POA Aldar Dustriven: Difference between revisions

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== 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 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

Revision as of 19:07, 24 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

Aldar defended the 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: 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 Artisan Tool Proficiency
  • Wagon Proficiency
  • Glaive Proficiency
  • Fishing Tackle 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
  • 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), or 15 using Mage Armor
  • 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

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 vial antitoxin - 0 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
  • 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: