merla tinkerlow

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Merla Tinkerlow Level 1 F Stout Haling F Wizard F Lawful Neutral Strength 8 -1 Dexterit y 14 +2 Constitution 14 +2 Intelligence 1 5 +2 Wisdom 12 +1 Cha ri sma 1 3 +1 Languages: Common, Dwarvish, Elvish, Haling Passive Insight: 13 Passive Percept ion: 11 Proficiencies  (proficienc y b onus +2) Armor: None. Weapons: Daggers, darts, slings, quarterstas, l ight crossbows. ools:  None. Saving Trows: Intelligence, Wisdom Skills:  Arcana, History, Insight, Investigation Racial Traits Lucky:  When you roll a 1 on an attack roll, ability check, or sa-  ving throw , you can reroll the die and mus t use the new roll. Brave:  You have advantage on saving throws against being rightened. Haling Nimbleness:  You can move through the space o any creature that is o a size larger than yours. Stout Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage. Class Features Spellcasting Ability: Intelligence is your spellcasting ability or your spells. Te saving throw DC to resist a spell you cast is 12. Y our attack bonus when you make an attack with a spell is +4. Arcane Recovery:  Once per day during a short rest, you can choose to recover expended spell slots with a combined level equal to or less than hal your wizard level (rounded up). Cantrips: You know the  fire bolt, light and minor illusion can- trips, and can cast them at will. Spell Slots: Y ou have two 1st-level spell slots you can use to cast your prepared spells. Prepared Spells: You prepare our 1st-level spells rom your spellbook and make them available to cast. Spellbook: Your spellbook contains the 1st-level spells charm  person, comprehend languages, detect magic, mage armor, magic missile and thunderwave. Combat Statistics Initiative:  +2 Armor Class: 12 Size: Small Speed: 25 eet (5 squares on a tactical grid) Hit Points Maximum: 8 hp; Hit Dice: 1d6 art by Wayne Reynolds Background: Sage (Researcher) Researcher: When you attempt to learn or recall a piece o lore, i you do not know that inormation, you ofen know where and rom whom you can obtain it (usually rom a library, scriptorium or another learned person or creature). Te DM might rule that some inormations deserve major quests o t heir own! Personality trait: Tere’s nothing I like more than a good myste- ry; I enjoy solving puzzles and riddles. Ideal: Emotions must not cloud our logical thinking. Bond: I want to prove my skill as a spellcaster, since my amily went through hard sacrices to allow me to study magic. Flaw:  I overlook obvious solutions in avor o complicated ones. Weapons and Equipment F Dagger:  Melee attack; +4 to hit; t argets one creature. On a hit, you deal 1d4+2 piercing damage to the target. F Dagger (thrown): Ranged thrown attack; range 20/60 f. (4/12 squares on a tactical grid); +4 to hit; targets one creature. On a hit, you deal 1d4+2 piercing damage to the target. Other equipment: Arcane ocus (wooden wand), backpack, be- droll, belt pouch, black ink (1 bottle), mess kit, quill, 10 sheets o parchment, small knie, spellbook, tinderbox, waterskin. rinket: Y ou own a gl ass orb lled with water, in which swims a clockwork goldsh. Money: You have 9 gold pieces (gp) with you. rail rations:  You carry 10 days o rations with you. Cantrips and 1st-level Spells (simplified) Fire Bolt: 1 action; Range 120 f. (24 squares on a tactical grid); ranged spell attack (one target). Hit: 1d10 re damage. Light: 1 action; ouch an object no larger than 10 f. in any di- mension. It sheds bright light in a 20-oot radius or 1 hour. Minor Illusion: 1 action; Range 30 f. (6 squares); you create the illusion o a sound or object. It lasts 1 minute. Discerning the illusion requires a DC 12 Intelligence (Investiga tion) check. Charm Person: 1 action; Range 30 f. (6 squares); the target (a humanoid) must make a DC 12 Wis saving throw (with advanta- ge i you’re ghting it) or become riendly or 1 hour. Comprehend Languages:  1 action; or 1 hour, you understand any written or spoken language. Detect Magic: 1 action; concentration spell (up to 10 minutes); you detect magic sources within 30 f. (6 squares) o you. Mage Armor: 1 action; you or an ally you touch without armor has its AC become 13 + Dex modier or 8 hours. Magic Missile:  1 action; you create three magic darts; each dart hits a creature o your choice within 120 f. (24 squares) and de- als 1d4+1 orce damage. Tunderwave: 1 action; each creature in a 15-f. cube origina- ting rom you must make a DC 12 Con saving throw. Failed: 2d8 thunder damage and the creature is pushed 10 f. away rom you. Success:  Hal damage, and no push. Una ttended objects in t he area o eect are pushed, too.

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Page 1: Merla Tinkerlow

8/20/2019 Merla Tinkerlow

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Merla Tinkerlow

Level 1 F Stout Halfling F WizardF Lawful Neutral

Strength 8 -1

Dexterity 14 +2

Constitution 14 +2

Intelligence 15 +2

Wisdom 12 +1

Charisma 13 +1

Languages:Common, Dwarvish,

Elvish, Halfling

Passive Insight:13

Passive Perception:11

Proficiencies (proficiency bonus +2)Armor: None.Weapons: Daggers, darts, slings, quarterstaffs, light crossbows.ools: None.Saving Trows: Intelligence, Wisdom

Skills: Arcana, History, Insight, Investigation

Racial TraitsLucky: When you roll a 1 on an attack roll, ability check, or sa- ving throw, you can reroll the die and must use the new roll.Brave:  You have advantage on saving throws against beingrightened.Halfling Nimbleness: You can move through the space o anycreature that is o a size larger than yours.Stout Resilience: You have advantage on saving throws againstpoison, and you have resistance against poison damage.

Class FeaturesSpellcasting Ability: Intelligence is your spellcasting ability oryour spells. Te saving throw DC to resist a spell you cast is 12.Your attack bonus when you make an attack with a spell is +4.Arcane Recovery:  Once per day during a short rest, you canchoose to recover expended spell slots with a combined levelequal to or less than hal your wizard level (rounded up).Cantrips: You know the  fire bolt, light and  minor illusion can-trips, and can cast them at will.Spell Slots: You have two 1st-level spell slots you can use to castyour prepared spells.Prepared Spells:  You prepare our 1st-level spells rom yourspellbook and make them available to cast.Spellbook:  Your spellbook contains the 1st-level spells charm person, comprehend languages, detect magic, mage armor, magicmissile and thunderwave.

Combat StatisticsInitiative: +2Armor Class: 12Size: SmallSpeed: 25 eet (5 squares on a tactical grid)Hit Points Maximum: 8 hp; Hit Dice: 1d6

art by Wayne Reynolds

Background: Sage (Researcher)Researcher: When you attempt to learn or recall a piece o lore,i you do not know that inormation, you ofen know where androm whom you can obtain it (usually rom a library, scriptoriumor another learned person or creature). Te DM might rule thatsome inormations deserve major quests o their own!

Personality trait: Tere’s nothing I like more than a good myste-ry; I enjoy solving puzzles and riddles.

Ideal: Emotions must not cloud our logical thinking.

Bond: I want to prove my skill as a spellcaster, since my amilywent through hard sacrifices to allow me to study magic.

Flaw: I overlook obvious solutions in avor o complicated ones.

Weapons and EquipmentFDagger: Melee attack; +4 to hit; targets one creature. On a hit,you deal 1d4+2 piercing damage to the target.FDagger (thrown): Ranged thrown attack; range 20/60 f. (4/12squares on a tactical grid); +4 to hit; targets one creature. On a

hit, you deal 1d4+2 piercing damage to the target.Other equipment: Arcane ocus (wooden wand), backpack, be-droll, belt pouch, black ink (1 bottle), mess kit, quill, 10 sheets oparchment, small knie, spellbook, tinderbox, waterskin.rinket: You own a glass orb filled with water, in which swims aclockwork goldfish.Money: You have 9 gold pieces (gp) with you.rail rations: You carry 10 days o rations with you.

Cantrips and 1st-level Spells (simplified)Fire Bolt: 1 action; Range 120 f. (24 squares on a tactical grid);ranged spell attack (one target). Hit: 1d10 fire damage.Light: 1 action; ouch an object no larger than 10 f. in any di-mension. It sheds bright light in a 20-oot radius or 1 hour.Minor Illusion: 1 action; Range 30 f. (6 squares); you create theillusion o a sound or object. It lasts 1 minute. Discerning theillusion requires a DC 12 Intelligence (Investigation) check.Charm Person: 1 action; Range 30 f. (6 squares); the target (ahumanoid) must make a DC 12 Wis saving throw (with advanta-ge i you’re fighting it) or become riendly or 1 hour.Comprehend Languages: 1 action; or 1 hour, you understandany written or spoken language.Detect Magic: 1 action; concentration spell (up to 10 minutes);you detect magic sources within 30 f. (6 squares) o you.Mage Armor: 1 action; you or an ally you touch without armorhas its AC become 13 + Dex modifier or 8 hours.Magic Missile: 1 action; you create three magic darts; each darthits a creature o your choice within 120 f. (24 squares) and de-als 1d4+1 orce damage.Tunderwave: 1 action; each creature in a 15-f. cube origina-ting rom you must make a DC 12 Con saving throw. Failed: 2d8thunder damage and the creature is pushed 10 f. away rom you.Success: Hal damage, and no push.Unattended objects in the area o effect are pushed, too.