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 | + | |Personality=• Inquisitive & studious • Fussy • Mindful of etiquette |
− | |Ideals=• All problems can be solved through the application of knowledge and reason | + | |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 | + | |Bonds=• ''Enlightened Self-Interest:'' The dragon Evemwyr & his organization • ''Nostalgia:'' The village of Stranded • ''Greed:'' Secrets |
− | |Flaws=• Overly | + | |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? |
}} | }} | ||
__NOTOC__ | __NOTOC__ |
Revision as of 20:42, 22 May 2016
Dindermal Elubis
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Race: Tiefling (Abyssal), Class: Wizard 6th Background: Faction Agent, Alignment: Neutral Patron Deity: Mystra, Oghma Factions: Evemwyr's Organization, Alora's Magi |
Ability Scores
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Strength 8 (-1), Dexterity 14 (+2), Constitution 13 (+1); Intelligence 17/19 (+3/+4), Wisdom 10 (+0), Charisma 15 (+2) |
Proficiencies
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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
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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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None |
Combat
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Attacks: Spells Armor Class: 12 or 15 (mage armor), Initiative: +2, Speed: 30 Hit Points: 30, Hit Dice: 6d6+6 (+3) |
Social
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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).