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Glynaris Tathren, the High Elven Wizard

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DKrueger
Captain

Enduring Tamer

12,600 Points
  • The Perfect Setup 150
  • Person of Interest 200
  • Peoplewatcher 100
PostPosted: Wed Jul 27, 2016 6:39 pm


User Image - Blocked by "Display Image" Settings. Click to show.General Statistics

Player Name: Dkrueger
Character Name: Glynaris Tathren
Character Level: 1
Proficiency Bonus: +2
Class Level(s) Wizard (1)
Experience Total: 0
Hit Dice: 1d6 + 2
Maximum Hit Points: 8
Armor Class: 13
Initiative: +3
Speed: 30 feet
Passive Perception: 13

Melee Attack Bonus: +1
Ranged Attack Bonus: +5
Spell Attack Bonus: +6

Physical Description
Race: High Elf
Gender: Male
Age: 178
Height: 5'7"
Weight: 146 lbs

Strength: 8 (-1)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 18 (+4)
Wisdom: 16 (+3)
Charisma: 10

Appearance: On occasion, Glynaris ties his hair back in a ponytail. In general his skin tone is a lot less gaunt, and his hands look less mangled.

Skill Proficiency:
Tools: None
Armor: None
Weaponry: Daggers, Darts, Slings, Quarterstaves, Light Crossbow, Longsword, Shortsword, Shortbow, Longbow
Proficiency list:

    Knowledge of Arcana (Int)
    Knowledge of History (Int)
    Investigation (Int)
    Stealth (Dex)


Saving Throw Proficiency:
    Intelligence (Int)
    Wisdom (Wis)


Personal Information:
Alignment: Chaotic/Good
Deity: None
Background: Sage
Personality Traits: Some might say I value my research more than I value my companions, but this is simply not true, I need their aid and protection! I wish to use do great things with my magic, for others and myself.
Ideals: No Limits. Nothing should fetter the possibility inherent in all existence.
Bonds: My life's work is a series of notes related to existence, possibility, and illusions.
Flaws: There is a spell to solve any and all problems in the world. One need simply to find it, or think a bit creatively.
Languages: Common, Elvish, Sylvan, Gnomish, Primordial

Campaign Specific Information:
Preferred Weapon: Rapier
Arrival: Undisclosed
Burden: Undisclosed
Compulsion: Undisclosed
Heirloom: Undisclosed
Calling: Undisclosed
PostPosted: Wed Jul 27, 2016 7:11 pm


Spellcasting Basics:
Spellcasting Class: Wizard
Spellcasting Stat: Intelligence
Spell Save DC 14

Spell Slots:
    1st Level (2)


Prepared Spells:

Known Spells:

    Cantrips:
      Firebolt- You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.

      Mage Hand- A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
      You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds.

      Shocking Grasp- Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit,the target takes 1d8 lightning damage, and it can’t take reactions until the start of its next turn
      .
      Ray of Frost- A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.


    1st Level Spells:


    2nd Level Spells:

    3rd Level Spells:

    4th Level Spells:

    5th Level Spells:

    6th Level Spells:

    7th Level Spells:

    8th Level Spells:

    9th Level Spells:

DKrueger
Captain

Enduring Tamer

12,600 Points
  • The Perfect Setup 150
  • Person of Interest 200
  • Peoplewatcher 100

DKrueger
Captain

Enduring Tamer

12,600 Points
  • The Perfect Setup 150
  • Person of Interest 200
  • Peoplewatcher 100
PostPosted: Wed Jul 27, 2016 7:12 pm


Inventory:


Currency:
    Copper:
    Silver:
    Gold: 10
    Platinum:


Potions:


    Weaponry:


      Armor and Apparel:
        Scholarly Robes [Equipped]


      Tools:


        Spellcasting Components:
          A blue tinged leather-bound spellbook, with several dog eared pages. On the cover is embedded a ruby which serves as an arcane focus.


        Miscellaneous:
          A raven feather pen, I've done much writing with it in the past.
        PostPosted: Wed Jul 27, 2016 7:28 pm


        Feats and Features:


        Darkvision: Elf racial trait
        Accustomed to twilit forest and the night sky, 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 grey.


        Fey Ancestry: Elf racial trait
        You have advantage on saving throws against being charmed and magic cannot put you to sleep.

        Trance: Elf racial trait
        Elves don't need to sleep. Instead, they meditate deeply, remaining semi-comatose for 4 hours a day. While meditating you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way you gain the benefits that a human does from 8 hours of sleep.

        Researcher: Sage Background feature
        When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it.
        Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.
        Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found.
        Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

        Spellcasting: Wizard, Level 1
        As a student of the arcane arts, you have a spellbook containing spells that show the first glimmerings of your true power. Each day you prepare a number of spells from your spellbook equal to your Wizard level plus your Intelligence Modifier (Total 5)

        Arcane Recovery: Wizard, Level 1
        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. (Total 1)

        DKrueger
        Captain

        Enduring Tamer

        12,600 Points
        • The Perfect Setup 150
        • Person of Interest 200
        • Peoplewatcher 100

        DKrueger
        Captain

        Enduring Tamer

        12,600 Points
        • The Perfect Setup 150
        • Person of Interest 200
        • Peoplewatcher 100
        PostPosted: Sun Jul 31, 2016 7:09 pm


        Contacts, Relations and Journal:
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