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{{Infobox character
{{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}}
| name = Gregor Indisson
| image = GregorHF.png
| languages = Common, Elvish, Dwarvish, Draconic
| species = Human
| gender = Male
}}


'''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.
TODO: Convert this to proper page.


== Overview ==
Rogue 5
Name: Gregor Indisson


Alignment: True Neutral with Neutral Good tendencies
Name:                 Gregor Indisson


Class/Profession: Rogue (Archetype: Thief)
Alignment:         True Neutral with Neutral Good tendencies


Background: Sage (Specialty: Former Wizard's Apprentice)
Backstory:


Languages: Common, Elvish, Dwarvish, Draconic
             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.


== History ==
             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!


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.
Familiar, currently pretending to be a raven:  Max.  (Sex unknown, playing coy.)


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!
Hit Dice:              5d8


== Abilities and Traits ==
Hit Points:          31          8 + 4d8 (18) + 5x1
Hit Dice: 5d8


Hit Points: 31
Proficiencies:     Light armor


Movement Speed: 30 feet/round
                            Simple weapons, hand crossbows, longswords, rapiers, shortswords


Carrying Capacity: 150 pounds
                            Thieves' tools


Proficiency Bonus: +3
Movement:        30 feet/round


Armor Class: 13 (Leather armor + Dexterity modifier)
Carrying Capacity:           150 pounds


== Skills and Proficiencies ==
             L. Encum.           50
Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords


Thieves' tools, acrobatics, arcana, athletics, history, investigation, perception, stealth
             H. Encum.          100

Proficiency Bonus:          +3

Saving Throws:

             Intelligence        +3          +2          +5

             Dexterity            +3          +2          +5

Attack:

             Strength             +3          +0          +3

             Dexterity            +3          +2          +5

Armor Class:

             Leather               11          +2          13

Background:      Sage

Specialty:            (Former) Wizard's Apprentice

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.

Personality:       There's nothing I like more than a good mystery.

Ideal:                   Knowledge:  The path to power and self-improvement is through knowledge.

Bond:                  My life's work is a series of tomes related to a specific field of lore.

Flaw:                   I am easily distracted by the promise of information.

Languages:         Common, Elvish, Dwarvish, Draconic

STATISTICS                                                                                                                                                       

Strength             10            0                         Note:    Human initial stat. bonus waived to gain

Dexterity            15          +2                                                     one feat, one skill, +2 stat. points.

Constitution      12          +1                                       Secondary stat. bonus waived to gain an

Intelligence        15          +2                                                     additional feat.

Wisdom              13          +1

Charisma            8           -1

SKILLS and PROFICIENCIES                                                                                                                            

Acrobatics          Dex       +2          +3          +5          *Proficiency Bonus doubles due to Expertise

Arcana                Int         +2          +3          +5

Athletics             Str           0          +3          +3

History                Int         +2          +3          +5

Investigation     Int         +2          +6 *       +8 *

Perception         Wis        +1          +3          +4

Stealth                Dex       +2          +3          +5

Thieves' Tools   Dex       +2          +6 *       +8 *

FEATS                                                                                                                                                                

Ritual Caster    

             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)

             - Alarm p. 211 (11 min. VSM (tiny bell, piece of silver wire) 30 ft.  8 hours)

             - Comprehend Languages p. 224 (10 min. VSM [soot, salt] Self 1 hour)

             - Detect Magic p. 231 (10 min. VS Self Concentration to 10 min.)

             - Find Familiar p. 240 (1 hour 10 min. VSM [10 GP incense, charcoal, herbs])

             - Identify p. 252 (11 min. VSM [100 GP pearl, owl feather] Touch)

Dungeon Delver

             - Advantage on Perception and Investigation rolls to find secret doors

             - Advantage on saving throws against traps

             - Resistance to trap damage

             - Traveling quickly doesn't impose -5 penalty on passive Perception checks

CLASS FEATURES                                                                                                                                            

Expertise

             Proficiency Bonus is doubled for two skills/tools (Investigation and Thieves' Tools)

Sneak Attack

             1/turn add 3d6 to attack damage IF advantaged OR target has another active opponent              within 5 ft. and my attack isn't disadvantaged

Thieves' Cant

             Knowledge of special slang and signs/symbols; takes 4x longer to convey ideas

Cunning Action

             In combat, take bonus action on each turn, only for Dash, Disengage, or Hide

Uncanny Dodge

             when attacker I can see hits, use reaction to halve damage

ARCHETYPE:  THIEF         (prefers "Acquisition and Repossession Expert")                            

Fast Hands

             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

Second-Story Work

             Climbing no longer takes extra movement; also, running jump distance increases            feet equal to Dex. modifier

EQUIPMENT                                                                                                                                                    

short sword                     1d6 piercing                     2 lbs.     finesse, light

short bow                         1d6 piercing                     2 lbs.     ammo 80/320 two-handed

quiver of 20 arrows                                                   1 lb. (cost and weight for arrows unknown?)

leather armor                  AC 11+Dex (13)                10 lbs.                 1 min. don              1 min. doff

two daggers                     1d4 piercing                     1 lb. each (2)      finesse, light, thrown 20/60

thieves' tools                                                               1 lb.

case, map or scroll                                                     1 lb.

bottle of black ink

writing quills

small knife

common clothes                                                         3 lbs.

pouch of 10 GP                                                           1 lbs.

spellbook                                                                     3 lbs.

bedroll                                                                         7 lbs.

dungeoneer's pack                                                  

             backpack                                                       5 lbs.

             crowbar                                                         5 lbs.

             hammer                                                        3 lbs.

             10 pitons                                                       1/4 lb. each (4)

             10 torches                                                     1 lb. each (10)

             tinderbox                                                      1 lb.

             10 days rations                                             2 lbs. each (20)

             waterskin                                                      5 lbs. full

             50 ft. hemp rope                                          10 lbs.

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.

== Physical Appearance ==
Describe your appearance. Eye color, height, weight, hair color, particular clothing items, scars, tattoos, etc.

== Personality ==
Is your character social? A drunk? Laid back?

== History ==
A brief history of your character's life.


== Languages ==
== Special Abilities ==
Familiar: Max, a creature currently in the guise of a raven
Examples include Common, Elvish, TwitchTalk, Thieves Cant, or French
Ritual Caster: Can cast certain spells as rituals using Intelligence modifier


Dungeon Delver: Advantages related to secret doors, traps, and rapid movement
== Powers and Abilities ==
You don't have to give it all away. Just let us know what you're known to do in battle.


Expertise: Proficiency bonus doubled for two skills/tools (Investigation, Thieves' Tools)
== Attacks and Weapons ==
Your favorite weapons.


Sneak Attack, Thieves' Cant, Cunning Action, Uncanny Dodge
== Behind the Screen ==


== Equipment ==
* 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]].
Short sword, short bow with arrows, leather armor, daggers, thieves' tools, various adventuring gear.


== Personality Traits ==
[[Category:Player Characters]]
Enjoys mysteries, values knowledge, easily distracted by the promise of information.
[[Category:Into the Greedy Green]]

Revision as of 21:26, 11 March 2024

Gregor Indisson
Languages Common, Elvish, Dwarvish, Draconic
Species Human
Gender Male


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.

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