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POA Aldar Dustriven
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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 *Experience: 18500/14000 **6500 (start) **4000 (OOC 408) **4000 (OOC 598) **4000 (OOC 830) == Personality and History == Aldar defended the Stone Bridge from the marauders, and now he is uncomfortable with his new status as a local hero. *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: Humility - the fruit that grows too big is the one to get picked and eaten. *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 10 (+0) *DEX 14 (+2) *CON 14 (+2) *INT 18 (+4) *WIS 12 (+1) *CHA 8 (-1) == Saves == (* = proficiency) *STR +0 *DEX +2 *CON +5* *INT +7* *WIS +4* *CHA -1 == Skills == *Athletics +3 *Animal Handling +4 *Survival +4 *Arcana +7 *Religion +7 == Weapons, Tools and Languages == *Glassmaker's Artisan Tool Proficiency *Wagon Proficiency *Fishing Tackle Proficiency *Glaive Proficiency *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 **Minor Conjuration: Create temporary inanimate objects smaller than 3'/10 lbs **Benign Conjuration: Use action to teleport 30', or switch places with willing target *Background Traits ** Rustic Hospitality: Can find a place to hide/rest/recuperate amongst commoners *Spell Sniper feat **Double range on spells that require attack roll **Ranged spell attacks ignore half and three-quarters cover == Combat == *HP: 38/38 *Hit Dice: 6/6 *AC: 12 (Dex +2), or 15 using Mage Armor *Initiative: +2 *Movement: 30' *Attack: Glaive, +3 to hit, 1d10 slashing, reach *Attack: Dagger, +5 to hit, 1d4+2 piercing *Attack: Dagger (thrown), 20'/60' range, +5 to hit, 1d4+2 piercing == Equipment and Treasure == Encumbrance: 35 lbs (55 lbs / 110 lbs/ 165 lbs) *Set of traveler's clothes - 4 lb *Glaive - 6 lbs *Dagger - 1 lb *Component pouch - 2 lbs *Belt pouch - 1 lb, carrying 0.5 lbs out of 6 lbs **27 gp, 3 sp - about 0.5 lbs **10 pieces of chalk - 0 lbs *Explorer’s pack - 5 lbs, carrying 15.5 lbs out of 30 lbs **Spellbook - 3 lbs **1 potion of healing - 0.5 lbs **1 flask oil - 1 lb **1 Blanket - 3 lb **10 Candles - 0 lbs **1 Fishing tackle - 4 lb **1 Ink bottle - 0 lb **1 Map case - 1 lb ***5 sheets paper - 0 lb **Healer's Kit - 3 lbs *Riding horse - 75 gp, carrying 63 lbs **Riding saddle - 25 lbs **Saddlebags - 8 lbs, carrying 24 lbs out of 30 lbs ***Set of common clothes - 3 lbs ***Set of glassmaker's tools - 5 lbs ***Iron pot - 10 lbs **Bit and bridle - 1 lb **Shovel - 5 lbs == Spellcasting == *Spell attack: +7 *Spell DC: 15 '' '''Spells in bold have their range doubled''' '' *Cantrips (Unlimited) ** '''Fire Bolt''' -- 2d10 fire damage ** '''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/ 4 slots per 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 / 3 slots per 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 (3 / 3 slots per 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. ** Lightning Bolt (prepared) -- 8d6 lightning damage in 100'x5' line ** Water Breathing -- ritual: ** Leomund's Tiny Hut -- ritual
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