Difference between revisions of "Thia Galanodel"

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'''HP:''' 23
 
'''HP:''' 23
  
Attack Bonus +3 Melee / +4 Ranged / +5 Spell
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Attack Bonus +3 Melee / +4 Ranged / +5 Spell (Save DC 13)
  
 
Quarterstaff (1H) 1d6+1 / (2H) 1d8+1
 
Quarterstaff (1H) 1d6+1 / (2H) 1d8+1
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Witch Bolt +5 Attack 1d12 Lightning, +1d12 each action spent, as long as target is in range.
 
Witch Bolt +5 Attack 1d12 Lightning, +1d12 each action spent, as long as target is in range.
 +
 +
Phantasmal Force (Int Save) Internal, Mental illusion, Capable of doing damage if target believes, 1d6 Psychic damage per round target remains within 10' cube.
 +
 +
Shatter 10' Sphere within 60' range. 3d8 Thunder Damage (Con Save). Inorganic creatures are at Disadvantage, items not carried that are in area of effect, take full damage.
  
 
Inspiration: 1
 
Inspiration: 1

Revision as of 10:08, 27 February 2015

Thia Galanodel

Half Elf Sorcerer Level 3

Alignment Chaotic Neutral

Background Outlander (Exile)

Description Fairly tall, barely three inches shy of 6', svelte and athletic, with pale white skin that sometimes shimmers like scale. Her eyes are copper and her hair is platinum blonde tending towards silver.

Abilities

12 Strength +1

14 Dexterity +2

15 Constitution +2

10 Intelligence +0

8 Wisdom -1

17 Charisma +3

Proficiencies

Weapons Daggers, Darts, Slings, Quarterstaves, Light Crossbow

Tools Shepherd's Flute

Saves Constitution, Charisma

Skills Arcana, Athletics, Nature, Persuasion, Stealth, Survival

Proficiency Bonus +2

Languages Gelini (Common); Elvish; Draconic; Sylvan; Goblin

Features

Draconic Origin (Silver Dragon)

Draconic Resilience

Wanderer (Outlander)

Darkvision (Half-Elf)

Fey Ancestry (Half-Elf)

Font of Magic (Sorcery Points 3; Flexible Casting)

Metamagic

Equipment Quarterstaff; Hunting Trap; Dire Wolf Tooth; Traveler's Clothes; Sling; Component Pouch; Explorer's Pack' Two Daggers; 10 GP

Trinket: A dragon's bony talon hanging from a plain leather necklace.

Spells

Cantrips

Blade Ward; Minor Illusion; Ray of Frost; Shocking Grasp

Spells Known 4

1st Level Spell Slots 4

Witch Bolt; Sleep

2nd Level Spell Slots 2

Phantasmal Force; Shatter

Trait Fidgety, always picking things up and playing with them.

Ideals Nature, to be commanded, must be obeyed. Part of that obedience is acceptance of the constant change that is Nature.

Bonds My family threw me into the wild. One day, I will show them how it's shaped me.

Flaws Always eats her food raw.

Speed: 30'

AC: 15 (Draconic Resilience + Dex)

HP: 23

Attack Bonus +3 Melee / +4 Ranged / +5 Spell (Save DC 13)

Quarterstaff (1H) 1d6+1 / (2H) 1d8+1

Sling 1d4

Ray of Frost +5 Attack 1d8 Cold, -10 Speed

Shocking Grasp +5 Attack 1d8 Lightning, no reactions

Witch Bolt +5 Attack 1d12 Lightning, +1d12 each action spent, as long as target is in range.

Phantasmal Force (Int Save) Internal, Mental illusion, Capable of doing damage if target believes, 1d6 Psychic damage per round target remains within 10' cube.

Shatter 10' Sphere within 60' range. 3d8 Thunder Damage (Con Save). Inorganic creatures are at Disadvantage, items not carried that are in area of effect, take full damage.

Inspiration: 1


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