Difference between revisions of "Gilmerelin Edledhon"
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|Weapons=Daggers, darts, longsword, longbow, slings, quarterstafs, light crossbow, shortswords, shortbow | |Weapons=Daggers, darts, longsword, longbow, slings, quarterstafs, light crossbow, shortswords, shortbow | ||
|Traits=Elf Weapon Training, Fey Step • Discovery • Spellcasting (Spellbook, Ritual Casting), Arcane Recovery, Arcane Tradition (Enchantment), Arcane Tradition Features (Enchantment Savant, Hypnotic Gaze, Instinctive Charm) | |Traits=Elf Weapon Training, Fey Step • Discovery • Spellcasting (Spellbook, Ritual Casting), Arcane Recovery, Arcane Tradition (Enchantment), Arcane Tradition Features (Enchantment Savant, Hypnotic Gaze, Instinctive Charm) | ||
− | |Armor Class= | + | |Armor Class=14 (17 in ''mage armor'') |
|Initiative=+4 | |Initiative=+4 | ||
|Speed=30 ft | |Speed=30 ft |
Revision as of 15:17, 10 March 2015
Gilmerelin Edledhon
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Race: Eladrin Elf, Class: Wizard (Enchantress) Background: Hermit, Alignment: Neutral Patron Deity: xxx Factions: {{{Factions}}} |
Ability Scores
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Strength 14 (+2), Dexterity 18 (+4), Constitution 15 (+2); Intelligence 20 (+5), Wisdom 14 (+2), Charisma 15 (+2) |
Proficiencies
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Bonus: +3 Saving Throws: Intelligence, Wisdom Skills: Arcana, History, Medicine, Perception, Religion Tools: Herbalism Kit Languages: Common, Elven, Sylvan Armor: None Weapons: Daggers, darts, longsword, longbow, slings, quarterstafs, light crossbow, shortswords, shortbow |
Traits
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Elf Weapon Training, Fey Step • Discovery • Spellcasting (Spellbook, Ritual Casting), Arcane Recovery, Arcane Tradition (Enchantment), Arcane Tradition Features (Enchantment Savant, Hypnotic Gaze, Instinctive Charm) |
Feats
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None |
Combat
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Attacks: xxx Armor Class: 14 (17 in mage armor), Initiative: +4, Speed: 30 ft Hit Points: xxx, Hit Dice: 5d6 |
Social
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Personality Traits: Utterly serene, even in the face of disaster • I prefer to remain an enigma, while seeking out all I can know about others Ideals: I seek to understand the greater patterns behind what occurs in the world • Secrets are the only currency worth having • Bonds: I resent the eladrin people for making me outcast Flaws: I am a keeper of secrets, and do not share them readily • I am imperious and arch • I too often resort to bending others to my will • I am given to ferocious vengeance when I am wronged |
Do not meddle in the affairs of Wizards, for they are subtle and quick to anger. -J.R.R. Tolkien
Appearance
xxx
Traits
Eladrin Elf Traits
- Darkvision: 60'
- Keen Sense: Proficient in Perception
- Fey Ancestry: Advantage on saves vs charm, immune to sleep magic
- Trance: Meditate for four hours instead of sleep
- Elf Weapon Training: Proficient in longsword, shortsword, shortwob, longbow
- Fey Step: Can cast misty step once per long or short rest.
Hermit Traits
- Discovery: Gained access to a unique and powerful discovery during seclusion.
Wizard Traits
- Spellcasting (Slots: 4/4/3/3; Prepare: 11; DC 16; +8 to hit): Spells Prepared:
- Cantrips: x
- 1st Level: x
- 2nd Level: x
- 3rd Level: x
- Spellbook:
- Cantrips: Fire Bolt, Friends, Mending, Prestidigitation
- 1st Level: Charm Person, Detect Magic, Find Familiar, Mage Armor, Shield, Sleep, Tasha's Hideous Laughter, Unseen Servant
- 2nd Level: Crown of Madness, Detect Thoughts, Hold Person, Suggestion
- 3rd Level: Bestow Curse, Counterspell, Fear, Haste
- Arcane Recovery: Recover half-level in spell slots during a short rest (1/day)
- School of Enchantment (Arcane Tradition):
- Enchantment Savant: Gold and time to copy enchantment spells into spellbook are halved.
- Hypnotic Gaze: Cause one creature within 5' to be Incapacitated, Sped 0 and visibly dazed; Wisdom save; may maintain in subsequent turns, ending if separated by more than 5', if creature can't see or hear me, or if creature is damaged. Once effect ends, cannot use again on that creature until I take a long rest.
- Instinctive Charm: Reaction, when creature within 30' attacks me. Force it to make a Wisdom save or target another creature within attack's range (if multiple options, attacker chooses target). If creatures saves, cannot use this against them until I take a long rest. Target creature before knowing if attack misses or hits.
Ability Score Increases/Feats
- Ability Increase (4th Level): +2 Intelligence
Resources
- Moneys: x pp • x gp • x ep • x sp • x cp
- Carried Equipment: xxx
- Stored Equipment: xxxx
- Lifestyle: xxx
Origin
- Gilmerelin means "Evening Nightengale"
- Edledhon indicates her status as an outcast among her people
Other Important Individuals
- x
Projects, Goals and/or Downtime
- x
Experience Points
Total: x
- 0.0.2015: x