Chaco the Ill tempered
A crazy wizard who lives in the mountains near Dagger Cat Pass.
Physical Description
General Physical Condition
ame: Quni the Bright
Race: Rock Gnome
Class & Level: Wizard 10 (Transmuter)
Background: Hermit
Alignment: Neutral
ABILITY SCORES & ABILITIES
(* includes +4 proficiency bonus; ** includes expertise, if any)
Strength 10
+0 ... Strength Ability Checks
+0 ... Strength Saving Throws
+0 ... Athletics Skill
150 lbs. ... Maximum Carrying Capacity
300 lbs. ... Max. Push or Drag (Speed -5 ft.)
300 lbs. ... Maximum Lift
Dexterity 13
+1 ... Dexterity Ability Checks
+1 ... Dexterity Saving Throws
+1 ... Acrobatics Skill
+1 ... Sleight of Hand Skill
+1 ... Stealth Skill
Constitution 16
+3 ... Constitution Ability Checks
+3 ... Constitution Saving Throws
Intelligence 20
+5 ... Intelligence Ability Checks
+9 ... Intelligence Saving Throws *
+9 ... Arcana Skill *
+5 ... History Skill
+5 ... Investigation Skill
+5 ... Nature Skill
+9 ... Religion Skill *
Wisdom 12
+1 ... Wisdom Ability Checks
+5 ... Wisdom Saving Throws *
+1 ... Animal Handling Skill
+5 ... Insight Skill *
+5 ... Medicine Skill *
+1 ... Perception Skill
+1 ... Survival Skill
Charisma 8
-1 ... Charisma Ability Checks
-1 ... Charisma Saving Throws
-1 ... Deception Skill
-1 ... Intimidation Skill
-1 ... Performance Skill
-1 ... Persuasion Skill
COMBAT [PHB p. 189]
11 ... Passive Perception
+1 ... Initiative Modifier
Armor Class 11 ... Armor worn: None
25 ft. Speed ... Base distance per move
72 hit points ... 10d6 Hit Dice
Quarterstaff. Melee Weapon Attack: +4 to hit, reach 5 ft. Hit: 1d6+0 bludgeoning damage. (If used two-handed in melee, does 1d8+0 damage.)
Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. 1d4+1 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)
Ray Of Frost Cantrip. Ranged Spell Attack: +9 to hit, targets one creature or object within 60 ft. range. Hit: 2d8 cold damage and target's speed reduced by 10 feet for one round.
FEATURES, TRAITS, SPECIAL ABILITIES
Proficiencies & Languages
• Proficiency Bonus: +4
• Armor: none
• Weapons: dagger, dart, light crossbow, quarterstaff, sling
• Tools: herbalism kit
• Saving Throws: Intelligence, Wisdom
• Skills: Arcana, Insight, Medicine, Religion
• Languages: Common, Dwarvish, Gnomish
Rock Gnome Traits [PHB p. 35]
• Age: 123 years old
• Medium Size (3' 3", 39 lbs.)
• Darkvision (60 feet)
• Gnome Cunning (adv. on Intelligence, Wisdom, Charisma saving throws vs. magic)
• Artificer's Lore (History bonus)
• Tinker (craft devices)
Wizard Class Features [PHB p. 112]
• Ritual Casting
• Arcane Recovery (regain spell slots totalling 5 levels after short rest once per day)
• Transmutation Savant (copy such spells in half the time)
• Minor Alchemy (change ordinary materials' nature for 1 hour)
• Transmuter's Stone (rock grants user darkvision to 60 feet, +10 feet speed, prof. in Constitution saves, or resistance to an elemental damage type)
• Shapechanger (use Polymorph without spell slot once betw. rests)
Spellcasting [PHB p. 201]
Spell Attack Modifier +9
Spell Save DC 17
Cantrips Known: Friends, Mage Hand, Minor Illusion, Prestidigitation, Ray of Frost
Prepared Spells
1st Level (4 slots): Mage Armor, Longstrider, Detect Magic, Fog Cloud
2nd Level (3 slots): Alter Self, Spider Climb, Misty Step, hold person
3rd Level (3 slots): Fly, Haste, Fireball
4th Level (3 slots): Polymorph, Confusion, Conjure Minor Elementals
5th Level (2 slots): Animate Objects, Cone of Cold, dominate person
Hermit Features [PHB p. 134]
• Discovery (great secret)
EQUIPMENT & TREASURE
Carried Gear: dagger, quarterstaff, herbalism kit (clippers, mortar and pestle, pouches and vials of herbs), set of common clothes, a scroll case stuffed full of notes from your studies or prayers, a winter blanket
Coins & Gems: 660 gold pieces (gp 73 silver pieces (sp 33 copper pieces (cp 3 gems (worth 50 gp each)
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