Elderstadt Tako
Tako is a crazed Gnome hermit who is incredibly skilled in the Arcane Arts. He is over 120 years old and escaped the notice of the Assembly of the Weave decades ago. It is said he faked his death in a spectacular manner with a ball of blue arcane energy. His rickety wizard tower exploded sending small blue energy dragons throughout the city of Helletown. In truth he did fake his death to get out of paying taxes and fees to the Assembly. over the last 50 years his grip on reality has slowly waned and now he talks in earnest to animals and bugs and sometimes can be found with sock puppets on sticks that he argues with vehemently. Currently he is living in the mountain range known as the shield spikes.
Loot: Tako’s Practical Mage Robe 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: 760 gold pieces (gp 22 silver pieces (sp 57 copper pieces (cp 2 gems (worth 50 gp each)
Loot: Tako’s Practical Mage Robe 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: 760 gold pieces (gp 22 silver pieces (sp 57 copper pieces (cp 2 gems (worth 50 gp each)
Physical Description
General Physical Condition
Race: Rock Gnome
Class & Level: Wizard 10 (Conjurer)
Background: Hermit
Alignment: Neutral Evil Experience: 68,480 xp
ABILITY SCORES & ABILITIES
Strength 10
Dexterity 13 +1 ... Dexterity Ability Checks
Constitution 16 +3 ... Constitution Ability Checks
Intelligence 20 +5 ... Intelligence Ability Checks +9 ... Intelligence Saving Throws * +9 ... Arcana Skill * +5 ... History Skill +9 ... Investigation Skill * +5 ... Nature Skill +9 ... Religion Skill *
Wisdom 12 +1 ... Wisdom Ability Checks +5 ... Wisdom Saving Throws * +1 ... Animal Handling Skill +1 ... Insight Skill +5 ... Medicine Skill * +1 ... Perception Skill +1 ... Survival Skill
Charisma 8
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.)
Fire Bolt Cantrip. Ranged Spell Attack: +9 to hit, targets one creature or object within 120 ft. range. Hit: 2d10 fire damage and unattended flammable objects catch on fire.
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, Investigation, Medicine, Religion • Languages: Common, Dwarvish, Gnomish Rock Gnome Traits [PHB p. 35] • Age: 108 years old • Medium Size (3' 5", 41 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) • Conjuration Savant (copy such spells in half the time) • Minor Conjuration (create an object that lasts one hour) • Benign Transposition (teleport 30 feet or swap places with another within 30 feet) • Focused Conjuration (damage cannot disrupt concentration on conjurations) Spellcasting [PHB p. 201] Spell Attack Modifier +9 Spell Save DC 17
Cantrips Known: Blade Ward, Fire Bolt, Light, Mending, True Strike Prepared Spells 1st Level (4 slots): Mage Armor, Find Familiar, Grease 2nd Level (3 slots): Cloud of Daggers, Misty Step, Phantasmal Force, Scorching Ray, hold person 3rd Level (3 slots): Sleet Storm, Fireball, Hypnotic Pattern 4th Level (3 slots): Conjure Minor Elementals, Evard's Black Tentacles, Greater Invisibility 5th Level (2 slots): Conjure Elemental, Cloudkill, hold monster, 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: 760 gold pieces (gp 22 silver pieces (sp 57 copper pieces (cp 2 gems (worth 50 gp each)
Class & Level: Wizard 10 (Conjurer)
Background: Hermit
Alignment: Neutral Evil Experience: 68,480 xp
ABILITY SCORES & ABILITIES
Strength 10
Dexterity 13 +1 ... Dexterity Ability Checks
Constitution 16 +3 ... Constitution Ability Checks
Intelligence 20 +5 ... Intelligence Ability Checks +9 ... Intelligence Saving Throws * +9 ... Arcana Skill * +5 ... History Skill +9 ... Investigation Skill * +5 ... Nature Skill +9 ... Religion Skill *
Wisdom 12 +1 ... Wisdom Ability Checks +5 ... Wisdom Saving Throws * +1 ... Animal Handling Skill +1 ... Insight Skill +5 ... Medicine Skill * +1 ... Perception Skill +1 ... Survival Skill
Charisma 8
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.)
Fire Bolt Cantrip. Ranged Spell Attack: +9 to hit, targets one creature or object within 120 ft. range. Hit: 2d10 fire damage and unattended flammable objects catch on fire.
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, Investigation, Medicine, Religion • Languages: Common, Dwarvish, Gnomish Rock Gnome Traits [PHB p. 35] • Age: 108 years old • Medium Size (3' 5", 41 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) • Conjuration Savant (copy such spells in half the time) • Minor Conjuration (create an object that lasts one hour) • Benign Transposition (teleport 30 feet or swap places with another within 30 feet) • Focused Conjuration (damage cannot disrupt concentration on conjurations) Spellcasting [PHB p. 201] Spell Attack Modifier +9 Spell Save DC 17
Cantrips Known: Blade Ward, Fire Bolt, Light, Mending, True Strike Prepared Spells 1st Level (4 slots): Mage Armor, Find Familiar, Grease 2nd Level (3 slots): Cloud of Daggers, Misty Step, Phantasmal Force, Scorching Ray, hold person 3rd Level (3 slots): Sleet Storm, Fireball, Hypnotic Pattern 4th Level (3 slots): Conjure Minor Elementals, Evard's Black Tentacles, Greater Invisibility 5th Level (2 slots): Conjure Elemental, Cloudkill, hold monster, 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: 760 gold pieces (gp 22 silver pieces (sp 57 copper pieces (cp 2 gems (worth 50 gp each)
Species
Year of Birth
2865
133 Years old
Children
Gender
Male
Eyes
dark grey and wide
Hair
Wild white hair
Skin Tone/Pigmentation
Brown and spotty
Height
3'9"
Weight
54
Comments