Caleb Character in Urth | World Anvil
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Caleb

Caleb

Physical Description

General Physical Condition

Caleb is relatively fit and healthy, consistent physical work and having to find and cook his own food has left him somewhat lean.

Body Features

Caleb has a slightly tan skin tone, gained from spending most of his life outside. He is slightly taller than your average halfing.

Facial Features

Caleb has a quite angular facial structure, making him appear somewhat Elf-like when seen from the front. He has bushy facial hair, grown out so people from his old life can't recognise him easily.

Special abilities

Caleb has learnt the magic of Wangateurs, meaning he specialises in Curses and Spritualism, as well as picking up some knowledge of the Arcana tradition.

Apparel & Accessories

Caleb wears relatively simple clothing, the types of robes, shirts, and trousers you'd be able to find in most towns. Though his clothes are worn around the hems, and he has odd charms and trinkets hanging off of his spear and protruding from most of his pockets

Specialized Equipment

Caleb carries with him a set of enchanted clothes, that are capable of changing their appearance each day.

Mental characteristics

Personal history

Caleb's Grandfather was a famous bard that filled his head with all sorts of superstitions as he was growing up, though once he was old enough Caleb left his family behind as he had no real relationship to speak of with most of them. Some time later he was cast out of the Village he was living in, for reasons yet unclear, which forced Caleb into desperation where he regretfully resorted to banditry to get by and becoming wanted in several towns because of it.   One day he came across an old Wangateur on the road, whom he ambushed and robbed, but feeling terribly regretful decided to return the stolen items to the man. The Wangateur then suggested Caleb become his apprentice, to make up for his crimes and to turn his life around. After many years his master passed away, and Caleb took up the mantle in his stead.

Education

Caleb was taught how to read and write by his Wangateur master, as part of his training.

Employment

Caleb had found some success in life working as an apothecary, as well as being a patrol guard for his village.

Failures & Embarrassments

Caleb considers his life as a bandit to be one of his failings, and works towards making up for the harm he has done.

Mental Trauma

While not due to any sort of trauma, Caleb has an almost unhealthy obsession with Riddles.

Intellectual Characteristics

Caleb considers themselves a logical and philosophical individual.

Morality & Philosophy

Caleb tries to not break his word or the law unless he feels like there is no other option, though his sense of what is 'right' doesn't always match up with other people's.

Social

Religious Views

Caleb follows the teachings of the Old Faith.

Wealth & Financial state

Caleb isn't the wealthist person, though has managed to secure a comfortable living for himself as he travels around.
Current Location
Species
Halfling
Year of Birth
858 AF 32 Years old
Children
Eyes
Brown
Hair
Shoulder-length, disheveled, black
Height
4'2"
Weight
108lbs
Known Languages
Caleb knows the Common Tongue, as well as Dark Speech and Elvish. As part of his Magical training, he has learnt how to read and write all of his Spoken Languages.

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Caleb
CHARACTER
Josh
PLAYER
4
LEVEL

Halfling
ANCESTRY
Magician
NOVICE PATH
Wangateur
EXPERT PATH
0
INSANITY
0
CORRUPTION
2
POWER
CHARACTERISTICS
Strength
9
-1
Intellect
13
+3
Agility
12
+2
Will
11
+1
Perception
13
+3
Speed
10
Size
1
Health/ Healing Rate
20
5

The Old Faith
RELIGION
Apothecary,
Bandit,
Patroller,
Scholar of Magic and the Occult
PROFESSIONS

Armors & Shields
Name
DEF
Properties
Soft Leather
Agility + 1
Clothing
Small Shield
+1
Off-Hand, 1 Damage

DEFENSE
14
DAMAGE
0
Crowns
0
Shillings
0
Pennies
0
Bits
0
LANGUAGES
Fluent in Common,
Fluent in Dark Speech,
Fluent in Elvish

Weapons
Name
Hand
Attack
Damage
Properties
Dagger
Off
+2
1d3
Finesse, Thrown (Short Range)
Spear
One
+2
1d6
Finesse, Thrown (Short Range)

Ammo
Name
Pieces
Inventory
Clothing:
Dragon Scale Necklace, Fine Cloak, Soft Leather, Well-made Basic Clothing
  On-Person:
Antitoxin Syringe x1, Iron Bolas, Silvered Dagger, Small Shield, Spear, Healing Potion Syringe 2
  Backpack:
Alchemist's Kit, Iron Bolas, Bottle of Rotguy, Fiddle w/ Bow, Healing Potion x3, Rations x7, 20ft Coil of Rope, Tinderbox, Torch x2, Wanted Poster, Waterskin, Well-made Basic Clothing. Enchanted Set of Clothing.

Quirks, Madness, MoD

Talents
Good Fortune
Whenever a creature within Short Range rolls a 1 on any die, you can use a triggered action to discard the roll and let the creature roll again.
Uncommon Courage
When you become Frightened, you can use a triggered action to make a Will Challenge roll. On a success, you remove the Frightened affliction.
Cantrip
Whenever you discover a tradition, you learn an additional Rank 0 spell from that tradition.
Sense Magic
You learn the Sense Magic Magician spell
Magical Rejuvenation
You can use an action to heal damage equal to your healing rate. For 1 round, whenever you cast a spell, you immediately regain the casting of that spell. Once you use this talent, you must complete a rest before you ca use it again.
Ensnare Spirit
If you are carrying a totem as your implement of magic when a Spirit within Short Range becomes Incapacitated, you can use a triggered action to ensnare it with your totem. The Spirit remains ensnared until you release it. As long as you have at least one ensnared Spirit, you make all Perception rolls with 1 Boon.
Unravel Magic
You can use an action to make an Intellect Challenge roll to end an effect created by a spell you did not cast. If the spell is of a Rank higher than you can cast, you make the roll with 2 Banes. You can release a Spirit you ensnared with your Ensnare Spirit talent to get an automatic success.

1. Tradition
Arcana
Attribut: Intellect
The Arcana tradition is a staple in the arsenals of many users of magic. Arcana's attack spells offer incredible accuracy, while the tradition stands as one of the few with the capability of unravelling spells from any tradition.
Utility Spells
Arcane Armour
Rank: 0
Casts: 3
Requirement: You must not be wearing armour.
Duration: 4 hours.
An invisible field of force springs into existence around you, granting a +2 bonus to your Defence for the duration. As well, for the duration, normal precipitation does not touch you, light wind does not affect you, and you are not discomfited by cold or heat, though you still take damage from cold and fire.
  Arcane Surge
Rank: 1
Casts: 2
Duration: 1 round.
For the duration, when you attack with a spell, you make the Attack roll with 3 boons and creatures make Challenge rolls to resist your spells with 3 banes.
Triggered: On your turn, you can use a triggered action to cast this spell.
Attack Spells
Magic Dart
Rank: 0
Casts: 3
Target:One creature or object within Long Range
A magical dart flies from your fingertip. The dart automatically hits, provided there is an unobstructed path between you and the target. The target takes 1d3+1 damage.
  Eldritch Bands
Rank: 2
Casts: 1
Target: Up to three creatures or objects within Short Range
You fling bands of magical energy from your hand. For each target, make an Intellect Attack roll against the target's Agility. On a success, the band wraps itself around the target, causing it to become Immobilised for 1 Minute.

2. Tradition
Curse
Attribut: Intellect
Curse is a Dark Magic Tradition that finds its origins in ancient Faerie magic that has since been corrupted, twisted by darkness, to become something evil.
Utility Spells
NONE
Attack Spells
Failure
Rank: 0
Casts: 3
Target: One creature within Short Range that can see you
Make an Intellect Attack roll against the target's Intellect. On a success, the creature becomes Cursed for 1 minute. When a creature Cursed by this spell gets a success on an Attack roll or Challenge roll, you can use a triggered action to end the spell and turn the success into a failure.
Attack Roll 20+: Using a triggered action to turn the success into a failure does not end the spell.
  Hex
Rank: 0
Casts: 3
Target: One creature within Short Range that can see you
Make an Intellect Attack roll against the target's Will. On a success, the target becomes Cursed for 1 minute or until it takes damage. While Cursed, the target is Impaired and you make Attack rolls against it with 1 Boon.
Attack Roll 20+: The target becomes Dazed for 1 round.
  Weakness
Rank: 2
Casts: 1
Target: One creature within Medium Range
Make an Intellect Attack roll against the target's Strength. On a success, the target becomes Cursed for 1 minute. While Cursed, the target takes a -10 penalty to Health and make Strength and Agility Attack and Challenge rolls with 1 Bane.
Attack Roll 20+: The Curse lasts until you die or until you life it.

3. Tradition
Spiritualism
Attribut: Will
The Spiritualism tradition finds its roots in the First People. Although used by others, including mediums, seers, and necromancers, it remains most commom among the more primitive peoples.
Utility Spells
Spirit Bane
Rank: 0
Casts: 3
Target: One weapon you can reach
Duration: 1 minute
You touch the target. For the duration, successful attacks made with the target deal full damage to Spirits and other creatures that normally take half damage from weapons.
  Spirit of Vengeance
Rank: 0
Casts: 3
Target: One creature you can see within Short Range
Duration: 1 minute
A vengeful spirit binds itself to the target for the duration. Once per round, during that time, whenever the target deals damage to another creature, that creature must make a Will Challenge roll. On a failure, the creature takes 1 extra damage and becomes Frightened for 1 round.
  Bear Spirit
Rank: 1
Casts: 2
Target: One creature you can see within Short Range
Duration: 1 minute
A ghostly bear spirit appears and moves into the target for the duration. During that time, the target has a +5 bonus to Health, and the target makes Strength Attack and Challenge rolls with 1 Boon.
Attack Spells
Vexing Spirit
Rank: 1
Casts: 2
Target: One creature you can see within Short Range
Make a Will Attack roll against the target's Will. On a success, you bind a vexing spirit to the target. For 1 minute, the target is Frightened and whenever it gets a failure on an Attack or Challenge roll, the target gains 1 Insanity.
Attack Roll 20+: The target also gains 1d3 Insanity.

Non Tradition
Utility Spells
Sense Magic
Rank: 0
Casts: 3
Target: A sphere with a 5-yard radius centred on a point within your space
You know if there are any ongoing magical effects in the area and from what points they originate.
Attack Spells
NONE

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