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    Saturday, September 22, 2012, 10:47 PM

    Feel free to follow the campaign I wrote and am presently running for my friends. You can check it out on Obsidian Portal.
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    Trenon

    Wednesday, September 5, 2012, 11:18 PM

    Trenon Danahur Show

    Name:                                     Trenon

    Race:                                      High Elf

    Class:                                      Wizard

    Alignment:                             Chaotic Good

    Height:                                    5’6”

    Weight:                                   128

    Sex:                                         Male

    Eyes:                                       Green

    Hair:                                       Brown

    Size:                                        Medium

    Age:                                        170

     

    Level:                                      1

    XP:                                         0

    NL:                                         650

     

    STR:                                       12(+1)

    DEX:                                      14(+2)

    CON:                                      15(+2)

    INT:                                        18(+4)

    WIS:                                       14(+2)

    CHA:                                      5(-3)

     

    Speed:                                     30ft.

    Hit Dice:                                 1d4

    HP:                                         6/6

    Initiative:                                2

     

    Senses:                                    Low-Light Vision

    Languages:                            Common, Elven

     

    ATTACKS:

    Weapon: Magic Missile         Attack:           Damage: 1d4+1

    Weapon: Ray of Frost           Attack: +7      Damage: 1d6+1

    Weapon: Quarter Staff          Attack: +4      Damage: 1d8+2

     

    Armor Class:                         12

    Armor:                                   Robes (none)

     

    Racial Benefits:

    Elf Weapon Training Show

    When you attack with a

    longsword, a shortbow, or a longbow with which

    you have proficiency, the damage die for that

    weapon increases by one step: from d6 to d8, or d8

    to d10.

    Keen Senses Show

    You have advantage on checks

    made to listen to, search for, or notice something.

    Free Spirit Show

    You are immune to the charmed

    condition and to any effect that would put you to

    sleep.

    Trance Show

    Elves do not need to sleep. Instead, they

    meditate deeply for 4 hours a day. (The Common

    word for such meditation is “trance.&rdquo While

    meditating, you can dream after a fashion; such

    dreams are actually mental exercises that have

    become reflexive through years of practice. After

    resting in this way, you gain the same benefit that a

    human does from 8 hours of sleep.

     

    Class Benefits:                                    Natural Lore +7

                                                                    Lack Planar Lore

     

    Background:                                       Sage

     

    Background Benefits:                       Magical Lore +7

                                                                    Societal Lore +7

                                                                    Forbidden Lore +7

                                                                    Trait – Researcher

     

    Specialty:                                             Magic-User

     

    Specialty Benefits:

    Arcane Dabbler Show

    Your study of magic rewards you with two minor

    spells.

    Prerequisite: Intelligence 11 or higher

    Benefit: Choose two minor spells (cantrips) from

    the wizard’s spell list. You know and can use those

    spells. You use Intelligence as your magic ability for

    these spells.

     

    SPELL NOTES

     

    Magical Attack:                                  +7

    Save DC:                                               15

    Spells or Spell Slots per Day:

    1: (3) 2: 3: 4: 5: 6: 7:

     

    Spells Known Show

    Alarm Show

    1st-level abjuration

    Warding an area with an alarm spell gives you a

    mental or audible warning when an intruder

    draws near.

    Requirement: You must cast the spell using a

    small silver bell as a focus, worth no less than 1 gp.

    Effect: You ward an area no larger than a 20-

    foot-radius sphere centered on yourself. The spell

    alerts you with an audible or mental alarm of your

    choice when a creature enters the area, but only if

    that creature is at least Tiny and is not ethereal.

    You can also choose a password that, when spoken

    aloud, lets a creature enter the area without

    triggering the spell. The area remains warded for 8

    hours.

    If you chose a mental alarm, you experience a

    mental alert that immediately wakes you from

    nonmagical sleep. If you chose an audible alarm,

    the spell sounds a loud ringing that lasts for 1

    round and automatically wakes any creatures

    sleeping nonmagically within 60 feet of the

    warded area’s center.

    Ritual: You can cast this spell as a ritual by

    spending at least 10 minutes preparing additional

    material components that include chalk, extra

    bells, and a silver cord, all worth no less than 25

    gp.

    Comprehend Languages Show

    1st-level divination

    The world is home to countless languages and

    dialects, tongues that are beyond counting and

    whose meaning is lost on even the most erudite

    scholars. Comprehend languages makes the

    incomprehensible comprehensible.

    Effect: For 1 hour, you understand the literal

    meaning of spoken language you hear and of

    written language as long as you are touching the

    surface on which the words are written. It takes

    about 1 minute to read one page of text (about 250

    words).

    This spell does not decipher codes or reveal

    messages concealed in otherwise normal text.

    Certain magical wards might foil this spell by

    concealing text, trapping it, or making the text

    nonsensical.

    Ritual: You can cast this spell as a ritual by

    spending at least 10 minutes preparing additional

    material components worth no less than 25 gp.

    Burning Hands Show

    1st-level evocation

    As you hold your hands with your thumbs touching

    and fingers spread, a thin sheet of flames shoots

    forth from your outstretched fingertips.

    Effect: Each creature in a 15-foot cone

    originating from you makes a Dexterity saving

    throw. A creature takes 4d4 fire damage on a

    failed save, and half as much damage on a

    successful one.

    The spell ignites unattended flammable objects

    in the area.

    Shield Show

    1st-level conjuration

    You create an invisible, mobile disk of force that

    hovers near you to intercept attacks.

    Effect: For 10 minutes, you have half cover and

    take no damage from magic missile.

    Sleep Show

    1st-level enchantment

    The fine sand you fling into the air sparkles when

    this spell’s magic takes hold. Creatures touched by

    the scintillating granules grow drowsy and might

    fall asleep.

    Effect: Choose a point that you can see within

    100 feet of you and roll 3d8. The total is how many

    hit points’ worth of creatures this spell can affect

    within 20 feet of the point you chose.

    Starting with the creature that has the lowest

    current hit points, each creature affected by this

    spell falls unconscious for 1 minute or until it takes

    damage or someone uses an action to shake or slap

    the sleeper awake. Subtract each creature’s hit

    points from the total before moving on to the

    creature with the next lowest hit points. A

    creature’s hit points must be no more than the

    remaining total for that creature to be affected.

    Minor Spells Show

    Detect Magic Show

    Minor divination

    Upon casting detect magic, you immediately

    perceive any objects, areas, or creatures affected or

    created by magic as having a flickering aura.

    Studying the auras can give you clues to the nature

    of the magic.

    Effect: You detect the presence of any magic in

    a 30-foot cone originating from you. You can ignore the

    presence of magic that you are already

    aware of. If the magic you sense belongs to a school

    of magic, you learn what that school is.

    This spell does not reveal invisible creatures or

    magic that conceals spells, objects, or creatures.

    Magic Missile Show

    Minor evocation

    A spell made famous by wizards for its reliability,

    magic missile unerringly strikes its target.

    Effect: Choose a creature within 100 feet of you.

    The target takes 1d4 + 1 force damage.

    Light Show

    Minor evocation

    You cause an object you touch to shine with light

    for a time.

    Effect: You touch an object. It sheds bright light

    in a 20-foot-radius sphere and shadows in a 40-

    foot-radius sphere. The light may be colored as you

    choose. The light lasts for 1 hour or until you cast

    this spell again.

    Ray of Frost Show

    Minor evocation

    You fire a pale beam of blue-white energy that

    chills your enemy to the bone.

    Effect: Make a magical attack against one

    creature within 100 feet of you. On a hit, the target

    takes 1d6 + 3 cold damage, and its speed drops by

    10 feet until the end of your next turn.

    Mage Hand Show

    Minor conjuration

    The spectral hand you create with mage hand can

    manipulate objects, open doors, and carry small

    items for you. Many wizards use mage hand to

    retrieve components from their pouches while

    keeping their hands free.

    Effect: A spectral, floating hand appears at a

    point you choose within 50 feet of you. The hand

    remains for 1 minute or until you cast this spell

    again. The hand vanishes if it is ever more than 50

    feet away from you.

    While the hand is present, you can control it as

    an action. You can use the hand to manipulate an

    object, open a door or a container, stow or retrieve

    an item from an open container, or pour the

    contents from a vial. You can move the hand up to

    30 feet each time you use it.

    The hand cannot attack, use magic items, or

    carry more than 10 pounds.

    Ghost Sound Show

    Minor illusion

    You can create a sound as quiet as a ghostly

    whisper or as loud as someone screaming in terror.

    Effect: You create a sound within 100 feet of

    you. The sound lasts until your next turn. You can

    produce as much noise as about a dozen humans

    talking normally or one human screaming loudly.

    You determine whether the sound rises, falls,

    recedes, approaches, or remains in a fixed place

    while it lasts, and whether it changes character.

    You can use this spell to produce intelligible

    speech.

    Spells Prepared:

    Shield, Sleep, Burning Hands

     

    Equipment/Treasure:

    Robes, quarterstaff, spellbook, light crossbow, 10 crossbow

    Bolts, 10 candles, healing kit, magnifying lens, oddity

    (enigmatic carving, small fossil, code ring, or the like), 3 tomes

    Related to lore specialties, spell components, ink, ink pen,

    10 sheets of paper, and 68gp

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