D&D 5E (OOC) Vault of the Dracolich 5E (Full)


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Ahh oops! My brain's taking a vacation today, I think. I'll take the 40 and go hide in my little hide hole.

Squirrels are evil!
I know I am rolling along quickly for how PBP seems to work, so there is no rush, but I think Bob is the only (complete) character we have yet to see. No pressure, and I can work him in at any time (in fact, I kind of like the idea that he is already at the basecamp, not the tower, which everyone else will get to soon.)

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Grathys Human (V.) Hermit N
Wizard(Evoker) 4

Strength 8 Dexterity 14 Constitution 12
Intelligence 18 Wisdom 14 Charisma 10
Grathys is a bit of a mad wizard, wild eyes and hair emphasizing his bizarre nature​
[sblock=Bio]Seeing an unsolved formula in a book of arcane mathematics, Grathys secluded himself from the world to solve the equation. The discovery of the answer almost broke his mind. He now wanders the world trying to keep things in balance.[/sblock][sblock=Personality]Traits:
Grathys never makes eye contact with people.
He is very proud of his breadth of knowledge.​
Ideal:
Understanding everything.​
Bond:
Grathys forms rapid, seemingly deep, fleeting attachments.​
Flaw:
He cannot keep a train of thought moving along, it forks too much.​
[/sblock][sblock=Appearance]Age 35 Gender Male Height 5'9"" Weight 150 lbs.
Hair Black Skin Fair Eyes Grey
Description:
Grathys is a skinny, sallow skinned young man with crazy wild hair and beard. His robes are blue, gone gray with wear and dirt. His eyes show the depths of the power he has seen.​
[/sblock][sblock=Stats, Skills, and Proficiencies]Grathys Human (V.) Hermit N
Wizard(Evoker) 4

[table=width:500][tr][td]Strength[/td][td]8[/td][td]-1[/td][td]Intelligence[/td][td]18[/td][td]4[/td][/tr][tr][td]Dexterity[/td][td]14[/td][td]2[/td][td]Wisdom[/td][td]14[/td][td]2[/td][/tr][tr][td]Constitution[/td][td]12[/td][td]1[/td][td]Charisma[/td][td]10[/td][td]0[/td][/tr][/table]Skills
  • Acrobatics +2
  • Animal Handling +2
  • Arcana +6
  • Athletics -1
  • Deception +0
  • History +6
  • Insight +2
  • Intimidation +0
  • Investigation +6
  • Medicine +4
  • Nature +4
  • Perception +2
  • Performance +0
  • Persuasion +0
  • Religion +6
  • Sleight of Hand +2
  • Stealth +2
  • Survival +2
Proficiencies:
Weapons: Dagger, Dart, Light Crossbow, Quarterstaff, Sling
Tools: Herbalism kit
Languages: Common, Elvish, Draconic
[/sblock][sblock=Combat][table=width:500][tr][td]AC: 12[/td][td]Hit Points:21[/td][/tr][tr][td]Initiative: 7[/td][td]Hit Dice4[/td][/tr][tr][td]Speed: 30[/td][td]HD Type:1d6+1[/td][/tr][tr][td]Pass.Per.: 12[/td][/tr][/table]SAVES
STR -1 DEX +2 CON +1 INT +6 WIS +4 CHA +0

Attacks and Cantrips
  • Dagger melee +4 / 1d4+2 Piercing finesse,light, thrown
  • Dagger ranged +4 / 1d4+2 Piercing [20/60] finesse,light, thrown
  • Ray of Frost ranged +6 / 1d8 Cold [60] -10 Speed until start of my next turn
[/sblock][sblock=Features and Abilities]Human (V.) Features
Background: Hermit (Discovery)
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.​
Feats
Alert
  • Can't be surprised while conscious.
  • +5 to Initiative
  • Hidden creatures don't gain advantage.
Wizard Features
Arcane Recovery
1/day after a short rest, recover <5th spell slots.​
  • 2 levels of spell slots.
Evoker Features
Evocation Savant
Halve money and time to copy evocation spells.​
Sculpt Spells
I can protect 1+Spell Level of others I can see from my evocation spells..​
  • Automatic success on their saves
  • No damage instead of 1/2 damage
[/sblock]

Still Needs Equipment and Spells
 


Hi,
Is there still space for a latecomer? If so, this would be the first time I play by post. Looks fun!
I was thinking to play a cleric or maybe a bard...
 

There is room! You will make it so there are enough characters for two parties. Also, I think they could use more healing (currently relying on a paladin and potions, not that we've done combat!)

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