Difference between revisions of "Ardrynn"
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|CharacterName=Ardrynn | |CharacterName=Ardrynn | ||
|Race=[[Erephim]] | |Race=[[Erephim]] | ||
− | |Class=Wizard | + | |Class=Wizard 2nd |
|Background=Hermit | |Background=Hermit | ||
|Alignment=Neutral | |Alignment=Neutral |
Revision as of 19:59, 10 February 2016
Ardrynn
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Race: Erephim, Class: Wizard 2nd 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: 13, Hit Dice: 2d6 |
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: 3
- Spells: Prepared: 6
- 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+
- 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
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