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    Leirthal The Magnificent

    navyik
    navyik


    Posts : 5049
    Join date : 2012-03-22

    Character Information
    Hit points:
    Leirthal The Magnificent Left_bar_bleue68/68Leirthal The Magnificent Empty_bar_bleue  (68/68)
    Action Points:
    Leirthal The Magnificent Left_bar_bleue0/0Leirthal The Magnificent Empty_bar_bleue  (0/0)
    Character Sheet:

    Leirthal The Magnificent Empty Leirthal The Magnificent

    Post  navyik Sun Feb 11, 2018 6:02 pm

    Leirthal The Magnificent
    High Elf / Chloistered Scholar
    Wizard 4 (War)
    L/N with proud and ambitious tendancies
    His work is more important than yours.
    He really is better than you... Yes, you.

    Str  8.     -1
    Dex 16.  +3
    Con 14  +2
    Int 17    +3
    Wis 12.  +1
    Cha  8.   -1

    Prof bonus +2
    Init +6 (tactical wit)
    Saves int, wis
     +4 arcane deflection
     Advantage vs. charm
     Immune to sleep

    AC 13 (16 mage armor)(18 arcane deflection)
    Hp 26

    Attacks:
    Cantrip. +6
    Dagger. +5. 1d4+3
    Spell save: 13

    Spells 1:4  2:3
    C(5) ray of frost, acid splash, fire bolt, friends, create bonfire
    1/day use unknown cantrip Int DC 10

    Spell book:
    1)Alarm (R) / Burning Hands / Detect Magic (R) / feather fall / Identify (R) / Mage Armor / magic missile / Sleep
    2) flaming sphere / web /misty step / shatter / detect thoughts

    Proficiencies: (+2)
    Arcana 5 (advantage), history 5, investigation5 , insight 3, perception(elf) 3

     Darkvision 60'
    Trance 4 hrs
     Languages: elvish, common, draconic, celestial, abyssal
     Elf Weapon Training. proficiency with longsword, shortsword, shortbow, and longbow.
    Library Access


    Equipment:
    The scholar's robes of your cloister,
    a writing kit (small pouch with a quill, ink, folded parchment, and a small penknife),
    a borrowed book on arcana (advantage)
    and a pouch containing 10 gp
    Spell book
    Dagger
    Arcane focus
    Scholars pack
    Cloak of billowing (bonus action)
    Ring +1 spell attack, add int to DMG 1/day
    Hat of Wizardry (Human). This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
    1)You can use the hat as a spellcasting focus for your wizard spells.
    2)You can try to cast a cantrip that you don't know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case you can't use this property again until you finish a long rest.

    ~This quarterstaff of bone channels the madness of the elder gods of chaos. Staff of Gloorpk. Dragonfang Bolt: Targeted creature WIS save DC 14 or suffer 1d10+4 Poison damage and all creatures adjacent to target take 3 Poison damage. Electric Reflux (Recharge: 4-6): Ray, Targeted Creature DEX save DC 14 or take 4d6 Lightning damage. Fiery Croak (Recharge: 6): Cone 30', Targeted creatures CON save DC 14 or take 4d10 Fire and Force damage on a failed save, or 1/2 damage on a successful one. Requires Attunement.


    ARCANE RECOVERY
    You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

    ARCANE DEFLECTION
    At 2nd level, you have learned to weave your magic to
    fortify yourself against harm. When you are hit by an at-
    tack or you fail a saving throw, you can use your reaction
    to gain a +2 bonus to your AC against that attack or a +4
    bonus to that saving throw.
    When you use this feature, you can't cast spells other
    than cantrips until the end of your next turn.

    TACTICAL WIT
    Starting at 2nd level, your keen ability to assess tactical
    situations allows you to act quickly in battle. You can
    give yourself a bonus to your initiative rolls equal to your
    Intelligence modifier. scratch

    FEY TELEPORTATION
    Prerequisite: Eiffliigh)
    Your study of high elven lore has unlocked fey power
    that few other elves possess, except your eladrin cous-
    ins. Drawing on your fey ancestry, you can momentarily
    stride through the Feywild to shorten your path from
    one place to another. You gain the following benefits: - Increase your Intelligence or Charisma score by 1, to
    a maximum of 20. - You learn to speak, read, and write Sylvan.
    . You learn the misty step spell and can cast it once without expending a spell slot. You regain the abil—
    ity to cast it in this way when you finish a short or
    long rest. Intelligence is your spellcasting ability for
    this spell.


    Last edited by navyik on Fri Jul 27, 2018 9:20 am; edited 25 times in total
    navyik
    navyik


    Posts : 5049
    Join date : 2012-03-22

    Character Information
    Hit points:
    Leirthal The Magnificent Left_bar_bleue68/68Leirthal The Magnificent Empty_bar_bleue  (68/68)
    Action Points:
    Leirthal The Magnificent Left_bar_bleue0/0Leirthal The Magnificent Empty_bar_bleue  (0/0)
    Character Sheet:

    Leirthal The Magnificent Empty Re: Leirthal The Magnificent

    Post  navyik Sun Feb 11, 2018 6:02 pm

    Consumables:

    unknown cantrip (1)
    Arcana DC 10

    1(4) ✓✓

    2(3) ✓✓

    Arcane recovery (2 levels)

    Prepared:
    1) Burning Hands / Mage Armor / magic missile / Sleep
    2) flaming sphere / web

    Potions:
    Clairvoyance

    Rations:
    2 lembas bread

    Gold: 78
    Silver: 78


    Last edited by navyik on Thu Jul 26, 2018 7:30 am; edited 11 times in total
    navyik
    navyik


    Posts : 5049
    Join date : 2012-03-22

    Character Information
    Hit points:
    Leirthal The Magnificent Left_bar_bleue68/68Leirthal The Magnificent Empty_bar_bleue  (68/68)
    Action Points:
    Leirthal The Magnificent Left_bar_bleue0/0Leirthal The Magnificent Empty_bar_bleue  (0/0)
    Character Sheet:

    Leirthal The Magnificent Empty Re: Leirthal The Magnificent

    Post  navyik Sun Feb 11, 2018 6:02 pm

    It all started with a wedgie.

    You might not expect schoolyard bullies amoung High Elves, but let's face it.  Bullying is everywhere.  It was no different for Leirthal.  He wasn't as confident as the other kids.  It didn't matter that he came from a good family or that he was talented.  He was quiet and weird.  So they picked and snickered and jabbed.
     There was no recourse for an elven child on the spectrum.  "It's a weakness," said teachers.  "He'll sink or swim.  The other boys will toughen him up.". But inside a rage began to fester.  Leirthal was weak but sturdy.  He could suffer alot, but not fight back.  Sword training went okay, but the other kids exploited his fury.  The trainer's called him unbalanced and clumsy.  The Archery instructors would shoot apples off of his head, leirthal trembling as the other kids laughed.
     Then one day Leirthal had had enough.  Instead of submitting to his standard locker room wedgie, Leirthal unleashed a spell he shouldn't have known. They were blind! Then he tied his attackers up naked and tormented them.  Cantrips that no-one had taught him helped with that.  He burned them and chilled them and tickled them and demanded their confessions. He made them kiss his ring and call him "magnificent." Nobody spoke of it again.  They knew they had it coming.
     Leirthal had bided his time. Studying. Calculating. Tallying their debts. He allowed his torment to become routine and predictable. Ritual. He invited the perfect scenario; devised the ideal opportunity.  Revenge was intoxicating.  But it twisted him.  The next day, without fanfare, Leirthal was shipped off to the apprenticeship that set his fortunes before him.
     Now the name of Leirthal The Magnificent and his ring of power are feared even (especially) amoung Elven nobles.
    navyik
    navyik


    Posts : 5049
    Join date : 2012-03-22

    Character Information
    Hit points:
    Leirthal The Magnificent Left_bar_bleue68/68Leirthal The Magnificent Empty_bar_bleue  (68/68)
    Action Points:
    Leirthal The Magnificent Left_bar_bleue0/0Leirthal The Magnificent Empty_bar_bleue  (0/0)
    Character Sheet:

    Leirthal The Magnificent Empty Re: Leirthal The Magnificent

    Post  navyik Tue Feb 20, 2018 1:32 am

    Wish list:

    Feats:

    FEY TELEPORTATION
    Prerequisite: Eiffliigh)
    Your study of high elven lore has unlocked fey power
    that few other elves possess, except your eladrin cous-
    ins. Drawing on your fey ancestry, you can momentarily
    stride through the Feywild to shorten your path from
    one place to another. You gain the following benefits: - Increase your Intelligence or Charisma score by 1, to
    a maximum of 20. - You learn to speak, read, and write Sylvan.
    . You learn the misty step spell and can cast it once without expending a spell slot. You regain the abil—
    ity to cast it in this way when you finish a short or
    long rest. Intelligence is your spellcasting ability for
    this spell.

    Observant
     Quick to notice details of your environment, you gain the following benefits:• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.• If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.• You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

    Elemental Adept
     When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can treat any 1 on a damage die as a 2.You can select this feat multiple times. Each time you do so, you must choose a different damage type.

    Keen Mind
     You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.• Increase your Intelligence score by 1, to a maximum of 20.• You always know which way is north.• You always know the number of hours left before the next sunrise or sunset.• You can accurately recall anything you have seen or heard within the past month.

    Linguist
     You have studied languages and codes, gaining the following benefits:• Increase your Intelligence score by 1, to a maximum of 20.• You learn three languages of your choice.• You can ably create written ciphers. Others can’t deci- pher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

    Class features:

    POWER SURGE
    Starting at 6th level, you can store magical energy
    within yourself to later empower your damaging spells.
    In its stored form, this energy is called a power surge.
    You can store a maximum number of power surges
    equal to your Intelligence modifier (minimum of one).
    Whenever you finish a long rest, your number of power
    surges reset-s to one. Whenever you successfully end
    a spell with dispel magic or counterspel], you gain one
    power surge, as you steal magic from the spell you
    foiled. If you end a short rest with no power surges, you
    gain one power surge.
    Once per turn when you deal damage to a creature
    or object with a wizard spell, you can spend one power
    surge to deal extra force damage to that target. The ex-
    tra damage equals half your wizard level.

    Spells
    1) protection from evil, comprehend languages, silent image

    2) suggestion, detect thoughts

    3) fireball, lightning bolt, dispel magic, counterspell

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