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Miekix

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  1. Rolls Edits: I decided to use point buy. Also not sure that losing my ability to smile works thematically for my character, but happy to adjust if necessary! (I think that's what rolling a 2 means I lost?) I've written up a new lost thing if that's permissible.
  2. Basic Information Name: Elarian Voidwind Age: 20 (Biological) Race: Astral Elf Class: Rogue Subclass: Swashbuckler (Planned) Background: Wildspacer Level: 1 Personality Traits: Charismatic Explorer: Elarian possesses a charismatic charm that draws people to him. Whether in a bustling tavern or negotiating with otherworldly beings, he exudes an air of confidence and curiosity that makes him an engaging presence. His charisma often helps him navigate social situations and build connections. Eternal Optimist: Despite the challenges he faces and the mysteries surrounding his celestial lineage, Elarian maintains an unwavering optimism. He sees every obstacle as an opportunity for growth and every setback as a chance for a new beginning. This positive outlook inspires those around him, fostering hope even in the darkest of times. Ideals: Freedom of the Stars: Elarian believes in the radical freedom that the vast cosmos provides. Raised by pirates traversing the Astral Sea, Elarian instinctively distrusts what he perceives as authoritarian. Bonds: Father's Legacy: Elarian is driven by a deep bond with his father, Captain Thalendir Voidwind. He carries the weight of his father's reputation and seeks to live up to the legacy of the Celestial Corsair, all while yearning for the day they can reunite in the Astral Sea. Mentor's Guidance: Seraphina Starsong, his mentor and surrogate parent, holds a special place in Elarian's heart. He is devoted to Seraphina, grateful for the guidance and care she provided during his formative years. Flaws: Temporal Disorientation: Elarian's many years as an infant spent in the timeless Astral Sea has left him occasionally disoriented in the material plane. He may struggle with the concept of time, occasionally losing track of days or underestimating the urgency of certain situations. Fear of Stagnation: Having lived a dynamic pirate's life in the ever-shifting Astral Sea, Elarian fears the monotony of a settled existence. He may become restless and uneasy when faced with prolonged periods of inactivity, always yearning for the excitement of new horizons. Languages Common Elvish Draconic Lost Item Backstory Elarian Voidwind was born amidst the swirling currents of the Astral Sea. His father, Thalendir Voidwind, stood as a legendary figure among the pirate lords of the Astral Sea. As the Celestial Corsair, Thalendir commanded the spelljammer ship "Voidwind," traversing the ethereal expanse in pursuit of wealth, glory, and cosmic wonders. Elarian's early years were a tapestry of astral winds, grand pirate raids, and the camaraderie of the diverse crew aboard the Voidwind. His father, as well as his crew, doted on him, viewing the baby as something of a mascot. As a result of the timelessness of the Astral Sea, Elarian spent many years aboard the Voidwind as an infant, the pride of the ship. Elarian's father, recognizing that Elarian would be unable to grow in the Astral Sea, made a difficult decision. In an effort to provide his son with the opportunity to develop and grow, Thalendir deposited Elarian on the Sword Coast. There, a trusted crew member named Seraphina Starsong became Elarian's guardian and mentor, entrusted with raising the boy to maturity. As he grew, Elarian's inquisitive nature led him to explore the Sword Coast. His rogue skills, taught to him by his guardian Seraphina, allowed him to navigate both urban alleys and untamed wilderness with finesse. The echoes of the Astral Sea lingered within him, manifesting as occasional visions from his many years as a star-traversing infant that fueled his insatiable curiosity. Despite a yearning to reunite with the Voidwind, Elarian resolved not to return until he had earned his place among the crew through deeds, not merely blood. Stat Block [b][url=http://www.myth-weavers.com/sheet.html#id=2878749]Elarian Voidwind[/url][/b] [i]Astral Elf Rogue (Swashbuckler) 1 Chaotic Good[/i] [b]AC[/b] 13 [b]HP[/b] 11 [b]Speed[/b] 30ft [b]Str[/b] 10 (0) [b]Dex[/b] 15 (2) [b]Con[/b] 13 (1) [b]Wis[/b] 8 (-1) [b]Int[/b] 10 (0) [b]Cha[/b] 14 (2) [b]Attacks[/b] [b]Rapier[/b] 1d8 Piercing [b]Shortbow[/b] 1d6 Piercing [b]Dagger[/b] 1d4 Piercing [b]Dagger[/b] 1d4 Piercing [b][/b] Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points. Wildspace Adaptation: You learned how to adapt to zero gravity. Being weightless doesn't give you disadvanĀ­tage on any of your melee attack rolls. Astral Fire: You know sacred flame. Charisma is your spellcasting ability for it. Darkvision: You can see in dim light within 60 feet of yourself as if it were bright light, and in darkĀ­ ness as if it were dim light. You discern colors in that darkness only as shades of gray. Fey Ancestry: You have advantage on saving throws you make to avoid or end the charmed condiĀ­ tion on yourself. Keen Senses: You have proficiency in the PercepĀ­tion skill. Starlight Step: As a bonus action, you can magiĀ­cally teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you reĀ­gain all expended uses when you finish a long rest. Astral Trance: You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike mediĀ­tation, during which you remain conscious. Whenever you finish this trance, you gain proĀ­ficiency in one skill of your choice and with one weapon or tool of your choice, selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory and the experiences of entities on the AsĀ­tral Plane, and you retain them until you finish your next long rest. Expertise: At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thievesā€™ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thievesā€™ tools) to gain this benefit. Thievesā€™ Cant: During your rogue training you learned thievesā€™ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thievesā€™ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thievesā€™ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foeā€™s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You donā€™t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isnā€™t incapacitated, and you donā€™t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
  3.    Michaul Vaho - Human Wizard  AC: 12 | HP: 7/7 | Initiative: +2 | Passive Perception: 20 Post goes here. "Speech" thoughts in italics     Mechanics Main Hand: Quarterstaff Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.      
  4. This is still a work in progress. I'd greatly appreciate any feedback!! 
  5. Michaul Vaho Wizard of Ancient Ambition     "The pursuit of knowledge is the noblest quest, but one must be cautious of the sacrifices required. For in the end, true power lies not in what we gain, but in what we are willing to lose."   WIZARD 1 Medium humanoid male (human), lawful neutral Armor Class 12 (13 mage armor) Hit Points 7 Speed 30' ft. Senses passive perception 20' ft. Languages common, draconic, infernal, abyssal Proficiency Bonus +2   ABILITIES & SKILLS  Proficiency Bonus: +3 Strength 9 (-1) Save -1* Athletics -1 Dexterity 14 (+2)  Save +2 Acrobatics +2 | Sleight of Hand +2 | Stealth +2 Constitution 13 (+1) Save +1 No skills associated. Intelligence 16 (+3) Save +3 Arcana +5 | History +5 | Investigation +3 | Nature +3 | Religion +5 Wisdom 9 (-1) Save -1 Animal Handling -1 | Insight -1 | Medicine +1 | Perception -1 | Survival -1 Charisma 16 (+3)  Save +3 Deception +3 | Intimidation +3 | Performance +3 | Persuasion +3 * Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficiency.   PROFICIENCIES & ABILITIES  PROFICIENCIES Tools None  Instruments None  Weapons Crossbow, Light, Dagger, Dart, Quarterstaff, Sling  Armors None WIZARD CLASS ABILITIES SpellcastingAs a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list. Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table. Spellbook At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind. Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared. Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells. Learning Spells of 1st Level and Higher Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook (see the “Your Spellbook” sidebar). YOUR SPELLBOOK The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library. Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 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. Replacing the Book. You can copy a spell from your own spellbook into another book—for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell. If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. The Book’s Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap. | Arcane RecoveryYou 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. RACIAL TRAITS Ability Score IncreaseYour ability scores each increase by 1. | LanguagesYou can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. Draconic  FEATS None   WEAPONS WEAPONS Quarterstaff +5 to hit for (1d6-1) bludgeoning damage   SPELLS SPELL SLOTS 2/2 (1st) Wizard - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Prepared: 2 CANTRIPS (Wizard) Mage Hand | Message | Ray of Frost FIRST LEVEL (Wizard) Charm Person | Magic Missile * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.   WIZARD'S SPELLBOOK These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.) FIRST LEVEL Charm Person | Mage Armor | Sleep | Magic Missile  * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.   EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (8.2 lbs.) Weight: 8.2 lbs. / 135 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (0.2 lbs.) Copper: 0 | Silver: 0 | Gold: 10 | Obsidian: 0 | Platinum: 0 (10 Coins x .02 lbs. = .02 lbs. Total Weight) EQUIPEMENT READIED (21 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (4 lbs.) Robes - 4 lbs. Weapons (4 lbs.) +1 Quarterstaff - 4 lbs.  Readied Items (0 lbs.)  EQUIPMENT STORED (5 lbs.) Stored items can be retrieved with an action. In Backpack (5 lbs.) Backpack - 5 lbs. | Spellbook - 3 lbs | (1) Sheets of Parchment | Small Knife | Bottle of Ink | Ink Pen | Little Bag of Sand Strapped to Backpack (0 lbs.)  EQUIPMENT NOT CARRIED (--) At Home  * Denotes magic item (see below)   MAGIC ITEMS NON-ATTUNED   ATTUNED (0/3)     APPEARANCE Age 25 | Height 5' 10" | Weight 170 lbs. | Hair Black | Eyes Brown | Complexion Tanned Michaul is a striking figure, with short black hair that is well-groomed and neatly styled. His olive skin is smooth and unblemished, giving him an air of youthfulness despite his dedication to his studies. He has striking brown sunken eyes that seem to hold a depth of knowledge and intelligence beyond his years. His big lips are often set in a serious expression, reflecting his focus and determination. He stands at about 5 foot 10 inches and has an average build, not overly muscular nor thin, reflecting a balance of physical and mental discipline. He carries himself with a sense of purpose, and his movements are precise and calculated, befitting of a wizard of his skill and knowledge. He is often seen wearing his wizard robes, adorned with intricate patterns and symbols that reflect his mastery of ancient magic and his devotion to his craft.   BACKGROUND Sage Source: Phb Personality Traits: Michaul is a collector of magical artifacts and ancient tomes. He's always on the lookout for new items to add to his collection, and may go to great lengths to obtain them. He believes that by studying and understanding ancient magical artifacts, he will be able to unlock new secrets of magic and improve his own abilities. Ideals: Knowledge: Michaul believes that knowledge is the key to power and progress, and he is always seeking to expand his understanding of the world and the arcane. Bonds: I have a rival who I once considered a friend but now seeks to undermine me at every opportunity. Flaws:  Michaul's ambition can sometimes cloud his judgement, making him reckless and willing to make unsavory alliances or do questionable things to achieve his goals. Michaul is something of a hoarder. He has a tendency to become overly attached to things he believes may contain some magical or scholarly value and may hoard books, artifacts, and other objects. He may become agitated or distressed if someone touches or borrows his possessions without his permission, and especially so if someone discards such things frivolously or without his consent. Background Feature: (Let's discuss this further! Let me know if I should write something else)  BACKSTORY Michaul Vaho was born into a family of powerful wizards in Brevoy, known for their deep knowledge of ancient magic and cultures. While not part of any noble lineage, House Vaho has long been respected for its ancient magic and their deep knowledge of the arcane, making them sought after amongst Brevoy's nobility for their expertise and guidance. From a young age, Michaul was exposed to the wonders of the arcane and the mysteries of the past, and his parents recognized his innate talent for magic. When Michaul came of age, his parents sent him to a prestigious academy of magic, where he began his formal education in the arcane arts. Michaul quickly proved himself to be a dedicated and brilliant student, spending hours in the library, devouring ancient texts and scrolls.  Inspired by his parents' ancient magical roots and his professors' teachings, Michaul decided to dedicate himself to the discovery and preservation of ancient knowledge and cultures. In pursuit of this objective, Michaul became determined to form the world's greatest magic academy, an Inferno of the arcane where the brightest minds can come together to learn and share knowledge, where wizards and scholars could make great discoveries and change the world. After graduating from the academy, Michaul set off on a journey to explore the world and gain the experience he needed. He traveled to different cities and towns, offering his services as a wizard for hire, and quickly gained a reputation as a skilled and knowledgeable spellcaster. He also continued his studies, searching for ancient texts and artifacts that would aid him in his quest to master ancient magic.Michaul spent several years traveling and gaining experience, during which he met many other wizards and scholars who shared his interest in ancient magic.  He traveled across the country, visiting cities and towns, and talking to other wizards and scholars. He spent his time in libraries and ancient ruins, reading and studying, always looking for clues that would help him find the location of the perfect place to establish his academy. Eventually, he heard rumors that the lands to the south were being settled by new kingdoms, he knew the perfect location for his new academy: The Stolen Lands, a region that had recently been claimed by the crown but was still largely unexplored and untamed. Intrigued by the potential of the land and the opportunity to be at the forefront of its development, Michaul decided to set off to the Stolen Lands, with the hope of establishing his academy there Michaul knew that the land was ruled by dangerous bandits and monsters, but he was not deterred. He knew that if he wanted to achieve his goal, he would have to take risks, and he was willing to do whatever it takes to make his dream come true. With his knowledge, skills and determination, Michaul set off to Rostland to heed Brevoy's call, ready to begin his quest to establish the greatest magic academy in the world.  
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