Difference between revisions of "Alfondir"

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===Prepared Spells===
 
===Prepared Spells===
'''Spells Prepared (Lvl + Int):''' 8/9<br>
+
'''Spells Prepared (Lvl + Int):''' 9/9<br>
 
* '''Cantrips (4):''' fire bolt*, green-flame blade, message, prestidigitation, sword burst
 
* '''Cantrips (4):''' fire bolt*, green-flame blade, message, prestidigitation, sword burst
* '''First Level:''' absorb elements, magic missile, shield
+
* '''First Level:''' absorb elements, magic missile, shield, unseen servant
 
* '''Second Level:''' blur, flaming sphere, misty step
 
* '''Second Level:''' blur, flaming sphere, misty step
 
* '''Third Level:''' blazing slash, Melf's minute meteors
 
* '''Third Level:''' blazing slash, Melf's minute meteors

Revision as of 17:30, 8 October 2017

Alfondir Steelsong
Alfondir.jpg
Race: Eladrin Elf, Class: Wizard (Bladesinger) 5th
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 18 (+4), Wisdom 8 (-1), Charisma 10 (+0)
Proficiencies
Bonus: +3
Saving Throws: Intelligence & Wisdom
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 • Uduma's Favor (advantage on swimming Athletics checks)
Feats
Acrobat • Int +2
Combat
Attacks:
• Throssglir: +7 attack, 1d8+4 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: 14 (unarmored) • 16 (armored) • +4 (bladesong), Initiative: 4, Speed: 30 ft
Hit Points: 34, Hit Dice: 5d6
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.
    • Moods: Spring (joy • pale green eyes), Summer (aggression • blue), Autumn (peace • amber), Winter (sadness • silver)
Eladrin-cantrip.png

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 (+4) bonus to AC
    • +10 to Speed
    • Advantage on Dexterity (Acrobatics) checks.
    • + Int (+4) bonus to Constitution saves to maintain Concentration.

Prepared Spells

Spells Prepared (Lvl + Int): 9/9

  • Cantrips (4): fire bolt*, green-flame blade, message, prestidigitation, sword burst
  • First Level: absorb elements, magic missile, shield, unseen servant
  • Second Level: blur, flaming sphere, misty step
  • Third Level: blazing slash, Melf's minute meteors

Spellcasting

  • Spells per Day: 1st: 4 • 2nd: 3 • 3rd: 2
  • Spell Power: Saving Throw DC: 15 (16 w/fire damage) • Spell Attack Mod: +7 (+8 w/fire damage)
  • Magic Ability: Intelligence
  • Spellbook: (69/100 pages) Those spells marked with a cross (+) are rituals.
    • Cantrips: green-flame blade (4p), message (2p), prestidigitation (4p), sword burst (1p)
    • 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)
    • Second Level: blur (4p), flaming sphere (5p), misty step (4p), scorching ray (6p)
    • Third Level: blazing slash (4p), feign death+ (6p), Melf's minute meteors (8p), sending (5p)

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: Advantage on swimming-based Athletics checks

Resources

Whispersong.jpg
  • Moneys: 0 pp • 252 gp • 71 sp • 167 cp
  • Gems:
  • Alchemical Materia: 0 gp
  • Worn Equipment: Traveler's clothes, studded leather armor, belt, backpack, 10 darts (hidden), vial bandolier
    • Belt: dagger, elven fineblade (magical), 2 pouches
      • Pouch 1: 1 potions of healing, 1 campstone
      • Pouch 2: 1 alchemist's fire, 1 sleep gas
      • Bandolier: 2 potions of healing, 1 alchemist's fire, 1 sleep gas
    • 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 (formulary, tools, alchemical materia)
    • 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
  • Stored Equipment: None
  • Lifestyle: Comfortable (2gp per day • 20 gp per ten-day • 60gp per month)

Magic Items

  • Potions of Healing: x3. Heals 2d4+2 per vial.
  • Throssglir: Elven fineblade (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.
  • 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.

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 (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.

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

Seasonal Personality Traits

Autumn-winter.png

Advancement

Character Creation (1st)

  • Abilities: 27 pts • Int 15 (9pt), Dex 15 (9pt), Con 13 (5pt), Cha 10 (2pt), Str 10 (2pt), Wis 8 (0 pt)
    • Eladrin Elf: +2 Dex, +1 Int
    • Strength 10 (+0), Dexterity 18 (+4), Constitution 13 (+1);
      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