Difference between revisions of "Griffin"
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Revision as of 17:44, 7 September 2014
Griffin
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Race: Scindo Elf, Class: Sorcerer 5 (?? xp) Background: Unknown, Alignment: Neutral Good Patron Deity: None Factions: {{{Factions}}} |
Ability Scores
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Strength 13 (+1), Dexterity 16 (+3), Constitution 13 (+1), Intelligence 16 (+3), Wisdom 15 (+2), Charisma 17 (+3) |
Proficiencies
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Bonus: +3 Saving Throws: Constitution & Charisma Skills: Arcana (Int), Insight (Wis), Investigation (Int), Perception (Wis), Survival (Wis) Tools: Navigator's tools Languages: Threxantran (Local Common), Misantil, Darshinian, ??, ?? Armor: None Weapons: Quarterstaffs, daggers, darts, slings, light crossbows, longbow, shortbow, long sword, short sword |
Traits
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Darkvision, Fey Ancestry, Trance, Wanderer |
Feats
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Ritual Caster |
Combat
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Attacks: {{{Attacks}}} Armor Class: 16 (13 + Dex), Initiative: +3, Speed: 30 Hit Points: 36, Hit Dice: 5d6 |
Social
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Personality Traits: {{{Personality}}} Ideals: Be good. Be selfish. Look out for number one, as long as no one else gets hurt. No, dammit. Everybody else is on their own. Remember that! Bonds: Lady Jinala (until he fulfills his debt or finds a way to escape); Talyn, his son (maybe); his companions (at least for as long as he's with them) Flaws: Amnesia, cowardice, resistant of his better nature, terrified that his "unnatural" magical ability will be discovered |
“I can't go back to yesterday because I was a different person then.” - Lewis Carroll, Alice in Wonderland
Contents
Origin
Six months ago, Griffin woke up.
He woke to pain and thirst and a shocking hollowness. Where there should have been memory, identity, self, there was nothing. All that he had been was gone, swallowed into a black, aching void inside his mind.
His life began in a modest private room at a charity hospice in Dulnai. The healers there told him he’d been found in one of the rougher areas of the city by a pair of watchmen. He’d been badly beaten and near death, still half-buried in the shallow grave he’d clawed his way out of. The watchmen would likely have let him die in a jail cell had it not been for the surprising appearance of a young noblewoman, Lady Jinala of House Bannik.
How Jinala knew to be at that watch house on that night was a mystery. She’d brought along a priestess of Selune to heal Griffin enough to keep him breathing, then had him moved to the charity hospice (which she’d given a generous donation to only days before). Despite the priestess’s healing magic, Griffin had remained comatose for weeks. The hospice healers admitted to being stunned at his recovery; they’d never expected him to wake up.
For the first few weeks after Griffin regained consciousness, he saw no one except the healers who tended to him. Then one day, without invitation or announcement, Lady Jinala and her priestess friend came to see him. The priestess looked Griffin over and determined that his amnesia was not caused by magic, proclaiming unhelpfully that the memory loss was “an injury to the mind of your spirit and not the mind of your body.” Such hurts were beyond her ability to heal. She suggested rest, regular meditation, and inward reflection. Perhaps with time, Griffin’s memory might return.
After the priestess left, Jinala explained to Griffin that rescuing him was not wholly altruistic on her part. She needed a way to escape the machinations of her sister, who recently ordered her to accompany the Baroness Malnova as part of a new settlement in Katrica forest. Jinala had no intention of going, so Griffin would be repaying her kindness by going in her place. As her “champion,” as she put it.
Griffin only half-listened as Jinala proceeded to expound on what a grand opportunity this would be for him. His mind raced. He didn’t know who he was or where he was from or why anyone would want to kill him, and now this strange woman wanted to send him even further into the unknown by exiling him from the one place where he might find answers. He wanted to refuse her, but was terrified to do so. He was alone, in pain, without identity or resources, unable to walk or care for himself. He was utterly at Jinala’s mercy, and though she hadn’t threatened him, he didn’t want to know what would happen to him if she withdrew that mercy. So when she asked him if he agreed to her terms, it wasn’t logic or greed or hope that made him say yes. It was simple, stark fear.
Griffin spent four months at the hospice recuperating from his injuries. His physical recovery has been remarkable, or so the healers tell him, though he still walks with a limp at times. But while he’s rediscovered some skills and an unsettling (and likely illegal) talent for magic, he is no closer to remembering anything about his past, his home, who might be missing him, or who wants him dead.
Traits
- Darkvision: 60 ft. You can see in dim light as if bright & in darkness as if dim. Can't discern color in darkness.
- Fey Ancestry: You have advantage on saving throws against being charmed, and magic cannot put you to sleep.
- Trance: Elves do not need to sleep. Instead, they meditate deeply for 4 hours a day.
- Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Feats
- Ritual Caster: You can cast ritual versions of wizard spells if they are in your ritual book & you have ritual book in hand. If you find a wizard ritual in written form, you can add it to your ritual book if its level is no higher than half your level (rounded up). Takes 2 hrs and costs 50 gp per spell level to copy new ritual.
Attacks
- Spell: Bonus: +6
- Quarterstaff: Bonus: +4, Damage & Effects: 1d6 + 1 bludgeoning; two-handed 1d8 +1, Weight: 4 lb
- Long Sword: Bonus: +4, Damage & Effects: 1d8 + 1 slashing; two-handed 1d10 + 1, Weight: 4 lb
- Light Crossbow: Bonus: +6, Damage & Effects: 1d8 + 3 piercing; (range 80/320); two-handed, Weight: 6 lb
Spells
- Spell Attack Bonus: +6 (Cha + Proficiency)
- Saving Throw DC Total: 14 (8 + Cha + Proficiency)
- Spells per Day: 1st: 4, 2nd: 3, 3rd: 2
- Magic Ability: Charisma (+3); Intelligence (+3) for rituals
- Cantrips Known: 5
- Spells Known:6
Spells Known
- Spell Descriptions
- Rituals: Comprehend Languages, Detect Magic, Find Familiar, Identify
- Cantrips: Blade Ward, Light, Mage Hand, Prestidigitation, Shocking Grasp
- 1st Level: Shield, Witch Bolt
- 2nd Level: Detect Thoughts, Levitate, Shatter
- 3rd Level: Dispel Magic"
Font of Magic
Sorcery Points: 5
- Flexible Casting: Use sorcery points to gain additional spell slots or sacrifice spell slots to gain additional sorcery points. You can transform sorcery points into one spell slot as a bonus action on your turn. It costs 2 sorcery points to create a 1st level spell slot, 3 for 2nd, 5 for 3rd, 6 for 4th, 7 for 5th. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.
- Quickened Spell: spells with casting time of 1 action become 1 bonus action instead; costs 2 SP
- Twinned Spell: when you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of SP equal to the spell's level to target a second creature in range with the same spell (1 SP if the spell is a cantrip)
Magical Equipment
- Magical foci charm bracelet (each charm represents a school of magic and has an appropriate rune carved into it):
- Abjuration: bronze shield (algiz; elk)
- Conjuration: ivory rallying horn (nauthiz; need)
- Divination: obsidian scrying mirror (dagaz; day)
- Enchantment: playing card (perthro; game)
- Evocation: fiery red crystal (hagalaz; hail)
- Illusion: round mirror framed in silver (kenaz; torch)
- Necromancy: skull carved from bone (isa; ice)
- Transmutation: crescent-shaped moonstone (cweorth; fire)
- Decoy focus: dark wooden staff very subtly inlaid with runes and magical symbols in pewter & blue mother-of-pearl
- "Component" pouch
Familiar
"Hey, You!", Hawk
- Ability Scores: Strength 5 (–3), Dexterity 16 (+3), Constitution 8 (–1), Intelligence 2 (–4), Wisdom 14 (+2), Charisma 6 (–2)
- Hit Points: 2
- Armor Class: 13
- Speed: 10 ft. ground, 60 ft. fly
- Keen Sight: Advantage on Perception (Wis) checks that rely on sight.
- Skills: Perception (+4)
Your familiar acts independently, but always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar cannot make attacks, but can take other actions as normal. Within 100 ft. of your familiar, you can communicate with it telepathically. As an action, you can see and hear through your familiar's senses until the start of your next turn, gaining the benefits of any special senses the familiar has. During this time, you are deaf and blind with regard to your own senses. Within 100 ft. of your familiar, you can have it deliver a touch attack spell on your turn. The familiar uses its reaction to deliver the spell as you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. As an action, you can temporarily dismiss your familiar. While it's dismissed, you can cause it to reappear w/in 30 ft of you as an action. If your familiar drops to 0 HP, it disappears, leaving behind no physical form. Your familiar can't reappear until you recall it by casting Find Familiar again.
Mount
- Ability Scores: Strength 18 (+4), Dexterity 12 (+1), Constitution 13 (+1), Intelligence 8 (–1), Wisdom 12 (+1), Charisma 7 (–2)
- Hit Points: 19
- Armor Class: 11
- Speed: 60 ft
- Senses: Passive Perception 11
- Skills: Athletics (+4), Perception (+1)
- Hooves: Melee Weapon Attack: +4 to hit, reach 5ft, one target, 2d6+4 bludgeoning damage
- Trampling Charge: If Corsair moves at least 20 ft straight toward a creature before hitting it with hooves attack, target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can take a bonus action to make another attack with its hooves against the target.
Resources
Coin
- Carried: 10 gp, 14 sp, 20 cp, 1 ornamental gem (10 gp), 1 semiprecious gem (50 gp)
- Stored: 14 ep, 1 pp, 237 gp, 0 sp, 156 cp
Equipment
- Carried:
- Well-made traveling clothes
- Badge bearing the crest of House Bannik: an owl in flight holding a sword in its claws
- Belt pouch & backpack
- Ink & pen, loose paper, chalk, sealing wax, journal
- Navigator’s tools, exceptional quality
- Soap, candles, tinderbox, lantern, & oil
- Mess kit, waterskin, knife, & whetstone
- Bedroll, blanket, tent, & rope (50 ft, silk)
Lifestyle
Squalor (0 gp/month)
Other Important Individuals
- Lady Jinala of House Bannik: Griffin's unusual sponsor. The second child of the Lord of House Bannik is well known as a dabbler in divination and chicanery. Her older sister and heir to the House of Bannik has been trying to marry her off for years, but Jinala has thus far slipped away or chased off every intended suitor brought before her. Recently she had been chosen by her sister to accompany Baroness Malnova as part of the new settlement in Katrica forest. Instead Jinala found herself a proxy, her "champion" she called him. Some poor scindo elf with amnesia that the City Watch had found beaten nearly to death in a gutter. With a little help from her friends at the Temple of Selune, she assured that her champion would survive and recover just in time to make the journey in her name. Her sister was most certainly not amused, but it was a valid diversion from her plan by the law, which Jinala was all too happy to drag a Tribunal priest before her sister to confirm.
Jinala is 19 years old, unwed and gorgeous with big blue eyes, a devilishly playful smile and long raven black hair past her waist. - Talyn: Griffin's son, maybe
- Beruniche: Griffin's wife, maybe. Also, a terrifying Baba Yaga-esque figure known as the "Witch of Katrica Forest."
Projects, Goals and/or Downtime
- Don't suck, don't die, don't suck, don't die.
- Discover who he is, and more importantly, who tried to kill him.
- Don’t draw any attention to himself.
Experience Points
7553 (14,000 for next level)
Earned: #xp
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