Alfondir

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Alfondir Steelsong
Alfondir.jpg
Race: Eladrin Elf, Class: Wizard (Bladesinger) 3rd
Background: Inheritor, Alignment: Neutral Good
Patron Deity: xxx
Factions: xxx
Ability Scores
Strength 10 (+0), Dexterity 18 (+4), Constitution 13 (+1);
Intelligence 16 (+3), Wisdom 8 (-1), Charisma 10 (+0)
Proficiencies
Bonus: 2
Saving Throws: Intelligence & Wisdom
Skills: Acrobatics (+4), Arcana, History, Investigation, Perception, Performance
Tools: Alchemist's Tools
Languages: Common, Elvish, Draconic
Armor: Light
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, longswords, short swords, shortbows, long bows, elven fineblades
Traits
Keen Senses, Darkvision (60'), Fey Ancestry, Trance, Elf Weapon Training, Fey Step • xx •
Feats
Acrobat
Combat
Attacks: xxx
Armor Class: x, Initiative: xxx, Speed: 30 ft
Hit Points: 19, Hit Dice: 3d6
Social
Personality Traits: x
Ideals: xxx
Bonds: xxx
Flaws: xxx

"Do not go to the elves for counsel, for they will say both no and yes."
-JRRTolkien

"Home is behind, the world ahead,
And there are many paths to tread
Through shadows to the edge of night,
Until the stars are all alight.
Then world behind and home ahead,
We'll wander back and home to bed.
Mist and twilight, cloud and shade,
Away shall fade! Away shall fade!"
-JRRTolkien

A man that flies from his fear may find that he has only taken a short cut to meet it.”
-JRRTolkien

Traits

Elf (Eladrin)

  • +2 Dexterity, +1 Intelligence
  • Darkvision: See up to 60' as though bright in dim light, or dim in darkness.
  • Keen Senses: Proficient in Perception skill.
  • Fey Ancestry: Advantage on saving throws against being charmed; immune to sleep
  • Trance: Meditate for four hours instead of sleeping
  • Languages: Common, Elvish
  • Elf Weapon Training: Longsword, short sword, long bow, short bow
  • Fey Step: Cast misty step once; regain with long or short rest

Inheritor (Background)

  • Inheritance: Gain an item that will slowly awaken in magic over time.

Wizard (Bladesinger)

  • Arcane Recovery: During a short rest, recover half level in spell slots. Must take a long rest before doing it again.
  • Ritual Casting: May cast a wizard spell as a ritual if it has the ritual tag and is in my spellbook.
  • Spellcasting Focus: May use arcane focus.

Bladesinger (Arcane Tradition)

  • Trained in War and Song: Proficiency with light armor and one one-handed melee weapon of choice • Performance Proficiency
  • Bladesong: When not wearing medium or heavy armor or using a shield, may use a bonus action to start the bladesong for 1 minute • Ends early if incapacitated, increase armor, or switch to two hands with a weapon • May dismiss at any time (no action required) • May use twice; regain expended uses of it when completing a long or short rest • While bladesong is active, gain the following:
    • + Int (+3) bonus to AC
    • +10 to Speed
    • Advantage on Dexterity (Acrobatics) checks.
    • + Int (+3) bonus to Constitution saves to maintain Concentration.

Spellcasting

  • Spells per Day: 1st: 4 • 2nd: 2
  • Spell Power: Saving Throw DC: 14 • Spell Attack Mod: +5
  • Magic Ability: Intelligence
  • Spellbook: Those spells marked with a cross (+) are rituals.
    • Cantrips: fire bolt, prestidigitation, sword burst
    • First Level: absorb elements, alarm+, comprehend languages+, detect magic+, feather fall, magic missile, shield, sleep
    • Second Level: blur, scorching ray

Prepared Spells

Spells Prepared (Lvl + Int): 6/6

  • Cantrips (3): fire bolt, prestidigitation, sword burst
  • First Level: absorb elements, feather fall, magic missile, shield, sleep
  • Second Level: blur

Feats

  • Acrobat: Free. +1 Dexterity • Double proficiency bonus with Acrobatics • As a bonus action, may make a DC 15 Dexterity (Acrobatics) check to ignore the extra movement cost of difficult terrain until end of the current turn.

Origin

xxx

Appearance

xxx

Resources

  • Moneys: 16gp
  • Worn Equipment: Traveler's clothes, studded leather armor, belt, backpack, 10 darts (hidden), crystal (in leather bracer)
    • Belt: dagger, elven fineblade (magical), 2 pouches
      • Pouch 1: 3 potions of healing, 1 campstone
      • Pouch 2: alchemist's fire
    • Backpack: 2 daggers (extra), small bag with 4 campstones, 2 sets of traveler's clothing, healer's kit, mess kit, tinderbox, 10 days rations; (strapped on) bedroll, waterskin, 50' hemp rope
  • Carried Equipment: alchemist's supplies (formulary, tools, 50gp of materia)
    • Formulary: alchemical cosmetics kit, hair dye, scar and blemish remover; smoke bomb, smokestick; emetic elixir, pain relief elixir, sleep aid elixir; alchemical dye, alchemical glue, cleaning agents, drunkard's head remedy; alchemical ink (black) • alchemist's fire, sleep gas; campstone, cleansewater • froststone
  • Stored Equipment: None
  • Lifestyle: xxx

Magic Items

  • Potions of Healing: x3. Heals 2d4+2 per vial.
  • Throssglir: Elven fineblade (rapier, except inflicts slashing). Weapon of warning: Gain advantage on initiative rolls; cannot be surprised (includes allies within 30') except when incapacitated by something other than sleep; magically awakens self and companions within range if any are sleeping naturally when combat begins.

Alchemical Items

  • Campstone: These small disks of alchemically refined flint are used to start fires quickly. By placing the disk down and placing something flammable atop it, all it takes is striking the item with something made of steel. The alchemy refines the flint’s natural spark-creating trait, causing it to flare a small fire to life, catching whatever is set on it afire immediately. Each stone has ten uses before it shatters.
  • Alchemist's fire: Ranged Attack. A targeted creature or object struck by the contents of this vial bursts into ame, taking 1d4 fire damage at the start of each turn. A creature may end this damage by using an action to make a DC 10 Dexterity save to extinguish the flames.

Other Important Individuals

  • x

Advancement

Character Creation (1st)

  • Abilities: 27 pts • Int 15 (9pt), Dex 15 (9pt), Con 13 (5pt), Cha 10 (2pt), Str 10 (2pt), Wis 8 (0 pt)
    • Eladrin Elf: +2 Dex, +1 Int
    • Strength 10 (+0), Dexterity 18 (+4), Constitution 13 (+1);
      Intelligence 16 (+3), Wisdom 8 (-1), Charisma 10 (+0)
  • Proficiency Bonus: +2
  • Gold: 100gp (4d4 x10gp) + 200gp
  • Magic: Throssglir plus 3 potions of healing
  • Bonus Feat/Ability Score Improvement: Acrobat (+1 Dex, DC 15 to ignore difficult terrain)
  • Inheritor (Background): Acrobatics, Arcana, Alchemist's Tools, Draconic • Inheritance feature
  • Wizard (Class): Spellcasting, Ritual Casting, Spellcasting Focus, Arcane Recovery • Spells: 3 (Cantrips), 2 (1st level slots), Int bonus + Wizard level prepared • Spellbook: 3 Cantrips, 6 1st-level
    • Hit Points (1st): 7 hp • Hit Dice: 1d6
    • Proficiencies: Daggers, darts, slings, quarterstaffs, light crossbows • Intelligence & Wisdom • History, Investigation
  • Equipment
    • Studded Leather (45gp)
    • 3 daggers (6gp)
    • 10 darts (5sp)
    • Explorer's Pack (10gp)
    • Crystal arcane focus (10gp)
    • Alchemist's Supplies (50gp), including formulary:
      • Common: alchemical cosmetics kit, hair dye, scar and blemish remover; smoke bomb, smokestick; emetic elixir, pain relief elixir, sleep aid elixir; alchemical dye, alchemical glue, cleaning agents, drunkard's head remedy; alchemical ink (black);
      • Uncommon: alchemist's fire, sleep gas; campstone, cleansewater
      • Rare: froststone
    • Healer's Kit (5gp)
    • Clothes, Travelers x3 (6gp)
    • Campstone x5 (5gp)
    • Alchemist's Fire (50gp)
    • Alchemy Materials (50gp)

Second Level

  • Wizard (Class): Arcane Tradition (Bladesinging) • Spells: 3 (Cantrips), 3 (1st-level), Int bonus + Wizard level prepared • Spellbook: 3 Cantrips, 8 1st-level
    • HP: +5hp (12 hp) • Hit Dice: 2d6
    • Bladesinger Tradition: Proficiency with light armor, plus elven fineblade • Performance Proficiency • Bladesong ability

Third Level

  • Wizard (Class): Arcane Tradition (Bladesinging) • Spells: 3 (Cantrips), 4 (1st-level)/2 (2nd-level), Int bonus + Wizard level prepared • Spellbook: 3 Cantrips, 8 1st-level, 2 2nd-level
    • HP: +7hp (19 hp) • Hit Dice: 3d6