Tuesday, 31 March 2015

5eGH Ken PC - Tarquin Telmaster, Human Pirate Wizard

Tarquin Telmaster Human Pirate Wizard (Ken)
Level 1 
AC 12 
HP 8  Healing Dice: 1 (d6+2) recover 1/day
Str 9 (-1)
Int 16 (+3)
wis 13 (+1)
dex 14 (+2)
con 15 (+2)
cha 11 (+0)


Proficiency +2

Weapons
Dagger ATT +2/d4
Staff ATT +2/d6

Gear
Vial Ink (1oz)
Scroll case
5 sheets parchment
Spell Book
Wineskin
1 quart fine wine
2 Guard dogs Tempest & Triton
15 gp

Notes: Was until recently apprentice to Dougal the Drunken (Wiz 4), a Tharbrian Sea-Mage, the Ship's Wizard of the Tsamar’s Jewel. Following a drunken falling-out with Dougal Tarquin found himself forcibly put ashore along with his dogs.

Spellcasting
Spell Attack +5. Spell Save DC 13.


Cantrips. You know mage hand, prestidigitation, ray of frost, and shocking grasp, and can
cast them at will.

Spell Slots. You have two 1st-level spell slots you can use to cast your prepared spells.
Arcane Recovery. You can regain some of your magical energy by studying your spellbook. Once per day during a short rest, you can choose to recover expended spell slots with a combined level equal to or less than half your wizard level (rounded up).

Prepared Spells. You prepare four 1st-level spells to make them available for you to cast, choosing from the spells in your spellbook (default in bold).

Spellbook. You have a spellbook containing these 1st-level spells: burning hands, charm persondetect magicmage armor, magic missile, and sleep

Advancement
With each level you gain, you gain one additional Hit Die and add 1d6 + 2 to your hit point maximum. You gain access to more spells as you gain levels. You can prepare a number of spells equal to your level + your Intelligence modifier, as shown in the Spellcasting Advancement table. You also gain more spell slots. 

Level Prepared Spells Spell slots
2              5                         1st: 3
3              6                         1st: 4 2nd: 2
4              8 (INT 18)           1st: 4 2nd: 3
5              9                         1st: 4 2nd: 3 3rd: 2

Adding to Your Spellbook Each time you 
gain a wizard level, you can add two wizard spells of
your choice to your spellbook, chosen from the wizard spell list in the
rulebook. Each of these spells must be of a level for which you have
spell slots. On your adventures, you might also find scrolls or books
containing other spells you can add to your spellbook.
Copying a Spell into the Book. When you find a wizard spell, you
can add it to your spellbook if it is of a level for which you have spell
slots and if you can spare the time to decipher and copy it.
For each level of the spell, the process takes 2 hours and requires
50 gp. The cost represents material components you expend as you
experiment with the spell to master it, as well as the fine inks you need
to record it. Once you have spent this time and money, you can prepare
the spell just like your other spells.

2nd Level: 300 XP
Evocation Savant. The gold and time you must spend to copy an
evocation spell into your spellbook is halved.
Sculpt Spells. When you cast an evocation spell that affects other
creatures you can see, you can choose a number of them equal to 1 +
the spell’s level. The chosen creatures automatically succeed on their
saving throws against the spell, and they take no damage if they would
normally take half damage from it.
]
3rd Level: 900 XP
Spells. You can now prepare and cast 2nd-level spells.

4th Level: 2,700 XP
Spells. You learn one more wizard cantrip of your choice.
Ability Score Improvement. Your Intelligence increases to 18,
which has the following effects:
• Your Intelligence modifier becomes +4.
• Your spell saving throw DC increases by 1.
• Your bonus for your spell attacks increases by 1.
• Your modifier to Intelligence saving throws increases by 1.
• Your modifier to Intelligence-based skills increases by 1.

5th Level: 6,500 XP
Spells. You can prepare and cast 3rd-level spells.
Proficiency Bonus. Your proficiency bonus increases to +3, which
has the following effects:
• Your attack bonus increases by 1 for your spell attacks and weapons
you’re proficient with.
• Your spell saving throw DC increases by 1.
• Your modifier for saving throws and skills you’re proficient in (indicated
by a ) increases by 1.

Tempest & Triton
Mastiffs
Medium beast, unaligned
Armor Class 12
Hit Points 5 (1d8 + 1)
Speed 40 ft.
STR 13 (+1) DEX 14 (+2) CON 12 (+1) INT 3 (−4) WIS 12 (+1) CHA 7 (−2)
Skills Perception +3
Senses passive Perception 13
Languages —
Challenge 1/8 (25 XP)
Keen Hearing and Smell. The mastiff has advantage on
Wisdom (Perception) checks that rely on hearing or smell.
Actions
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
Hit: 1d6 + 1 piercing damage. 
Critical hit: 2d6+1 & if the target is a small or medium creature, it is knocked prone.


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