Griffin

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Griffin
Griffin.jpg

Character Record

CG Elven (scindo) Sorcerer, 3rd Level

  • 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.
    • Be good, 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!
  • 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)

Attacks

  • Quarterstaff: Bonus: +3, Damage & Effects: 1d6 bludgeoning; versatile 1d8, Weight: 4 lb
  • TYPE: Bonus: +#, Damage & Effects: xx, Weight: xx

Spells

  • Spells per Day:
  • Magic Ability: Charisma
  • Saving Throw DC Total: 11

Spells Known

Familiar

Hawk, name currently unknown

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: # gp, #sp, #cp, gems
  • Stored: #gp, #sp, #cp, gems

Equipment

  • Carried: x
  • Stored: x

Lifestyle

TYPE (Xgp/month).

  • DETAILS

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

  • x

Experience Points

Earned: #xp

  • Session DATE: #xp