Full Name |
Dragh Goldenoak |
Race |
Male Dwarf Wizard 2 | Speed: 20' | HP: 26/26 | AC: 15 | Perception (T): +6 darkvision | F: +6 R: +5 W: +8 | Exploration Activity: ? | Status: | Hero Points: 1 |
About Dragh Goldenoak
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DEFENSE
HP 26
AC 15 (10 (base) +2 (Dex), +4 (Proficiency))
Speed 20’
Fort +6 (T) Reflex +5 (T) Will +8 (E)
Resistances: 1 from Fire
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MELEE
Proficiency Battle axe, pick, warhammer
Staff +4
1d8 B
Dagger +5
1d4 P/S
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RANGED
Crossbow (120' Range Increment) +5
1d8
Reload 1
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SPELL
Spell Attack +8
Spell DC 18
(see below)
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SKILLS
Acrobatics +5
Arcana +8
Athletics +0
Crafting +8
Deception +0
Diplomacy +4
Intimidation +0
Academia Lore +8
Medicine +6
Nature +6
Occultism +8
Performance +0
Religion +6
Society +8
Stealth +1
Survival +6
Thievery +5
ABILITIES
STR
DEX +1
CON +2
WIS +2
INT +4
CHA
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PREPARED SPELLS
You have prepared the spells magic missile and shocking grasp. When you cast a spell, check it off. Remember that your arcane bond class ability lets you cast one spell an extra time. At the start of each day, your
spells come back.
If you want to prepare different spells, see page 36 of the Hero’s Handbook. Your spellbook contains burning hands, fleet step, gust of wind, magic missile, and shocking grasp.
Magic Missile [one-action], [two-actions], or [three-actions]
For every action you spend to cast this spell, you shoot a dart of magical force toward a creature you can see within 120 feet. It hits automatically, dealing 1d4+1 force damage. Choose the target for each missile individually.
Shocking Grasp [two-actions]
Make a spell attack roll against one creature you can touch. If you hit, the target takes 2d12 electricity damage. If the target is wearing metal armor or is made of metal, you gain a +1 bonus to your attack roll and, on a hit, you also deal 1d4 persistent electricity damage. On a critical hit, double the initial damage, but not the persistent damage.
Magic Weapon You touch one non-magical weapon. For 1 minute, the weapon gains a +1 item bonus to its attack rolls, and its damage rolls use two dice (of its normal die type) instead of one.
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SCHOOL SPELLS
You can cast force bolt. Rather than getting it back only once each day, you can spend 10 minutes studying your spellbook to get it back.
Force Bolt [two-actions]
(arcane, evocation, force, manipulate) You fire a dart of force that automatically hits and deals 1d4+1 force damage to a target within 30 feet.
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CANTRIPS
Detect Magic [two-actions]
You detect any magic in effect within 30 feet of you.
Light [two-actions]
Touch an object to make it glow with bright light in a 20-foot radius until you either cast light again or prepare your spells.
Mage Hand [two-actions] A magical hand grasps a small object within 30 feet that no one is holding. You can move the object slowly up to 20 feet in any direction.
Message [two-actions] Words you speak go directly to the ears of one creature within 120 feet. The target can give a brief response as a reaction.
Ray of Frost [two-actions] Make a spell attack roll against the AC of a target within 120 feet. If you hit, the ray deals cold damage equal to 1d4 + your Intelligence.
Shield Add +1 to AC and Hardness 5
Daze You jolt the mind of a single target within 60 feet. This deals mental damage equal to your Intelligence, and the target must attempt a basic Will save. If the target critically fails, it loses its first action on its next turn, and it can’t use reactions until then.
On a critical hit, the target takes double damage and takes a –10-foot status penalty to its Speeds for 1 round.
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SPECIAL ABILITIES
Arcane Bond
Once per day, you can drain magical power stored in your staff to choose a spell that you already cast today and cast it again.
Assurance:Arcana
For Arcana checks, you can use a result of 13 instead of rolling.
Spell Substitution You can spend 10 minutes to exchange one prepared spell that you have not yet cast for another spell of the same level from your spellbook.
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EQUIPMENT
- backpack
- bedroll
- chalk (10 pieces)
- compass
- crossbow with 60 bolts
- dagger
- flint and steel
- material component pouch
- rations (2 weeks)
- rope (50 feet)
- soap
- staff
- waterskin
- writing set
- 8 gold pieces (gp)
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MACROS
Use these macros to quickly post in the forums!
Perception
[dice=Perception (T)]1d20+4[/dice]
Skills
[dice=Acrobatics]1d20+5[/dice]
[dice=Arcana]1d20+7[/dice]
[dice=Athletics]1d20+0[/dice]
[dice=Crafting]1d20+7[/dice]
[dice=Deception]1d20+0[/dice]
[dice=Diplomacy]1d20+3[/dice]
[dice=Intimidation]1d20+0[/dice]
[dice=Academia Lore]1d20+7[/dice]
[dice=Medicine]1d20+4[/dice]
[dice=Nature]1d20+4[/dice]
[dice=Occultism]1d20+7[/dice]
[dice=Performance]1d20+0[/dice]
[dice=Religion]1d20+4[/dice]
[dice=Society]1d20+7[/dice]
[dice=Stealth]1d20+2[/dice]
[dice=Survival]1d20+4[/dice]
[dice=Thievery]1d20+5[/dice]
Spells
Magic Missile auto-hits for [dice=Force]1d4+1[/dice]
Magic Missile 2-action auto-hits for [dice=Force]2d4+2[/dice]
Magic Missile 3-action auto-hits for [dice=Force]3d4+3[/dice]
[dice=Shocking Grasp Spell Attack Roll]1d20+7[/dice], +1 if ttarget is wearing metal armor
[dice=Electricity]2d12[/dice], and [dice=Persistent damage if wearing metal]1d4[/dice]
Force Bolt auto-hits for [dice=Force]1d4+1[/dice]
[dice=Burning Hands]2d6[/dice] fire damage; DC 17 Basic Reflex ave
[dice=Ray of Frost Spell Attack Roll, 120' range]1d20+7[/dice]
[dice=Cold]1d4+4[/dice]
On crit, Target takes -10' status penalty to speed to 1 round
[dice=Fire, 15' Cone]2d6[/dice] with a Basic Reflex save
Staff
[dice=Staff, Strike 1]1d20+5[/dice]
[dice=Staff, Strike 1 Bludgeoning]1d8[/dice]
[dice=Staff, Strike 2]1d20+5-5[/dice]
[dice=Staff, Strike 2 Bludgeoning]1d8[/dice]
[dice=Staff, Strike 3]1d20+5-10[/dice]
[dice=Staff, Strike 3 Bludgeoning]1d8[/dice]
Dagger (Melee)
[dice=Dagger, Strike 1]1d20+5[/dice]
[dice=Dagger, Strike 1 Piercing or Slashing]1d4[/dice]
[dice=Dagger, Strike 2]1d20+5-5[/dice]
[dice=Dagger, Strike 2 Piercing or Slashing]1d4[/dice]
[dice=Dagger, Strike 3]1d20+5-10[/dice]
[dice=Dagger, Strike 3 Piercing or Slashing]1d4[/dice]
Crossbow
[dice=Crossbow, Strike 1]1d20+5[/dice]
[dice=Crossbow, Strike 1 Piercing]1d8[/dice]
Reload 1
[dice=Crossbow, Strike 2]1d20+5-5[/dice]
[dice=Crossbow, Strike 2 Piercing]1d8[/dice]
Reload 1
Dagger (Thrown)
[dice=Dagger, Strike 1]1d20+5[/dice]
[dice=Dagger, Strike 1 Piercing]1d4[/dice]
[dice=Dagger, Strike 2]1d20+5-5[/dice]
[dice=Dagger, Strike 2 Piercing]1d4[/dice]
[dice=Dagger, Strike 3]1d20+5-10[/dice]
[dice=Dagger, Strike 3 Piercing]1d4[/dice]