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Vanio Valgok, Dwarven Druid


BlackFinch

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VANIO VALGOK ~
 

Basic Information

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Gender: Male
Race: Hill Dwarf
Alignment: True Neutral
Class: Druid 3
(Circle of the Mountain)
Background: Archeologist

Passive Perception: 15
Passive Insight: 13

HP: 27
Hit Dice: 3d8
AC: 15
Initiative: +1
Size: Medium
Speed: 25ft

 

 

 

Appearance

Vanio possesses a strong, sturdy build. His broad shoulders and muscular arms are the result of a life spent exploring rocky terrains and delving into the mysteries of the earth. His dark, somewhat messy hair falls back until just above the shoulder. In contrast, his beard is often nicely groomed. His dark eyes are always studying the world around him. He can't stop doing that, it's a thing he always did. When it comes to clothing, Vanio likes to keep it simple. He likes to wear simple leather armor or when it gets colder one of his pretty robes made of the hides of mountain creatures. He does wear gemstone jewellery, but doesn't see that as decoration, more as something that shows his heritage and he believes it holds a connection to the ancient magic of the mountains and therefore might also enhance his own magic.

Personality
Personality traits I'm a pack rat who never throws anything away.
I'm happier in a dusty old tomb than I am in the centers of civilization.
Ideals Danger: With every great discovery comes grave danger. The two walk hand in hand.
Bonds I won't sell an art object or other treasure that has historical significance or is one of a kind.
Flaws I can't sleep except in total darkness.

 

Other personality traits:

Vanio has an unbelievable determination and doesn't give up easily, no matter how challenging a situation might be. He is also a very patient, even for a dwarf. He can spend hours just looking at and studying his surroundings. The patterns in the rocks and the beauty of the mountains. He's a calm guy, very detail-oriented too. He doesn't mind waiting for the perfect moment to make his move. Despite his reserved nature, he has a strong, quiet confidence in his abilities and judgements. His strongest point, his extreme determination, can also be his biggest weakness. His obsession with history, rocks and geology can sometimes blind him to other important aspects of a situation, leading to a tunnel vision. Vanio is also a cautious person, he would never fling himself into a dangerous situation without having thought it all through. His cautious approach mat cause him to delay decision-making, even in moments where a quick response is required. In contrast to that, his risk-assesment is somewhat off when there is something interesting to explore. He might put himself in danger if there is a promise of an interesting historical or geological discovery of some kind.

Bio

Vanio grew up in a small settlement of dwarves centered around a mine that had been delivering precious gems and metals. From a young age, he had been expected to join the miners in the camp. Even though he had a strong back and a healthy body, he wasn't as strong or quick as the other laborers. What the other dwarves did notice, was his eye for detail and his above-average intelligence. So one day, they sent him to the camp's archeologists, who were there to inspect the artifacts that sometimes were found in and around the mining sites where the dwarves worked. He became their apprentice. He was a much better archeologist than he had been a miner.

He liked to spend his free time on solo explorations of the mountains around the campsite, wandering abandoned trails and old mines and natural caves. He brought home treasures such as fossils, special gemstones and sometimes some traces of an old folk that lived there years before the settlement was there. One day, on one of these solo travels, he found a druidic focus in a very old tunnel, very deep under the mountain. He considered it a gift of the earth, maybe a sign too. From that day on he laid his focus on developing his druidic powers. He had a strong belief in the power of the earth and its ancient energies and learned to channel them. He could feel them run through his body sometimes, which was the most powerful feeling in the world to him.

 

Abilities & Skills

 Proficiency Bonus: +2

STR
9
(-1)
DEX
12
(+1)
CON
15
(+2)
INT
14
(+2)
WIS
16
(+3)
CHA
9
(-1)
-1 Saves
+1 Saves
+2 Saves
+4 Saves
+5 Saves
-1 Saves
-1 Athletics



 
+1 Acrobatics
+1 Sleight of Hand
+1 Stealth

 
  +4 Arcana
+4 History
+2 Investigation
+2 Nature
+2 Religion
+3 Animal Handling
+3 Insight
+3 Medicine
+5 Perception
+5 Survival
-1 Deception
-1 Intimidation
-1 Performance
-1 Persuasion
 
   
Proficiencies Languages Class Feats Race & Background Feats

Light & Medium Armor
Shields
Simple Weapons
Battleaxe
Handaxe
Light hammer Warhammer
Mason's Tools
Herbalism Kit
Cartographer's Tools
 

Common
Dwarvish
Druidic
Draconic
 
Druidic
Ritual Casting
Spellcasting Focus
Wild Shape
 
Circle of the Land:
Bonus Cantrip
Natural Recovery
Circle Spells (mountain)
DarkvisionAccustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Dwarven ResilienceYou have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat TrainingYou have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
StonecunningWhenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Dwarven ToughnessYour hit point maximum increases by 1, and it increases by 1 every time you gain a level.
 
Dust DiggerPrior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you.
Historical KnowledgeWhen you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders, whether those were dwarves, elves, humans, yuan-ti, or some other known race. In addition, you can determine the monetary value of art objects more than a century old.
 
Inventory

 

Weapons & Armor

Weapons

Quarterstaff

 

Armor

Wooden Shield
Studded Leather Armor

     

Other Equipment

Explorer's Pack
Druidic Focus
A wooden case containing a map to a ruin or dungeon
Bullseye Lantern
Miner's Pick
Set of traveller’s Clothes
Shovel
Two-person tent
Trinket: Medaillon
Coin Pouch
Cartographer's tools
Herbalism kit
Mason's tools

     

Money

 

Copper: 0 | Silver: 0 | Gold: 25 | Obsidian: 0 | Platinum: 0

     
Cantrips & Spells
Cantrips Lvl 1 Lvl 2 Circle Spells
Thunderclap Fearie Fire Summon Beast Spider Climb
Produce Flame Goodberry Enhance Ability Spike Growth
Shillelagh Healing Word    
  Absorb Elements    
       

 

 

Edited by BlackFinch (see edit history)
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  • 2 weeks later...

Overall looks alright

However it appears you are missing the bonus cantrip you get from the Circle of the Land subclass, (personally I recommend taking Shillelagh so that your quarterstaff can fight off your wisdom stat and be a 1d8 magical weapon in case you get caught in melee, but that's just me)

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