Difference between revisions of "Dindermal Elubis"
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* '''Maximum # of Prepared Spells:''' xx | * '''Maximum # of Prepared Spells:''' xx | ||
* '''Spells per Day:''' ''1st:'' x • ''2nd:'' x • ''3rd:'' x • ''4th:'' x | * '''Spells per Day:''' ''1st:'' x • ''2nd:'' x • ''3rd:'' x • ''4th:'' x | ||
− | * '''Magic Ability:''' | + | * '''Magic Ability:''' Intelligence |
+ | * '''Spellbook:''' | ||
+ | ** ''Cantrips:'' x | ||
+ | ** | ||
===Prepared Spells=== | ===Prepared Spells=== |
Revision as of 13:23, 7 May 2016
Dindermal Elubis
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Race: Tiefling (Abyssal), Class: Wizard 6th Background: Faction Agent, Alignment: Neutral Patron Deity: xxx Factions: {{{Factions}}} |
Ability Scores
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Strength 8 (+x), Dexterity 14 (x), Constitution 13 (+x); Intelligence 15 (x), Wisdom 10 (x), Charisma 15 (x) |
Proficiencies
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Bonus: +x Saving Throws: xx & xx Skills: Arcane (Int), Insight (Wis) Tools: xx Languages: Threxantran (Local Common), Abyssal, x, x Armor: xx Weapons: xx |
Traits
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Abyssal Arcana, Abyssal Fortitude • Safe Haven • Arcane Recovery (3 levels), Arcane Tradition (Conjuration), Conjuration Savant, Minor Conjuration, Benign Transposition |
Feats
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xx |
Combat
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Attacks: xx Armor Class: xx, Initiative: xx, Speed: xx Hit Points: xx +3, Hit Dice: xx |
Social
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Personality Traits: xx Ideals: xx Bonds: xx Flaws: xx |
xx
Age: xx
Origin
xx
Traits
Racial
- Abyssal Arcana: Gain new spells each long rest. As spells are cast, they are lost, except for cantrips.
d6 | 1st Level | 3rd Level | 5th Level |
---|---|---|---|
1 | dancing lights | burning hands | alter self |
2 | true strike | charm person | darkness |
3 | light | magic missile | invisibility |
4 | message | cure wounds | levitate |
5 | spare the dying | Tasha's hideous laughter | mirror image |
6 | prestidigitation | thunderwave | spider climb |
- Abyssal Fortitude: Hit point maximum increases by half level (min 1).
Spellcasting
- Maximum # of Prepared Spells: xx
- Spells per Day: 1st: x • 2nd: x • 3rd: x • 4th: x
- Magic Ability: Intelligence
- Spellbook:
- Cantrips: x
Prepared Spells
Spells marked with one asterix (*) are Domain Spells; those marked with two asterixes (**) are Oath Spells; those marked with a cross (+) are rituals.
- Wizard Spells (4 • 4 • 3 • 3): Saving Throw DC: x • Spell Attack Mod: x
- Cantrips (4): x
- First Level: x
- Second Level: x
- Third Level: x
Factor Agent Traits
- Safe Haven: Access to a secret network of supporters and operatives. Know secret signs and passwords to gain access to safe houses, room and board, or assistance finding information.
Wizard Traits
Feats
x
Treasure
- Coinage: x copper, x silver, x electrum, x gold, x platinum
- Gems: x
- Worn Magic Items:
x
Equipment
- Carried: xx
- Stored: xx
Lifestyle
xx (x gp/day).