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Revision as of 04:59, 4 March 2024 by Spiderjjr45 (talk | contribs) (Created page with "{{Infobox_character|affilliation=affiliation|name={{PAGENAME}}|image=image.jpg|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}} TODO: Convert this to proper page. Rogue 5 Name:                 Gregor Indisson Alignment:         True Neutral with Neutral Good tendencies Backstory:...")
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Gregor Indisson
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TODO: Convert this to proper page.

Rogue 5

Name:                 Gregor Indisson

Alignment:         True Neutral with Neutral Good tendencies

Backstory:

             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.

             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!

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

Hit Dice:              5d8

Hit Points:          31          8 + 4d8 (18) + 5x1

Proficiencies:     Light armor

                            Simple weapons, hand crossbows, longswords, rapiers, shortswords

                            Thieves' tools

Movement:        30 feet/round

Carrying Capacity:           150 pounds

             L. Encum.           50

             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

Examples include Common, Elvish, TwitchTalk, Thieves Cant, or French

Powers and Abilities

You don't have to give it all away. Just let us know what you're known to do in battle.

Attacks and Weapons 

Your favorite weapons.

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