Difference between revisions of "POA Aldar Dustriven"

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(Tools and Languages)
(Spellcasting)
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== Spellcasting ==
 
== Spellcasting ==
*Spell attack: +X
+
*Spell attack: +7
*Spell DC: X
+
*Spell DC: 15
*1st level (X slots / day)
+
*Cantrips (Unlimited)
 +
** Ray of Frost -- 2d8 cold damage and reduces target's speed by 10'
 +
** Create Bonfire -- 2d8 fire damage
 +
** Mage Hand -- move light objects
 +
** Prestidigitation -- minor magical effects
 +
 
 +
*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
 +
** Grease
 
** Shield -- reaction: +5 AC for the round (PHB pg 123)
 
** Shield -- reaction: +5 AC for the round (PHB pg 123)
*2nd level (Y slots / day)
+
** Mage Armor (prepared) -- Creates AC 13 armor
 +
** Detect Magic -- ritual: detects presence of magic
 +
** Tenser's Floating Disk -- ritual:
 +
 
 +
*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)
** Hold Person -- concentration, Wis save or helpless, target saves again at end of each turn (PHB pg 123)
+
** Gust of Wind -- 60'x10' line of strong wind forcing movement
 +
** Flaming Sphere -- 2d6 fire damage to anyone adjacent, can be moved later
 +
** Misty Step (prepared) -- bonus action: teleport 30'
 +
 
 +
*3rd level (2 slots/day)
 +
** Tidal Wave -- 4d8 bludgeoning damage and knock targets prone in 30'x10'x10' zone.
 +
** Lightning Bolt -- 8d6 lightning damage in 100'x5' line
 +
** Water Breathing -- ritual:

Revision as of 23:08, 23 April 2015

A character in the POA_PBP Princes of the Apocalypse campaign.

Aldar Dustriven

  • Class: Wizard (Conjurer) 5
  • Race: Human
  • Alignment: Lawful Good
  • Background: Folk Hero
  • Proficiency Bonus: +3

Personality and History

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.

  • Personality: miserly curmudgeon
  • Ideal: there is no civilization without order
  • Bond: I will do whatever it takes to protect my clan
  • Flaw: I have no patience for cowardice or inaction

Attributes

  • STR 11 (+0)
  • DEX 14 (+2)
  • CON 15 (+2)
  • INT 18 (+4)
  • WIS 13 (+1)
  • CHA 9 (-1)

Saves

(* = proficiency)

  • STR +0
  • DEX +2
  • CON +5*
  • INT +7*
  • WIS +4*
  • CHA -1

Skills

  • Animal Handling +4
  • Survival +4
  • Arcana +7
  • Religion +7

Weapons, Tools and Languages

  • Jeweler's Tools
  • Wagons
  • Dagger, Dart, Sling, Quarterstaff, Light Crossbow
  • Common, Giant

Traits and Abilities

  • Racial Traits
    • Darkvision 60'
    • Racial Proficiency: axes, hammers, medium armor
    • Dwarven Stonecutting (advantage on checks dealing with stonework)
  • Class Traits
    • Class Proficiency: all weapons, all armor
    • Fighting Style: Defensive (+1 AC)
    • Second Wind (once per short rest, recover 1d10+5 hit points as a bonus action)
    • Action Surge (once per short rest, take an additional Action on your turn)
    • Improved Critical (score critical hits on a natural 19 or 20)
    • Improved Attribute (+1 STR, +1 CON)
    • Extra Attack (when taking the Attack action, make two attacks)
  • Background Traits
    • Rank: has a rank in a military organization, can give orders to lower ranking members of same

Combat

  • HP: 49/49
  • Hit Dice: 5/5 (1d10+3)
  • AC: 20 (Breastplate 5 + Shield 2 + Dex 2 + Fighting Style 1)
  • Initiative: +2
  • Movement: 25'
  • Attack: Battleaxe, +7 to hit, 1d8+4 slashing

Equipment and Treasure

  • Breastplate
  • Wooden Shield
  • Battle Axe
  • Backpack
    • 10 days rations
    • Waterskin
    • Lantern + 4 flasks oil
    • Hammer and 10 spikes
  • 100 gp

Spellcasting

  • Spell attack: +7
  • Spell DC: 15
  • Cantrips (Unlimited)
    • Ray of Frost -- 2d8 cold damage and reduces target's speed by 10'
    • Create Bonfire -- 2d8 fire damage
    • Mage Hand -- move light objects
    • Prestidigitation -- minor magical effects
  • 1st level (4 slots / day)
    • Sleep (prepared) -- knock 5d8 hit points of creatures unconscious (PHB pg 123)
    • Magic Missile (prepared) -- 3d6+3 force damage, automatically hits (PHB pg 456)
    • Ice Knife (prepared) -- 1d10 piercing, then 5' burst doing 2d6 cold damage
    • Grease
    • Shield -- reaction: +5 AC for the round (PHB pg 123)
    • Mage Armor (prepared) -- Creates AC 13 armor
    • Detect Magic -- ritual: detects presence of magic
    • Tenser's Floating Disk -- ritual:
  • 2nd level (3 slots / day)
    • 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
    • Flaming Sphere -- 2d6 fire damage to anyone adjacent, can be moved later
    • Misty Step (prepared) -- bonus action: teleport 30'
  • 3rd level (2 slots/day)
    • Tidal Wave -- 4d8 bludgeoning damage and knock targets prone in 30'x10'x10' zone.
    • Lightning Bolt -- 8d6 lightning damage in 100'x5' line
    • Water Breathing -- ritual: