Difference between revisions of "Griffin"

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''"Who are YOU?" said the Caterpillar. This was not an encouraging opening for a conversation. Alice replied, rather shyly, "I--I hardly know, sir, just at present-- at least I know who I WAS when I got up this morning, but I think I must have been changed several times since then."''
+
''“I can't go back to yesterday because I was a different person then.- Lewis Carroll, Alice in Wonderland ''
  
 
==Character Record==
 
==Character Record==
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** Discover who he is, and more importantly, who tried to kill him.
 
** Discover who he is, and more importantly, who tried to kill him.
 
** Don’t draw any attention to himself.
 
** Don’t draw any attention to himself.
** ''Be <span style="text-decoration: line-through;">good</span>'', no, selfish! Be selfish. Always look out for number one. ''Well, as long as no one else gets hurt.'' No, dammit. Everybody else is on their own. ''But what if-?''  No buts!
 
 
** Atheist: Yeah, okay, he knows the gods exist. Technically. But he doesn't have any faith in them. What do they care about mortals? They've got their own agendas.
 
** Atheist: Yeah, okay, he knows the gods exist. Technically. But he doesn't have any faith in them. What do they care about mortals? They've got their own agendas.
 +
** ''<span style="text-decoration: line-through;">Be good.</span>'' No. No, be selfish. Always look out for number one. ''Well, as long as no one else gets hurt.'' No, dammit. Everybody else is on their own. ''But what if-?''  No buts!
 +
 
* '''Flaws:'''
 
* '''Flaws:'''
 
** Amnesia and its associated terrors: fear of never getting his memory back; fear of his would-be murderer finding him again; fear that who he was is someone he wouldn’t like.
 
** Amnesia and its associated terrors: fear of never getting his memory back; fear of his would-be murderer finding him again; fear that who he was is someone he wouldn’t like.
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*'''Magic Ability:''' Charisma
 
*'''Magic Ability:''' Charisma
 
*'''Saving Throw DC Total:''' 11 (13 with focus)
 
*'''Saving Throw DC Total:''' 11 (13 with focus)
 +
 +
===Magical Equipment===
 +
* Primary magical focus: Dark wooden staff very subtly inlaid with runes and magical symbols in pewter & blue mother-of-pearl
 +
* Magical foci charm bracelet (each charm represents a school of magic and has an appropriate rune carved into it):
 +
** Abjuration: bronze shield (algiz; elk)
 +
** Conjuration: ivory rallying horn  (nauthiz; need)
 +
** Divination: obsidian scrying mirror (dagaz; day)
 +
** Enchantment: playing card (perthro; game)
 +
** Evocation: fiery red crystal (hagalaz; hail)
 +
** Illusion: round mirror framed in silver (kenaz; torch)
 +
** Necromancy: skull carved from bone (isa; ice)
 +
** Transmutation: crescent-shaped moonstone (cweorth; fire)
 +
* Clear crystal focus for ''Read Magic'' cantrip
 +
* "Component" pouch
  
 
===Spells Known===
 
===Spells Known===
 +
[[Griffin's Spells|Spell Descriptions]]
 
* '''Cantrips:'''
 
* '''Cantrips:'''
 
** '''''Light:''''' evocation; 1 action, touch, lasts 1 hr. Object emits light of any color in 20 ft radius & dim light for another 20 ft.
 
** '''''Light:''''' evocation; 1 action, touch, lasts 1 hr. Object emits light of any color in 20 ft radius & dim light for another 20 ft.
Line 95: Line 111:
 
==Resources==
 
==Resources==
 
===Coin===
 
===Coin===
* '''Carried:''' 160 gp, 0 sp, 0 cp, 0 gems
+
* '''Carried:''' 152 gp, 0 sp, 0 cp, 0 gems
 
* '''Stored:''' 0 gp, 0 sp, 0 cp, 0 gems
 
* '''Stored:''' 0 gp, 0 sp, 0 cp, 0 gems
  
 
===Equipment===
 
===Equipment===
 +
* '''Mount:''' Corsair
 
* '''Carried:'''
 
* '''Carried:'''
** Horse named '''Corsair'''
 
 
** Well-made traveling clothes
 
** Well-made traveling clothes
** Magic foci; clear crystal for ''Read Magic'' cantrip
 
** "Component" pouch
 
 
** Badge bearing the crest of House Bannik: an owl in flight holding a sword in its claws
 
** Badge bearing the crest of House Bannik: an owl in flight holding a sword in its claws
 
** Belt pouch & backpack
 
** Belt pouch & backpack

Revision as of 03:28, 19 May 2014

Griffin
Griffin.jpg

“I can't go back to yesterday because I was a different person then.” - Lewis Carroll, Alice in Wonderland

Character Record

CG Scindo Elf Sorcerer, Level 3

  • Ability Scores: Strength 13 (+1), Dexterity 15 (+2), Constitution 13 (+1), Intelligence 16 (+3), Wisdom 15 (+2), Charisma 17 (+3)

Proficiencies

Current Bonus: +2

  • Saving Throws: Intelligence, Charisma
  • Skills: Arcana, Insight, Perception, Search
  • Tools: Mounts (land), Navigator's tools, Gaming set
  • Weapons: Quarterstaffs, daggers, darts, slings, light crossbows, longbow, shortbow, long sword, short sword
  • Armor: None

Traits & Languages

  • Traits: Wanderer, Arcane Recovery, Ritual Casting, Spellcasting Bonus
    • Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
    • Arcane Recovery: Once per day during a short rest, you can regain some magical energy. You choose expended spell slots to recover. The spell slots can have a combined level that is less than or equal to half your level (round up), and none of the slots can be 6th lvl or higher.
    • Ritual Casting: Cast any mage spell as a ritual if the spell has a ritual version. To cast a spell as a ritual,you must add 10 minutes to the spell’s casting time, during which you undertake a prescribed ceremony.
    • Spellcasting Bonus: If you are holding a magic focus—component pouch, orb, rod, staff, wand, spellbook—when you cast a spell, you can add your proficiency bonus to the spell’s saving throw DC.
  • Languages: Threxantran, Misantil, ??, ??, ??
Griffin's Tattoo
Griff-tattoo.jpg

Interactions

  • Ideals:
    • Discover who he is, and more importantly, who tried to kill him.
    • Don’t draw any attention to himself.
    • Atheist: Yeah, okay, he knows the gods exist. Technically. But he doesn't have any faith in them. What do they care about mortals? They've got their own agendas.
    • Be good. No. No, be selfish. Always look out for number one. Well, as long as no one else gets hurt. No, dammit. Everybody else is on their own. But what if-? No buts!
  • Flaws:
    • Amnesia and its associated terrors: fear of never getting his memory back; fear of his would-be murderer finding him again; fear that who he was is someone he wouldn’t like.
    • Fear of his “unnatural” magical ability being discovered.
    • Misanthrope: He doesn’t want to have anything to do with other people or their problems and needs.
    • Cowardice: Bravery is overrated. There’s nothing wrong with running away from danger.
  • Bonds:
    • Who or what does Griffin care about? What an excellent question!

Combat

  • Hit Points: 19, Hit Dice: 3d6
  • Initiative: +2, Speed: 30 ft
  • Armor Class: 12 (10 + Dex Mod: 2); 15 with Mage Armor

Attacks

  • Quarterstaff: Bonus: +3, Damage & Effects: 1d6 + 1 bludgeoning; two-handed 1d8 +1, Weight: 4 lb
  • Long Sword: Bonus: +3, Damage & Effects: 1d8 + 1 slashing; two-handed 1d10 + 1, Weight: 4 lb
  • Light Crossbow: Bonus: +4, Damage & Effects: 1d8 + 2 piercing; (range 80/320); two-handed, Weight: 6 lb

Spells

  • Spells per Day: 1st: 5
  • Magic Ability: Charisma
  • Saving Throw DC Total: 11 (13 with focus)

Magical Equipment

  • Primary magical focus: Dark wooden staff very subtly inlaid with runes and magical symbols in pewter & blue mother-of-pearl
  • Magical foci charm bracelet (each charm represents a school of magic and has an appropriate rune carved into it):
    • Abjuration: bronze shield (algiz; elk)
    • Conjuration: ivory rallying horn (nauthiz; need)
    • Divination: obsidian scrying mirror (dagaz; day)
    • Enchantment: playing card (perthro; game)
    • Evocation: fiery red crystal (hagalaz; hail)
    • Illusion: round mirror framed in silver (kenaz; torch)
    • Necromancy: skull carved from bone (isa; ice)
    • Transmutation: crescent-shaped moonstone (cweorth; fire)
  • Clear crystal focus for Read Magic cantrip
  • "Component" pouch

Spells Known

Spell Descriptions

  • Cantrips:
    • Light: evocation; 1 action, touch, lasts 1 hr. Object emits light of any color in 20 ft radius & dim light for another 20 ft.
    • Mending: transmutation; 1 min, touch, instantaneous. Mend one break or tear on an object no larger than 5 cubic ft. Multiple breaks can be repaired with multiple uses of spell
    • Message: transmutation; 1 action, 100 ft, lasts 1 rnd. Whisper message to creature within range. Creature hears message & can then reply. Can cast spell through solid objects provided you are familiar with creature beyond the barrier. Magical silence, 1 ft stone, 1 in common metal, thin sheet of lead, or 3 ft wood blocks spell. Spell does not have to follow straight line and can travel around corners, through gaps, and other openings freely.
    • Prestidigitation: transmutation; 1 action, 10 ft, lasts 1 hr. If you cast spell multiple times, up to three of its non-­instantaneous effects can be active at a time. Create an instantaneous sensory effect that is harmless, such as a shower of sparks; light or snuff out candle, torch, or small campfire; clean or soil item no larger than 1 cubic ft; chill, warm, or flavor up to 1 lb of nonliving material; make a color, small mark, or symbol appear on object or surface; produce small, nonmagical trinket or illusory image that lasts until end of your next turn; make small handheld item invisible until end of your next turn.
    • Read Magic: divination; 1 action; 10 ft; 10 min.
  • 1st Lvl:
    • Comprehend Languages: divination; 1 action (or ritual), self, 1 hr. You understand the literal meaning of spoken language and written language, provided you're touching the surface on which the words are written. Takes about 1 min to read one pg of text.
    • Detect Magic: divination; 1 action (or ritual), self, up to 10 min. Sense presence of magic within 25 ft. If you sense magic, you can use your action to see a faint aura around any visible creature or object that bears magic and learn its school of magic, if any. Spell can penetrate most barriers, but is blocked by 1 ft stone, 1 in common metal, thin sheet of lead, or 3 ft wood/dirt.
    • Mage Armor: abjuration; 1 action, touch, 8 hrs. Target’s base AC becomes 13 + its Dexterity modifier.
    • Magic Missile: evocation; 1 action, 100 ft, instant. Create three magical darts. Each dart hits a creature of your choice within range and deals 1d4 + 1 force damage. Use spell slot of 2nd level or higher, spell creates one more dart for each level above 1st.
    • Thunderwave: evocation; 1 action, 15 ft, instant. Each creature in 15-­ft cube originating from you makes Con save. On failed save, creature takes 2d8 thunder damage and is pushed 10 ft away. On successful one, it takes half damage and is not pushed. Unsecured objects within area are pushed 10 ft away, and spell emits thunderous boom audible within 300 ft of you. Use spell slot of 2nd level or higher, damage increases by 1d8.

Familiar

"Hey, You!", Hawk

Griffin's Familiar
Griffin_Familiar.jpg
  • Ability Scores: Strength 2 (–4), Dexterity 12(+1), Constitution 6 (–2), Intelligence 2 (–4), Wisdom 10 (+0), Charisma 2 (–4)
  • Hit Points: 10 (+2 for each of your levels beyond 3rd)
  • Armor Class: 12
  • Speed: 5 ft. ground, 30 ft. fly

Your familiar acts independently, but always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar cannot make attacks. Within 100 ft. of your familiar, you can communicate with it telepathically. As an action, you can see and hear through your familiar's senses until the start of your next turn, gaining the benefits of any special senses the familiar has. During this time, you are deaf and blind with regard to your own senses. Within 100 ft. of your familiar, you can have it deliver a spell on your turn that requires touching a creature. The familiar touches the creature on your behalf, provided nothing is preventing it from taking actions. If the spell requires an attack roll, you use your attack modifier for the roll. If your familiar drops to 0 HP, it disappears, leaving behind no physical form. Your familiar can't reappear until you recall it by performing a minor ritual during a short rest.

Resources

Coin

  • Carried: 152 gp, 0 sp, 0 cp, 0 gems
  • Stored: 0 gp, 0 sp, 0 cp, 0 gems

Equipment

  • Mount: Corsair
  • Carried:
    • Well-made traveling clothes
    • Badge bearing the crest of House Bannik: an owl in flight holding a sword in its claws
    • Belt pouch & backpack
    • Ink & pen, loose paper, chalk, sealing wax, journal
    • Navigator’s tools, gaming set
    • Soap, candles, tinderbox, lantern, & oil
    • Mess kit, waterskin, knife, & whetstone
    • Bedroll, blanket, tent, & rope (50 ft, silk)
  • Stored: None

Lifestyle

Modest (25 gp/month)

Other Important Individuals

  • Lady Jinala of House Bannik: Griffin's unusual sponsor. The second child of the Lord of House Bannik is well known as a dabbler in divination and chicanery. Her older sister and heir to the House of Bannik has been trying to marry her off for years, but Jinala has thus far slipped away or chased off every intended suitor brought before her. Recently she had been chosen by her sister to accompany Baroness Malnova as part of the new settlement in Katrica forest. Instead Jinala found herself a proxy, her "champion" she called him. Some poor scindo elf with amnesia that the City Watch had found beaten nearly to death in a gutter. With a little help from her friends at the Temple of Selune, she assured that her champion would survive and recover just in time to make the journey in her name. Her sister was most certainly not amused, but it was a valid diversion from her plan by the law, which Jinala was all too happy to drag a Tribunal priest before her sister to confirm.
    Jinala is 19 years old, unwed and gorgeous with big blue eyes, a devilishly playful smile and long raven black hair past her waist.

Projects, Goals and/or Downtime

  • Current goal: Don't suck, don't die, don't suck, don't die.

Experience Points

Earned: #xp

  • Session DATE: #xp