POA Aldar Dustriven: Difference between revisions

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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 ==


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.
Aldar defended the Stone Bridge from the marauders, and now he is uncomfortable with his new status as a local hero.


*Personality: miserly curmudgeon
*Defining Event: I led a militia to fight off an invading army
*Ideal: there is no civilization without order
*Personality: If someone is in trouble, I’m always ready to lend help.
*Bond: I will do whatever it takes to protect my clan
*Ideal: Humility - the fruit that grows too big is the one to get picked and eaten.
*Flaw: I have no patience for cowardice or inaction
*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 ==
== Attributes ==


*STR 11 (+0)
*STR 10 (+0)
*DEX 14 (+2)
*DEX 14 (+2)
*CON 15 (+2)
*CON 14 (+2)
*INT 18 (+4)
*INT 18 (+4)
*WIS 13 (+1)
*WIS 12 (+1)
*CHA 9 (-1)
*CHA 8 (-1)


== Saves ==
== Saves ==
(* = proficiency)
(* = proficiency)
*STR +7*
*STR +0
*DEX +2
*DEX +2
*CON +6*
*CON +5*
*INT +1
*INT +7*
*WIS +0
*WIS +4*
*CHA -1
*CHA -1


== Skills ==
== Skills ==


*Athletics +7
*Athletics +3
*Intimidation +2
*Animal Handling +4
*Perception +3
*Survival +4
*Survival +3
*Arcana +7
*Religion +7


== Tools and Languages ==
== Weapons, Tools and Languages ==


*Brewers Tools
*Glassmaker's Artisan Tool Proficiency
*Smithing Tools
*Wagon Proficiency
*Common, Dwarven, Elven
*Fishing Tackle Proficiency
*Glaive Proficiency
*Dagger, Dart, Sling, Quarterstaff, Light Crossbow
*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: all weapons, all armor
**Class Proficiency: Daggers, darts, slings, quarterstaffs, light crossbows
**Fighting Style: Defensive (+1 AC)
**Ritual Casting: Don't need to have spell prepared to cast it as a ritual
**Second Wind (once per short rest, recover 1d10+5 hit points as a bonus action)
**Spellcasting Focus: Can use arcane focuses
**Action Surge (once per short rest, take an additional Action on your turn)
**Arcane Recovery: Regain 3 levels of spell slots after a short rest
**Improved Critical (score critical hits on a natural 19 or 20)
**Arcane Tradition: School of Conjuration
**Improved Attribute (+1 STR, +1 CON)
**Conjuration Savant: Half gold and time to scribe conjuration spells
**Extra Attack (when taking the Attack action, make two attacks)
**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
*Background Traits
** Rank: has a rank in a military organization, can give orders to lower ranking members of same
** 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 ==
== Combat ==


*HP: 49/49
*HP: 38/38
*Hit Dice: 5/5 (1d10+3)
*Hit Dice: 6/6
*AC: 20 (Breastplate 5 + Shield 2 + Dex 2 + Fighting Style 1)
*AC: 12 (Dex +2), or 15 using Mage Armor
*Initiative: +2
*Initiative: +2
*Movement: 25'
*Movement: 30'
*Attack: Battleaxe, +7 to hit, 1d8+4 slashing
*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 ==
== Equipment and Treasure ==


* Breastplate
Encumbrance: 35 lbs (55 lbs / 110 lbs/ 165 lbs)
* Wooden Shield
 
* Battle Axe
*Set of traveler's clothes - 4 lb
* Backpack
*Glaive - 6 lbs
** 10 days rations
*Dagger - 1 lb
** Waterskin
*Component pouch - 2 lbs
** Lantern + 4 flasks oil
*Belt pouch - 1 lb, carrying 0.5 lbs out of 6 lbs
** Hammer and 10 spikes
**27 gp, 3 sp - about 0.5 lbs
* 100 gp
**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 ==
== Spellcasting ==
*Spell attack: +X
*Spell attack: +7
*Spell DC: X
*Spell DC: 15
*1st level (X slots / day)
'' '''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)
** 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 / 3 slots per 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 (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

Latest revision as of 16:45, 24 July 2015

A character in the POA_PBP Princes of the Apocalypse campaign.

Aldar Dustriven[edit]

  • 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[edit]

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[edit]

  • STR 10 (+0)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 18 (+4)
  • WIS 12 (+1)
  • CHA 8 (-1)

Saves[edit]

(* = proficiency)

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

Skills[edit]

  • Athletics +3
  • Animal Handling +4
  • Survival +4
  • Arcana +7
  • Religion +7

Weapons, Tools and Languages[edit]

  • Glassmaker's Artisan Tool Proficiency
  • Wagon Proficiency
  • Fishing Tackle Proficiency
  • Glaive Proficiency
  • Dagger, Dart, Sling, Quarterstaff, Light Crossbow
  • Common, Giant

Traits and Abilities[edit]

  • 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[edit]

  • 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[edit]

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[edit]

  • 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