Kithkin

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Kithkin
Kithkin.jpg
Race: Seltome (Forest/Rock Gnome), Class: Wizard (Enchantment School)
Background: Sage, Alignment: Neutral Good
Patron Deity:
Factions: {{{Factions}}}
Ability Scores
Strength 9 (-1), Dexterity 18 (+4), Constitution 16 (+3);
Intelligence 20 (+5), Wisdom 16 (+3), Charisma 10 (+0)
Proficiencies
Bonus: +3
Saving Throws: Intelligence and Wisdom
Skills: Arcana, History, Insight, Investigation
Tools: Alchemist's Tools
Languages: Commmon, Gnomish, Elvish, Dwarvish
Armor: None
Weapons: Simple weapons
Traits
Darkvision, Adv on Intelligence, Wisdom and Charisma saves vs. magic, Cantrip Minor Illusion
Feats
None
Combat
Attacks: Quarter staff+2 (versatile), Dagger
Armor Class: 15, Initiative: +4, Speed: 25 ft
Hit Points: 61, Hit Dice: 8d6
Social
Personality Traits: I am idealistic, naïve (socially), and very smart. I love to talk and solve mysteries. I sometimes struggle with focus. The pursuit of knowledge is very important to me.  
Ideals: All people deserve access to knowledge and self improvement. Laughter is the breath of life. People should take care of themselves.
Bonds: I am extremely attached to my research on mushrooms. I love small woodland creatures and will protect them at any cost. I have a bitter hatred toward hobgoblins and will attack them on sight. I am extremely bonded to my Mother, Sisters, and our home.
Flaws: I believe in the goodness of all creatures (naive), I am brainy and can be arrogant (eccentric), I am a blabber mouth and can't keep a secret.

When shattered the mountains
And roared the seas
When shook the earth
And tumbled the trees
The dwarven holds
And spirits were broke
Til found again
The crown of our folk
-"The Lay of Adgus Last-King," a dwarven tale of the Wrath

Appearance

I have dark brown eyes, bulbous nose, and mechanical mind of my father (rock gnome) with the olive skin and lanky body of my Mother (forest gnome).

Traits

Racial Traits

  • Darkvision: Can see 60' as though normal lighting, and another 60' as dim lighting.
  • Gnome Cunning:I have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
  • Natural Illusionist:I know the minor illusion cantrip.
  • Speak with Small Beasts:Through sounds and gestures you can communicate simple ideas with small or smaller beasts.

Class Traits

  • Ritual Casting:If you have the spell in your spellbook and it has the ritual tag you may cast it without using a prepared spell slot.
  • Arcane Recovery:Once per day when you finish a short rest you may recover half your wizard level in spell slots.
  • Enchantment Savant:The gold and time you must spend to copy enchantment spells into your spellbook is halved.
  • Hypnotic Gaze:As an action choose one creature within 5ft of you. If the target can see or hear you, it mast succeed on a Wisdom saving throw against your wizard spell DC or be charmed by you until the end of your next turn.
  • Instinctive Charm:When a creature you can see within 30ft makes an attack roll against you, you can use your reaction to divert the attack, provided another creature is within the attack's range. The attacker must make a Wisdom saving through against your wizard spell save DC. If failed, they must attack the creature that is closest to it.


Background Traits

  • Alchemist Proficient with Alchemist tools. I specialize in deciphering and creating poisons, making antidotes, and alchemical fire.
  • Researcher If I try to recall a piece of lore even if I don't know it, I know where to find it or who would know. Well versed in library, scriptorium, and university culture and research methods.

Resources

Magic Items

  • Staff of the Woodlands My most prized possession (next to my spellbook and research). It serves as a spell focus and +2 Quarterstaff with the following abilities: has 10 charges and regains 1d6+4 per day.
  • Cloak of Protection +1 to armor class and all saving throws.
  • Gloves of missile snaring given to me by the chief of the Sethi clan for tuitoring his children for 10 years. If successfully hit by a ranged attack the damage is reduced by 1d10+4. If damage is completely soaked the projectile is caught.

Worn Possessions

Encumbrance: 147 lb, or 90 with no backpack (77 lb worn • 11 lb pouches • 2 lb bandolier • 57 lb backpack)

  • Karunkurzr (2 battle axes +1), Alaughkhavit (plate +1), THE MAGUFFIN, 2 handaxes (belt), a whistle made from gold-colored wood (on leather cord around neck), 1 set of traveler's clothing
  • Coin Pouch (Belt): 13 gp, 2 sp, 10 cp
  • Utility Pouch (Belt): Tinderbox, 4 bags of caltrops, mess kit, 5 cakes of soap
  • Bandolier (Worn): 3 potions of healing, 1 flask of oil
  • Backpack (Worn, sometimes): crowbar, hammer, 10 pitons, 10 days rations, healer's kit (10 uses), steel mirror, tinker's tools
    • Strapped to Outside of Pack: 50' of hemp rope (with grappling hook), 2 handaxes, 1 waterskin

Possessions On Mount

Encumbrance: 310.5 lb (178 lb worn • 98.5 lb saddlebags • 34 lb chest)

  • Chain barding, bit & bridle, bear-saddle, bed roll & tent
  • Saddlebags (On Mount): 2 aleskins, heavy crossbow (w/20 bolts in case), 1 hunting trap, 2 sets of manacles, 2 sets of common clothing, 1 travelers clothing, 3 flasks of oil, iron pot, smith's tools
  • Chest (Strapped to Saddle): DC 15 Lock. 1 outfit of fine clothing, bag of 100 gp, signet ring (Clan Crownhammer), a black pirate flag adorned with dragon's skull and crossbones

Stored Possessions

None

Lifestyle

Kithkin loves shiny stones, gems, and well decorated living quarters. His sleep quarters must be well kept, but his lab is often in shambles. He is a bit soft from years of research and teaching rich children.

Other Important Individuals

  • Varaklam
  • Lord Balil Crownhammer
  • Lady Dorais Crownhammer
  • King Dalgrim
  • Dwodin Riftkeeper

Varaklam (Bear Mount)

Varaklam.jpg

Large beast, lawful good


  • Armor Class: 12 (natural armor) or 16 (chain mail barding)
  • Hit Points: 55 (5d10 + 15)
  • Speed: 40 ft

Str 20 (+5) Dex 10 (+0) Con 16 (+3) Int 2 (-4) Wis 13 (+1) Cha 7 (-2)


  • Skills: Perception +3
  • Senses: Passive Perception 13
  • Languages: -
  • Challenge: 2 (450 xp)

  • Keen Smell: Varaklam has advantage on Wisdom (Perception) checks that rely on smell.
  • Trained for War: Varaklam is trained for war and does not shy from violent situations, injuries, or conflict as long as Daergrim is with him. He is also trained to handle a rider and wear saddle and barding.

Actions

  • Multiattack. The bear makes two attacks: one with its bite and one with its claws.
  • Bite: Melee. +7 to hit, reach 5 ft., one target. Hit: 1d8+5 piercing damage.
  • Claws: Melee. +7 to hit, reach 5 ft., one target. Hit: 2d6+5 slashing damage.

Origin

  • Ran away to war at age 40, when brother Stoergrim left to join some cult.
    • Snuck into the military, claiming another (common) name and did well by himself.
    • Ended up learning to ride a war-bear, and became shieldmates with Farrus Bearking, who recognized him, but kept his secret.
  • After six years, his family finally tracked him down. By then he was a valued soldier and warrior, and he insisted on staying, despite his father's threats of being disowned.
    • Lord Gunther Bearking and Farrus repaid his loyalty with the gift of a war-bear of his own, whom he raised for two years.
  • At the age of 52, he has taken a hiatus from the military at the request of his family (his mother in particular) when he learned that his brother had returned.

Projects, Goals and/or Downtime

  • x

Experience Points

Total: x

  • 0.0.2014: x