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Callista - Human Wizard


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Callista Ambers
Human Wizard
 
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Gender: Female
Race: Human
Alignment: Lawful Evil
Class: Wizard 8
Background: Mage of High Sorcery

Passive Perception: 14
Passive Investigation: 10
Passive Insight: 14

 

ABILITIES & SKILLS
Proficiency Bonus:
+3

STR DEX CON INT WIS CHA
08 13 16 20 10 10
Bonus -1 | Save -1 Bonus +1 | Save +1 Bonus +3 | Save +3 Bonus +5 | Save +7 Bonus +0 | Save +2 Bonus +0 | Save -0
Athletics -1 Acrobatics +1
Sleight of Hand +1
Stealth +1
  Arcana +8
History +8
Investigation +8
Nature +8
Religion +8
Animal Handling +0
Insight+0
Medicine+0
Perception+0
Survival+0
Deception +0
Intimidation +0
Performance +0
Persuasion -1

Bold denotes proficiency (saves & skills) / (E) denotes expertise.

PROFICIENCIES & ABILITIES

Proficiencies Class Abilities Feats
• Armour: None
• Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
• Languages: Common, Magius, Dwarvish, ElvenKothian, Draconian
• Spellcasting
• Arcane Recovery
• Arcane Recovery
• Cantrip Formulas
• Arcane Tradition (Necromancy)
-- Grim Harvest
-- Undead Thralls
• Human Feat (Arcane InitiateMage Armour + Prestidigitation)
• Bonus Feat (Metamagic AdeptTransmute Spell
2 Sorcery Points
)
• Background Feat (Mage of High SorceryInitiate of High Sorcery Feat
-- Cantrip: Mending
-- 1st: Dissonant Whispers
-- 1st: Hex
)
• 4th Level: ASI (+2 Int)
• 8th Level: Spell SniperAttack roll spell's range is doubled.
Ranged spell attacks ignore half and three-quarters cover
One Cantrip: Eldritch Blast

 

8437-200.pngATTACKS

WEAPON TO HIT DAMAGE PROPERTIES / (RANGE)
Dagger +4 1d4 Finesse
Staff of Defense +2 1d8/1d10 Magical
 

688885-200.pngEQUIPMENT READIED


Equipped Items:

ARMOR WEAPONS READIED ITEMS
• Dagger
Staff of Defense (10/10)Regains 1d6+4 charges at dawn

Mage Armour (1 charge)
Shield (2 charges)
• Spellbook
• Arcane Focus
Rod of Binding (7/7)Regains 1d6+1 charges at dawn

Hold Monster (5 charges)
Hold Person (2 charges)

Ring of Spell StoringContains:
Animate Dead (Level 3)
Scorching Ray (level 2)

 

education_icons_IF-06-512.pngEQUIPMENT STORED


Stored Items:

IN BACKPACK STRAPPED TO BACKPACK IN STORAGE
Found Spellbook (7th level)1st Absorb Elements, Cause Fear, Charm Person, False Life, Featherfall, Find Familiar, Protection from Evil and Good, Snare
2nd Darkvision, Misty Step, Nathair's Mischief, Tasha's Mind Whip
3rd Fly, Spirit Shroud, Summon Shadowspawn
4th Evard's Black Tentacles

Found Spellbook (9th level)1st Earth Tremor, Grease, Illusory Script, Ray of Sickness, Silvery Barbs, Tasha's Caustic Brew
2nd Knock, See Invisibility, Spider Climb, Vortex Warp, Wither and Bloom
3rd Enemies Abound, Stinking Cloud, Wall of Sand
4th Sickening Radiance, Summon Aberration
5th Danse Macabre
 
 

Item_necklace_9.pngMAGIC ITEMS


Magic Items:

NON-ATTUNED ATTUNED 3/3
  Ring of Spell StoringContains:

[Level 3] Animate Dead
[Level 2] Scorching Ray

Rod of BindingRegains 1d6+1 charges at dawn

[5] Hold Monster
[2] Hold Person

Staff of Defense+1 AC. Regains 1d6+4 charges at dawn

[1] Mage Armour
[2] Shield

Item_necklace_9.pngSPELLBOOK (Spell Save DC: 168 + Prof Bonus + Int Mod | Spell Attack Mod: +8Prof Bonus + Int Mod | Spell Memorization: 13Int Mod + Wizard Level)

CANTRIPS LEVEL ONE LEVEN TWO LEVEL THREE LEVEL FOUR
• Prestidigitation
• Toll the Dead
• Fire bolt
• Create Bonfire
• Mage Hand
• Mending
• Eldritch Blast
• Magic Missile
• Shield
• Burning Hands
• Ice Knife
• Absorb Elements
• Grease
• Ray of Sickness
• Dissonant Whispers
• Chromatic Orb
• Cause Fear
• Alarm (R)
• Rime's Binding Ice
• Charm Person
• Find Familiar (R)
• Hex

 
• Scorching Ray
• Web
• Earthen Grasp
• Crown of Madness
• Ray of Enfeeblement
• Misty Step
• Vortex Warp
• Fireball
• Animate Dead
• Counterspell
• Slow
• Sending
• Spirit Shroud
• Summon Undead
• Suggestion
• Summon Shadowspawn
• Greater Invisibility
• Blight
• Wall of Fire
• Sickening Radiance
• Conjure Minor Elementals
LEVEL FIVE LEVEL SIX LEVEL SEVEN LEVEL EIGHT LEVEL NINE
         

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AC: 15 | HP: 49
Str -1 | Dex +1 | Con +3 | Int +7 | Wis +2 | Cha +0

Callista Ambers

Abilities: Transmute Spell (2/2), Spell Sniper | Ring of Spell StoringContains:

[Level 3] Animate Dead
[Level 2] Scorching Ray
, Rod of BindingRegains 1d6+1 charges at dawn

[5] Hold Monster
[2] Hold Person
(7/7), Staff of Defense+1 AC. Regains 1d6+4 charges at dawn

[1] Mage Armour
[2] Shield
(10/10)

Spells; DC: 16. Attack +8. Spells Prepared 13 | Cantrips: Prestidigitation, Toll the Dead, Fire Bolt, Create Bonfire, Mage Hand, Mending, Eldritch Blast

Level 1 [▣ ▣ ▣ ▢]
Magic Missile, Burning Hands

Level 2 [▢ ▢ ▢]
Scorching Ray, Earthern Grasp, Crown of Madness

Level 3 [▢ ▢ ▢]
Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn

Level 4 [▣ ▣]
Blight, Wall of Fire, Conjure Minor Elementals


 

 

 

 

 

 

 

 


Notes

 

 

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Step 1: Write at least 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!

Overview: Callista is wildly intelligent but naive and sheltered. She has focused entirely on her magical abilities to the determent of many other things. She has an unhealthy obsession with life and death and seeks a way to prolong the former and defeat the latter.

Her connection to magic is strong and always has been and ever since a young age she has done little but study and practice, this has shrunk her social circle and made her a little awkward at the best of times.

Physical Description: Callista has the svelte and sparse build of a young lady who spent all her formative years studying inside and doing little in the way of physical exercise. If anything people may consider her to be too skinny as she has a poor time taking care of herself. She's 21-years old and stands 5'6" tall with long black hair that she leaves loose and usually studiously brushes. Though she wears no jewelry she longs for the finer things in live and does her best to at least pretend when she can. Most of the small income she can manage goes to small comforts that she can manage.

Callista avoids fights when possible and often avoids physical activity if she can avoid it, using her magic for whatever she can though she carries a long, curved dagger with her as her only weapon. Her normal choice of clothing - though not her desired - is fitted cotton dresses, tall boots and of course the black cloak she worked so hard for. She longs for finer clothes and will spend what money she has on upgrading whenever possible.

Background: As an orphan Callista lost her parents when she was young, young enough that she could do nothing about it, not young enough to forget every moment she was raised by an old man with middling to low magical potential. Never having gone through the Trials he could do little more than notice and encourage her talents, it would not be long before she left to peruse her talents elsewhere.

As she grew she mostly practiced what little magic she could and did the books for her foster father, that she referred to as 'grandfather'. Grandfather was a traveling salesman, traveling and selling nick knacks from village to village. Her life was one of long roads and hours of free time. While it isolated her from others it taught her to be self reliant and trust in herself over any others. It taught her to always be prepared but also not to trust easily.

Personality: Callista is a quiet young lady. Used to long hours on her own she is more comfortable in her own thoughts than she is with others or perhaps a close group of friends. She is prone to becoming hyper-focused on things to the determent of others and focuses on facts over feelings, both of which have caused her more problems than she would like to admit. Her studious nature helped her in her studies and practice but tends to aid her poorly when she has to work with others.

Important Life Events:

  • One: What memories Callista have of the death of her parents are chaotic and confused. She remembers fire and screaming, she remembers running people and things she can only think of as monsters. She also remembers wandering in the woods for a very long time all on her own. At the age of six she was only barely able to survive until she was found by 'grandfather'. From then on she traveled with him and helped him sell his wares from villages to villages across Solamnia. It is a memory that still haunts....
  • Two: Grandfather, to Callista's great delight, knew some small magic and was happy to teach her. She took quickly to magic and her previously quiet and withdrawn personality began to bloom. Practice and study of magic consumed her and her skills were obvious. It was a turning point for her that she would remember for the rest of her life, and one that would be pivotal in changing things to come.
  • Three: When Callista was accepted to go through the Trial she was more excited than cautious, it had been a tough ask, as she was self-taught and had no sponser. She came to the Trials having blossomed with a self confidence and outgoing nature that she had developed on the road with her Grandfather

    The Callista that emerged from the trials was withdrawn and quiet by comparison, dour and insular she was even more focused and dedicated before, but often to the exclusion of friends and the new family she had built. She shared little of her specific studies and though she was happy to share of asked, she always had a sense of something hidden about her.

    Naturally she said nothing of what happened during the trial, but she was noticeably changed. Even more obvious than the personality changes were the physical changes. The tan she had gained from years on the road was gone and would never return, and her pale eyes seemed haunted.



 

 


Step 2: List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.

• Callista seeks to use magic to gain a semblance of power over life and death, she seeks to prolong the former and defy the latter, it sometimes puts her at odds with people, but she is unrepentant.

• As a player i would like to see Callista grow both as a person and in her abilities. As a person she needs to start believing and trusting in other people, but also allow herself to see the good in things. In the beginning she is certainly more of a pessimist.
 

 


Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves them but that they are not actually aware of yet.

• Callista is wholly in love with Aeren Alosh. She idolizes the elven woman but knows that such things are impossible for any number of reasons and keeps the secret to herself, not sharing it with even her closest confidants.

• Unbeknownst to Callista, both of Callista's parents were unaffiliated wizards, living in secret and barely practicing their magic at all. They knew Grandfather and together were practicing magic on their own, this is what resulted in the burning of her village and the loss of her parents.
 

 


Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.
 

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Grandfather (Friendly): Callista's de-facto guardian. Known only as Grandfather to Callista, he was an powerful force of nature despite his advanced age and peaceful occupation. He taught Callista everything she knows about being self reliant and her own person. He was also the catalyst for her interest and skills with magic as he had some small talent himself, and he taught her all he knew and later convinced her to seek out the Conclave.

As a traveling trader, he took Callista across the breadth of Solamnia, teaching her what he knew along the way. Since she left they have not been in contact with one another and she wouldn't know how to find him even if she wanted to. Unbeknownst to Callista, Grandfather - also known as Tosts Cleary - was at one point in his life a wizard of notable skill and talent himself who refused to join the conclave and spent most of his time studying magic on his own. When an accident caused the burning of Callista's village he swore off magic himself, when he found Callista alone in the woods he considered it a sign he must care for her as penance.

 

8e25bca1533ed24d9f7dee9a96a2ea4e.jpg

Faubian Thrain (Hostile): As white-robed colleague and not a fan of Callista, Faubian has been a thorn in Callista's side since she started training, and it was made further contested after her Trails. While they maintain a professionalism, neither has much time for the other and both have refused to work with the other.

Faubian is a man of honour and a strict code, one that does not leave a lot of room for questions. He believes in the use of magic in only the most honourable ways and seeks only its best uses, his constant clashes with Callista come from her absolute refusal to see anything in black and white and her desire to use magic for purposes that he deems to be undeserving. Callista for her part would be happy to simply avoid the man, though he continues to put himself in a position to challenge her at every opportunity.

A wholly good man, Faubain is charismatic, sociable and a leader, all things that Callista fails at, leading her to generally come of worse in the numerous arguments they have on Conclave grounds.


 

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Aeren Alosh (Friendly): Friend and elf, Aeren has been Callista's confidant and sounding board for years, both before she joined the conclave and afterwards. Initially friends with Grandfather, Aeren and Callista bonded over the years and Aeren became something of a hero to Callista.

Aeren is a hunter and scout by trade and would often cross paths with Callista and Grandfather and regale them with stories of her travels while she taught Callista what she could about surviving in the wild. She was an gregarious and happy-go-lucky influence in an otherwise mundane existence for Callista






 

 


Step 5: Describe at least three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.

• Callista has a recurring dream about the burning of her village and the loss of her parents, these dreams can often wake her and leave her agitated during the day.

• Her memories of the wizards Trial is one that often follows her, though she doesn't speak about it, it changed her from a more outgoing person into someone more withdrawn and dour.

• Coming from nothing, Callista seeks out the finer things, often using what little coin she gets her hands on to live out her fantasies, buying fancy clothes, or jewelry whenever she can, despite what she could use that money for.

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