Difference between revisions of "Dindermal Elubis"

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|Hit Dice=6d6+6 (+3)
 
|Hit Dice=6d6+6 (+3)
 
|Feats=None
 
|Feats=None
|Personality=• Inquisitive & studious<br>• Fussy<br>• Mindful of etiquette
+
|Personality=• Inquisitive & studious • Fussy • Mindful of etiquette
|Ideals=• All problems can be solved through the application of knowledge and reason<br>• Education is the greatest gift of the gods to mortal-kind.<br>• Those who cannot bother to observe civilizations' demands of propriety do not deserve to reap the benefits of civilization.
+
|Ideals=• ''Logical:'' All problems can be solved through the application of knowledge and reason • ''Educated:'' Education is the greatest gift of the gods to mortal-kind. • ''Civilized:'' Those who cannot bother to observe civilizations' demands of propriety do not deserve to reap the benefits of civilization.
|Bonds=• The dragon Evemwyr & his organization<br>• The village of Stranded<br>• Secrets
+
|Bonds=• ''Enlightened Self-Interest:'' The dragon Evemwyr & his organization • ''Nostalgia:'' The village of Stranded • ''Greed:'' Secrets
|Flaws=• Overly critical<br>• At wits' end away from civilization<br>• Harsh judgments of those he deems "less civilized"
+
|Flaws=• ''Overly Critical:'' I can't help that I see flaws that others miss • ''Hates the Wilderness:'' I am at wits' end away from civilization • ''Eschews Barbarism:'' I know they can't help their savagery, but I don't see why ''I'm'' expected to tolerate ''their'' brutishness; they should be expected to rise to our level, don't you think?
 
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Revision as of 20:42, 22 May 2016

Dindermal Elubis
Dindermal.jpg
Race: Tiefling (Abyssal), Class: Wizard 6th
Background: Faction Agent, Alignment: Neutral
Patron Deity: Mystra, Oghma
Factions: Evemwyr's Organization, Alora's Magi
Ability Scores
Strength 8 (-1), Dexterity 14 (+2), Constitution 13 (+1);
Intelligence 17/19 (+3/+4), Wisdom 10 (+0), Charisma 15 (+2)
Proficiencies
Bonus: +3
Saving Throws: Intelligence & Wisdom
Skills: Arcana (Int), History (Int), Insight (Wis), Investigation (Int)
Tools: None
Languages: Threxantran (Local Common), Abyssal, Tianne, Orbaan
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Traits
Abyssal Arcana, Abyssal Fortitude • Safe Haven • Arcane Recovery (3 levels), Arcane Tradition (Conjuration), Conjuration Savant, Minor Conjuration, Benign Transposition
Feats
None
Combat
Attacks: Spells
Armor Class: 12 or 15 (mage armor), Initiative: +2, Speed: 30
Hit Points: 30, Hit Dice: 6d6+6 (+3)
Social
Personality Traits: • Inquisitive & studious • Fussy • Mindful of etiquette
Ideals:Logical: All problems can be solved through the application of knowledge and reason • Educated: Education is the greatest gift of the gods to mortal-kind. • Civilized: Those who cannot bother to observe civilizations' demands of propriety do not deserve to reap the benefits of civilization.
Bonds:Enlightened Self-Interest: The dragon Evemwyr & his organization • Nostalgia: The village of Stranded • Greed: Secrets
Flaws:Overly Critical: I can't help that I see flaws that others miss • Hates the Wilderness: I am at wits' end away from civilization • Eschews Barbarism: I know they can't help their savagery, but I don't see why I'm expected to tolerate their brutishness; they should be expected to rise to our level, don't you think?

Reading is an act of civilization; it's one of the greatest acts of civilization because it takes the free raw material of the mind and builds castles of possibilities. - Ben Okri
Age: 65

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

  • Spells per Day: 1st: 4 • 2nd: 3 • 3rd: 3
  • Spell Power: Saving Throw DC: 15 • Spell Attack Mod: +7
  • Magic Ability: Intelligence
  • Spellbook: Those spells marked with an asterix are Conjuration spells. Those marked with a cross (+) are rituals.
    • Cantrips: light, message, poison spray, prestidigitation
    • First Level: alarm+, detect magic+, feather fall, find familiar+*, grease*, identify+, mage armor, magic missile, protection from evil and good, Tenser's floating disk+*, unseen servant+*, witch bolt
    • Second Level: arcane lock, cloud of daggers*, detect thoughts, flaming sphere, Melf's acid arrow*, misty step*, web*
    • Third Level: conjure lesser demon*, counterspell, glyph of warding, haste, Leomund's tiny hut, magic circle, sending

Prepared Spells

Spells Prepared (Lvl + Int): 9/10

  • Abyssal Arcana: 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

  • 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.
  • Conjurer (Arcane Tradition):
    • Conjuration Savant: Half cost and half time for scribing conjuration spells.
    • Minor Conjuration: Use action to conjure a minor item into my hand or onto the ground within 10'. Object can be no larger than 10lb or 3' on a side, and must be a nonmagical object I have seen. Radiates dim light, and disappears after 1 hour, when use the ability again, or if it takes any damage.
    • Benign Transposition: Use Action to teleport up to 30 to a square I can see. May choose a space within range occupied by a Small or Medium creature; if creature is willing, can trade places with teleport. Must finish a long rest or cast a conjuration spell of 1st level or higher to use again.

Feats

  • Fourth Level: +2 Int

Treasure

  • Coinage: x copper, x silver, x electrum, x gold, x platinum
  • Gems: x
  • Magic Items:
    • Ring of spell storing: (Attunement) Ring holds 5 levels worth of spells. Spells released from ring are cast as though by the original caster.
    • Headband of intellect: (Attunement) While worn, Intelligence is 19.
    • Lantern of revealing: Invisible creatures in bright light area are revealed. Light area is 30' bright and 30' dim; can be hooded to reduce to 5' dim.

Equipment

  • Carried: xx
  • Stored: xx

Lifestyle

xx (x gp/day).