Carradoc, a criminal half-elf wizard
HP 67+13 temp., AC 17; spells 4/3/3/3/1/0/0/0/0; 3 luck.
[sblock=Carradoc, criminal wizard 9]
N Half-elf Wizard (Transmuter)
Level 9
Abilities:
Str 13 (+1)
Dex 18 (+4)
Con 16 (+3) [save w/stone +7]
Int 20 (+5) [save +9]
Wis 14 (+2) [save +6]
Cha 18 (+4)
Size M
Speed 40
AC 14 (17 with Mage armor)
Init +4
Hit Points: 67 (9d6) + 13 temporary hp
resistance to cold-Ring of Warmth
Proficiency bonus: +4
Proficiencies: wizard weapons
Saves: INT, WIS
Skills: Arcana (Expertise), Insight, Deception, Stealth, Persuasion, Acrobatics
Tools: playing cards, thieves' tools, alchemist's kit
Languages: Common, Elvish, Giant, Primordial
Attacks:
dagger, 1d20+8, 1d4+4 piercing
Chill Touch, 1d20+9, 2d8 necrotic, range 120 feet (can't recover hp until next turn)
Background (trait): Criminal/highwayman (criminal contact)
Race abilities:
* 60’ darkvision
* advantage on charm saves, immune to magical sleep
Class abilities:
* Spellbook (see below)
* Spell slots: Level 1 (4), Level 2 (3); Level 3 (3); Level 4 (3); Level 5 (1); can prepare 14 spells/day; spell DC 17
* Arcane recovery: 1/day after short rest, can recover 4 spell slot levels (= level/2)
* Transmuter Savant: gold and time to copy a transmutation spell is halved
* Minor Alchemy: temporarily alter physical properties of nonmagical object: 1 cu.ft/10 mins; lasts 1 hr or concentration
* Transmuter's Stone: spend 8 hours to create a stone that grants one of:
- 60' darkvision
- +10' movement
-
proficiency in Constitution saves
- resistance to acid, cold, fire, lightning, or thunder
Choice can change with casting of any transmutation spell level 1+
Feat
* Inspiring Leader: talk for ten minutes and up to 6 people get 12 temporary hp (level+CHA) can get bonus 1/rest; can talk all I want). [bonus at level 5]
* Mobile: when using dash, ignore difficult terrain; no opp attack from someone I've melee attacked that turn. [bonus Christmas 2016]
* Lucky: 3 luck points/long rest, to preroll attack, check, save, or attack against.[level 8]
* Prodigy [XGTE]: skill (investigation), tool (alchemists), language (Primordial), expertise (arcana) [bonus Christmas 2017]
Skills
+8 (dex) Acrobatics
+2 (wis) Animal Handling
+13 (int) Arcana (expertise)
+1 (str) Athletics
+8 (cha) Deception
+5 (int) History
+6 (wis) Insight
+4 (cha) Intimidation
+9 (int) Investigation Passive: 19
+2 (wis) Medicine
+5 (int) Nature
+2 (wis) Perception Passive: 12
+4 (cha) Performance
+8 (cha) Persuasion
+5 (int) Religion
+4 (dex) Sleight of Hand
+8 (dex) Stealth
+2 (wis) Survival
Characteristics:
Personality: I’m in this for the adventure.
Ideal: I will not let magical knowledge within reach escape me.
Bond: I have abandoned allies without warning; I’m sure they don’t mind.
Flaw: I will show off to be noticed.[/sblock]
[sblock=equipment]
Familiar: Owl (Fey) [120' darkvision, flyby, 60' flight; keen sight (Perc. 13)] -- normally dismissed] (10gp)
crystal [arcane focus] (10gp, 1 lbs)
dagger (2gp, 1 lb)
dark traveller’s clothes (2gp, 4 lbs)
ring of warmth (1000 gp, -) [attuned]
ioun stone of sustenance (1000 gp, -) [attuned]
Backpack (2gp, 5 lbs), containing:
- Spell book (-, 3 lbs)
* 1 set "wing wear"
* backup spell book (-, 3 lbs)
* thieves' tools (25 gp, 1lb)
* pouch (5sp, 1 lb) with 1100gp, 12sp, 6 cp.
* healer’s kit (5gp, 3 lbs)
* mess kit (2sp, 1 lb)
* bedroll (1gp, 7 lbs)
* deck of cards (5 sp, -)
* 10 gp worth of incense (10gp, -)
* crystal [arcane focus] (10gp, 1 lbs)
* ink (10gp, -)
* ink pen (2cp, -)
* chalk (1cp, -)
* signal whistle (5cp, -)
* soap (2cp, -)
* Damien's backpack rope
Scroll of Haste; Scroll of Wall of Water. Scroll of Watery Sphere.
total weight: ** lbs
Carrying capacity: 195 lbs
[/sblock]
[sblock=spellbook]
Carradoc's Cantrips and Spellbook
(spells in bold are
currently prepared):
- Cantrips (4):
Chill Touch, Mending, Mage Hand, Prestidigitation
- Level 1: Alarm (r), Charm Person, Comprehend Languages (r), Feather Fall, Find Familiar (r),
Mage Armor, Magic Missile,
Shield, Sleep, Thunderwave, Tenser's Floating Disk (r), Unseen Servant (r)
- Level 2: Alter Self, Dust Devil, Invisibility, Scorching Ray,
Rope Trick, Misty Step, Mirror Image, Magic Mouth (r), Gentle Repose (r).
- Level 3:
Fireball, Haste, Feign death (r), Fly,
Gaseous Form,
Lightning Bolt Leomund's Tiny Hut (r),
Wall of Water, Phantom Steed (r), Water Breathing (r).
- Level 4:
Polymorph,
Arcane Eye, Ice Storm, Storm Sphere,
Greater Invisibility, Dimension Door.
- Level 5:
Animate objects,
Wall of force
Back up (Winged Woman's) spellbook:
- Level 1: Alarm (r), Charm Person, Comprehend Languages (r), Feather Fall, Find Familiar (r), Mage Armor, Magic Missile, Shield, Sleep, Thunderwave, Tenser's Floating Disk (r), Unseen Servant (r)
- Level 2: Alter Self, Dust Devil, Invisibility, Scorching Ray, Rope Trick, Misty Step, Mirror Image, Magic Mouth (r), Gentle Repose (r).
- Level 3: Feign death (r), Fireball, Haste, Fly, Gaseous Form, Lightning Bolt, Leomund's Tiny Hut (r), Wall of Water, Phantom Steed (r), Water Breathing (r).
- Level 4: Polymorph, Arcane Eye, Ice Storm, Storm Sphere.
- Level 5: cloudkill, seeming
- Level 6: chain lightning
[/sblock]
---------
[sblock=character history]
For the last few months, Carradoc has been living comfortably as a highwayman. As he says, “Me robbing those rich young bucks is teaching them something they’re going to learn soon enough anyways. Pah. I’m doing them a favour. I let them live, and they know they’re not yet ready to get into this game.” The game, of course, is the hunting lodge called the Feathergale Society. Poncy name. But it’s given him a living robbing those that continue to stream into town.
At first, he played victim, wounded at the side of the road. Woe, woe, and a blast in the face that catches lone travellers by surprise. “You can’t help everyone you see lying at the roadside, after all. See? That’s a lesson.” Soon he found he could cast a spell that made him look like a hobgoblin, which threw aside enough expectations that he could now take a wagon if he wanted. Someone appearing as a young elfin woman selling those wares the next day scarcely attracted notice. It was fine for a time, but nothing lasts forever.
“I’m not solely responsible for the new guard coming out of Rivengard Keep, but I may be four or five of the hoods they’re looking for. So now, it’s time to move on,” says Carradoc prudently. So what’s in store for him? “I hear the Adventuring Guild has some opportunities. I’ll start there with my own face, and see where that takes me. “
[/sblock]
[sblock=Carradoc, criminal wizard 8]
N Half-elf Wizard (Transmuter)
Level 8
Abilities:
Str 13 (+1)
Dex 18 (+4)
Con 16 (+3) [save w/stone +6]
Int 20 (+5) [save +8]
Wis 14 (+2) [save +5]
Cha 18 (+4)
Size M
Speed 40
AC 14 (17 with Mage armor)
Init +4
Hit Points: 60 (8d6) + 12 temporary hp
resistance to cold-Ring of Warmth
Proficiency bonus: +3
Proficiencies: wizard weapons
Saves: INT, WIS
Skills: Arcana, Insight, Deception, Stealth, Persuasion, Acrobatics
Tools: playing cards, thieves' tools
Languages: Common, Elvish, Giant
Attacks:
dagger, 1d20+7, 1d4+4 piercing
Chill Touch, 1d20+8, 2d8 necrotic, range 120 feet (can't recover hp until next turn)
Background (trait): Criminal/highwayman (criminal contact)
Race abilities:
* 60’ darkvision
* advantage on charm saves, immune to magical sleep
Class abilities:
* Spellbook (see below)
* Spell slots: Level 1 (4), Level 2 (3); Level 3 (3); Level 4 (2) can prepare 13 spells/day; spell DC 16
* Arcane recovery: 1/day after short rest, can recover 4 spell slot levels (= level/2)
* Transmuter Savant: gold and time to copy a transmutation spell is halved
* Minor Alchemy: temporarily alter physical properties of nonmagical object: 1 cu.ft/10 mins; lasts 1 hr or concentration
* Transmuter's Stone: spend 8 hours to create a stone that grants one of:
- 60' darkvision
- +10' movement
-
proficiency in Constitution saves
- resistance to acid, cold, fire, lightning, or thunder
Choice can change with casting of any transmutation spell level 1+
Feat
* Inspiring Leader: talk for ten minutes and up to 6 people get 12 temporary hp (level+CHA) can get bonus 1/rest; can talk all I want). [bonus at level 5]
* Mobile: when using dash, ignore difficult terrain; no opp attack from someone I've melee attacked that turn. [bonus Christmas 2016]
* Lucky: 3 luck points/long rest, to preroll attack, check, save, or attack against.[level 8]
Skills
+7 (dex) Acrobatics
+2 (wis) Animal Handling
+8 (int) Arcana
+1 (str) Athletics
+7 (cha) Deception
+5 (int) History
+5 (wis) Insight
+4 (cha) Intimidation
+5 (int) Investigation Passive: 15
+2 (wis) Medicine
+5 (int) Nature
+2 (wis) Perception Passive: 12
+4 (cha) Performance
+7 (cha) Persuasion
+5 (int) Religion
+4 (dex) Sleight of Hand
+7 (dex) Stealth
+2 (wis) Survival
Characteristics:
Personality: I’m in this for the adventure.
Ideal: I will not let magical knowledge within reach escape me.
Bond: I have abandoned allies without warning; I’m sure they don’t mind.
Flaw: I will show off to be noticed.[/sblock][sblock=equipment]
Familiar: Owl (Fey) [120' darkvision, flyby, 60' flight; keen sight (Perc. 13)] -- normally dismissed] (10gp)
crystal [arcane focus] (10gp, 1 lbs)
dagger (2gp, 1 lb)
dark traveller’s clothes (2gp, 4 lbs)
ring of warmth (1000 gp, -) [attuned]
ioun stone of sustenance (1000 gp, -) [attuned]
Backpack (2gp, 5 lbs), containing:
- Spell book (-, 3 lbs)
* 1 set "wing wear"
* backup spell book (-, 3 lbs)
* thieves' tools (25 gp, 1lb)
* pouch (5sp, 1 lb) with 1100gp, 12sp, 6 cp.
* healer’s kit (5gp, 3 lbs)
* mess kit (2sp, 1 lb)
* bedroll (1gp, 7 lbs)
* deck of cards (5 sp, -)
* 10 gp worth of incense (10gp, -)
* crystal [arcane focus] (10gp, 1 lbs)
* ink (10gp, -)
* ink pen (2cp, -)
* chalk (1cp, -)
* signal whistle (5cp, -)
* soap (2cp, -)
* Damien's backpack rope
Scroll of Haste; Scroll of Wall of Water. Scroll of Watery Sphere.
total weight: ** lbs
Carrying capacity: 195 lbs[/sblock][sblock=spellbook]
Carradoc's Cantrips and Spellbook
(spells in bold are
currently prepared):
- Cantrips (4):
Chill Touch, Mending, Mage Hand, Prestidigitation
- Level 1: Alarm (r), Charm Person, Comprehend Languages (r), Feather Fall, Find Familiar (r),
Mage Armor, Magic Missile,
Shield, Sleep, Thunderwave, Tenser's Floating Disk (r), Unseen Servant (r)
- Level 2: Alter Self, Dust Devil, Invisibility, Scorching Ray,
Rope Trick, Misty Step, Mirror Image, Magic Mouth (r), Gentle Repose (r).
- Level 3:
Fireball, Haste, Feign death (r), Fly,
Gaseous Form,
Lightning Bolt Leomund's Tiny Hut (r),
Wall of Water, Phantom Steed (r), Water Breathing (r).
- Level 4:
Polymorph,
Arcane Eye, Ice Storm, Storm Sphere,
Greater Invisibility, Dimension Door.
Back up (Winged Woman's) spellbook:
- Level 1: Alarm (r), Charm Person, Comprehend Languages (r), Feather Fall, Find Familiar (r), Mage Armor, Magic Missile, Shield, Sleep, Thunderwave, Tenser's Floating Disk (r), Unseen Servant (r)
- Level 2: Alter Self, Dust Devil, Invisibility, Scorching Ray, Rope Trick, Misty Step, Mirror Image, Magic Mouth (r), Gentle Repose (r).
- Level 3: Feign death (r), Fireball, Haste, Fly, Gaseous Form, Lightning Bolt, Leomund's Tiny Hut (r), Wall of Water, Phantom Steed (r), Water Breathing (r).
- Level 4: Polymorph, Arcane Eye, Ice Storm, Storm Sphere.
- Level 5: cloudkill, seeming
- Level 6: chain lightning
[/sblock][sblock=Carradoc, criminal wizard 7]
N Half-elf Wizard (Transmuter)
Level 7
Abilities:
Str 13 (+1)
Dex 18 (+4)
Con 16 (+3) [save w/stone +6]
Int 20 (+5) [save +8]
Wis 14 (+2) [save +5]
Cha 18 (+4)
Size M
Speed 40
AC 14 (17 with Mage armor)
Init +4
Hit Points: 51 (7d6) + 10 temporary hp
resistance to cold-Ring of Warmth
Proficiency bonus: +3
Proficiencies: wizard weapons
Saves: INT, WIS
Skills: Arcana, Insight, Deception, Stealth, Persuasion, Acrobatics
Tools: playing cards, thieves' tools
Languages: Common, Elvish, Giant
Attacks:
dagger, 1d20+7, 1d4+4 piercing
Chill Touch, 1d20+8, 2d8 necrotic, range 120 feet (can't recover hp until next turn)
Background (trait): Criminal/highwayman (criminal contact)
Race abilities:
* 60’ darkvision
* advantage on charm saves, immune to magical sleep
Class abilities:
* Spellbook (see below)
* Spell slots: Level 1 (4), Level 2 (3); Level 3 (3); Level 4 (1) can prepare 12 spells/day; spell DC 16
* Arcane recovery: 1/day after short rest, can recover 3 spell slot levels (= level/2)
* Transmuter Savant: gold and time to copy a transmutation spell is halved
* Minor Alchemy: temporarily alter physical properties of nonmagical object: 1 cu.ft/10 mins; lasts 1 hr or concentration
* Transmuter's Stone: spend 8 hours to create a stone that grants one of:
- 60' darkvision
- +10' movement
-
proficiency in Constitution saves
- resistance to acid, cold, fire, lightning, or thunder
Choice can change with casting of any transmutation spell level 1+
Feat
* Inspiring Leader: talk for ten minutes and up to 6 people get 10 temporary hp (can get bonus 1/rest; can talk all I want). [bonus at level 5]
* Mobile: when using dash, ignore difficult terrain; no opp attack from someone I've melee attacked that turn. [bonus Christmas 2016]
Skills
+7 (dex) Acrobatics
+2 (wis) Animal Handling
+8 (int) Arcana
+1 (str) Athletics
+7 (cha) Deception
+5 (int) History
+5 (wis) Insight
+4 (cha) Intimidation
+5 (int) Investigation Passive: 15
+2 (wis) Medicine
+5 (int) Nature
+2 (wis) Perception Passive: 12
+4 (cha) Performance
+7 (cha) Persuasion
+5 (int) Religion
+4 (dex) Sleight of Hand
+7 (dex) Stealth
+2 (wis) Survival
Characteristics:
Personality: I’m in this for the adventure.
Ideal: I will not let magical knowledge within reach escape me.
Bond: I have abandoned allies without warning; I’m sure they don’t mind.
Flaw: I will show off to be noticed.[/sblock][sblock=equipment]
Familiar: Owl (Fey) [120' darkvision, flyby, 60' flight; keen sight (Perc. 13)] -- normally dismissed] (10gp)
crystal [arcane focus] (10gp, 1 lbs)
dagger (2gp, 1 lb)
dark traveller’s clothes (2gp, 4 lbs)
ring of warmth (1000 gp, -) [attuned]
ioun stone of sustenance (1000 gp, -) [attuned]
Heward's Handy Haversack, containing (2000 gp, total weight: 5 lbs):
- Spell book (-, 3 lbs)
- 1 set "wing wear"
- backup spell book (-, 3 lbs)
- thieves' tools (25 gp, 1lb)
- pouch (5sp, 1 lb) with 1100gp, 12sp, 6 cp.
- backpack (2gp, 5 lbs), containing:
* healer’s kit (5gp, 3 lbs)
* mess kit (2sp, 1 lb)
* bedroll (1gp, 7 lbs)
* deck of cards (5 sp, -)
* 10 gp worth of incense (10gp, -)
* crystal [arcane focus] (10gp, 1 lbs)
* ink (10gp, -)
* ink pen (2cp, -)
* chalk (1cp, -)
* signal whistle (5cp, -)
* soap (2cp, -)
* Damien's backpack rope
Scroll of Haste; Scroll of Wall of Water.
total weight: 11 lbs
Carrying capacity: 195 lbs
[/sblock][sblock=spellbook]
Carradoc's Cantrips and Spellbook
(spells in bold are
currently prepared):
- Cantrips (4):
Chill Touch, Mending, Mage Hand, Prestidigitation
- Level 1: Alarm (r), Charm Person, Comprehend Languages (r), Feather Fall, Find Familiar (r),
Mage Armor, Magic Missile,
Shield, Sleep, Thunderwave, Tenser's Floating Disk (r), Unseen Servant (r)
- Level 2:
Alter Self, Dust Devil,
Invisibility, Scorching Ray,
Rope Trick, Misty Step, Mirror Image, Magic Mouth (r), Gentle Repose (r).
- Level 3:
Fireball, Haste, Feign death (r), Fly, Gaseous Form,
Lightning Bolt Leomund's Tiny Hut (r),
Wall of Water, Phantom Steed (r), Water Breathing (r).
- Level 4:
Polymorph,
Arcane Eye, Ice Storm, Storm Sphere.
Back up (Winged Woman's) spellbook:
- Level 1: Alarm (r), Charm Person, Comprehend Languages (r), Feather Fall, Find Familiar (r), Mage Armor, Magic Missile, Shield, Sleep, Thunderwave, Tenser's Floating Disk (r), Unseen Servant (r)
- Level 2: Alter Self, Dust Devil, Invisibility, Scorching Ray, Rope Trick, Misty Step, Mirror Image, Magic Mouth (r), Gentle Repose (r).
- Level 3: Feign death (r), Fireball, Haste, Fly, Gaseous Form, Lightning Bolt, Leomund's Tiny Hut (r), Wall of Water, Phantom Steed (r), Water Breathing (r).
- Level 4: Polymorph, Arcane Eye, Ice Storm, Storm Sphere.
- Level 5: cloudkill, seeming
- Level 6: chain lightning
[/sblock]
Details of levels 3-6 available
here.