Podrin Walker Character in Axora | World Anvil

Podrin Walker

Podrin Walker

Childhood

Podrin was born in Ullford and had spent his entire life there. When Podrin turned 18, it just so happened that Halatir Oberron was on the lookout for an apprentice. He found the untapped magical potential in Podrin and hired him.  

Recently

Podrin was attacked on the Chasm Road by an unknown force during a stock run. He woke in the mud and ran back to Ullford where, after briefly falling unconscious from exhausted, a group of adventurers were acquired to help him recover the stolen goods from the cart. They discovered, to their surprise, it was, in fact, a Kobold clan whose leader had a magic wand in its possession that was responsible. Together, the eliminated the Kobolds and reclaimed all the purloined items.  

Physical Description

Typically wears basic clothes, nothing fancy. Usually some form of brown on brown. Halatir's extravagant stylings, however, are somewhat forced upon his apprentice and he wears a deep purple robe over the top of his more basic regular clothes.

Mental characteristics

Education

Trained in magic by Halatir Oberon, who he is an apprentice for.

Employment

Works for Halatir Oberon.

Relationships

Podrin Walker

Apprentice (Important)

Towards Halatir Oberon

5

Honest


Halatir Oberon

Teacher (Important)

Towards Podrin Walker

4

Honest


Wealth & Financial state

He is paid well by Halatir, but is not rich himself by any means. This allows him to live his particular lifestyle more than comfortably. However, as he is not used to money, his lifestyle is still fairly simple.
Current Location
Species
Ethnicity
Year of Birth
564 PC 21 Years old
Birthplace
Dawnstone
Spouses
Siblings
Children
Current Residence
Gender
Male
Eyes
Brown
Hair
Dark brown, unkempt and medium-short
Height
5'10"
Weight
160lbs
Known Spells
  • Identify
  • Magic Missile
  • Shield

Podrin Walker

Wizard 2 Class & Level
Guild Artisan Background
Human Race
Neutral Good Alignment

Strength 8
-1
Dexterity 14
+2
constitution 10
+0
intelligence 18
+4
wisdom 15
+2
charisma 12
+1
Total Hit Dice 2
Hit Die 1d6+0
2 proficiency bonus
12 Passive perception
-1 Strength
2 Dexterity
0 Constitution
6 Intelligence
4 Wisdom
1 Charisma
saving throws
2 Acrobatics
2 Animal Handling
6 Arcana
-1 Athletics
1 Deception
4 History
4 Insight
1 Intimidation
6 Investigation
2 Medicine
4 Nature
2 Perception
1 Performance
3 Persuasion
4 Religion
2 Sleight of Hands
2 Stealth
2 Survival
skills
12
AC
10
Hit Points
2
Initiative
30ft
Speed

Proficiencies
Attacks

Spellcasting

Equipment

Personality Traits

Ideals

Bonds

Flaws

Features & Traits

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