Itinerant Hedge Wizard, Oracle of Nezeris
"The Master used to say there was only one Road; that it was like a great river: its springs were at every doorstep, and every path was its tributary"
Rogue (Arcane Trickster) 3 |
Medium humanoid male (human), chaotic good Armor Class 14 (17 w/mage armor) Hit Points 30 ( 3d8+6 max) Speed 30' ft. Senses passive perception 17 Languages Halaea Common, Grehesian Common, Khazian Common, Malek Common, Celestial, Irodesi, Thieves' Cant Proficiency Bonus +2 |
ABILITIES & SKILLS Proficiency Bonus: +2 |
Strength 10 (+0)
Dexterity 18 (+4)
Constitution 14 (+2)
Intelligence 14 (+2)
Wisdom 16 (+3)
Charisma 11 (+0) |
*+5 bonus for Gloves of Thievery. / (E) denotes expertise. / Bold denotes proficiency.
PROFICIENCIES & ABILITIES |
PROFICIENCIES
ROGUE CLASS ABILITIES Expertise | Sneak Attack | Thieves' Cant | Cunning Action | Steady Aim Roguish Archetype (Arcane Trickster) | Spellcasting | Mage Hand Legerdemain RACIAL TRAITS Bonus Skill (Intuition) | Bonus Feat (Magic Initiate) | Bonus Language (Grehesian Common)
FEATS SUPERNATURAL GIFT
Oracle Ears of the OracleYou can speak, read, and write Celestial, the language of the gods. In addition, a god might deliver a message through you, and you can decide whether to use your own voice or to allow the god's voice to come through your mouth to deliver the message, translated into any language you speak., Oracle's InsightThe gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest., Oracle's PietyYour oracular abilities improve as your piety score increases. Instead of gaining the piety benefits associated with any god (as described in chapter 2), you gain the following traits when you reach the specified piety score. Oracle Curse "Nezeris intends to use me as an oracle whether I want to listen or not." |
*Gloves of Thievery
WEAPONS |
WEAPONS
|
SPELLS |
SPELL SLOTS 2/2 (1st) Arcane Trickster - Spell Save DC: 12 | Spell Attack Mod: +4 | Spells Known: 3 CANTRIPS (Arcane Trickster) Booming Blade | Mage Hand | Message | Minor Illusion* | Prestidigitation* FIRST LEVEL (Arcane Trickster) Disguise Self | Find Familiar* | Mage Armor | Silvery Barbs (R) ORACULAR RITUALS Augury MAGIC ITEM CRAFTING FORMULAS KNOWN Chest of Preserving (XGE) | Ear Horn of Hearing (XGE) | Ersatz Eye (XGE) | Perfume of Bewitching (XGE) | Prosthetic Limb (TCE) | Ullmalyte Stonesame as Ruby of the War Mage (XGT) of the War Mage (XGE) |
* Magic Initiate. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.
FAMILIAR (tiny fey) Name: Clairvoyance a.k.a. "Clair" Clair appears in various forms in her service to Mags: most commonly as an owl, cat, rat, raven, or hawk. |
OWL FORMArmor Class 11 Actions: Dash, Disengage, Dodge, Hide, Ready, Search Reactions: Deliver Touch Spell |
EQUIPMENT & ENCUMBERANCE |
TOTAL ENCUMBERANCE (38.5 lbs.)
ASSETS (1 lb.) Brass 10 | Copper: 8 | Silver: 10 | Gold: 1 | Platinum: 0 (28 Coins x .02 lbs. = .56 lbs. Total Weight -- which I rounded up to 1 lb.) EQUIPEMENT (37.5 lbs.)
|
APPEARANCE |
Age 19 | Height 5' 9" | Weight 126 lbs. | Hair Light Brown| Eyes Brown | Complexion Fair Mags Kategaris looks young for his age. Despite his nineteen years, he has a boyish face framed by light brown hair and accented by elfin features. The overall effect steers him, at best, in the direction of boyish charm rather than manly handsomeness. His thin frame is wrapped in the lean well-defined muscle of an athlete who competes in speed and skill rather than sheer strength. As with his form, his face, still recovering from adolescence, is composed of somewhat boney, pointy features which will hopefully, at some future time, fill in to form a handsome face. |
BACKGROUND |
Hedge Wizard You are one part herbalist, one part enchanter of common magic items, and one part conman, traveling the highways and byways, targeting villages too small to support a resident wizard. In your line of work, you read fortunes (that are almost always vague and extremely positive, "you will meet a handsome stranger"), conduct séances connecting your customers to their lost loved ones, sell magical trinkets capable of protecting the wearer from things like "the evil eye" and "the mischievous attention of faeries," and you also deal in a broad array of herbal remedies. Your herbal remedies are relatively helpful, while your cons generally make people happier than they were before you arrived in their village. That's because all of your cons have one thing in common, the Hedge Wizard's First Rule (as conveyed to Mags by the Master). People are stupid; given proper motivation, almost anyone will believe almost anything because they want to believe it's true, or because they are afraid it might be true. People's heads are full of knowledge, facts, and beliefs, and most of it is false, yet they think it all true. They can only rarely tell the difference between a lie and the truth, and yet they are confident they can, and so are all the easier to fool. Much of what you do boils down to reading people, understand what they believe, what they fear, and what they think will make them happy, and then selling it to them. And yet, some Hedge Wizards know enough of Arcana to craft genuine--if quite common--magic items, dabbing in both legitimate and deceptive sales practices. Ultimately, much of what you do is trickery and suggestion, but the people you tricked are usually happy with what they got for their money. As are the people who purchase genuine magical items and/or services. Skills Any two chosen from: Arcana, Deception, Insight Tool Proficiencies Herbalism Kit Language Any one chosen from: Halaea Common, Grehesian Common, Urzoa Common, Malek Common. Equipment Traveling clothes, an herbalism kit, a deck of tarot cards, a dowsing rod, a collection of tiny arcane-looking, penny-apiece trinkets, a belt pouch containing 15 sp
Background Feature: The Common Man's Wizard. When you arrive in smaller communities in your role as hedge wizard, you receive free lodging and food of a modest standard. In addition, your work (reading fortunes, conducting séances, providing herbal remedies to the sick, selling protective trinkets...) leads your clients to open up and tell you things, allowing you access to information they might not publicly share about themselves or others in their community. BACKSTORY 1. Missing Mentor: Central to Mags' backstory is his missing mentor, who Mags refers to only as the Master --an elderly and talented hedge wizard. Mags' earliest memory is of tragedy and horror: fire, swords clashing, blood spraying, people screaming. After that, he only remembers being with the Master, who claims to have found the youth hidden (but crying) within a roadside shrine of Nezeris, situated at a remote crossroads--situated near Skiero in Halaea--littered with the tragic ruins of an ambushed caravan. The Master took the boy as an apprentice. Mags spent the remainder of his formative years traveling with the Master.
2. Oracle of Nezeris: From a very early age, Mags was plagued by voices and visions from Nezeris, the Lord of the Path. These experiences with the Lord of the Path have had a profound influence on every aspect of Mags' identity and outlook.
3. Life on the Road: Mags grew up on the road. Even his few memories of a life prior to the Master involve brief flashes and images of caravan travel with his mother. Growing up, Mags never played at having adventures like other boys did. His life was an adventure. He and the master never stayed long in one place, traveling with caravans or sometimes alone, spending more time on the byways than the highways, staying in remote villages more than towering cities. Mags' travels with the Master spanned Halaea, the Grehesian Empire, the Khazian Empire, and--to a lesser degree--beyond. Although his home is the road, the Master found him at a remote crossroads in Halaea, in lands controlled by Skiero. When asked by authorities who insist on such things, Mags typically claims that he is from Halaea, not far from Skiero.
|