Editing POA Aldar Dustriven

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*Background: Folk Hero
 
*Background: Folk Hero
 
*Proficiency Bonus: +3
 
*Proficiency Bonus: +3
 
*Experience: 18500/14000
 
**6500 (start)
 
**4000 (OOC 408)
 
**4000 (OOC 598)
 
**4000 (OOC 830)
 
  
 
== Personality and History ==
 
== Personality and History ==
  
Aldar defended the Stone Bridge from the marauders, and now he is uncomfortable with his new status as a local hero.
+
Bob wandered out of the wilderness with a battleaxe and a bad attitude. Plus, he totally knows Todd's guy from when he was in the army.
  
 
*Defining Event: I led a militia to fight off an invading army
 
*Defining Event: I led a militia to fight off an invading army
 
*Personality: If someone is in trouble, I’m always ready to lend help.
 
*Personality: If someone is in trouble, I’m always ready to lend help.
*Ideal: Humility - the fruit that grows too big is the one to get picked and eaten.
+
*Ideal: there is no civilization without order
 
*Bond: I protect those who cannot protect themselves.
 
*Bond: I protect those who cannot protect themselves.
 
*Flaw: Secretly, I believe that things would be better if I were a tyrant lording over the land.
 
*Flaw: Secretly, I believe that things would be better if I were a tyrant lording over the land.
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== Attributes ==
 
== Attributes ==
  
*STR 10 (+0)
+
*STR 11 (+0)
 
*DEX 14 (+2)
 
*DEX 14 (+2)
*CON 14 (+2)
+
*CON 15 (+2)
 
*INT 18 (+4)
 
*INT 18 (+4)
*WIS 12 (+1)
+
*WIS 13 (+1)
*CHA 8 (-1)
+
*CHA 9 (-1)
  
 
== Saves ==
 
== Saves ==
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== Skills ==
 
== Skills ==
  
*Athletics +3
 
 
*Animal Handling +4
 
*Animal Handling +4
 
*Survival +4
 
*Survival +4
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== Weapons, Tools and Languages ==
 
== Weapons, Tools and Languages ==
  
*Glassmaker's Artisan Tool Proficiency
+
*Jeweler's Tools
*Wagon Proficiency
+
*Wagons
*Fishing Tackle Proficiency
 
*Glaive Proficiency
 
 
*Dagger, Dart, Sling, Quarterstaff, Light Crossbow
 
*Dagger, Dart, Sling, Quarterstaff, Light Crossbow
 
*Common, Giant
 
*Common, Giant
  
 
== Traits and Abilities ==
 
== Traits and Abilities ==
 +
*Racial Traits
 +
**Darkvision 60'
 +
**Racial Proficiency: axes, hammers, medium armor
 +
**Dwarven Stonecutting (advantage on checks dealing with stonework)
 
*Class Traits
 
*Class Traits
**Class Proficiency: Daggers, darts, slings, quarterstaffs, light crossbows
+
**Class Proficiency: all weapons, all armor
**Ritual Casting: Don't need to have spell prepared to cast it as a ritual
+
**Fighting Style: Defensive (+1 AC)
**Spellcasting Focus: Can use arcane focuses
+
**Second Wind (once per short rest, recover 1d10+5 hit points as a bonus action)
**Arcane Recovery: Regain 3 levels of spell slots after a short rest
+
**Action Surge (once per short rest, take an additional Action on your turn)
**Arcane Tradition: School of Conjuration
+
**Improved Critical (score critical hits on a natural 19 or 20)
**Conjuration Savant: Half gold and time to scribe conjuration spells
+
**Improved Attribute (+1 STR, +1 CON)
**Minor Conjuration: Create temporary inanimate objects smaller than 3'/10 lbs
+
**Extra Attack (when taking the Attack action, make two attacks)
**Benign Conjuration: Use action to teleport 30', or switch places with willing target
 
 
*Background Traits
 
*Background Traits
** Rustic Hospitality: Can find a place to hide/rest/recuperate amongst commoners
+
** Rank: has a rank in a military organization, can give orders to lower ranking members of same
*Spell Sniper feat
 
**Double range on spells that require attack roll
 
**Ranged spell attacks ignore half and three-quarters cover
 
  
 
== Combat ==
 
== Combat ==
  
*HP: 38/38
+
*HP: 32/32
*Hit Dice: 6/6
+
*Hit Dice: 5/5
*AC: 12 (Dex +2), or 15 using Mage Armor
+
*AC: 12 (Dex +2)
 
*Initiative: +2
 
*Initiative: +2
 
*Movement: 30'
 
*Movement: 30'
*Attack: Glaive, +3 to hit, 1d10 slashing, reach
+
*Attack: Quarterstaff, +3 to hit, 1d6 bludgeoning
 
*Attack: Dagger, +5 to hit, 1d4+2 piercing
 
*Attack: Dagger, +5 to hit, 1d4+2 piercing
 
*Attack: Dagger (thrown), 20'/60' range, +5 to hit, 1d4+2 piercing
 
*Attack: Dagger (thrown), 20'/60' range, +5 to hit, 1d4+2 piercing
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== Equipment and Treasure ==
 
== Equipment and Treasure ==
  
Encumbrance: 35 lbs (55 lbs / 110 lbs/ 165 lbs)
+
*Quarterstaff - 4 lbs, 2 sp
 
+
*Dagger
*Set of traveler's clothes - 4 lb
+
*Component pouch
*Glaive - 6 lbs
+
*Belt pouch with 12 gp, 1 sp
*Dagger - 1 lb
+
**10 pieces of chalk - 0 lbs, 10 cp
*Component pouch - 2 lbs
+
*Explorer’s pack
*Belt pouch - 1 lb, carrying 0.5 lbs out of 6 lbs
+
**Spellbook
**27 gp, 3 sp - about 0.5 lbs
+
**Set of artisan’s tools
**10 pieces of chalk - 0 lbs
+
**Shovel
*Explorer’s pack - 5 lbs, carrying 15.5 lbs out of 30 lbs
+
**Iron pot
**Spellbook - 3 lbs
+
**Set of common clothes
**1 potion of healing - 0.5 lbs
+
**Set of fine clothes - 6 lb, 15 gp
**1 flask oil - 1 lb
+
**Set of traveler's clothes - 4 lb, 2 gp
**1 Blanket - 3 lb
+
**1 vial antitoxin - 0 lbs, 50 gp
**10 Candles - 0 lbs
+
**1 potion of healing - 0.5 lbs, 50 gp
**1 Fishing tackle - 4 lb
+
**1 flask holy water - 1 lb, 25 gp
**1 Ink bottle - 0 lb
+
**1 flask oil - 1 lb, 1 sp
**1 Map case -  1 lb
+
**1 Blanket - 3 lb, 5 sp
***5 sheets paper - 0 lb
+
**10 Candles - 0 lbs, 10 cp
**Healer's Kit - 3 lbs
+
**1 Fishing tackle - 4 lb, 1 gp
 +
**1 Ink bottle - 0 lb, 10 gp
 +
**1 Map case -  1 lb, 1 gp
 +
***5 sheets paper - 0 lb, 10 sp
 
 
*Riding horse - 75 gp, carrying 63 lbs
+
*Riding horse - 75 gp
**Riding saddle - 25 lbs
+
**Riding saddle - 25 lbs, 10 gp
**Saddlebags - 8 lbs, carrying 24 lbs out of 30 lbs
+
**Saddlebags - 8 lbs, 4 gp
***Set of common clothes - 3 lbs
+
**Bit and bridle - 1 lb, 2 gp
***Set of glassmaker's tools - 5 lbs
 
***Iron pot - 10 lbs
 
**Bit and bridle - 1 lb
 
**Shovel - 5 lbs
 
  
 
== Spellcasting ==
 
== Spellcasting ==
 
*Spell attack: +7
 
*Spell attack: +7
 
*Spell DC: 15
 
*Spell DC: 15
'' '''Spells in bold have their range doubled''' ''
 
 
*Cantrips (Unlimited)
 
*Cantrips (Unlimited)
** '''Fire Bolt''' -- 2d10 fire damage
+
** Ray of Frost -- 2d8 cold damage and reduces target's speed by 10'
** '''Ray of Frost''' -- 2d8 cold damage and reduces target's speed by 10'
 
 
** Create Bonfire -- 2d8 fire damage
 
** Create Bonfire -- 2d8 fire damage
 
** Mage Hand -- move light objects
 
** Mage Hand -- move light objects
 
** Prestidigitation -- minor magical effects
 
** Prestidigitation -- minor magical effects
  
*1st level (4/ 4 slots per day)
+
*1st level (4 slots / day)
 
** Sleep (prepared) -- knock 5d8 hit points of creatures unconscious (PHB pg 123)
 
** Sleep (prepared) -- knock 5d8 hit points of creatures unconscious (PHB pg 123)
 
** Magic Missile (prepared) -- 3d6+3 force damage, automatically hits (PHB pg 456)
 
** Magic Missile (prepared) -- 3d6+3 force damage, automatically hits (PHB pg 456)
** '''Ice Knife''' (prepared) -- 1d10 piercing, then 5' burst doing 2d6 cold damage
+
** Ice Knife (prepared) -- 1d10 piercing, then 5' burst doing 2d6 cold damage
 
** Grease
 
** Grease
 
** Shield -- reaction: +5 AC for the round (PHB pg 123)
 
** Shield -- reaction: +5 AC for the round (PHB pg 123)
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** Tenser's Floating Disk -- ritual:  
 
** Tenser's Floating Disk -- ritual:  
  
*2nd level (3 / 3 slots per day)
+
*2nd level (3 slots / day)
 
** Web (prepared) -- 20' AE, Dex save or restrained, Str check to break free, flammable (PHB pg 123)
 
** Web (prepared) -- 20' AE, Dex save or restrained, Str check to break free, flammable (PHB pg 123)
 
** Gust of Wind -- 60'x10' line of strong wind forcing movement
 
** Gust of Wind -- 60'x10' line of strong wind forcing movement
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** Misty Step (prepared) -- bonus action: teleport 30'
 
** Misty Step (prepared) -- bonus action: teleport 30'
  
*3rd level (3 / 3 slots per day)
+
*3rd level (2 slots/day)
** Counterspell (prepared) -- counter a spell being cast
 
** Wall of Water -- create a wall 30'x10'x1' or 20' diameter, 30' high, 1' thick circle of difficult terrain.
 
 
** Tidal Wave (prepared) -- 4d8 bludgeoning damage and knock targets prone in 30'x10'x10' zone.
 
** Tidal Wave (prepared) -- 4d8 bludgeoning damage and knock targets prone in 30'x10'x10' zone.
 
** Lightning Bolt (prepared) -- 8d6 lightning damage in 100'x5' line
 
** Lightning Bolt (prepared) -- 8d6 lightning damage in 100'x5' line
 
** Water Breathing -- ritual:
 
** Water Breathing -- ritual:
** Leomund's Tiny Hut -- ritual
 

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