About Galador Imrael------------------------------------------------------- stuff:
The wraiths came today. The whole day was poofered from the start. Father had celebrated 20 years of trading with Lord Iryn Steelfist by securing an invite from the secluded yet prestigious Blackstone Tower. A coup, to be sure, and I had been excited to go, but the dwarves of the tower were not exactly known for their geneality. On that day it started normal enough, but I was just having an invigorating discussion with brothers Goldspear and Iokor when some tumult erupted from the discussion hall next door. It turned out that the lout Retzaq was arguing vehemently with Highfather Jokiam about some foolish notion or other. All I did was say, "Gentlemen, let us keep our voices rational," and the whole lot of them blamed ME for the mess. Said I had no standing to voice my opinion and sent me to Fetch Water. The punishment involves carry a half-dozen empty buckets to the river, filling them, and carrying them back. When back you dump the buckets into a resoviour and if you don't fill it, back you go! Also the river is three miles away. The day was shnockered for certain. I tripped twice and twice had to go back re-fill my buckets, so I didn't get back until nightfall. It was night, you see, so I thought nothing of the fires and the smell of smoke until I came closer and saw the tower charred and wrecked. I rushed to the central hall, and found the very dwarves I'd been conversing with attacked by a handful of dark, spiritual creatures. I called all the holy fire I could muster down upon them, but not quickly enough to save my compatriots. None lived save the Highfather himself, and he was so injured he could but spit out two words before he too died. "Lord Borak." This was a name known to me. I horrible, cruel force of evil known only for the audacity of his crimes. Would that I had been here to show my mettle! At last my quest was known to me. I care not where the four winds blow me so long as my steps encounter him before my last day! ---===Statistics===---:
-------------------------------=DEFENSE=------------------------------- AC: 17 (14 armor, +2 Shield, +1 Infusion), HP: 10+7* {+d8,+3Con}/lvl 11+8 Constitution +5,{+3Base,+2C}
-------------------------------=OFFENSE=-------------------------------
Base Atk: +2
--Melee:+ --Ranged:+ -------------------------------=STATISTICS=-------------------------------
-------------------------=Traits=---------------------- Feature:
Trait: There's nothing I like more than a good mystery. Ideal: Self-Improvement. The goal of a life of study is the betterment of oneself. Bond: I've been searching my whole life for the answer to a certain question. Flaw: Most people scream and run when they see a demon. I stop and take notes on its anatomy. ----------------=Drawbacks=-----------------
Normal Speed --------------=Feats=----------------- Feat: History
---------------=Skills=---------------- Saving Throws: Constitution, Intelligence
Class skills: Perception, Medicine
Tools: Thieves’ tools, tinker’s tools, smith's tools -=Non-Standard Skill Bonuses=- -=Languages=- Common and Orc, Goblin and Giant. ---===Special Abilities===---:
Prof: Light armor, medium armor, shields Simple weapons, hand crossbows, heavy crossbows Magical Tinkering
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier {4}. ******************** -------------------------------=SPECIAL/CLASS ABILITIES=------------------------------- Infusions {4/2}
The bonus increases to +2 when you reach 10th level in this class. -Enhanced Weapon This magic weapon grants a +1 bonus to attack and damage rolls made with it. Replicate Magic Item Goggles of Night ---===Spells===---:
-------------------------------=Spells=------------------------------- Spell Slots: 1--1st Spells:
1st:
3rd()) -----------------------------=0th (at will)=-------------------------------- ------------------------------=1st (0/day)=------------------------------ -------------------------------=GEAR/POSSESSIONS=-------------------------- ----- Splint Mail design notes:
Guardian You design your armor to be in the frontline of conflict. It has the following features: Thunder Gauntlets. Your armored fists each count as a simple melee weapon, and each deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else. Defensive Field. You gain a bonus action that you can use on each of your turns to gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. Infiltrator
Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target. Powered Steps. Your walking speed increases by 5 feet. Second Skin. The armor’s weight is negligible, and it becomes formfitting and wearable under clothing. If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the power armor doesn’t. Extra Attack
The scholar's robes of your cloister, a writing kit (small pouch with a quill, a bottle of ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10gp Dungeoneer's pack:
1 lantern, Hooded, (1lb)
2 healing potion (2d4+2) scale mail
thieves’ tools
[35lb] [total=54 lbs] -=Carrying Capacity=-
-=Money=- 0 PP 10 GP 0 SP 0 CP
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