Lantern Bearer

Kirian Gess's page

298 posts. Alias of TPJ.


Full Name

Kirian Gess

Classes/Levels

Male High Elf Wizard 4; AC: 12/15 (Mage Armor+DEX); HP: 26/26 Temp HP: 0/0 Passive Perception 13; Init +4; Saves: STR -1 DEX +2 CON +2 INT+6 WIS+3 CHA+0 HD 4/4, Spell slots 1:4/4 2:3/3, Insp:0

Size

Medium / 5 ft.

Age

120

Alignment

Chaotic Good

Languages

Common, Draconic, Elvish, Primordial, Sylvan

Occupation

Researcher, Adventurer

Strength 8
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 13
Charisma 10

About Kirian Gess

Kirian Gess
Race: Moon (High) Elf Background: Cloistered Scholar Class: Wizard (Lore Master) /4
STR 8 (-1) DEX 14 (+2) CON 14 (+2) INT 18 (+4) WIS 13 (+1) CHA 10 (+0)
HP 26 (HD:4d6)
AC 12/15
Initiative +4
Speed 30
Proficiency +2
Passive Perception 13
Alignment: Chaotic Good
XP: 2700

Proficiencies:
Saving Throws: INT +6 WIS +3
Skills: Race: Perception +3 Class: Investigation +6 Religion +8 Background: Arcana +8 History +8
Weapons: Class: Simple Race: Longsword, Shortsword, Shortbow, Longbow
Armor: None
Tools: None
Languages: Common, Draconic, Elvish, Primordial, Sylvan

Spellcasting:
Spell Attack: +6
Spellcasting DC: 14
Spell Level: 2
Spell Slots: 1: 4 2: 3
Spells Known:
1: Color Spray, Detect Magic(R), Find Familiar(R), Ice Knife, Identify(R), Mage Armor, Sleep, Unseen Servant(R)
2: Hold Person, Misty Step, Phantasmal Force, Scorching Ray
Cantrips: Dancing Lights, Fire Bolt, Lightning Lure, Mage Hand, Minor Illusion
Prepared Spells: 1: Color Spray, Ice Knife, Mage Armor, Sleep 2: Hold Person, Misty Step, Phantasmal Force, Scorching Ray

Class & Race Abilities:
Class Features:
Saves: DEX +2 INT +1
Skills: Investigation +2, Religion +2
Level 4 Ability Score Increase: INT +2
Class Features:
Spellcaster Spell Slots 1st = 4, 2nd = 3, 3rd = 0, 4th = 0, 5th = 0, 6th = 0, 7th = 0, 8th = 0, 9th = 0
Arcane Recovery 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 1, and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
Ritual Casting You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
Cantrips At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Preparing and Casting Spells The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to 5. The spells must be of a level for which you have spell slots. For example, if you're a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.
Spellcasting As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. Spell save DC 14; Spell attack modifier +6

Arcane Tradition - Lore Master
Lore Mastery
Starting at 2nd level, you become a compendium of knowledge on a vast array of topics. Your proficiency bonus is doubled for any ability check you make that uses the Arcana, History, Nature, or Religion skill if you are proficient in that skill.
In addition, your analytical abilities are so well-honed that your initiative in combat can be driven by mental agility, rather than physical agility. When you roll initiative, it is either an Intelligence check or a Dexterity check for you (your choice).
Spell Secrets
At 2nd level, you master the first in a series of arcane secrets uncovered by your extensive studies.
When you cast a spell with a spell slot and the spell deals acid, cold, fire, force, lightning, necrotic, radiant, or thunder damage, you can substitute that damage type with one other type from that list (you can change only one damage type per casting of a spell). You replace one energy type for another by altering the spell’s formula as you cast it.
When you cast a spell with a spell slot and the spell requires a saving throw, you can change the saving throw from one ability score to another of your choice. Once you change a saving throw in this way, you can’t do so again until you finish a short or long rest.
Race Features:
Ability Scores: +2 DEX +1 INT
Skills: Perception +2
Languages: Common, Elvish, Sylvan
Other:
Darkvision 60' dim light at bright light and darkness as dim light.
Keen Senses Proficiency in Perception.
Fey Ancestry Advantage on saving throws against being charmed, and magic cannot put you to sleep.
Trance No sleep required. Four hour meditative trance is all that is required, and it equals a full 8 hours sleep.
Cantrip You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it. Spell save DC 14; Spell attack modifier +6.
Elf Weapon Training You have proficiency with the longsword, shortsword, shortbow, and longbow.
Extra Language You can speak, read, and write one extra language of your choice.


Inventory:

Coins & Gems:
GP 96
EP
SP
CP

Armor: None/Mage Armor (10/13 base AC)

Weapons: Quarterstaff, Dagger, Longbow, Shortsword

Readied Items: Longbow

Trinkets: A multicolored stone disk

Other Items: Spellbook, Component Pouch, 2 Quivers w/40 arrows, Dark commoner's clothes, Scholar’s robe, Explorer's pack (backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days rations, waterskin, 50' hempen rope), Writing kit (small pouch with a quill, ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study (Dragons)


Background:

Background: Cloistered Scholar

Skills: Arcana +2 History +2

Lang: Draconic, Primordial

Feature: Dragon Scholar
You have studied dragons and their lore for many years. You can automatically identify locations built or used by dragons and can identify dragon eggs and scales by sight. If you fail an Intelligence check to recall lore relating to dragons, you know someone or some book you can consult for the answer unless the DM rules that the lore is unknown.

Specialty: Researcher

Personality Trait: There’s nothing I like more than a good mystery.

Ideals: No Limits. Nothing should fetter the infinite possibility inherent in all existence.

Bonds: Every five nights, you have a strange sequence of apocalyptic dreams. The world is destroyed by cold, choking fumes, lightning storms, waves of acid, and horrible fire. Each time, the dream ends with ten evil eyes glaring at you from the darkness. You feel a strange compulsion to travel to Greenest. Perhaps the answer to the riddle of your dreams awaits you there.

Flaws: I speak without really thinking through my words, invariably insulting others.

History/Background:

Kirian hails from Silverymoon. His family comes from a long line of magicians. He displayed a keen aptitude for learning magic at an early age. He spent much of his formative years as a scholar in Arkhen's Invocatorium, specializing in extensive research on various myths and legends. He has been known to spend days on end in the university libraries buried under mountains of books.

While he’s been a dedicated student, his high intelligence and natural elven arrogance have made him difficult to work with at times. As part of his initiation into the first level of Wizardry, his teachers have decided it was time to get him out of the library and into the field. Kirian jumped at the opportunity, not quite realizing his teachers’ motives were to also teach him a healthy dose of humility.

Kirian soon discovered a previously unknown thirst for adventure, which has informed his studies since. As he combined adventuring with scholarship, he formed a deeper bond to the process of creating magic itself, eschewing the traditional arcane traditions for a more comprehensive and holistic approach.

More recently, he has been beset by strange apocalyptic dreams, which has led him to travel to Greenest to find answers.

Quick Dice:

[dice=Fire Bolt Att]1d20+6[/dice]
[dice=Fire Bolt Dam]1d10[/dice]

[dice=Perception]1d20+3[/dice]

[dice=Investigation]1d20+6[/dice]

[dice=Sleep Affect HP]5d8[/dice]

[dice=Longbow Att]1d20+4[/dice]
[dice=Longbow Dam]1d8+2[/dice]