POA Aldar Dustriven

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Revision as of 06:52, 24 April 2015 by 199.85.232.185 (talk) (Traits and Abilities)
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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.

  • 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.
  • Ideal: there is no civilization without order
  • 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.

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

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

Traits and Abilities

  • Class Traits
    • Class Proficiency: Daggers, darts, slings, quarterstaffs, light crossbows
    • Ritual Casting: Don't need to have spell prepared to cast it as a ritual
    • Spellcasting Focus: Can use arcane focuses
    • Arcane Recovery: Regain 3 levels of spell slots after a short rest
    • Arcane Tradition: School of Conjuration
    • Conjuration Savant: Half gold and time to scribe conjuration spells
  • Background Traits
    • Rustic Hospitality: Can find a place to hide/rest/recuperate amongst commoners

Combat

  • HP: 32/32
  • Hit Dice: 5/5
  • AC: 12 (Dex +2)
  • Initiative: +2
  • Movement: 30'
  • Attack: Quarterstaff, +3 to hit, 1d6 bludgeoning
  • Attack: Dagger, +5 to hit, 1d4+2 piercing
  • Attack: Dagger (thrown), 20'/60' range, +5 to hit, 1d4+2 piercing

Equipment and Treasure

  • Quarterstaff - 4 lbs, 2 sp
  • Dagger
  • Component pouch
  • Belt pouch with 12 gp, 1 sp
    • 10 pieces of chalk - 0 lbs, 10 cp
  • Explorer’s pack
    • Spellbook
    • Set of glassmaker's tools
    • Shovel
    • Iron pot
    • Set of common clothes
    • Set of fine clothes - 6 lb, 15 gp
    • Set of traveler's clothes - 4 lb, 2 gp
    • 1 vial antitoxin - 0 lbs, 50 gp
    • 1 potion of healing - 0.5 lbs, 50 gp
    • 1 flask holy water - 1 lb, 25 gp
    • 1 flask oil - 1 lb, 1 sp
    • 1 Blanket - 3 lb, 5 sp
    • 10 Candles - 0 lbs, 10 cp
    • 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
    • Riding saddle - 25 lbs, 10 gp
    • Saddlebags - 8 lbs, 4 gp
    • Bit and bridle - 1 lb, 2 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 (prepared) -- 2d6 fire damage to anyone adjacent, can be moved later
    • Misty Step (prepared) -- bonus action: teleport 30'
  • 3rd level (2 slots/day)
    • 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
    • Water Breathing -- ritual: