Ernest Shreckler Character in Verum | World Anvil

Ernest Shreckler

Ernest Shreckler

A wizard, hailing from Majital, born in Daborak. Wearing red robes, he strolls around with an air of carefree inquisitiveness.

Physical Description

General Physical Condition

Somewhat thin

Facial Features

A well kept, short beard, with slightly singed hair ends in a few spots.

Apparel & Accessories

Red wizard robes, smoking pipe.

Mental characteristics

Personal history

Originally from Daborak, Ernest grew up on a farm, helping his family work the land from the young age of 10. His family did not care for history or lineages, only for hard, honest work, and to strive to do best you can, with resources you have. As such, life was hard, simple, yet wholesome.   At the age of 11, Ernest discovered his talent for magic, accidentally scorching a bale of hay. His parents being less impressed at the loss, yet seeing the potential of their only son, planned on sending him to Majital when their son reached adulthood, for where else would be better place for the magically gifted than the land of the Mages guild itself? However, it was not to be, at least not in the way he envisioned it. At 15, his mother passed away, and a year later, his father. Only 16 and having inherited the farm from his parents with no way to run it single-handedly, Ernest sold the farm, and used the funds to start anew in Majital, joining the Mages guild, to study and kindle his growing fascination of pyromancy.   Growing up in Majital he acquired a taste for spirits and tobacco, and has taken an interest in brewing his own beverages as well, as a minor hobby he occasionally indulges in. A good bonfire is so much more enjoyable with a pipe in one hand and a glass in the other.   His time in the Mages guild only strengthened his fascination with pyromancy, having access to the vast amount of knowledge held within the guild, even if it was but a fraction compared to before the Reckoning. His search for knowledge drives him, discovering and developing the arcane power of flame, both ancient and new means to his ultimate goal, becoming one of the greatest minds on the field of pyromancy, if not the greatest.

Gender Identity

Male

Education

Scholar of the Mages Guild.

Employment

Member of the Mages Guild.

Accomplishments & Achievements

Survived the arena, helped destroy the arena. 'Helped' the Durugar dwarves.

Failures & Embarrassments

Barged in the house of a bunch of hobgoblins, killed all of them inside, turned out to be unrelated and innocent of what they were originally suspected of. All in his first assignment. 'Helped' the Durugar dwarves.

Morality & Philosophy

If you get the job done, who cares about details?

Personality Characteristics

Motivation

Becoming a renowned pyromancy expert, literally and figuratively writing the book on everything regarding flame, pyromancy and all that is associated with it. His ultimate goal is to have his name closely connected, if not be synonymous, to the field of pyromancy.

Savvies & Ineptitudes

Skilled brewer.

Likes & Dislikes

Likes a stiff drink, a good smoke, and a good warm fire to enjoy the former with.

Virtues & Personality perks

Inquisitive, curious, ambitious, quick to act.

Vices & Personality flaws

Quick to act and set fires. Tends to disregard collateral when it comes to fire.

Personality Quirks

Tends to smoke his pipe while excited or nervous. The smouldering embers may glow brighter the more excited/nervous he gets.

Hygiene

Tries to keep himself clean as best he can. Though coming from a farm, is not exactly bothered with some dirt or grime.

Social

Contacts & Relations

Harbors respect for the nation of Daborak, the Mages guild, and his family that gave him the opportunity to chase his dreams.

Religious Views

Agnostic, though has a general dislike for gods.

Social Aptitude

Average at best.

Hobbies & Pets

Likes to brew drinks and potions. Reading at the hearth.

Speech

Has what seems to be an accent of some unknown sort. He doesn't know where it comes from.

A brighter world, literally.

Current Location
Majital
View Character Profile
Alignment
Neutral
Birthplace
Daborak
Children
Current Residence
Majital
Gender
Male
Eyes
Deep Blue
Hair
Black
Skin Tone/Pigmentation
White, slightly tanned
Height
6ft 2in
Weight
166lbs
Known Languages
Common, Primordial

JuG

Variant Human Race
Majital, Arcana student Origin
Wizard 8 Class & Level
Neutral Alignment
None Deity
Mages Guild Faction
Member Rank/Position
10 Loyalty
Company

Strength 10
+0
Dexterity 14
+2
constitution 16
+3
intelligence 20
+5
wisdom 11
+0
charisma 11
+0
Total Hit Dice 8
Hit Die
1d6+3
+3 proficiency bonus
+0 Strength
+2 Dexterity
+3 Constitution
+8 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+8 Arcana
+0 Athletics
+0 Deception
+8 History
+3 Insight
+0 Intimidation
+8 Investigation
+3 Martial
+3 Medicine
+4 Nature
+3 Perception
+0 Performance
+0 Persuasion
+5 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills

 
33
MV
3
Prestige
1
Attunement Slots
12
Armor Class
63
Hit Points
+2
Initiative
30
Speed
Dagger 1d20+4 1d4+2
Firebolt 1d20+8 2d10+1
Attacks
Weapons - Daggers, Darts, Slings, Quarterstaffs, Light crossbows
Tools - Brewer's tools
Armor - Majitalian combat robes
Proficiences
Spellsave DC = 8 + Intelligence modifier (4) + Proficiency bonus. (3) Spell Attack = Intelligence modifier (4) + Proficiency modifier (3)
Evocation Savant
Spells ready:
Feather Fall, Detect Magic, Mage armor, Magic Missile, Shield
Flaming Sphere, Hold person, Misty Step, Scorching Ray
Counterspell, Fireball, Haste, Melf Minute Meteors, Thunderstep
Fire shield, Wall of fire

Spellbook:

Cantrips


Control Flames
Firebolt
Message
Prestidigitation
Shocking grasp


1st Level


Absorb Elements
Alarm
Burning Hands
Catapult
Cause Fear
Chromatic Orb
Comp. Languages (R)
Detect Magic (At Will)
Disguise Self
Expeditious Retreat
False Life
Feather Fall
Grease
Identify (R)
Mage Armor
Magic Missile
Protection from Good and Evil
Shield
Witch Bolt


2nd Level


Aganazzar's scorcher
Continual Flame
Flaming Sphere
Hold Person
Mirror Image
Misty Step
Scorching Ray


3rd Level


Counterspell
Fireball
Haste
Lighting bolt
Melf's Minute Meteors
Phantom Steed
Remove Curse
Sending
Thunder Step


4th Level



Fire Shield
Wall of Fire

Spellcasting
Gone in a Flash (Boots) - As a bonus action, you can stomp the ground with these boots. One creature of your choice within 120 feet that you can see suffers 1d6 fire damage. If the target fails a DC 14 Dexterity saving throw, it gains vulnerability to fire damage until the end of your next turn. This ability has 2 uses that refresh at dawn.

Tome of F.I.R.E. - Kindle: When you finish a long rest, choose two spells you know that deal only fire or lightning damage. The chosen spells can be cast as if they were using a spell slot of one level higher, up to a maximum of 9th level. This ability can only be used when the spell is hardcasted at its base spell level.
Flaming orb
Fireball

Taltaken Mask : Hard casting a cantrip gives +1 damage for every instance of damage of this cantrip

Mages Guild ring: Cast Prestidigitation at will
A platinum band set with a fiery ruby

Lizard Egg
50 gold ruby
50ft of rope
Arcane lock components
Bedroll
Belt pouch
2 Bottles of finely aged rum
Brewers Kit +1
Buckaneer Hat
Chest
Climbers Kit
Cornigrapher's Supplies (Calligraphers supplies made of corn products)
39 Crafting tokens
2 Daggers
2 Elemental Cores
Fancy red Fez
11417.35 Gold
Gone in a Flash (Boots)
Healers kit
Lock
Longsword
5 Magic Missle scrolls
Pearl (100 gold)
Pole of collapsing
3 Poor potion of mind control, beast
4 Potions of Healing
Potion of growth
Potion of Necrotic resistance
Potion of Superior healing
Potion of water breathing
4 Rations
Scholar's Pack
2 Scroll bandoliers
2 Scrolls of fireball
3 Scrolls of Flaming Sphere
Scroll of haste
3 Scrolls of Melf's Minute Meteors
5 Scrolls of Mirror Image
3 Scrolls of misty step
4 Scrolls of shield
3 Scrolls of Thunderstep
3 Scrolls of Mage Armor
Shield of faith scroll
Smoking pipe
Special Craft Liz the Dryad Superior Special Crafter Used in: Wondrous Intelligence-aligned; Wisdom-aligned; Nature, Life, Trees
Tent, two-person
Tome of F.I.R.E. (Spellbook)
Travellers clothes
Wagon
Waterskin
Equipment
Mages Guild
Faction
Madman
Stat Array
Majitalian - Majitalians begin play with Detect Magic as an at will ability. This functions as the spell in all other respects. You also have proficiency in the Arcana skill.
Mages Guild - +2 to Intelligence cap
Arcane Tradition - School of Evocation
Loyalty - +1hp and +50gp per downtime day per level of loyalty to the mages guild. Cap of 5
Class/Racial Features & Traits

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