Difference between revisions of "Alfondir"

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|CharacterName=Alfondir Steelsong
 
|CharacterName=Alfondir Steelsong
 
|Race=Eladrin Elf
 
|Race=Eladrin Elf
|Class=Wizard (Bladesinger) 6th
+
|Class=Wizard (Bladesinger) 8th
 
|Background=Inheritor
 
|Background=Inheritor
 
|Alignment=Neutral Good
 
|Alignment=Neutral Good
 
|Patron Deity=''Tethrin Veraldé'', elven god of bladesingers and swordsmanship ([[Seldarine]])
 
|Patron Deity=''Tethrin Veraldé'', elven god of bladesingers and swordsmanship ([[Seldarine]])
 
|Factions=The ''Lhircrist'' (former); None
 
|Factions=The ''Lhircrist'' (former); None
|Ability Scores=Strength 10 (+0), Dexterity 18 (+4), Constitution 14 (+2);<br> Intelligence 18 (+4), Wisdom 8 (-1), Charisma 10 (+0)
+
|Ability Scores=Strength 10 (+0), Dexterity 18 (+4), Constitution 14 (+2);<br> Intelligence 20 (+5), Wisdom 8 (-1), Charisma 10 (+0)
 
|Bonus=+3
 
|Bonus=+3
|Saving Throws=Intelligence & Wisdom
+
|Saving Throws=Intelligence & Wisdom; all at +2
 
|Skills=Acrobatics*, Arcana, History, Investigation, Perception, Performance
 
|Skills=Acrobatics*, Arcana, History, Investigation, Perception, Performance
 
|Tools=Alchemist's Tools
 
|Tools=Alchemist's Tools
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|Weapons=Daggers, darts, slings, quarterstaffs, light crossbows, longswords, short swords, shortbows, long bows, elven fineblades
 
|Weapons=Daggers, darts, slings, quarterstaffs, light crossbows, longswords, short swords, shortbows, long bows, elven fineblades
 
|Traits=Keen Senses, Darkvision (60'), Fey Ancestry, Trance, Elf Weapon Training, Fey Step • Inheritance • Arcane Recovery, Ritual Casting, Spellcasting, Spellcasting Focus, Trained in War and Song, Bladesong, Extra Attack • Uduma's Favor (advantage on swimming Athletics checks)
 
|Traits=Keen Senses, Darkvision (60'), Fey Ancestry, Trance, Elf Weapon Training, Fey Step • Inheritance • Arcane Recovery, Ritual Casting, Spellcasting, Spellcasting Focus, Trained in War and Song, Bladesong, Extra Attack • Uduma's Favor (advantage on swimming Athletics checks)
|Armor Class=14 (unarmored) • 16 (armored) • +4 (bladesong)
+
|Armor Class=16 (unarmored) • 18 (armored) • +5 (bladesong)
 
|Initiative=4
 
|Initiative=4
 
|Speed=30 ft
 
|Speed=30 ft
|Feats=Acrobat • Int +2
+
|Feats=Acrobat • Int +2 • Int +2
|Attacks=<br>• ''Throssglir:'' +7 attack, 1d8+4 slashing, Finesse<br>• ''Dagger'' +7 attack, 1d4+4 piercing, ranged (20/60), Finesse<br>• ''Darts:'' +7 attack, 1d4+4 piercing, Finesse, ranged (20/60)<br>• ''Fire bolt:'' +8 attack, 2d10 fire
+
|Attacks=<br>• ''Throssglir:'' +8 attack, 1d8+5 slashing, Finesse<br>• ''Dagger'' +7 attack, 1d4+4 piercing, ranged (20/60), Finesse<br>• ''Darts:'' +7 attack, 1d4+4 piercing, Finesse, ranged (20/60)<br>• ''Fire bolt:'' +8 attack, 2d10 fire
|Hit Points=42
+
|Hit Points=56
|Hit Dice=6d6
+
|Hit Dice=8d6
 
|Personality=''[Seasonal Trait]'' • Fascinated with sleep • Apples are my favorite food...and drink • I rise with the sun every morning
 
|Personality=''[Seasonal Trait]'' • Fascinated with sleep • Apples are my favorite food...and drink • I rise with the sun every morning
 
|Ideals=''Honor''. When my word is given or an oath spoken, I will die before I betray or fail it.<br>''Discipline''. I live a structured and orderly life, with lots of space for practice of my various arts.
 
|Ideals=''Honor''. When my word is given or an oath spoken, I will die before I betray or fail it.<br>''Discipline''. I live a structured and orderly life, with lots of space for practice of my various arts.
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* '''Fey Step:''' Cast ''misty step'' once; regain with long or short rest
 
* '''Fey Step:''' Cast ''misty step'' once; regain with long or short rest
 
* '''Seasonal Cantrip:''' Intelligence-based spellcasting of a cantrip. During a long or short rest, may change the cantrip to another.
 
* '''Seasonal Cantrip:''' Intelligence-based spellcasting of a cantrip. During a long or short rest, may change the cantrip to another.
** ''Moods:'' Spring (joy pale green eyes), Summer (aggression blue eyes), Autumn (peace • amber eyes), Winter (sadness silver eyes)
+
** ''Autumn:'' Peaceful • Amber eyes • ''friends''
[[Image:eladrin-cantrip.png|center|350px]]
+
** ''Winter:'' Melancholy • Silver eyes • ''chill touch''
 +
** ''Spring:'' Joyful Pale green eyes • ''minor illusion''
 +
** ''Summer:'' Aggressive Blue eyes • ''firebolt''
  
 
===Inheritor (Background)===
 
===Inheritor (Background)===
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* '''Ritual Casting:''' May cast a wizard spell as a ritual if it has the ritual tag and is in my spellbook.
 
* '''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.
 
* '''Spellcasting Focus:''' May use arcane focus.
 +
 
===Bladesinger (Arcane Tradition)===
 
===Bladesinger (Arcane Tradition)===
 
* '''Trained in War and Song:''' Proficiency with light armor and one one-handed melee weapon of choice • Performance Proficiency
 
* '''Trained in War and Song:''' Proficiency with light armor and one one-handed melee weapon of choice • Performance Proficiency
 
* '''Bladesong:''' When not wearing medium or heavy armor or using a shield, may use a bonus action to start the ''bladesong'' for 1 minute • Ends early if incapacitated, increase armor, or switch to two hands with a weapon • May dismiss at any time (no action required) • May use twice; regain expended uses of it when completing a long or short rest • While ''bladesong'' is active, gain the following:
 
* '''Bladesong:''' When not wearing medium or heavy armor or using a shield, may use a bonus action to start the ''bladesong'' for 1 minute • Ends early if incapacitated, increase armor, or switch to two hands with a weapon • May dismiss at any time (no action required) • May use twice; regain expended uses of it when completing a long or short rest • While ''bladesong'' is active, gain the following:
** + Int (+4) bonus to AC
+
** + Int (+5) bonus to AC
 
** +10 to Speed
 
** +10 to Speed
 
** Advantage on Dexterity (Acrobatics) checks.
 
** Advantage on Dexterity (Acrobatics) checks.
** + Int (+4) bonus to Constitution saves to maintain Concentration.
+
** + Int (+5) bonus to Constitution saves to maintain Concentration.
 
* '''Extra Attacks:''' Make two attacks when using the Attack action
 
* '''Extra Attacks:''' Make two attacks when using the Attack action
 
===Prepared Spells===
 
===Prepared Spells===
'''Spells Prepared (Lvl + Int):''' 9/10<br>
+
'''Spells Prepared (Lvl + Int):''' 11/13<br>
* '''Cantrips (4):''' fire bolt*, green-flame blade, message, prestidigitation, sword burst
+
* '''Cantrips (4):''' fire bolt*, challenger's mark, green-flame blade, message, prestidigitation
* '''First Level:''' absorb elements, magic missile, shield, unseen servant
+
* '''First Level:''' absorb elements, shield, thundering armor
* '''Second Level:''' blur, flaming sphere, misty step
+
* '''Second Level:''' daggerspell stance, misty step
* '''Third Level:''' blazing slash, Melf's minute meteors
+
* '''Third Level:''' blade of pain and fear, fly, haste, sending
 +
* '''Fourth Level:''' fire shield, wall of fire
  
 
===Spellcasting===
 
===Spellcasting===
* '''Spells per Day:''' ''1st:'' 4 • ''2nd:'' 3 • ''3rd:'' 3
+
* '''Spells per Day:''' ''1st:'' 4 • ''2nd:'' 3 • ''3rd:'' 3 • ''4th:'' 2
* '''Spell Power:''' ''Saving Throw DC:'' 15 (16 w/fire damage) • ''Spell Attack Mod:'' +7 (+8 w/fire damage)
+
* '''Spell Power:''' ''Saving Throw DC:'' 16 (17 w/fire damage) • ''Spell Attack Mod:'' +8 (+9 w/fire damage)
 
* '''Magic Ability:''' Intelligence
 
* '''Magic Ability:''' Intelligence
* '''Spellbook:''' ''(98/100 pages)'' Those spells marked with a cross (+) are rituals.
+
 
** ''Cantrips:'' green-flame blade (4p), message (2p), prestidigitation (4p), sword burst (1p)
+
===Spellbooks===
** ''First Level:'' absorb elements (4p), alarm+ (3p), comprehend languages+ (3p), detect magic+ (3p), feather fall (3p), identify (5gp), magic missile (5p), shield (3p), sleep (2p), unseen servant+ (5p)
+
Spells marked with a cross (+) are rituals.<br>
** ''Second Level:'' blur (4p), flaming sphere (5p), misty step (4p), scorching ray (6p)
+
'''Alfondir carries the following books with him when traveling:'''
** ''Third Level:'' blazing slash (4p), feign death+ (6p), glyph of warding (6p), haste (6p), Melf's minute meteors (8p), sending (5p)
+
* '''[[Alfondir Library#Battle Book|Alfondir's Battle Book]]:''' A blue-stained oak covered octavo-sized book, usually carried on Alfondir.
 +
* '''[[Alfondir Library#Ritual Book|Alfondir's Ritual Book]]:''' A plain leather covered octavo-sized book, usually carried on Alfondir.
 +
* '''[[Alfondir Library#Fairy Lord Grimoire|Fairy Lord's Grimoire]]:''' A spell book recovered from the manor of a minor fairy lord.
 +
* '''[[Alfondir Library#Fairy Manor Spell Folios|Fairy Manor Spell Folios]]:''' A variety of small spell books and folios containing low level spells.
 +
* '''[[Alfondir Library#FrogTown Spellbook|The FrogTown Spellbook]]:''' A spellbook scavenged from a town of terrifying frogfolk and grey kobolds.
 +
'''Alfondir leaves the following books in his sanctum:'''
 +
* '''[[Alfondir Library#Original Spellbook|Alfondir's Original Spellbook]]:''' A green-stained leather covered book, in standard quarto size.
 +
* '''[[Alfondir Library#Sanctum Tome|Alfondir's Sanctum Tome]]:''' A metal covered tome, in folio size.
  
 
===Feats===
 
===Feats===
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===Boons===
 
===Boons===
* '''Uduma's Favor:''' Advantage on swimming-based Athletics checks
+
* '''Uduma's Favor:''' +1 Con • Advantage on swimming-based Athletics checks
  
 
==Resources==
 
==Resources==
 
[[Image:Whispersong.jpg|right|100px]]
 
[[Image:Whispersong.jpg|right|100px]]
* '''Moneys:''' 0 pp • 34 gp • 71 sp • 167 cp
+
* '''Moneys:''' 47 pp • 5412 gp • 601 sp • 363 cp • 4 gold trade bars (100gp each) • 16 silver bars (10gp each)
 
* '''Gems:'''  
 
* '''Gems:'''  
* '''Alchemical Materia:''' 0 gp
+
* '''Alchemical Materia:''' 635 gp
* '''Worn Equipment:''' Traveler's clothes, studded leather armor, belt, backpack, 10 darts (hidden), vial bandolier
+
* '''Boons:''' Favor from Morgeinese
** ''Belt:'' dagger, elven fineblade (magical), 2 pouches
+
===Worn Equipment===
*** ''Pouch 1:'' 1 potions of healing, 1 campstone
+
Traveler's clothes, studded leather armor, belt, backpack, 10 darts (hidden), vial bandolier
*** ''Pouch 2:'' 1 alchemist's fire, 1 sleep gas
+
* '''Belt:''' dagger, ''Throssglir'', 2 pouches
*** ''Bandolier:'' 2 potions of healing, 1 alchemist's fire, 1 sleep gas
+
** '''Pouch 1:''' 2 potions of healing, 1 campstone
** ''Backpack:'' 2 daggers (extra), small bag with 4 campstones, 2 sets of traveler's clothing, healer's kit, mess kit, tinderbox, 10 days rations; (strapped on) bedroll, waterskin, 50' hemp rope
+
** '''Pouch 2:''' 1 alchemist's fire
* '''Carried Equipment:''' alchemist's supplies (formulary, tools, alchemical materia)
+
** '''Bandolier:''' 1 ''potion of healing'', 0 ''potion of greater healing'', 1 ''potion of superior healing'', 1 alchemist's fire, 1 sleep gas, 2 holy water
** ''Formulary:'' alchemical cosmetics kit, hair dye, scar and blemish remover; smoke bomb, smokestick; emetic elixir, pain relief elixir, sleep aid elixir; alchemical dye, alchemical glue, cleaning agents, drunkard's head remedy; alchemical ink (black) • alchemist's fire, sleep gas; campstone, cleansewater • froststone
+
* '''Backpack:''' 2 daggers (extra), small bag with 4 campstones, 2 sets of traveler's clothing, healer's kit, mess kit, tinderbox, 10 days rations; (strapped on) bedroll, waterskin, 50' hemp rope
* '''Stored Equipment:''' None
+
 
* '''Lifestyle:''' ''Comfortable'' (2gp per day • 20 gp per ten-day • 60gp per month • Alchemist License: 3gp per month)
+
===Carried Equipment===
 +
Alchemist's supplies ([[Alfondir Alchemical Formulary|alchemical formulary]], tools, alchemical materia)
 +
===Stored Equipment===
 +
* '''Stored Equipment:''' Alchemy lab (3 slots)
 +
===Lifestyle===
 +
* '''Lifestyle:''' ''Comfortable'' (2gp per day • 20 gp per ten-day • 60gp per month)
 
===Magic Items===
 
===Magic Items===
 +
'''Attunements (4/4):''' ''Throssglir'' • ''amulet of proof against detection & location'' • ''robe of eyes'' • ''ring of protection +2''
 
* '''''Potions of Healing'':''' x3. Heals 2d4+2 per vial.
 
* '''''Potions of Healing'':''' x3. Heals 2d4+2 per vial.
* '''''Throssglir'':''' Elven fineblade (rapier, except inflicts slashing). ''Attunement''
+
* '''''Potion of Greater Healing'':''' x1. Heals 4d4+4 per vial.
 +
* '''''Potion of Superior Healing'':''' x0. Heals 8d4+8 per vial.
 +
* '''Spell Scrolls:''' mending, detect magic (x2), longstrider, phantasmal killer, fly, Nystul's magic aura
 +
* '''''Throssglir'':''' ''Elven fineblade +1'' (rapier, except inflicts slashing). ''Attunement''
 
** ''Weapon of warning:'' Gain advantage on initiative rolls; cannot be surprised (includes allies within 30') except when incapacitated by something other than sleep; magically awakens self and companions within range if any are sleeping naturally when combat begins.
 
** ''Weapon of warning:'' Gain advantage on initiative rolls; cannot be surprised (includes allies within 30') except when incapacitated by something other than sleep; magically awakens self and companions within range if any are sleeping naturally when combat begins.
 
** ''Blade Summons:'' With a bonus action, may summon the blade to hand as long as the blade is on the same plane.
 
** ''Blade Summons:'' With a bonus action, may summon the blade to hand as long as the blade is on the same plane.
 
** ''Legacy of the Aula:'' Grants the ability to speak, read, and write Tienne. Sometimes interacts with Remnants artifacts in unexpected ways.
 
** ''Legacy of the Aula:'' Grants the ability to speak, read, and write Tienne. Sometimes interacts with Remnants artifacts in unexpected ways.
 +
** ''Aula Rune of Light:'' At will change damage to radiant • +1d8 damage to undead
 +
** Wishes to find her five sisters.
 
* '''''Flickering Flame Focus'':''' ''Arcane Focus''. +1 to attack with flame spells, +1 DC to resist flame spells
 
* '''''Flickering Flame Focus'':''' ''Arcane Focus''. +1 to attack with flame spells, +1 DC to resist flame spells
* '''''Remnantite Communicator'':''' Communication modules connected to other communicators.
 
 
* '''''Periapt of Wound Closure'':''' Stabilize when dying, at beginning of turn. In addition, whenever roll a Hit Die to regain to hit points, double the number of hit points it restores.
 
* '''''Periapt of Wound Closure'':''' Stabilize when dying, at beginning of turn. In addition, whenever roll a Hit Die to regain to hit points, double the number of hit points it restores.
 
* '''''Amulet of Proof against Detection and Location'':''' ''Attuned''. Remain hidden from divination magic and similar effects. Cannot be scryed.
 
* '''''Amulet of Proof against Detection and Location'':''' ''Attuned''. Remain hidden from divination magic and similar effects. Cannot be scryed.
 +
* '''''Robe of Eyes'':''' ''Attuned''. See in all directions, gaining advantage on Wisdom (Perception) checks for sight • Darkvision 120 ft • See invisible or ethereal creatures and objects 120 ft • Eyes can't be closed or averted • ''light'' or ''daylight'' cast within 5 ft of robe can cause blindness (Con DC 11 or 15 to resist)
 +
* '''''Ring of Protection +2'':''' ''Attuned''. +2 bonus to AC and saving throws.
 +
* '''''Magnifying Glass of Identification'':''' Cast ''identify'' on items viewed through glass.
  
 
===Alchemical Items===
 
===Alchemical Items===
 
* '''Campstone (5):''' These small disks of alchemically refined flint are used to start fires quickly. By placing the disk down and placing something flammable atop it, all it takes is striking the item with something made of steel. The alchemy refines the flint’s natural spark-creating trait, causing it to flare a small fire to life, catching whatever is set on it afire immediately. Each stone has ten uses before it shatters.
 
* '''Campstone (5):''' These small disks of alchemically refined flint are used to start fires quickly. By placing the disk down and placing something flammable atop it, all it takes is striking the item with something made of steel. The alchemy refines the flint’s natural spark-creating trait, causing it to flare a small fire to life, catching whatever is set on it afire immediately. Each stone has ten uses before it shatters.
 
* '''Alchemist's fire (2):''' ''Ranged Attack''. A targeted creature or object struck by the contents of this vial bursts into flame, taking 1d4 fire damage at the start of each turn. A creature may end this damage by using an action to make a DC 10 Dexterity save to extinguish the flames.
 
* '''Alchemist's fire (2):''' ''Ranged Attack''. A targeted creature or object struck by the contents of this vial bursts into flame, taking 1d4 fire damage at the start of each turn. A creature may end this damage by using an action to make a DC 10 Dexterity save to extinguish the flames.
* '''Sleep gas (2):''' ''Ranged Area Attack''. Creates a cloud of gas in a 10’ radius of the point of impact that lingers for 3 rounds. Creatures within the area must make a DC 13 Constitution save or be a ected by the gas. Creatures affected take the Stunned condition on the turn in which they are affected, and then fall asleep at the end of their next action. For one minute after, only damage or someone taking an action to wake them can rouse them; after that, the sleep is normal, and simple jostling or loud noises can wake them.
+
* '''Sleep gas (1):''' ''Ranged Area Attack''. Creates a cloud of gas in a 10’ radius of the point of impact that lingers for 3 rounds. Creatures within the area must make a DC 13 Constitution save or be a ected by the gas. Creatures affected take the Stunned condition on the turn in which they are affected, and then fall asleep at the end of their next action. For one minute after, only damage or someone taking an action to wake them can rouse them; after that, the sleep is normal, and simple jostling or loud noises can wake them.
 +
 
 +
===Magic Item Formulas===
 +
* '''''Daern's Instant Fortress''''' (Rare) • ''Requires:'' one of the following:
 +
** a) one of the crystal anchors that Nalu'ae uses to bind it between Isenes and Faerie - they would be somewhere within the deep forest, the region where the boundaries between worlds and time blur and from what Talmarkin has told you, is ruled over by a fae called the River Lord
 +
** b) the "heart" of a roken phase golem, known as "ghosts" - constructs that had been built for infiltration and assassination.  With luck, a recently discovered roken fortress might have just this sort of thing.
 +
** c) if Dolgrim and Talmarkin are correct and they do what they theorize - one of the Pylon cores would do
 +
 
 
===Research===
 
===Research===
* '''Formula (''Daern's Instant Fortress''):''' 4/6 units of lore.
+
* x
  
 
===Creating Magic Items===
 
===Creating Magic Items===
* '''''Daern's Instant Fortress'':''' 0/2000 gp • 0/50 weeks
+
* '''''[[Alfondir's Daerns Fortress|Daern's Instant Fortress]]'':''' 2000 gp/2000 gp • 8/10 weeks
  
===Downtime===
+
==Wishlists==
 +
===Magic Items===
 +
* '''Common (1 week • 50gp • CR 1-3):''' spell scrolls (cantrip to 1st level, spells from wishlist)
 +
* '''Uncommon (2 weeks • 200gp • CR 4-8):''' alchemy jug, bag of holding, boots of elvenkind, cloak of elvenkind, gloves of missile snaring, ring of jumping, spell scroll (2nd to 3rd level, spells from wishlist), wand of magic detection, winged boots
 +
* '''Rare (10 weeks • 2000gp • CR 9-12):''' amulet of health, boots of speed, bracers of defense, cloak of the bat, helm of teleportation, heward's handy haversack, ioun stones (awareness, protection), necklace of fireballs, ring of evasion, ring of spell storing, spell scroll (4th to 5th level spells from wishlist), wand of fireballs, wings of flying
 +
* '''Very Rare (25 weeks • 20,000gp • CR 13-18):''' crystal ball, helm of brilliance, ioun stone (absorption, insight), ring of regeneration, ring of shooting stars, robe of stars, rod of security, spell scroll (6th to 8th level spells from wishlist)
 +
* '''Legendary (50 weeks • 100,000gp • CR 19+):''' crystal ball, ioun stone (greater absorption, mastery, regeneration), ring of elemental command (fire), ring of spell turning, robe of the archmagi, spell scroll (9th level spells from wishlist)
 +
 
 +
===Wizard Spells===
 +
EEPC: Elemental Evil Player's Guide • EGM: Elminster's Guide to Magic
 +
* '''Cantrips:''' control flames (EEPC), create item (EGM), create bonfire (EEPC), echoing blow (EGM), elemental burst (EGM), frostwind blade (EGM), mage hand, mending, punishing strike (EGM)
 +
* '''1st Level:''' critical strike (EGM), mage armor, find familiar, frightful strike (EGM), nerveskitter (EGM), Nystul's flash (EGM), sorcerous scribe (EGM), speed of thought (EGM), tearing claws (EGM), weightless pursuit (EGM)
 +
* '''2nd Level:''' Aganazzar's scorcher (EEPG), backbiter (EGM), balancing lorecall (EGM), blastbones (EGM), continual flame, knock, lifetap (EGM), magic mouth, pyrotechnics (EEPG), see invisibility, spider climb, sudden transposition (EGM), wraithstrike (EGM)
 +
* '''3rd Level:''' abolish shadows (EGM), aegis of ensnarement (EGM), aegis of shielding (EGM), counterspell, flame arrows (EEPG), hover (EGM), lightning bolt, mage armor, greater (EGM), protection from normal missiles (EGM), tongues
 +
* '''4th Level:''' delayed magic missile (EGM), dimension door, dragon breath (EGM), elemental bane (EEPG), flight of the dragon (EGM), Leomund's secret chest, Mordenkainen's private sanctum, spell immunity (EGM)
 +
* '''5th Level:''' Bigby's hand, contact other plane, dream, duel ward (EGM), immolation (EEPG), immunity to poison and disease (EGM), indomitability (EGM), ironguard, lesser (EGM), scrying, servant army (EGM), shadow form (EGM), teleportation circle, unexpected clarity (EGM), weaken ability (EGM), xorn movement (EGM)
 +
* '''6th Level:''' arcane gate, aura of terror (EGM), contingency, energy immunity (EGM), gemjump (EGM), guards and wards, hardening (EGM), investiture of flame (EEPG), read object (EGM), sign of sealing, greater (EGM), true seeing
 +
* '''7th Level:''' brilliant blade (EGM), elemental body (EGM), forcecage, inevitability of the grave (EGM), ironguard (EGM), master earth (EGM), Mordenkainen's magnificent mansion, Mordenkainen's sword, plane shift, Simbul's spell sequencer (EGM), stone shape, greater (EGM), synostodweomer (EGM), teleport
 +
* '''8th Level:''' antimagic field, brilliant aura (EGM), demiplane, fire shield, mass (EGM), gateway (EGM). heart of stone (EGM), Prismal's wormhole (EGM), spell engine (EGM)
 +
* '''9th Level:''' absorption (EGM), black blade of disaster (EGM), effulgent epurvation (EGM), foresight, gate, glorious transmutation (EGM), transmute rock to lava (EGM), unbinding (EGM), wish
 +
 
 +
===Other Plans===
 +
* '''[[Wizard Crossover Spells]]''', for when Alfondir uses his cleric buddy and ''Rary's mnemonic enhancer'' to make scrolls for spells on wizard list that he can then add to his spellbooks.
 +
 
 +
==Downtime==
 
'''After the Hag''' (6 tendays)
 
'''After the Hag''' (6 tendays)
 
* '''Work:''' 3 weeks @ comfortable, 1 week @ comfortable + 25gp, 1 week @ poor (complication: fight with ink-maker reduces it to squalid)
 
* '''Work:''' 3 weeks @ comfortable, 1 week @ comfortable + 25gp, 1 week @ poor (complication: fight with ink-maker reduces it to squalid)
Line 137: Line 192:
 
* '''Crafting:''' none
 
* '''Crafting:''' none
 
'''After the Corrupted Dryad''' (3 tendays)
 
'''After the Corrupted Dryad''' (3 tendays)
* '''Work:''' 2 weeks research, 1 week @ comfortable +25gp
+
* '''Work:''' 1 week @ comfortable +25gp
 
+
* '''Research:''' 2 weeks (''Daern's Instant Fortress'' formula)
==Seasonal Personality Traits==
+
'''After the Murder of Hyacinth''' (4 tendays)
[[Image:Autumn-winter.png|center|800px]]
+
* '''Research:''' 1 week • Result 3 pieces of lore (''Daern's Instant Fortress'' formula)
 
+
* '''Magic Item Construction:''' ''Daern's Instant Fortress''. 3 weeks, 2000gp
==Advancement==
+
* '''Cost of Living:''' Comfortable x4 weeks (80gp) + Poor x4 weeks for Ziki (8gp)
===Character Creation (1st)===
+
'''After Defeating Warwick's Gang''' (4 tenday)
* '''Abilities:''' ''27 pts'' • Int 15 (9pt), Dex 15 (9pt), Con 13 (5pt), Cha 10 (2pt), Str 10 (2pt), Wis 8 (0 pt)
+
* '''Magic Item Construction:''' ''Daern's Instant Fortress''. 4 week.
** ''Eladrin Elf:'' +2 Dex, +1 Int
 
** Strength 10 (+0), Dexterity 18 (+4), Constitution 13 (+1);<br> Intelligence 16 (+3), Wisdom 8 (-1), Charisma 10 (+0)
 
* '''Proficiency Bonus:''' +2
 
* '''Gold:''' 100gp (4d4 x10gp) + 200gp
 
* '''Magic:''' ''Throssglir'' plus 3 ''potions of healing''
 
* '''Bonus Feat/Ability Score Improvement:''' Acrobat (+1 Dex, DC 15 to ignore difficult terrain)
 
* '''Inheritor (Background):''' Acrobatics, Arcana, Alchemist's Tools, Draconic • Inheritance feature
 
* '''Wizard (Class):''' Spellcasting, Ritual Casting, Spellcasting Focus, Arcane Recovery • Spells: 3 (Cantrips), 2 (1st level slots), Int bonus + Wizard level prepared • Spellbook: 3 Cantrips, 6 1st-level
 
** ''Hit Points (1st):'' 7 hp • ''Hit Dice:'' 1d6
 
** ''Proficiencies:'' Daggers, darts, slings, quarterstaffs, light crossbows • Intelligence & Wisdom • History, Investigation
 
* '''Equipment'''
 
** Studded Leather (45gp)
 
** 3 daggers (6gp)
 
** 10 darts (5sp)
 
** Explorer's Pack (10gp)
 
** Crystal arcane focus (10gp)
 
** Alchemist's Supplies (50gp), including formulary:
 
*** Common: alchemical cosmetics kit, hair dye, scar and blemish remover; smoke bomb, smokestick; emetic elixir, pain relief elixir, sleep aid elixir; alchemical dye, alchemical glue, cleaning agents, drunkard's head remedy; alchemical ink (black);
 
*** Uncommon: alchemist's fire, sleep gas; campstone, cleansewater
 
*** Rare: froststone
 
** Healer's Kit (5gp)
 
** Clothes, Travelers x3 (6gp)
 
** Campstone x5 (5gp)
 
** Alchemist's Fire (50gp)
 
** Alchemy Materials (50gp)
 
===Second Level===
 
* '''Wizard (Class):''' Arcane Tradition (Bladesinging) • Spells: 3 (Cantrips), 3 (1st-level), Int bonus + Wizard level prepared • Spellbook: 3 Cantrips, 8 1st-level
 
** ''HP:'' +5hp (12 hp) • ''Hit Dice:'' 2d6
 
** ''Bladesinger Tradition:'' Proficiency with light armor, plus elven fineblade • Performance Proficiency • Bladesong ability
 
===Third Level===
 
* '''Wizard (Class):''' Arcane Tradition (Bladesinging) • Spells: 3 (Cantrips), 4 (1st-level)/2 (2nd-level), Int bonus + Wizard level prepared • Spellbook: 3 Cantrips, 8 1st-level, 2 2nd-level
 
** ''HP:'' +7hp (19 hp) • ''Hit Dice:'' 3d6
 

Latest revision as of 08:26, 26 March 2018

Alfondir Steelsong
Alfondir.jpg
Race: Eladrin Elf, Class: Wizard (Bladesinger) 8th
Background: Inheritor, Alignment: Neutral Good
Patron Deity: Tethrin Veraldé, elven god of bladesingers and swordsmanship (Seldarine)
Factions: The Lhircrist (former); None
Ability Scores
Strength 10 (+0), Dexterity 18 (+4), Constitution 14 (+2);
Intelligence 20 (+5), Wisdom 8 (-1), Charisma 10 (+0)
Proficiencies
Bonus: +3
Saving Throws: Intelligence & Wisdom; all at +2
Skills: Acrobatics*, Arcana, History, Investigation, Perception, Performance
Tools: Alchemist's Tools
Languages: Queens' Common, Cyrrollae, Meliran (elven), Tianne (arcane tongue), BalGez'ir (kobolds, dragons, wizards, scholars), Aos-Sidhe (faerie)
Armor: Light
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, longswords, short swords, shortbows, long bows, elven fineblades
Traits
Keen Senses, Darkvision (60'), Fey Ancestry, Trance, Elf Weapon Training, Fey Step • Inheritance • Arcane Recovery, Ritual Casting, Spellcasting, Spellcasting Focus, Trained in War and Song, Bladesong, Extra Attack • Uduma's Favor (advantage on swimming Athletics checks)
Feats
Acrobat • Int +2 • Int +2
Combat
Attacks:
• Throssglir: +8 attack, 1d8+5 slashing, Finesse
• Dagger +7 attack, 1d4+4 piercing, ranged (20/60), Finesse
Darts: +7 attack, 1d4+4 piercing, Finesse, ranged (20/60)
Fire bolt: +8 attack, 2d10 fire
Armor Class: 16 (unarmored) • 18 (armored) • +5 (bladesong), Initiative: 4, Speed: 30 ft
Hit Points: 56, Hit Dice: 8d6
Social
Personality Traits: [Seasonal Trait] • Fascinated with sleep • Apples are my favorite food...and drink • I rise with the sun every morning
Ideals: Honor. When my word is given or an oath spoken, I will die before I betray or fail it.
Discipline. I live a structured and orderly life, with lots of space for practice of my various arts.
Bonds: Master Kyndara. My master risked much when they entrusted me with Throssglir; I must honor their choice and their legacy.
House Erebor: The royal house of Nalu'ae wants me dead; its in my best interests to avoid them and their plan for me.
Morgeniese: The friend of my master who forced me to confront my own prejudices about humankind.
Flaws: [Seasonal Trait]
Melancholy. I miss my homeland terribly.
Out of the World. My people have been gone from this world for two hundred years.
Dismissive of Humans. Humans are unlikely to have anything of good or use to offer.

"Do not go to the elves for counsel, for they will say both no and yes." -JRRTolkien

"Home is behind, the world ahead,
And there are many paths to tread
Through shadows to the edge of night,
Until the stars are all alight.
Then world behind and home ahead,
We'll wander back and home to bed.
Mist and twilight, cloud and shade,
Away shall fade! Away shall fade!" -JRRTolkien

A man that flies from his fear may find that he has only taken a short cut to meet it.” -JRRTolkien

Traits

Elf (Eladrin)

  • +2 Dexterity, +1 Intelligence
  • Darkvision: See up to 60' as though bright in dim light, or dim in darkness.
  • Keen Senses: Proficient in Perception skill.
  • Fey Ancestry: Advantage on saving throws against being charmed; immune to sleep
  • Trance: Meditate for four hours instead of sleeping
  • Languages: Common, Elvish
  • Elf Weapon Training: Longsword, short sword, long bow, short bow
  • Fey Step: Cast misty step once; regain with long or short rest
  • Seasonal Cantrip: Intelligence-based spellcasting of a cantrip. During a long or short rest, may change the cantrip to another.
    • Autumn: Peaceful • Amber eyes • friends
    • Winter: Melancholy • Silver eyes • chill touch
    • Spring: Joyful • Pale green eyes • minor illusion
    • Summer: Aggressive • Blue eyes • firebolt

Inheritor (Background)

  • Inheritance: Gain an item that will slowly awaken in magic over time.

Wizard (Bladesinger)

  • 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.

Bladesinger (Arcane Tradition)

  • Trained in War and Song: Proficiency with light armor and one one-handed melee weapon of choice • Performance Proficiency
  • Bladesong: When not wearing medium or heavy armor or using a shield, may use a bonus action to start the bladesong for 1 minute • Ends early if incapacitated, increase armor, or switch to two hands with a weapon • May dismiss at any time (no action required) • May use twice; regain expended uses of it when completing a long or short rest • While bladesong is active, gain the following:
    • + Int (+5) bonus to AC
    • +10 to Speed
    • Advantage on Dexterity (Acrobatics) checks.
    • + Int (+5) bonus to Constitution saves to maintain Concentration.
  • Extra Attacks: Make two attacks when using the Attack action

Prepared Spells

Spells Prepared (Lvl + Int): 11/13

  • Cantrips (4): fire bolt*, challenger's mark, green-flame blade, message, prestidigitation
  • First Level: absorb elements, shield, thundering armor
  • Second Level: daggerspell stance, misty step
  • Third Level: blade of pain and fear, fly, haste, sending
  • Fourth Level: fire shield, wall of fire

Spellcasting

  • Spells per Day: 1st: 4 • 2nd: 3 • 3rd: 3 • 4th: 2
  • Spell Power: Saving Throw DC: 16 (17 w/fire damage) • Spell Attack Mod: +8 (+9 w/fire damage)
  • Magic Ability: Intelligence

Spellbooks

Spells marked with a cross (+) are rituals.
Alfondir carries the following books with him when traveling:

Alfondir leaves the following books in his sanctum:

Feats

  • Acrobat: Free. +1 Dexterity • Double proficiency bonus with Acrobatics • As a bonus action, may make a DC 15 Dexterity (Acrobatics) check to ignore the extra movement cost of difficult terrain until end of the current turn.

Boons

  • Uduma's Favor: +1 Con • Advantage on swimming-based Athletics checks

Resources

Whispersong.jpg
  • Moneys: 47 pp • 5412 gp • 601 sp • 363 cp • 4 gold trade bars (100gp each) • 16 silver bars (10gp each)
  • Gems:
  • Alchemical Materia: 635 gp
  • Boons: Favor from Morgeinese

Worn Equipment

Traveler's clothes, studded leather armor, belt, backpack, 10 darts (hidden), vial bandolier

  • Belt: dagger, Throssglir, 2 pouches
    • Pouch 1: 2 potions of healing, 1 campstone
    • Pouch 2: 1 alchemist's fire
    • Bandolier: 1 potion of healing, 0 potion of greater healing, 1 potion of superior healing, 1 alchemist's fire, 1 sleep gas, 2 holy water
  • Backpack: 2 daggers (extra), small bag with 4 campstones, 2 sets of traveler's clothing, healer's kit, mess kit, tinderbox, 10 days rations; (strapped on) bedroll, waterskin, 50' hemp rope

Carried Equipment

Alchemist's supplies (alchemical formulary, tools, alchemical materia)

Stored Equipment

  • Stored Equipment: Alchemy lab (3 slots)

Lifestyle

  • Lifestyle: Comfortable (2gp per day • 20 gp per ten-day • 60gp per month)

Magic Items

Attunements (4/4): Throssgliramulet of proof against detection & locationrobe of eyesring of protection +2

  • Potions of Healing: x3. Heals 2d4+2 per vial.
  • Potion of Greater Healing: x1. Heals 4d4+4 per vial.
  • Potion of Superior Healing: x0. Heals 8d4+8 per vial.
  • Spell Scrolls: mending, detect magic (x2), longstrider, phantasmal killer, fly, Nystul's magic aura
  • Throssglir: Elven fineblade +1 (rapier, except inflicts slashing). Attunement
    • Weapon of warning: Gain advantage on initiative rolls; cannot be surprised (includes allies within 30') except when incapacitated by something other than sleep; magically awakens self and companions within range if any are sleeping naturally when combat begins.
    • Blade Summons: With a bonus action, may summon the blade to hand as long as the blade is on the same plane.
    • Legacy of the Aula: Grants the ability to speak, read, and write Tienne. Sometimes interacts with Remnants artifacts in unexpected ways.
    • Aula Rune of Light: At will change damage to radiant • +1d8 damage to undead
    • Wishes to find her five sisters.
  • Flickering Flame Focus: Arcane Focus. +1 to attack with flame spells, +1 DC to resist flame spells
  • Periapt of Wound Closure: Stabilize when dying, at beginning of turn. In addition, whenever roll a Hit Die to regain to hit points, double the number of hit points it restores.
  • Amulet of Proof against Detection and Location: Attuned. Remain hidden from divination magic and similar effects. Cannot be scryed.
  • Robe of Eyes: Attuned. See in all directions, gaining advantage on Wisdom (Perception) checks for sight • Darkvision 120 ft • See invisible or ethereal creatures and objects 120 ft • Eyes can't be closed or averted • light or daylight cast within 5 ft of robe can cause blindness (Con DC 11 or 15 to resist)
  • Ring of Protection +2: Attuned. +2 bonus to AC and saving throws.
  • Magnifying Glass of Identification: Cast identify on items viewed through glass.

Alchemical Items

  • Campstone (5): These small disks of alchemically refined flint are used to start fires quickly. By placing the disk down and placing something flammable atop it, all it takes is striking the item with something made of steel. The alchemy refines the flint’s natural spark-creating trait, causing it to flare a small fire to life, catching whatever is set on it afire immediately. Each stone has ten uses before it shatters.
  • Alchemist's fire (2): Ranged Attack. A targeted creature or object struck by the contents of this vial bursts into flame, taking 1d4 fire damage at the start of each turn. A creature may end this damage by using an action to make a DC 10 Dexterity save to extinguish the flames.
  • Sleep gas (1): Ranged Area Attack. Creates a cloud of gas in a 10’ radius of the point of impact that lingers for 3 rounds. Creatures within the area must make a DC 13 Constitution save or be a ected by the gas. Creatures affected take the Stunned condition on the turn in which they are affected, and then fall asleep at the end of their next action. For one minute after, only damage or someone taking an action to wake them can rouse them; after that, the sleep is normal, and simple jostling or loud noises can wake them.

Magic Item Formulas

  • Daern's Instant Fortress (Rare) • Requires: one of the following:
    • a) one of the crystal anchors that Nalu'ae uses to bind it between Isenes and Faerie - they would be somewhere within the deep forest, the region where the boundaries between worlds and time blur and from what Talmarkin has told you, is ruled over by a fae called the River Lord
    • b) the "heart" of a roken phase golem, known as "ghosts" - constructs that had been built for infiltration and assassination. With luck, a recently discovered roken fortress might have just this sort of thing.
    • c) if Dolgrim and Talmarkin are correct and they do what they theorize - one of the Pylon cores would do

Research

  • x

Creating Magic Items

Wishlists

Magic Items

  • Common (1 week • 50gp • CR 1-3): spell scrolls (cantrip to 1st level, spells from wishlist)
  • Uncommon (2 weeks • 200gp • CR 4-8): alchemy jug, bag of holding, boots of elvenkind, cloak of elvenkind, gloves of missile snaring, ring of jumping, spell scroll (2nd to 3rd level, spells from wishlist), wand of magic detection, winged boots
  • Rare (10 weeks • 2000gp • CR 9-12): amulet of health, boots of speed, bracers of defense, cloak of the bat, helm of teleportation, heward's handy haversack, ioun stones (awareness, protection), necklace of fireballs, ring of evasion, ring of spell storing, spell scroll (4th to 5th level spells from wishlist), wand of fireballs, wings of flying
  • Very Rare (25 weeks • 20,000gp • CR 13-18): crystal ball, helm of brilliance, ioun stone (absorption, insight), ring of regeneration, ring of shooting stars, robe of stars, rod of security, spell scroll (6th to 8th level spells from wishlist)
  • Legendary (50 weeks • 100,000gp • CR 19+): crystal ball, ioun stone (greater absorption, mastery, regeneration), ring of elemental command (fire), ring of spell turning, robe of the archmagi, spell scroll (9th level spells from wishlist)

Wizard Spells

EEPC: Elemental Evil Player's Guide • EGM: Elminster's Guide to Magic

  • Cantrips: control flames (EEPC), create item (EGM), create bonfire (EEPC), echoing blow (EGM), elemental burst (EGM), frostwind blade (EGM), mage hand, mending, punishing strike (EGM)
  • 1st Level: critical strike (EGM), mage armor, find familiar, frightful strike (EGM), nerveskitter (EGM), Nystul's flash (EGM), sorcerous scribe (EGM), speed of thought (EGM), tearing claws (EGM), weightless pursuit (EGM)
  • 2nd Level: Aganazzar's scorcher (EEPG), backbiter (EGM), balancing lorecall (EGM), blastbones (EGM), continual flame, knock, lifetap (EGM), magic mouth, pyrotechnics (EEPG), see invisibility, spider climb, sudden transposition (EGM), wraithstrike (EGM)
  • 3rd Level: abolish shadows (EGM), aegis of ensnarement (EGM), aegis of shielding (EGM), counterspell, flame arrows (EEPG), hover (EGM), lightning bolt, mage armor, greater (EGM), protection from normal missiles (EGM), tongues
  • 4th Level: delayed magic missile (EGM), dimension door, dragon breath (EGM), elemental bane (EEPG), flight of the dragon (EGM), Leomund's secret chest, Mordenkainen's private sanctum, spell immunity (EGM)
  • 5th Level: Bigby's hand, contact other plane, dream, duel ward (EGM), immolation (EEPG), immunity to poison and disease (EGM), indomitability (EGM), ironguard, lesser (EGM), scrying, servant army (EGM), shadow form (EGM), teleportation circle, unexpected clarity (EGM), weaken ability (EGM), xorn movement (EGM)
  • 6th Level: arcane gate, aura of terror (EGM), contingency, energy immunity (EGM), gemjump (EGM), guards and wards, hardening (EGM), investiture of flame (EEPG), read object (EGM), sign of sealing, greater (EGM), true seeing
  • 7th Level: brilliant blade (EGM), elemental body (EGM), forcecage, inevitability of the grave (EGM), ironguard (EGM), master earth (EGM), Mordenkainen's magnificent mansion, Mordenkainen's sword, plane shift, Simbul's spell sequencer (EGM), stone shape, greater (EGM), synostodweomer (EGM), teleport
  • 8th Level: antimagic field, brilliant aura (EGM), demiplane, fire shield, mass (EGM), gateway (EGM). heart of stone (EGM), Prismal's wormhole (EGM), spell engine (EGM)
  • 9th Level: absorption (EGM), black blade of disaster (EGM), effulgent epurvation (EGM), foresight, gate, glorious transmutation (EGM), transmute rock to lava (EGM), unbinding (EGM), wish

Other Plans

  • Wizard Crossover Spells, for when Alfondir uses his cleric buddy and Rary's mnemonic enhancer to make scrolls for spells on wizard list that he can then add to his spellbooks.

Downtime

After the Hag (6 tendays)

  • Work: 3 weeks @ comfortable, 1 week @ comfortable + 25gp, 1 week @ poor (complication: fight with ink-maker reduces it to squalid)
  • Crafting: 2 sleep gas (2 days), alchemist's fire (1 day), 2 smoke bomb (1 day)

After the Orchard Dungeon (6 tendays)

  • Work: 1 week @ poor, 3 weeks @ comfortable +25gp, 1 week @ modest, 1 week @ comfortable
  • Crafting: none

After the Corrupted Dryad (3 tendays)

  • Work: 1 week @ comfortable +25gp
  • Research: 2 weeks (Daern's Instant Fortress formula)

After the Murder of Hyacinth (4 tendays)

  • Research: 1 week • Result 3 pieces of lore (Daern's Instant Fortress formula)
  • Magic Item Construction: Daern's Instant Fortress. 3 weeks, 2000gp
  • Cost of Living: Comfortable x4 weeks (80gp) + Poor x4 weeks for Ziki (8gp)

After Defeating Warwick's Gang (4 tenday)

  • Magic Item Construction: Daern's Instant Fortress. 4 week.