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{{Infobox character |
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{{Infobox_character|affilliation=affiliation|name={{PAGENAME}}|image=GregorHF.png|caption=caption|relatives=relatives|languages=languages|alias=alias|marital=marital status|birthPlace=birthplace|deathDate=deathdate|deathPlace=deathplace|species=species|gender=gender|height=height|weight=weight|eyes=eyes}} |
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| name = Gregor Indisson |
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| image = GregorHF.png |
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| languages = Common, Elvish, Dwarvish, Draconic |
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| species = Human |
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| gender = Male |
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}} |
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'''Gregor Indisson''' was a character in the "Into the Greedy Green" campaign's session 0. Although he couldn't continue in the main campaign due to health reasons, he remains a memorable figure to his companions. |
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TODO: Convert this to proper page. |
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== Overview == |
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Rogue 5 |
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Name: Gregor Indisson |
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Alignment: True Neutral with Neutral Good tendencies |
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Name: Gregor Indisson |
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Class/Profession: Rogue (Archetype: Thief) |
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Alignment: True Neutral with Neutral Good tendencies |
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Background: Sage (Specialty: Former Wizard's Apprentice) |
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Backstory: |
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Languages: Common, Elvish, Dwarvish, Draconic |
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Greg was a promising wizarding apprentice, absorbing lore like a sponge, until he made a terrible discovery: he was a null. A muggle. A squib. Basically, he was completly unable to store spells in his mind, and no one was quite certain why, or what if anything could be done about it. He could cast a few ritualized effects, directing energy outside himself, with immense effort, and that was all. |
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== History == |
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His dreams of becoming a wizard gone for good, Greg found that there was a serious demand for people with the knowledge and expertise to reclaim items and resources from the towers of mages who had died or gone mad with power and so on. So he resigned himself to the little-known exotic profession of "archaeology" - or as he calls explains it to people, an "Expert in Acquisition and Repossession". Tombs aren't an option, but if you need a ruin investigated, surveyed, and perhaps plundered, Indison's your man. Deathtraps a speciality! |
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Greg was an aspiring wizard who discovered he was unable to harness magical spells. Turning his misfortune into an opportunity, he became an expert in acquiring rare artifacts from dangerous locales, specializing in navigating deathtraps and uncovering lost relics. |
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Familiar, currently pretending to be a raven: Max. (Sex unknown, playing coy.) |
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His dreams of becoming a wizard gone for good, Greg found that there was a serious demand for people with the knowledge and expertise to reclaim items and resources from the towers of mages who had died or gone mad with power and so on. So he resigned himself to the little-known exotic profession of "archaeology" - or as he calls explains it to people, an "Expert in Acquisition and Repossession". Tombs aren't an option, but if you need a ruin investigated, surveyed, and perhaps plundered, Indison's your man. Deathtraps a speciality! |
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Hit Dice: 5d8 |
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== Abilities and Traits == |
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Hit Points: 31 8 + 4d8 (18) + 5x1 |
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Hit Dice: 5d8 |
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Hit Points: 31 |
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Proficiencies: Light armor |
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Movement Speed: 30 feet/round |
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Simple weapons, hand crossbows, longswords, rapiers, shortswords |
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Carrying Capacity: 150 pounds |
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Thieves' tools |
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Proficiency Bonus: +3 |
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Movement: 30 feet/round |
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Armor Class: 13 (Leather armor + Dexterity modifier) |
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Carrying Capacity: 150 pounds |
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== Skills and Proficiencies == |
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L. Encum. 50 |
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Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords |
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Thieves' tools, acrobatics, arcana, athletics, history, investigation, perception, stealth |
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H. Encum. 100 |
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Proficiency Bonus: +3 |
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Saving Throws: |
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Intelligence +3 +2 +5 |
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Dexterity +3 +2 +5 |
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Attack: |
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Strength +3 +0 +3 |
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Dexterity +3 +2 +5 |
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Armor Class: |
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Leather 11 +2 13 |
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Background: Sage |
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Specialty: (Former) Wizard's Apprentice |
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Feature: Researcher: When I try to recall lore but don't know it, DM may rule that I know where and/or from whom it can be found, if at all. |
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Personality: There's nothing I like more than a good mystery. |
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Ideal: Knowledge: The path to power and self-improvement is through knowledge. |
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Bond: My life's work is a series of tomes related to a specific field of lore. |
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Flaw: I am easily distracted by the promise of information. |
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Languages: Common, Elvish, Dwarvish, Draconic |
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STATISTICS |
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Strength 10 0 Note: Human initial stat. bonus waived to gain |
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Dexterity 15 +2 one feat, one skill, +2 stat. points. |
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Constitution 12 +1 Secondary stat. bonus waived to gain an |
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Intelligence 15 +2 additional feat. |
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Wisdom 13 +1 |
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Charisma 8 -1 |
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SKILLS and PROFICIENCIES |
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Acrobatics Dex +2 +3 +5 *Proficiency Bonus doubles due to Expertise |
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Arcana Int +2 +3 +5 |
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Athletics Str 0 +3 +3 |
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History Int +2 +3 +5 |
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Investigation Int +2 +6 * +8 * |
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Perception Wis +1 +3 +4 |
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Stealth Dex +2 +3 +5 |
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Thieves' Tools Dex +2 +6 * +8 * |
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FEATS |
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Ritual Caster |
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Can cast certain wizard spells as rituals using Int. modifier, adds 10 minutes to casting time, requires written spell to be present. Scribing takes 2 hours/sp. level and 50 GP/sp. level (as Wizard) (copy also as Wizard? 1 hour & 10 GP per) |
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- Alarm p. 211 (11 min. VSM (tiny bell, piece of silver wire) 30 ft. 8 hours) |
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- Comprehend Languages p. 224 (10 min. VSM [soot, salt] Self 1 hour) |
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- Detect Magic p. 231 (10 min. VS Self Concentration to 10 min.) |
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- Find Familiar p. 240 (1 hour 10 min. VSM [10 GP incense, charcoal, herbs]) |
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- Identify p. 252 (11 min. VSM [100 GP pearl, owl feather] Touch) |
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Dungeon Delver |
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- Advantage on Perception and Investigation rolls to find secret doors |
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- Advantage on saving throws against traps |
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- Resistance to trap damage |
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- Traveling quickly doesn't impose -5 penalty on passive Perception checks |
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CLASS FEATURES |
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Expertise |
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Proficiency Bonus is doubled for two skills/tools (Investigation and Thieves' Tools) |
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Sneak Attack |
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1/turn add 3d6 to attack damage IF advantaged OR target has another active opponent within 5 ft. and my attack isn't disadvantaged |
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Thieves' Cant |
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Knowledge of special slang and signs/symbols; takes 4x longer to convey ideas |
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Cunning Action |
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In combat, take bonus action on each turn, only for Dash, Disengage, or Hide |
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Uncanny Dodge |
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when attacker I can see hits, use reaction to halve damage |
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ARCHETYPE: THIEF (prefers "Acquisition and Repossession Expert") |
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Fast Hands |
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Can use Cunning Action bonus action to make a Dex. (Sleight of Hands) check, use thieves' tools to open a lock or disarm a trap, or take the Use an Object action |
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Second-Story Work |
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Climbing no longer takes extra movement; also, running jump distance increases feet equal to Dex. modifier |
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EQUIPMENT |
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short sword 1d6 piercing 2 lbs. finesse, light |
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short bow 1d6 piercing 2 lbs. ammo 80/320 two-handed |
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quiver of 20 arrows 1 lb. (cost and weight for arrows unknown?) |
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leather armor AC 11+Dex (13) 10 lbs. 1 min. don 1 min. doff |
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two daggers 1d4 piercing 1 lb. each (2) finesse, light, thrown 20/60 |
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thieves' tools 1 lb. |
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case, map or scroll 1 lb. |
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bottle of black ink |
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writing quills |
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small knife |
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common clothes 3 lbs. |
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pouch of 10 GP 1 lbs. |
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spellbook 3 lbs. |
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bedroll 7 lbs. |
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dungeoneer's pack |
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backpack 5 lbs. |
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crowbar 5 lbs. |
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hammer 3 lbs. |
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10 pitons 1/4 lb. each (4) |
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10 torches 1 lb. each (10) |
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tinderbox 1 lb. |
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10 days rations 2 lbs. each (20) |
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waterskin 5 lbs. full |
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50 ft. hemp rope 10 lbs. |
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Note: the dungeoneer's pack alone exceeds the light encumberance rating of a 10 Str. character! Presumably I'd be able to leave some of this stuff in a wagon or something, or hire someone to carry things. |
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== Physical Appearance == |
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Describe your appearance. Eye color, height, weight, hair color, particular clothing items, scars, tattoos, etc. |
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== Personality == |
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Is your character social? A drunk? Laid back? |
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== History == |
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A brief history of your character's life. |
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== |
== Special Abilities == |
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Familiar: Max, a creature currently in the guise of a raven |
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Examples include Common, Elvish, TwitchTalk, Thieves Cant, or French |
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Ritual Caster: Can cast certain spells as rituals using Intelligence modifier |
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Dungeon Delver: Advantages related to secret doors, traps, and rapid movement |
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== Powers and Abilities == |
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You don't have to give it all away. Just let us know what you're known to do in battle. |
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Expertise: Proficiency bonus doubled for two skills/tools (Investigation, Thieves' Tools) |
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== Attacks and Weapons == |
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Your favorite weapons. |
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Sneak Attack, Thieves' Cant, Cunning Action, Uncanny Dodge |
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== Behind the Screen == |
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== Equipment == |
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* Gregor appeared in the session 0 of [[Into the Greedy Green]], but could not join the proper campaign due to health restrictions, but would always be remembered as a fond but strange companion to those who continued on such as [[Buho]], [[Arlin]], [[Trina]], [[Harold|Harold,]] and [[Tordek]]. |
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Short sword, short bow with arrows, leather armor, daggers, thieves' tools, various adventuring gear. |
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== Personality Traits == |
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[[Category:Player Characters]] |
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Enjoys mysteries, values knowledge, easily distracted by the promise of information. |
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[[Category:Into the Greedy Green]] |
Revision as of 21:26, 11 March 2024
Gregor Indisson was a character in the "Into the Greedy Green" campaign's session 0. Although he couldn't continue in the main campaign due to health reasons, he remains a memorable figure to his companions.
Overview
Name: Gregor Indisson
Alignment: True Neutral with Neutral Good tendencies
Class/Profession: Rogue (Archetype: Thief)
Background: Sage (Specialty: Former Wizard's Apprentice)
Languages: Common, Elvish, Dwarvish, Draconic
History
Greg was an aspiring wizard who discovered he was unable to harness magical spells. Turning his misfortune into an opportunity, he became an expert in acquiring rare artifacts from dangerous locales, specializing in navigating deathtraps and uncovering lost relics.
His dreams of becoming a wizard gone for good, Greg found that there was a serious demand for people with the knowledge and expertise to reclaim items and resources from the towers of mages who had died or gone mad with power and so on. So he resigned himself to the little-known exotic profession of "archaeology" - or as he calls explains it to people, an "Expert in Acquisition and Repossession". Tombs aren't an option, but if you need a ruin investigated, surveyed, and perhaps plundered, Indison's your man. Deathtraps a speciality!
Abilities and Traits
Hit Dice: 5d8
Hit Points: 31
Movement Speed: 30 feet/round
Carrying Capacity: 150 pounds
Proficiency Bonus: +3
Armor Class: 13 (Leather armor + Dexterity modifier)
Skills and Proficiencies
Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords
Thieves' tools, acrobatics, arcana, athletics, history, investigation, perception, stealth
Special Abilities
Familiar: Max, a creature currently in the guise of a raven Ritual Caster: Can cast certain spells as rituals using Intelligence modifier
Dungeon Delver: Advantages related to secret doors, traps, and rapid movement
Expertise: Proficiency bonus doubled for two skills/tools (Investigation, Thieves' Tools)
Sneak Attack, Thieves' Cant, Cunning Action, Uncanny Dodge
Equipment
Short sword, short bow with arrows, leather armor, daggers, thieves' tools, various adventuring gear.
Personality Traits
Enjoys mysteries, values knowledge, easily distracted by the promise of information.