Full Name |
Kruppe |
Race |
Male Dwarf (Rock) Wizard (Transmuter) 2 | 20' | HP: 14/26 | AC: 16 (17 with shield) | Perc: +6 (T; Darkvision, Stonecunning +2) | F: +6 R: +5 W: +8 |
Classes/Levels |
| Exploration: Investigate | Spells & Abilities Used: lv. 1: 1/3 Focus: 0/1 Bonded Item: 0/1 | Status: Mage Armor | Hero Points: 0 |
About Kruppe Delat
CG Male Dwarf (Rock Dwarf) Wizard
Kruppe Delat is a dwarf with a round body, a faded blue waistcoat with puffy white cuffs, and the short oily hair atop his head. His beard covers a cherubic face that's often smeared with cake icing and pastry crumbs; and he carries a silk handkerchief in his pocket, which he produces often to blot his brow or wipe his mouth. Kruppe's blissfully idiotic mask never drops.
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DEFENSE
HP 18
AC 15 (16 with Shield) (10+3+1+1 [shield])
Speed 20’
Fort +5 (T) (+2 vs Shove/Trip)
Reflex +4 (T)
Will +7 (E)
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OFFENSE
Crossbow +4 for 1d8 P
Dagger +3 for 1d4 P/S
Ray of Frost +7 for 1d4+4
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PREPARED SPELLS
Cantrips
1. Ghost Sound
2. Light
3. Mage Hand
4. Ray of Frost
5. Shield
First Level
1. Mage Armor (cast)
2. Magic Weapon
3. Magic Missile
Transmuter Focus
1. Physical Boost
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ABILITY MODIFIERS
Str: 0
Dex: 1
Con: 2
Int: 4
Wis: 2
Cha: 0
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SKILLS
Acrobatics (U) +1
Arcana (T) +8
Athletics (U) +0
Crafting (U) +4
Deception (U) +0
Diplomacy (U) +0
Intimidation (U) +0
Medicine (U) +2
Nature (U) +2
Occultism (T) +8
Performance (U) +0
Religion (T) +6
Society (T) +8
Stealth (U) +1
Survival (U) +2
Thievery (U) +1
Academia Lore (T) +8
Languages
Common
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GEAR
Held Items
Handkerchief (arcane bond)
Worn Items
backpack
ordinary clothing
dagger
crossbow and bolts
spell component pouch
Stowed items
Salted Halibut
bedroll
compass (1 gp)
10 pieces of chalk
mirror (1 gp)
flint and steel
50' of rope
2 weeks’ rations (pastries)
soap
spellbook
5 torches
waterskin
writing set (1 gp)
3 replacement picks
5.1 gold pieces
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SPELLBOOK
Cantrips
Acid Splash
Daze
Detect Magic
Ghost Sound
Light
Mage Hand
Message
Ray of Frost
Shield
Sigil
First Level
Command
Fleet Step
Mage Armor
Magic Weapon
Pest Form
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MACROS
Skills
[dice=Acrobatics (U)]1d20+1[/dice]
[dice=Arcana (T)]1d20+8[/dice]
[dice=Athletics (U)]1d20+0[/dice]
[dice=Crafting (U)]1d20+4[/dice]
[dice=Deception (U)]1d20+0[/dice]
[dice=Diplomacy (U)]1d20+0[/dice]
[dice=Intimidation (U)]1d20+0[/dice]
[dice=Medicine (U)]1d20+2[/dice]
[dice=Nature (U)]1d20+2[/dice]
[dice=Occultism (T)]1d20+8[/dice]
[dice=Performance (U)]1d20+0[/dice]
[dice=Religion (T)]1d20+6[/dice]
[dice=Society (T)]1d20+8[/dice]
[dice=Stealth (U)]1d20+1[/dice]
[dice=Survival (U)]1d20+2[/dice]
[dice=Thievery (U)]1d20+1[/dice]
[dice=Academia Lore (T)]1d20+8[/dice]
Attacks
[dice=Crossbow, 120' range]1d20+5[/dice]
[dice=Piercing]1d8[/dice]
[dice=Dagger]1d20+4[/dice]
[dice=Piercing/Slashing]1d4[/dice]
[dice=Ray of Frost]1d20+8[/dice]
[dice=Cold]1d4+4[/dice]
–10-foot status to Speeds for 1 round if crit
Saves
[dice=Fort]1d20+6[/dice] (+2 vs shove/trip)
[dice=Reflex]1d20+5[/dice]
[dice=Will]1d20+8[/dice]
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CHARACTER CREATION
1. Concept
A dwarf wizard who likes pastries, is hard to knock down, and puts on an act that he's rather foolish.
2. Starting Modifiers
Str: 0
Dex: 0
Con: 0
Int: 0
Wis: 0
Cha: 0
3. Select an Ancestry: Dwarf
Ability Boosts
Dwarves add a +1 modifier to Con and Wis:
Str: 0
Dex: 0
Con: 1
Int: 0
Wis: 1
Cha: 0
Ancestry Stats
Base Hitpoints: 10
20' speed
Darkvision
Heritage
Rock Dwarf: +2 to Fortitude and Reflex DCs to Shove or Trip you
Stonecunning: +2 to Perception to notice unusual stonework and traps hidden in stone.
4. Background: Scholar
You have always had a knack for learning, and for years you sequestered yourself from the outside world to learn all you could. You read about so many wondrous places and things in your books, and you always dreamed about one day seeing those things with your own eyes. Eventually, that curiosity led you to conclude your formal studies and become an adventurer to pursue a more hands-on education.
Ability Boost
+1 to your Intelligence:
Str: 0
Dex: 0
Con: 1
Int: 1
Wis: 1
Cha: 0
Training
You’re trained in Arcana (or Religion if you’re a wizard) and the Academia Lore skill.
Background Ability: Assurance in Arcana: For Arcana checks, you can use a result of 10 + your proficiency bonus in
Arcana instead of rolling.
5. CLASS: WIZARD
Ability Boosts
Add a +3 modifier to your Intelligence, then pick 3 other abilities to add a +1 modifier to.
Str: 0
Dex: 1 (+1)
Con: 2 (+1)
Int: 4 (+3)
Wis: 2 (+1)
Cha: 0
Hit Points
Add 6 for Wizard, your Ancestry, and your con modifier. 6+10+2=18
Wizard Skill Training
Trained in Arcana, Occultism, and Society
Perception
Trained in Perception
Saving Throws
Trained in Fortitude saving throws (3+2=+5)
Trained in Reflex saving throws (3+1=+4)
Expert in Will saving throws (5+2=+7)
Defenses
Trained in unarmored defense
Attacks
Trained in club, crossbow, dagger, heavy crossbow, staff, and fists
Spells
Trained in spell attacks and spell DCs
Spell DC=10+3+4=17
Through dedicated study and practice, you’ve learned to harness arcane power to cast spells. Each morning, you study your spellbook to decide what spells you want to cast that day. This is called preparing your spells. Every day, you can prepare two 1st-level spells and five cantrips.
Spellbook
You can only prepare spells that you have recorded in your spellbook. You have a spellbook that contains all of the cantrips listed on page 36, plus the 1st-level spells listed in your arcane school (see below). As you gain levels, you’ll add spells to your spellbook. You can also add new spells you find during your adventures using the Arcana skil.
Spell Substitution
You have the Spell Substitution Class Ability. You can swap what spells you have prepared by studying your spellbook. 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.
Arcane Bond
You have the Arcane Bone class ability. You place some of your magical power in a special item, usually an item associated with spellcasting, like a wand, ring, or staff. Each morning when you prepare your spells, you can designate a single item you own as your bonded item.
Once a day, you can drain the item’s power to choose a spell that you already cast today and cast it again. Recalling this spell is instant, but you have to spend the actions to cast the spell.
Arcane School
The final choice you must make as a wizard is to select one school of magic you study above others: abjuration, evocation, or transmutation. Your school adds 1st-level spells to your spellbook, plus one special kind of spell called a school spell. You cast your school spell like any other spell. Once you cast it, you can get it back by spending 10 minutes studying your spellbook, allowing you to cast it again!
Transmutation
Using transmutation, you alter the physical properties of things, transforming creatures, objects, the natural world, and even yourself.
You learn the physical boost school spell and the following 1st-level spells: command, fleet step, mage armor, magic weapon, and pest form.
6. Equipment
Wizard kit and 10 GP
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LEVEL 2
Feat: Reach Spell