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.
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