POA Aldar Dustriven: Difference between revisions
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== Weapons, Tools and Languages == | == Weapons, Tools and Languages == | ||
* | *Glassmaker's Tools | ||
*Wagons | *Wagons | ||
*Dagger, Dart, Sling, Quarterstaff, Light Crossbow | *Dagger, Dart, Sling, Quarterstaff, Light Crossbow |
Revision as of 13:46, 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
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
- Racial Traits
- Darkvision 60'
- Racial Proficiency: axes, hammers, medium armor
- Dwarven Stonecutting (advantage on checks dealing with stonework)
- Class Traits
- Class Proficiency: all weapons, all armor
- Fighting Style: Defensive (+1 AC)
- Second Wind (once per short rest, recover 1d10+5 hit points as a bonus action)
- Action Surge (once per short rest, take an additional Action on your turn)
- Improved Critical (score critical hits on a natural 19 or 20)
- Improved Attribute (+1 STR, +1 CON)
- Extra Attack (when taking the Attack action, make two attacks)
- Background Traits
- Rank: has a rank in a military organization, can give orders to lower ranking members of same
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 artisan’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: