Maithe

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Maithe NotesMaithe's Apprentices

Maithe
Mistress of the Tower of Mists
Maithe2.jpg
Race: Human (Variant), Class: Wizard (Conjurer) 8th
Background: Foundling (Custom), Alignment: Neutral Good
Patron Deity: Mystra, Selûne
Factions: Watchful Order of Magists and Protectors Rank 2 (Renown 5)
Ability Scores
Strength 8 (-1), Dexterity 15 (+2), Constitution 12 (+1);
Intelligence 22 (+6), Wisdom 14 (+2), Charisma 10 (+0)
Proficiencies
Bonus: +3
Saving Throws: Intelligence & Wisdom
Skills: Arcana, History, Investigation, Religion*, Survival
Tools: Woodcarver's Tools
Languages: Common, Draconic, Espruar, Ruathlek
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Traits
Human Abilities, Bonus Skill (Religion), Bonus Feat (Ritual Caster, Druid) • Foundling Skills (History, Survival), Language (Draconic), Tool Proficiencies (Woodcarver's Tools), Researcher • Arcane Recovery, Spellcasting (DC 14, +6 to hit)
Feats
Fey Teleportation, Ritual Caster (Druid)
Combat
Attacks:Quarterstaff: +1, 1d6-1, Versatile (1d8)
Armor Class: 12 (15 with mage armor), Initiative: +2, Speed: 30 ft
Hit Points: 34, Hit Dice: 6d6
Social
Personality Traits: I tend to freeze up when around a lot of people. I don't mean to and I hate when I do it.
I have a thing for owls. I really see myself in them: silent, wise (I hope!), given to solitude.
Ideals: Wanderlust. Having known only the orphanage and its neighboring lands, but having also read a great deal about the world's history, I want nothing more than to get out and see it.
Bonds: Lore. People...can be hurtful. Knowledge simply is and has never been mean to me. Books are always there for me.
Flaws: Unloved. I can't help but feel that my abandonment in an orphanage means I'm not just unloved, but maybe unlovable. I'm desperate to prove otherwise.
Divine Bonds: Rank 1: Unveil a lie or deception • Rank 3: Substantially deceive someone through illusion or other form of trickery • Rank 5: Craft and don a new personal or disguise
Owl-staff.jpg

Traits

Human Traits

  • Abilities: +1 Intelligence, +1 Charisma
  • Bonus Skill: Religion
  • Bonus Feat: Ritual Caster (Druid)

Foundling Traits

Maithe has always been eternally curious about the world outside, and wants to travel.

  • Skills: History, Survival
  • Languages: Draconic
  • Tool Proficiencies: Woodcarver's Tools
  • Researcher: From Sage. Know where to find information that I do not know.

Wizard Traits

  • Arcane Recovery: During a short rest, may recover a single spell slot of up to half wizard level (round up). Regain ability after completing a long rest.

Spellcasting

  • Spell Save DC: 16 • Spell Attack: +8
  • Spells Prepared (Int bonus + Level): 14

Conjurer Traits

  • Minor Conjuration: Conjure inanimate object into hand or on ground within 10 ft. No larger than 3 ft on a side and weigh no more than 10 lb. Object is visibly magical, radiating dim light out to 5 ft. Object disappears after 1 hour, when you use this feature again or if it takes any damage.
  • Benign Transposition: use action to teleport up to 30 feet to an unoccupied space that is seen. May alternately choose a space occupied by a Small or Medium creature; if they are willing, both teleport, swapping places. Can't use feature again until finishing a long rest or casting a conjuration spell of 1st level or higher.

Watchful Order Traits

Rank: Journeyman (2)

  • Improved Spell Acquisition: Each time you gain a level in wizard, you add one additional spell to your spellbook.
  • Language Training: You learn two new languages.
  • Library: You have access to the Order's arcane library, allowing you to take the Research downtime action without paying any gold. It can only be used for researching spell formulae, magic item schema, or Arcana lore.
  • Order Work: When you take the Work downtime action, you may use Intelligence (Arcana) as your check for doing so. This work includes guard duty, spellcasting, magic item enchantment, or other Order tasks offered to paying clients.
  • Society of Magi: When you take the Carousing downtime action, you may use Intelligence (Arcana) as your check for doing so. This is still available at all three levels of society, with Lower Class society covering adventurers, working casters, and hedge magicians, Middle Class reflecting guilds-magi, professional spellcasters and artificers, and watchwizards, and Upper Class concerning noble magicians, important guilds-magi, archmages, and the like.
  • Guildbook of the Watchful Order: You are given a copy of the Guildbook of the Watchful Order, the proprietary spellbook of the Order. You are considered to have added all the spells within it to your spellbook. The one stipulation is that you must not allow other wizards to copy the spells therein, on pain of expulsion (possibly with a punitive curse) from the Order. It includes all of the spells listed in Spell Scrolls and Magic Items for sale, above.
  • Order Feat: Gain one of the following feats: Alchemist, Arcanist, Elemental Adept, Focus Specialist, Keen Mind, Magic Initiate, Ritual Caster, Spell Sniper, War Caster
  • Watchful Order Secret: You gain one Watchful Order Secret.

Divine Heritage Traits

  • Mists and fogs do not obscure Maithe's vision.
  • Spend 1 Divine Inspiration to cast major image. This does not use concentration when cast in this way.

Feats

  • Fey Teleportation: Campaign Feat. +1 Int • Read, speak, and write Ruathlek • Learn misty step and can cast it once without expending a spell slot. Regain when complete a short or long rest. Uses Int.
  • Ritual Caster (Druid): Human Feat. Able to cast druid rituals from a ritual book. May add new spells to book that are no higher than one half level (rounded up). Takes 2 hours per level of the spell and 50gp per level.
    • 1st-Level: detect magic, speak with animals
  • Theologian: 4th level Feat. +1 Int • Double proficiency in Religion • Learn thaumaturgy and detect evil and good. Can cast detect evil and good without expending a spell slot, 1/long rest.
  • Focus Specialist (Wand): Watchful Order Journeyman. Your Intelligence score increases by +1. You may attune one additional wand; this does not count against your limit of attuned items.
    • During a short rest, you may spend a hit die. Roll this die, and add your Intelligence modifier to the result. One attuned wand of your choice regains that many charges.
    • When you cast a cantrip using a wand as the spell focus, you may add your Intelligence modifier to the damage.
    • Wands are never destroyed when you spend the last charge in them.

Resources

  • Coins: x
  • Gems: x

Teleportation Addresses

  • Silverthorn Tower, Myth Drannor
  • Tower of the Order, Waterdeep
  • Everlund
  • Rock of Bral, Wildspace (100gp pre-arranged, or 150gp otherwise)
  • Cowled Wizards circle, Athkatla Amn

Magic Items

  • none

Scroll Wish List for Casaadi

  • Purify food and drink (1st) - 1 day + 25 gp
  • Animal messenger (2nd) - 3 days + 250 gp
  • Augury (2nd) - 3 days + 250 gp
  • Beast sense (2nd) - 3 days + 250 gp
  • Locate animals or plants (2nd) - 3 days + 250 gp
  • Feign death (3rd) - 10 days + 500 gp
  • Meld into stone (3rd) - 10 days + 500 gp
  • Water breathing (3rd) - 10 days + 500 gp
  • Water walk (3rd) - 10 days + 500 gp

Equipment

Carried Equipment

  • In Hand: owl staff (quarterstaff + arcane focus)
  • Worn: common clothing
  • Belt: knife
  • Backpack: bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 ft of hempen rope

Stored Equipment

  • spellbook, bottle of ink, quill

Lifestyle

  • N/A

Downtime

Kythorn 8th - Kythorn 12th

  • Action: Discover Divine Bonds
  • Cost: 25 gp + 5 days
  • Notes/Target: Intelligence (Religion) is +11.

Kythorn 13th - Kythorn 18th

  • Action: Faction Tasks
  • Cost: 0 gp + 5 days
  • Notes/Target:

Important Individuals

Apprentices

x

Specter (familiar)

Specter-stats.jpg

The Player Characters

  • Tomtom: Sometimes Tomtom frightens me with how not-concerned he is about getting into trouble. I like him a lot – I seem to like brave people – but I worry about him, too.
  • Alvar: I don't even really understand the teachings that Alvar is learning. He doesn't fight like other warriors. I admire his discipline and kindness, though. (He's also very handsome but we are definitely not going to talk about that!)
  • Casaadi: Casaadi is just...so self-assured. She hies off on her own all the time and doesn't seem to care what anyone thinks. I wish I knew how she does that. I really like her and she seems to be okay with me hanging around, too! I don't like it when people accuse Casaadi of being a tease (or worse). It's so obvious that she didn't know how Wulric felt – it's not like he's exactly forthcoming about things like his feelings.
  • Ahvain: Even though I know Charity tricked him into helping her with that whole "moon magic" thing like four years ago, I can't quite seem to escape the fact that he was instrumental in terribly, terribly humiliating me. I want to forgive him but I just don't know how.

The Guardians

  • Taran Songfire: Taran always seems to serious and scary. I've been afraid of him since I was a little girl, though he's never said or done anything bad. He doesn't even raise his voice when you're in trouble. He's not angry – he's just disappointed and ugh that's a horrible feeling.
  • Alethra Songfire: My teacher and favorite of the guardians. It sometimes seems like she knows everything. She understands what I'm talking about when I talk about the kinds of magic that I want to study and explore, and how wonderful it all is. (She is very patient with my excitable babbling about such things, though I try to do it way less now that I'm not a kid anymore.) Some of the others find her kind of distant, but it's just because there's so much going on in her mind. You can tell.
  • Katernin Kulenov: Above all, you have to know this: there is no greater giver-of-hugs than Katernin. They're not exactly what I'd call parental, per se. They're just there when you need them, and then things are back to normal. It was kind of a relief when they realized that I wasn't ever going to be much good at handling my staff, and let me take up all my study time with Alethra. They also taught me woodworking, and gave me advice for finishing making my owl staff.

The Orphans

  • Arinda: Ugh. Arinda is just awful. At least Charity smiles and pretends to be nice - Arina doesn't make any effort at that. Honestly, I wish that Tomtom wasn't...involved with her the way he is. He could do so much better. But I guess that's none of my business.
  • Baeron: Baeron is dreamy. And not (just) because he's handsome - he's just so much fun. He knows how to talk to people, and he never stutters or blushes or wants to run away when everyone is looking at him. He tells the best stories, too. You would almost believe he'd been there for some of them, but we all know he's been here his whole life just like the rest of us. I really like him and kind of wish he wasn't as close to Charity as he is.
  • Charity: I wish I could hate her. I feel like maybe that would be easier? Instead, I just...am afraid of her. It's always a relief when she doesn't notice me. Her attention is so...I don't know. Terrifying. Will she be nice and make me feel like I belong, even just a little bit? Will she be awful, but in that half-joking way so that if you take offense, you seem like the one with the problem?
  • Dorn: I admire Dorn's composure and sense of responsibility. Unlike Wulric, he doesn't need to run off to tattle – he just handles things when he's in charge, and that's amazing. I don't know what he's been doing in Sweetspring, but it's probably pretty important. I bet there's someone there he's helping as a priest of Lathander, probably! (He's also very handsome but we're not going to talk about that, thank you very much.)
  • Joven: I probably get along best with Joven out of everyone outside of my circle of friends. No surprise, really - he's the only other wizard at the orphanage, so we've spent a lot of time studying together. He's kind of a nag, always telling people what they should do (mostly so he can come back with an "I told you so" later), but that's sort of okay with me. I sometimes feel like everything is too much, and having someone on hand who knows what to do immediately is good. It also seems to make him happy when someone takes him seriously, so that's extra good. He deserves to be happy.
  • Marek: Marek is the worst. He was so much bigger than the rest of us a few years ago. He used to love to try and trip me as I walked past him in the dining hall, but he doesn't do that anymore after the time I fell and bloodied my nose. Everyone laughing was so much worse than the pain, but Taran noticed what was going on and talked to him, I'm pretty sure.
  • Wulric: I know everyone dislikes him. I mean, he's told on me, too. He just seems so...uncomfortable when things aren't going the way they're supposed to. I almost feel bad for him. From what I've read, dwarves are often very connected to their lineage and peoples' traditions. I think one of the reasons he's so cranky and awful is because he feels that missing connection very strongly.
  • Zora: Zora is just...amazing. I know she's going to be someone heroic and important and amazing, and I can't wait to be able to say that I knew her when we were kids! Well. Sort of knew her. We're not friends or anything. <shrug>

Silver Owl Network

Magical Transportation Specialists

  • Network of independent wizards that maintain a network of teleportation circles across the Realms, with one wizard per "site"
  • They sell a small octavo booklet with details on how to contact their various agents in various cities for 10 gp, and the cost for them providing their services is 150 gp.
  • The places they have agents in: Calimshan (Calimport), Cormyr (Suzail), Dragon Coast (Westgate), Impiltur (Ilmwatch), The Moonsea (Mulmaster), The North (Neverwinter, Silverymoon, Waterdeep), Sembia (Selgaunt), Turmish (Alaghôn), Western Heartlands (Baldur's Gate, Bereghost)
  • They also sell circle-building services, wherein they will arrive to a client's specified site every day for one year, creating a permanent teleportation circle, for xx gp.
  • They are also looking to recruit more wizards, especially for cities they do not have agents in. Signing on with them costs 500gp, but it includes a spellbook with a few of the spells they use quite often: teleport object (3rd), dimension door (4th), teleportation circle (5th), teleport (7th), as well as all current circle "addresses". It also comes with Silver Owl agents working to create the teleportation circle.