and +2 Quarterstaff with the following abilities: has 10 charges and regains 1d6+4 per day.
* '''''Alaugkhavit'':''' "The Deepingmail". A suit of magical ''plate +1'', the ''Alaugkhavit'' has the ''Dwarf'' Origin and the ''Delver'' Property, granting knowledge of depth under the surface, and direction to the nearest staircase, ramp, or other path leading upward.
+
* '''Cloak of Protection''' +1 to armor class and all saving throws.
 +
*'''Gloves of missile snaring''' given to me by the chief of the Sethi clan for tuitoring his children for 10 years.  If successfully hit by a ranged attack the damage is reduced by 1d10+4.  If damage is completely soaked the projectile is caught.  
 
===Worn Possessions===
 
===Worn Possessions===
 
'''Encumbrance:''' 147 lb, or 90 with no backpack (77 lb worn • 11 lb pouches • 2 lb bandolier • 57 lb backpack)
 
'''Encumbrance:''' 147 lb, or 90 with no backpack (77 lb worn • 11 lb pouches • 2 lb bandolier • 57 lb backpack)
Line 88: Line 70:
 
None
 
None
 
===Lifestyle===
 
===Lifestyle===
Despite his nobility, Daergrim is used to living quite rough - the life of a soldier on campaign is normal for him. When in towns, he occasionally splurges on a ''Comfortable'' (2 gp per day) inn or other accomodations if he's heard the drink is worth it. Otherwise, ''Modest'' (1 gp per day) is sufficient for his needs.
+
Kithkin loves shiny stones, gems, and well decorated living quarters. His sleep quarters must be well kept, but his lab is often in shambles. He is a bit soft from years of research and teaching rich children.
  
 
== Other Important Individuals ==
 
== Other Important Individuals ==
* '''Varaklam''', a war-bear. Trained as a mount by the bear-ranchers of Clan Bearking, Varaklam was a gift from Farrus Bearking, his former shieldmate. Varaklam (whose name means "Loyal Rage") is a faithful companion, although he can be quite grumpy and needy - which isn't a problem for Daergrim, who usually beds down during campaigns and travels with the bear half-sprawled atop him.
+
* '''Master Rajorn''' An Ao sith in exile that took me in and trained me the ways of magic.
* '''Lord Balil Crownhammer''', father. King Dahlgrim's younger brother. Three sons: Daergrim, Stoergrim, Fargen (35 years old, still living at home)
+
* '''Hasriel'''a scindo elf necromancer and best friend. Lives in Ma-Kare and we stay in touch.
* '''Lady Dorais Crownhammer''', mother. Totes preggers with a fourth child (hoping for a daughter).
+
* '''Chief Gahorial''' One of the chiefs of the Sethi who befriended me.  We were in an adventuring party together exploring the ruins around the Katrica forests. He gave me a pair of magical gloves.
* '''King Dalgrim''', my uncle and king of the dwarves.
+
* ''''''
* '''Dwodin Riftkeeper''', priest of Dumathoin.
+
* ''''''
===Varaklam (Bear Mount)===
+
=== Nibbler (pet squirrel)===
[[Image:Varaklam.jpg|right|450px]]
+
[[Image:Squirrel.jpg|right|450px]]
''Large beast, lawful good''
+
''Small Beast, Chaotic Good''
<hr />
 
* '''Armor Class:''' 12 (natural armor) or 16 (chain mail barding)
 
* '''Hit Points:''' 55 (5d10 + 15)
 
* '''Speed:''' 40 ft
 
 
<hr />
 
<hr />
Str 20 (+5) Dex 10 (+0) Con 16 (+3) Int 2 (-4) Wis 13 (+1) Cha 7 (-2)
+
* '''Armor Class:''' 10  
 +
* '''Hit Points:''' 4
 +
* '''Speed:''' 20 ft
 
<hr />
 
<hr />
* '''Skills:''' Perception +3
+
Str 2 (-4) Dex 11 (+0) Con 9 (-1) Int 2 (-4) Wis 10 (+0) Cha 5 (-2)
* '''Senses:''' Passive Perception 13
 
* '''Languages:''' -
 
* '''Challenge:''' 2 (450 xp)
 
 
<hr />
 
<hr />
* '''Keen Smell:''' Varaklam has advantage on Wisdom (Perception) checks that rely on smell.
+
* '''Keen Smell:''' Nibbler has advantage on Wisdom (Perception) checks that rely on smell.
* '''Trained for War:''' Varaklam is trained for war and does not shy from violent situations, injuries, or conflict as long as Daergrim is with him. He is also trained to handle a rider and wear saddle and barding.
+
* '''dark vision:''' up to 30ft
 
<hr />
 
<hr />
 
====Actions====
 
====Actions====
* '''Multiattack'''. The bear makes two attacks: one with its bite and one with its claws.
+
* '''Bite:''' ''Melee''. +1 to hit, reach 5 ft., one target. ''Hit:'' 1 piercing damage.
* '''Bite:''' ''Melee''. +7 to hit, reach 5 ft., one target. ''Hit:'' 1d8+5 piercing damage.
 
* '''Claws:''' ''Melee''. +7 to hit, reach 5 ft., one target. ''Hit:'' 2d6+5 slashing damage.
 
  
 
==Origin==
 
==Origin==
* Ran away to war at age 40, when brother Stoergrim left to join some cult.
+
* Grew up in Kythennia (a far away continent) where for the first 20 years of my life I struggled to fit in.
** Snuck into the military, claiming another (common) name and did well by himself.
+
** Because I was rejected for my intelligence and charm (annoying and socially inept) it was easy for my mentor Master Rajorn to become interested in me.
** Ended up learning to ride a war-bear, and became shieldmates with Farrus Bearking, who recognized him, but kept his secret.
+
* Rajorn was in exile from his people and when they came back to reinstate him they found him and my father working on ungodly projects (tinkering with geothermic energy and water wheels to improve the homes of Kythennia).  They were attacked while I was with them and told to flee.  I fear the worst, that they are both dead.  They always spun tales of the West, of other wizards, the arch mages, and tinkers.  This and a desire to find my father's family pulled me West.
* After six years, his family finally tracked him down. By then he was a valued soldier and warrior, and he insisted on staying, despite his father's threats of being disowned.
+
*I fled to the Forests north (Katrica Forest).  On my way I met my first friend Hasriel.  He's a scindo elf necromancer. We still keep in touch.  He is the only one who knows my true past.  
 +
*We parted ways after a year at Ma-Kare.  Next I was taken in by a clan of Sethi called the Vce-Otoa.  I stayed with them for many seasons because it was the first time I felt useful.  I taught one of the Chief's children about Kythennia, some minor magic, and how to read and write.  
 +
* Hasriel finally convinced me to enroll at Zalcoryn, a university of Alchemists. I spent 5 years studying alchemy and found I was very good at it.  Knowing I had to find my Father's family I set up a shop and at each job I did I would ask about his family, the Nackle clan, to give them the news. 
 +
* My goal is to find out the mystery of where the Arch Mages went and to pursue my magical abilities to the fullest.  
 
** Lord Gunther Bearking and Farrus repaid his loyalty with the gift of a war-bear of his own, whom he raised for two years.
 
** Lord Gunther Bearking and Farrus repaid his loyalty with the gift of a war-bear of his own, whom he raised for two years.
* At the age of 52, he has taken a hiatus from the military at the request of his family (his mother in particular) when he learned that his brother had returned.
+
* I also must find my Father's family and tell them the horrible news about his death.
 
==Projects, Goals and/or Downtime==
 
==Projects, Goals and/or Downtime==
* x
+
* Manage my Alchemist shop.
 +
* continue my research on poisonous mushrooms
 
==Experience Points==
 
==Experience Points==
 
'''Total:''' x
 
'''Total:''' x
 
* '''0.0.2014:''' x
 
* '''0.0.2014:''' x

Latest revision as of 17:25, 25 September 2015

Kithkin
Kithkin.jpg
Race: Seltome (Forest/Rock Gnome), Class: Wizard (Enchantment School)
Background: Sage, Alignment: Neutral Good
Patron Deity:
Factions: {{{Factions}}}
Ability Scores
Strength 9 (-1), Dexterity 18 (+4), Constitution 16 (+3);
Intelligence 20 (+5), Wisdom 16 (+3), Charisma 10 (+0)
Proficiencies
Bonus: +3
Saving Throws: Intelligence and Wisdom
Skills: Arcana, History, Insight, Investigation
Tools: Alchemist's Tools
Languages: Threxantran, Goltiri, Nokol, Misantil
Armor: None
Weapons: Simple weapons
Traits
Darkvision, Adv on Intelligence, Wisdom and Charisma saves vs. magic, Cantrip Minor Illusion
Feats
None
Combat
Attacks: Quarter staff+2 (versatile), Dagger
Armor Class: 15, Initiative: +4, Speed: 25 ft
Hit Points: 61, Hit Dice: 8d6
Social
Personality Traits: I am idealistic, naïve (socially), and very smart. I love to talk and solve mysteries. I sometimes struggle with focus. The pursuit of knowledge is very important to me. I can be obsessive about doing things the 'right' way.
Ideals: All people deserve access to knowledge and self improvement. Laughter is the breath of life. People should take care of themselves.
Bonds: I am extremely attached to my research on mushrooms. I love small woodland creatures and will protect them at any cost. I have a bitter hatred toward hobgoblins and will attack them on sight. I am extremely bonded to my Mother, Sisters, and our home.
Flaws: I believe in the goodness of all creatures (naive), I am brainy and can be arrogant (eccentric), I am a blabber mouth and can't keep a secret.

Appearance

I have dark brown eyes, bulbous nose, and mechanical mind of my father (rock gnome) with the olive skin and lanky body of my Mother (forest gnome).

Traits

Racial Traits

  • Darkvision: Can see 60' as though normal lighting, and another 60' as dim lighting.
  • Gnome Cunning:I have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • Natural Illusionist:I know the minor illusion cantrip.
  • Speak with Small Beasts:Through sounds and gestures you can communicate simple ideas with small or smaller beasts.

Class Traits

  • Ritual Casting:If you have the spell in your spellbook and it has the ritual tag you may cast it without using a prepared spell slot.
  • Arcane Recovery:Once per day when you finish a short rest you may recover half your wizard level in spell slots.
  • Enchantment Savant:The gold and time you must spend to copy enchantment spells into your spellbook is halved.
  • Hypnotic Gaze:As an action choose one creature within 5ft of you. If the target can see or hear you, it mast succeed on a Wisdom saving throw against your wizard spell DC or be charmed by you until the end of your next turn.
  • Instinctive Charm:When a creature you can see within 30ft makes an attack roll against you, you can use your reaction to divert the attack, provided another creature is within the attack's range. The attacker must make a Wisdom saving through against your wizard spell save DC. If failed, they must attack the creature that is closest to it.


Background Traits

  • Alchemist Proficient with Alchemist tools. I specialize in deciphering and creating poisons, making antidotes, and alchemical fire.
  • Researcher If I try to recall a piece of lore even if I don't know it, I know where to find it or who would know. Well versed in library, scriptorium, and university culture and research methods.

Resources

Magic Items

  • Staff of the Woodlands My most prized possession (next to my spellbook and research). It serves as a spell focus and +2 Quarterstaff with the following abilities: has 10 charges and regains 1d6+4 per day.
  • Cloak of Protection +1 to armor class and all saving throws.
  • Gloves of missile snaring given to me by the chief of the Sethi clan for tuitoring his children for 10 years. If successfully hit by a ranged attack the damage is reduced by 1d10+4. If damage is completely soaked the projectile is caught.

Worn Possessions

Encumbrance: 147 lb, or 90 with no backpack (77 lb worn • 11 lb pouches • 2 lb bandolier • 57 lb backpack)

  • Karunkurzr (2 battle axes +1), Alaughkhavit (plate +1), THE MAGUFFIN, 2 handaxes (belt), a whistle made from gold-colored wood (on leather cord around neck), 1 set of traveler's clothing
  • Coin Pouch (Belt): 13 gp, 2 sp, 10 cp
  • Utility Pouch (Belt): Tinderbox, 4 bags of caltrops, mess kit, 5 cakes of soap
  • Bandolier (Worn): 3 potions of healing, 1 flask of oil
  • Backpack (Worn, sometimes): crowbar, hammer, 10 pitons, 10 days rations, healer's kit (10 uses), steel mirror, tinker's tools
    • Strapped to Outside of Pack: 50' of hemp rope (with grappling hook), 2 handaxes, 1 waterskin

Possessions On Mount

Encumbrance: 310.5 lb (178 lb worn • 98.5 lb saddlebags • 34 lb chest)

  • Chain barding, bit & bridle, bear-saddle, bed roll & tent
  • Saddlebags (On Mount): 2 aleskins, heavy crossbow (w/20 bolts in case), 1 hunting trap, 2 sets of manacles, 2 sets of common clothing, 1 travelers clothing, 3 flasks of oil, iron pot, smith's tools
  • Chest (Strapped to Saddle): DC 15 Lock. 1 outfit of fine clothing, bag of 100 gp, signet ring (Clan Crownhammer), a black pirate flag adorned with dragon's skull and crossbones

Stored Possessions

None

Lifestyle

Kithkin loves shiny stones, gems, and well decorated living quarters. His sleep quarters must be well kept, but his lab is often in shambles. He is a bit soft from years of research and teaching rich children.

Other Important Individuals

  • Master Rajorn An Ao sith in exile that took me in and trained me the ways of magic.
  • Hasriela scindo elf necromancer and best friend. Lives in Ma-Kare and we stay in touch.
  • Chief Gahorial One of the chiefs of the Sethi who befriended me. We were in an adventuring party together exploring the ruins around the Katrica forests. He gave me a pair of magical gloves.
  • '
  • '

Nibbler (pet squirrel)

Squirrel.jpg

Small Beast, Chaotic Good


  • Armor Class: 10
  • Hit Points: 4
  • Speed: 20 ft

Str 2 (-4) Dex 11 (+0) Con 9 (-1) Int 2 (-4) Wis 10 (+0) Cha 5 (-2)


  • Keen Smell: Nibbler has advantage on Wisdom (Perception) checks that rely on smell.
  • dark vision: up to 30ft

Actions

  • Bite: Melee. +1 to hit, reach 5 ft., one target. Hit: 1 piercing damage.

Origin

  • Grew up in Kythennia (a far away continent) where for the first 20 years of my life I struggled to fit in.
    • Because I was rejected for my intelligence and charm (annoying and socially inept) it was easy for my mentor Master Rajorn to become interested in me.
  • Rajorn was in exile from his people and when they came back to reinstate him they found him and my father working on ungodly projects (tinkering with geothermic energy and water wheels to improve the homes of Kythennia). They were attacked while I was with them and told to flee. I fear the worst, that they are both dead. They always spun tales of the West, of other wizards, the arch mages, and tinkers. This and a desire to find my father's family pulled me West.
  • I fled to the Forests north (Katrica Forest). On my way I met my first friend Hasriel. He's a scindo elf necromancer. We still keep in touch. He is the only one who knows my true past.
  • We parted ways after a year at Ma-Kare. Next I was taken in by a clan of Sethi called the Vce-Otoa. I stayed with them for many seasons because it was the first time I felt useful. I taught one of the Chief's children about Kythennia, some minor magic, and how to read and write.
  • Hasriel finally convinced me to enroll at Zalcoryn, a university of Alchemists. I spent 5 years studying alchemy and found I was very good at it. Knowing I had to find my Father's family I set up a shop and at each job I did I would ask about his family, the Nackle clan, to give them the news.
  • My goal is to find out the mystery of where the Arch Mages went and to pursue my magical abilities to the fullest.
    • Lord Gunther Bearking and Farrus repaid his loyalty with the gift of a war-bear of his own, whom he raised for two years.
  • I also must find my Father's family and tell them the horrible news about his death.

Projects, Goals and/or Downtime

  • Manage my Alchemist shop.
  • continue my research on poisonous mushrooms

Experience Points

Total: x

  • 0.0.2014: x