Eckanem Itthoball

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To campaign: DnD5 theSavageTide

BASICS

Eckanem Itthobaal Brass Dragonborn War Wizard 3

Physical Notes

Age: 40 Height: 6'1" Weight: 175lbs. Skin: scaly bronze Hair: none

Personality Traits

Bonds: I’m loyal to my crew mates first, everything else second.

Flaws: My pride will probably lead to my destruction.

Ideals: Respect. The thing that keeps a ship together is mutual respect between captain and crew.

Traits: My friends know they can rely on me, no matter what. I enjoy sailing into new ports and making new friends over a flagon.

ATTRIBUTES

Strength 11 Mod: +0; Saving Throw: +0
Dexterity 15 Mod: +2; Saving Throw: +2
Constitution 14 Mod: +2; Saving Throw: +2
Intelligence 15 Mod: +2; *Saving Throw: +4
Wisdom 10 Mod: +0; *Saving Throw: +2
Charisma 10 Mod: +0; Saving Throw: +0
* Proficiency with these Saving Throws

SECONDARY STATS

Hit Points: 20/20 (3d6 HD, +2/Lvl CON)
Armor Class: 15 (Dragon Hide)
Proficiency Bonus: +2
Deity: Osprem, goddess of Sea Voyages, Ships, and Sailors.
Alignment: Neutral Good
* Lt Crossbow: Attack Bonus: +4; Damage: d8+2; Qualities: Ammunition, Loading, Range, Two-Handed, Simple, Range 80/320
* Dart: Attack Bonus: +4; Damage: d4+2; Qualities: Finesse, Thrown, Simple, Range 20/60
* Quarterstaff: Attack Bonus: +2; Damage: d6/d8; Qualities: Versatile, Simple
* Retractable Claws: Attack Bonus: +4; Damage: d4+2; Qualities:
* Firebolt: Attack Bonus: +4; Damage: d10; Qualities: Spell, V/S, Range 120
* Toll The Dead: Save: DC 12 WIS; Damage: d8/d12; Qualities: Spell, V/S, Range 60
* Breath Weapon: Save: DC 12 DEX; Damage: 2d6 Fire; Qualities: 5'x30' area, 1/short rest

DRAGONBORN ABILITIES

Size: Medium
Movement: 30ft
Languages: Common, Draconic
Other: Fire Breath Weapon 1/short rest; Resistance to Fire Damage

WIZARD ABILITIES

Skills: Arcana, Investigation
Spellcasting: Prepare & cast Wizard spells. INT. DC 12. Spell Attack +4 (+5 with Wand)
Arcane Recovery: 1/long rest recover 1 spell level of spells already cast
Tactical Wit: Gain +INT Mod bonus to Initiative
Arcane Deflection: As reaction, gain +2 AC or +4 to a save, may only cast cantrips on the next round

Weapon and Armor Proficiencies

Weapons: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling
Armor: None
Shields: None

Spell Slots

Spells per level/Long Rest

0 level Cantrips: 3
1st Level: 4
2nd Level: 2

Spells Prepared

0 level Cantrips: Dancing Lights, Firebolt, Toll the Dead
1st Level: Color Spray, Magic Missle, Sleep, Thunderwave
2nd Level: Flaming Sphere, Web

Spells Known

0 level Cantrips: Dancing Lights, Firebolt, Toll the Dead
1st Level: Magic Missle, Sleep, Thunderwave
2nd Level: Flaming Sphere, Web, Ray of Enfeeblement

SKILLS

Acrobatics (DEX) +2
Animal Handling (WIS) +0
[P] Arcana (INT) +4
[P] Athletics (STR) +2
Deception (CHA) +0
History (INT) +2
Insight (WIS) +0
Intimidation (CHA) +0
[P] Investigation (INT) +4
Medicine (WIS) +0
Nature (INT) +2
[P] Perception (WIS) +2
Performance (CHA) +0
Persuasion (CHA) +0
Religion (INT) +2
Sleight-of-Hands (DEX) +2
Stealth (DEX) +2
Survival (WIS) +0

[P] Denotes Proficient Skill

FEAT

Dragon Hide

Increase your CON score by 1. While you aren’t wearing armor, you can calculate your AC as 13 + your DEX modifier. You can use a shield and still gain this benefit. You gain retractable claws as natural weapons that deal 1d4 + 0 slashing damage. Constitution Score

MAGIC ITEMS

Wand of the War Mage +1 (adds +1 to spell attack rolls)

Philosopher's Stone
Wonderous item, Rare (requires attunment)
This gem stone has 6 charges. It recovers 1d6 charges at dawn each day.
The user can use one of the charges to gain their Proficiency bonus to Arcana, History, Nature and Religion (if the already are proficiency with these skills they gain double their proficiency bonus) for the next hour. Or they can use a charge to gain the bonus for 8 hours if applied to only one of these skills.
Can also cast the following spells...
The user can use 1 charge to cast the following spell -- Comprehand Languages.
The user can use 2 charges to cast the following spells -- Locate Object, See Invisbile
The user can use 3 charges to cast the following spells -- Clairoyance, Sending
Intelligence is your spell casting attribute for these spells.
Provided one charge remained, the user is immune to diseasae. They also gain advance on saving throws vs. poison and resistance to any damage caused by poisons. But when the last charge was used, the stone disintegrated.

EQUIPMENT

Encumbrance: 165 lbs / 330 lbs

Quarterstaff 4 lbs
Lt Crossbow 5 lbs
Darts, 10 2.5 lbs
Crossbow Bolts, 20 & Case 2.5 lbs
Ink Bottles, 3 -- lbs
Ink Pens, 3 -- lbs
Ball Bearings, 1 (bag of 1k) 2 lbs
Bedroll 7 lbs
Bell -- lbs
Caltrops, 1 (bag of 20) 2 lbs
Chalk, 10 -- lbs
Backpack 5 lbs
Parchment, Blank, 10 sheets -- lbs
Traveler's Clothes 4 lbs
Hammer 3 lbs
Piton, 10 2.5 lbs
Rations, 10 days 20 lbs
Fishing Tackle 4 lbs
Grappling Hook 4 lbs
Bullseye Lantern 2 lbs
Mess Kit 1 lbs
Steel Mirror 1 lbs
Silk Rope, 50' 5 lbs
Sealing Wax -- lbs
Signal Whistle -- lbs
Signet Ring -- lbs
Spellbook 3 lbs
Oil Flask, 2 2 lbs
Component Pouch 2 lbs
Tinderbox 1 lbs
Waterskins, 2 10 lbs
Bag of Sand -- lbs
Navigator's Tools 2 lbs
Rod, Arcane Focus 2 lbs
Iron Spikes, 10 5 lbs
10 gold pices (in pouch) 0.1 lbs
Total 109 lbs

HISTORY

Ekanem grew up among his people in a mountainous village on one of the larger islands. He felt a calling for the sea, and left home at a young age. He ended up in Greyhawk, and joined their navy. He worked his way up to being an apprentice navigator. The woman under whose tutelage he was learning navigation also noticed his talent for magic, and taught him those skills she could.

When his mentor, Kaneen retired, he served another year, but became disillusioned with naval service (mostly on the back of a horrible First Mate on board his ship). He mustered out the first chance he got, and began wandering the world archipelago. During his year long sojourn, he uncovered ancient writings pointing to the possible lair of an ancient Kraken sea monster that has shuck many ships over the centuries and dragged their wealth to its undersea lair.