Name: Fengir Amaral
Ancestry: Catfolk / Class: Warmage / Background: Traveler / Level: 5
Attributes
Str: 15 / +2
Dex: 16 / +3
Con: 13 / +1
Int: 14 / +2
Wis: 14 / +2
Cha: 15 / +2
Saves
Str: +3
Dex: +4
Con: +5
Int: +2
Wis: +2
Cha: +5
Info
AC: 16 (Clothes + Ring of Protection)
Ini: +3
PB: +3
Perception: +5 / 15
HP: 32
Claw: Attk: +6 / D: 1d4+3 / R: Melee
Dagger of Returning (+1): Attk: +7 / 1d4+4 / R: Thrown / Special: Returning - As a bonus action, the dagger reappears in hand.
Shortsword: Attk: +6 / 1d6+3 / R: Melee
Light Crossbow: Attk: +6 / D: 1d8+3 / R: Near
Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Spellbook, Inkpen, Ink, Scroll Case, Wondrous Figure (Snowy Owl)
Traits
Catfolk: Darkvision. Skill Talent: Begin play with Proficiency in Perception and Stealth. Cat Claws (Natural Attack): 1d4 + Str/Dex Slashing; Advantage on Climb checks. Feline Hustle: Can double movement in a single round as part of a Move Action; reduces speed on the next round to 0 in order to recharge from previous boost.
Skills: Arcana: +5, Athletics: +5, Intimidate: +5, Survival: +5 / Tool Kits (+3): Backgammon Set, Cooking Utensils
Feats: War Caster
Soul of Endurance: When not wearing armor, a War Mage is treated as under the effects of Mage Armor and may use Cha instead of Dex to determine AC.
Martial Inheritance (Sorcery Cost: 1 / D: 10 Minutes): By spending 1 Sorcery point, the War Mage turns their held weapon into a +2 Spell Focus
Metamagic (Sorcery Points: 5): Careful Spell, Subtle Spell
Spellcasting
Attk: +6 / Save: 13 / Mana: 32
0: Frostbite, Mage Hand, Light, Magic Dagger, True Strike
1st - Slots: 4:: Detect Magic, Shield, Shocking Grasp
2nd - Slots: 3: Flaming Sphere, Ice Knife
3rd - Slots: 2: Lightning Bolt
Notes
- Fengir Amaral is a Catfolk Warmage. A type of spellcaster who spent more time focusing on using cantrips and select spells rather than the broad research of a wizard. He learned just enough to get by defend his city-state of Bolesto before the city ended up negotiating its surrender and consolidation within the Kingdom of Sunrae. Finding his work done, Fengir has decided to travel north to MoonRae.
- Has decided to vacation in the Duchy of Graywald, north of MoonRaes Castle and, ruled over by, unsurprisingly, Castle Graywald, the seat of power for Duchess Malraiya, even if she typically spends her time back at court in MoonRaes. Days, especially in winter, are typically cold and require a good robe of protection in addition to the thick fur covering Fengir's body.
- Fengir's usual prestidigitation trick? Shifting his robe from traveler's gray to plaid flannel. At the start of each day he can shift his robe to look something similar. That's why attacking him in his bathrobe is a bad idea, it is surprisingly cut resistant.
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