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 ==


Aldar defended the bridge from the marauders, and now he is uncomfortable with his new status as a local hero.
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
*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: there is no civilization without order
*Ideal: Humility - the fruit that grows too big is the one to get picked and eaten.
*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 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 ==
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== Skills ==
== Skills ==


*Athletics +3
*Animal Handling +4
*Animal Handling +4
*Survival +4
*Survival +4
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*Glassmaker's Artisan Tool Proficiency
*Glassmaker's Artisan Tool Proficiency
*Wagon Proficiency
*Wagon Proficiency
*Fishing Tackle Proficiency
*Glaive Proficiency
*Glaive Proficiency
*Fishing Tackle Proficiency
*Dagger, Dart, Sling, Quarterstaff, Light Crossbow
*Dagger, Dart, Sling, Quarterstaff, Light Crossbow
*Common, Giant
*Common, Giant
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**Conjuration Savant: Half gold and time to scribe conjuration spells
**Conjuration Savant: Half gold and time to scribe conjuration spells
**Minor Conjuration: Create temporary inanimate objects smaller than 3'/10 lbs
**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
** Rustic Hospitality: Can find a place to hide/rest/recuperate amongst commoners
** 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: 32/32
*HP: 38/38
*Hit Dice: 5/5
*Hit Dice: 6/6
*AC: 12 (Dex +2), or 15 using Mage Armor
*AC: 12 (Dex +2), or 15 using Mage Armor
*Initiative: +2
*Initiative: +2
*Movement: 30'
*Movement: 30'
*Attack: Quarterstaff, +3 to hit, 1d6 bludgeoning
*Attack: Glaive, +3 to hit, 1d10 slashing, reach
*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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*Explorer’s pack - 5 lbs, carrying 15.5 lbs out of 30 lbs
*Explorer’s pack - 5 lbs, carrying 15.5 lbs out of 30 lbs
**Spellbook - 3 lbs
**Spellbook - 3 lbs
**1 vial antitoxin - 0 lbs
**1 potion of healing - 0.5 lbs
**1 potion of healing - 0.5 lbs
**1 flask oil - 1 lb
**1 flask oil - 1 lb
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*Spell attack: +7
*Spell attack: +7
*Spell DC: 15
*Spell DC: 15
'' '''Spells in bold have their range doubled''' ''
*Cantrips (Unlimited)
*Cantrips (Unlimited)
** Ray of Frost -- 2d8 cold damage and reduces target's speed by 10'
** '''Fire Bolt''' -- 2d10 fire damage
** '''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 slots / day)
*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
** '''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 slots / day)
*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)
** 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 (2 slots/day)
*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.
** 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

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