Hjolman Stonecaller
From OakthorneWiki
Hjolman Stonecaller
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Race: Mountain Dwarf, Class: Wizard (Diviner) 3rd Background: Clan Crafter, Alignment: Lawful Good Patron Deity: Thautam, Ulaa Factions: None |
Ability Scores
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Strength 13 (+1), Dexterity 8 (-1), Constitution 17 (+3); Intelligence 17 (+3), Wisdom 12 (+1), Charisma 10 (+0) |
Proficiencies
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Bonus: +2 Saving Throws: Intelligence & Wisdom Skills: Arcana, History, Insight, Investigation Tools: Jeweler's Tools (Arcana, Investigation, Identify Gems; modify a gem's appearance DC 15, determine a gem's history DC 20) Languages: Common, Dwarvish, x, x, x, x Armor: Light armor, medium armor Weapons: Battleaxe, handaxe, light hammer, warhammer • daggers, darts, slings, quarterstaff, light crossbow |
Traits
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Racial: Darkvision • Dwarven Resilience • Dwarven Combat Training • Stonecunning • Dwarven Armor Training Background: Respect of the Stout Folk Class: Arcane Recovery • Ritual Casting • Spellcasting Focus • Divination Savant • Portent |
Feats
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Initial: Int +2 |
Combat
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Attacks: • xxx: +x, xdx+x, TRAITS Armor Class: AC, Initiative: +INIT, Speed: XX ft Hit Points: 27, Hit Dice: 3d6 |
Social
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Personality Traits: PERSONALITY Ideals: IDEALS Bonds: BONDS Flaws: FLAWS |
A gem cannot be polished without friction, nor a man perfected without trials. –Lucius Annaeus Seneca
Nobility, without virtue, is a fine setting without a gem. –Jane Porter
Spells
Prepared Spells
Spells Prepared (Lvl + Int): x/6
- Cantrips (3): frostbite, mage hand, message
- First Level: chromatic orb, comprehend languages, shield
- Second Level: detect thoughts, mind spike
Spellcasting
- Spells per Day: Cantrips: 3 • 1st: 4 • 2nd: 2
- Spell Power: Saving Throw DC: x • Spell Attack Mod: +x
- Magic Ability: Intelligence
- Spellbook: Those spells marked with an asterix are Divination spells. Those marked with a cross (+) are rituals.
- First Level: chromatic orb, comprehend languages*+, detect magic*+, identify*+, find familiar+, shield
- Second Level: detect thoughts*, mind spike* (XGE)
Traits
Racial Traits
- Darkvision: Can see 60' as though normal lighting, and another 60' as dim lighting.
- Dwarven Resilience: Advantage on saves vs poison, and resistance against poison damage.
- Dwarven Combat Training: Proficiency with battleaxe, handaxe, throwing hammer, warhammer.
- Stonecunning: When making an Intelligence (History) check relating to stonework, considered proficient in History and add double proficiency bonus to check.
- Dwarven Armor Training: Proficiency with light and medium armor.
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.
- Diviner (Arcane Tradition):
- Divination Savant: Half cost and half time for scribing divination spells.
- Portent: After a long rest, roll and record the results of 2d20 roll. May choose to replace any given roll with one of those results, using it up. Lose any unused portents when taking a long rest.
Background Traits
- Respect of the Stout Folk: Given assistance and lodging by dwarven peoples.
Feats
- Starting: Int +2
Resources
- Coins: x cp • x sp • x ep • x gp • x pp • Other coins: x
Magic Items
- Adamantine Half Plate Armor: A suit of half plate armor reinforced by adamantine. Critical hits against the wearer become normal hits.
- Guardian Quarter Staff: A dwarf-proportioned quarter staff that whispers warnings to the bearer, granting a +2 to initiative if the bearer isn't incapacitated.
- Potion of Healing: x2. Potion heals 2d4+2 hit points.
Spellgems
- Cost by Level: Cantrip (1 day, 15gp) • 1st (1 day, 25 gp) • 2nd (3 days, 250 gp) • 3rd (1 week, 500gp) • 4th (2 weeks, 2500gp) • 5th (4 weeks, 5000gp) • 6th (8 weeks, 15,000gp) • 7th (16 weeks, 25,000gp) • 8th (32 weeks, 50,000gp) • 9th (48 weeks, 250,000gp)
- Colors by School: Abjuration (blue) • Conjuration (green) • Divination (white or clear) • Enchantments (orange) • Evocation (yellow) • Illusion (red) • Necromancy (black or grey) • Transmutation (purple)
Equipment
Carried Equipment
- In Hand: x
- Worn: x
- Belt: x
- Backpack: x
Stored Equipment
- x
Lifestyle
- xxx: (x gp/day). x
Origin
135 years old
- Born to Morgath and Barkur and Gamella Stonecaller. Grandmother is Rodena Redforge and great-great-aunt is Lady of Clan Stonecaller.
- Grew up in Gol Dragga.
- 65 years old: Ended up an apprentice to a renowned finesmith and jeweler.
- 98 years old: Became a journeyman lapidary.
- 109 years old: Accidentally crafted a spellgem while he was cutting a peridot. Though the rune within the gem was flawed, it was brought to the attention of the Prism. In short order, he was convinced to come and study magic at the Prism.
Important Individuals
- x
Character Creation
- Starting Stats: 15, 15, 12, 11, 10, 8 (9 + 9 + 4 + 3 + 2 + 0)
- Starting Coin: 400gp + 120gp