Alfondir

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Alfondir Steelsong
Alfondir.jpg
Race: Eladrin Elf, Class: Wizard (Bladesinger) 3rd
Background: Inheritor, Alignment: Neutral Good
Patron Deity: xxx
Factions: xxx
Ability Scores
Strength 10 (+0), Dexterity 18 (+4), Constitution 13 (+1);
Intelligence 16 (+3), Wisdom 8 (-1), Charisma 10 (+0)
Proficiencies
Bonus: 2
Saving Throws: Intelligence & Wisdom
Skills: Acrobatics (+4), Arcana, History, Investigation, Perception, Performance
Tools: Alchemist's Tools
Languages: Common, Elvish, Draconic
Armor: Light
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, longswords, short swords, shortbows, long bows, elven fineblades
Traits
Keen Senses, Darkvision (60'), Fey Ancestry, Trance, Elf Weapon Training, Fey Step • xx •
Feats
Acrobat
Combat
Attacks: xxx
Armor Class: x, Initiative: xxx, Speed: 30 ft
Hit Points: 19, Hit Dice: 3d6
Social
Personality Traits: x
Ideals: xxx
Bonds: xxx
Flaws: xxx

words -Attribution

Traits

Elf (Eladrin)

  • +2 Dexterity, +1 Intelligence
  • Darkvision: See up to 60' as though bright in dim light, or dim in darkness.
  • Keen Senses: Proficient in Perception skill.
  • Fey Ancestry: Advantage on saving throws against being charmed; immune to sleep
  • Trance: Meditate for four hours instead of sleeping
  • Languages: Common, Elvish
  • Elf Weapon Training: Longsword, short sword, long bow, short bow
  • Fey Step: Cast misty step once; regain with long or short rest

Inheritor (Background)

  • Inheritance: Gain an item that will slowly awaken in magic over time.

Wizard (Bladesinger)

  • 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.

Bladesinger (Arcane Tradition)

  • Trained in War and Song: Proficiency with light armor and one one-handed melee weapon of choice • Performance Proficiency
  • Bladesong: When not wearing medium or heavy armor or using a shield, may use a bonus action to start the bladesong for 1 minute • Ends early if incapacitated, increase armor, or switch to two hands with a weapon • May dismiss at any time (no action required) • May use twice; regain expended uses of it when completing a long or short rest • While bladesong is active, gain the following:
    • + Int bonus to AC
    • +10 to Speed
    • Advantage on Dexterity (Acrobatics) checks.
    • + Int bonus to Constitution saves to maintain Concentration.

Spellcasting

  • Spells per Day: 1st: 4 • 2nd: 2
  • Spell Power: Saving Throw DC: 14 • Spell Attack Mod: +5
  • Magic Ability: Intelligence
  • Spellbook: Those spells marked with a cross (+) are rituals.
    • Cantrips: fire bolt, prestidigitation, sword burst
    • First Level: alarm+, comprehend languages+, detect magic+, feather fall, mage armor, magic missile, shield, sleep
    • Second Level: blur, scorching ray

Prepared Spells

Spells Prepared (Lvl + Int): x/6

  • Cantrips (3): fire bolt, prestidigitation, sword burst
  • First Level:
  • Second Level:

Feats

  • Acrobat: Free. +1 Dexterity • Double proficiency bonus with Acrobatics • As a bonus action, may make a DC 15 Dexterity (Acrobatics) check to ignore the extra movement cost of difficult terrain until end of the current turn.

Origin

xxx

Appearance

xxx

Resources

  • Moneys: 16gp
  • Worn Equipment: Traveler's clothes, studded leather armor, belt, backpack, 10 darts (hidden), crystal (in leather bracer)
    • Belt: dagger, elven fineblade (magical), 2 pouches
      • Pouch 1: 3 potions of healing, 1 campstone
      • Pouch 2: alchemist's fire
    • Backpack: 2 daggers (extra), small bag with 4 campstones, 2 sets of traveler's clothing, healer's kit, mess kit, tinderbox, 10 days rations; (strapped on) bedroll, waterskin, 50' hemp rope
  • Carried Equipment: alchemist's supplies (formulary, tools, 50gp of materia)
    • Formulary: alchemical cosmetics kit, hair dye, scar and blemish remover; smoke bomb, smokestick; emetic elixir, pain relief elixir, sleep aid elixir; alchemical dye, alchemical glue, cleaning agents, drunkard's head remedy; alchemical ink (black) • alchemist's fire, sleep gas; campstone, cleansewater • froststone
  • Stored Equipment: None
  • Lifestyle: xxx

Other Important Individuals

  • x

Advancement

Character Creation (1st)

  • Abilities: 27 pts • Int 15 (9pt), Dex 15 (9pt), Con 13 (5pt), Cha 10 (2pt), Str 10 (2pt), Wis 8 (0 pt)
    • Eladrin Elf: +2 Dex, +1 Int
    • Strength 10 (+0), Dexterity 18 (+4), Constitution 13 (+1);
      Intelligence 16 (+3), Wisdom 8 (-1), Charisma 10 (+0)
  • Proficiency Bonus: +2
  • Gold: 100gp (4d4 x10gp) + 200gp
  • Magic: x plus 3 potions of healing
  • Bonus Feat/Ability Score Improvement: Acrobat (+1 Dex, DC 15 to ignore difficult terrain)
  • Inheritor (Background): Acrobatics, Arcana, Alchemist's Tools, Draconic • Inheritance feature
  • Wizard (Class): Spellcasting, Ritual Casting, Spellcasting Focus, Arcane Recovery • Spells: 3 (Cantrips), 2 (1st level slots), Int bonus + Wizard level prepared • Spellbook: 3 Cantrips, 6 1st-level
    • Hit Points (1st): 7 hp • Hit Dice: 1d6
    • Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows • Intelligence & Wisdom • History, Investigation
  • Equipment
    • Studded Leather (45gp)
    • 3 daggers (6gp)
    • 10 darts (5sp)
    • Explorer's Pack (10gp)
    • Crystal arcane focus (10gp)
    • Alchemist's Supplies (50gp), including formulary:
      • Common: alchemical cosmetics kit, hair dye, scar and blemish remover; smoke bomb, smokestick; emetic elixir, pain relief elixir, sleep aid elixir; alchemical dye, alchemical glue, cleaning agents, drunkard's head remedy; alchemical ink (black);
      • Uncommon: alchemist's fire, sleep gas; campstone, cleansewater
      • Rare: froststone
    • Healer's Kit (5gp)
    • Clothes, Travelers x3 (6gp)
    • Campstone x5 (5gp)
    • Alchemist's Fire (50gp)
    • Alchemy Materials (50gp)

Second Level

  • Wizard (Class): Arcane Tradition (Bladesinging) • Spells: 3 (Cantrips), 3 (1st-level), Int bonus + Wizard level prepared • Spellbook: 3 Cantrips, 8 1st-level
    • HP: +5hp (12 hp) • Hit Dice: 2d6
    • Bladesinger Tradition: Proficiency with light armor, plus elven fineblade • Performance Proficiency • Bladesong ability

Third Level

  • Wizard (Class): Arcane Tradition (Bladesinging) • Spells: 3 (Cantrips), 4 (1st-level)/2 (2nd-level), Int bonus + Wizard level prepared • Spellbook: 3 Cantrips, 8 1st-level, 2 2nd-level
    • HP: +7hp (19 hp) • Hit Dice: 3d6