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- shagoliravioli
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Profile
GEOFFREY
GAYLORD
KING
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- - 1Strength
- + 1Dexterity
- ± 0Constitution
- + 10Intelligence
- + 3Wisdom
- + 3Charisma
- + 1 Acrobatics
- + 4 Animal Handling
- + 10 Arcana
- - 1 Athletics
- + 3 Deception
- + 10 History
- - 2 Insight
- + 3 Intimidation
- + 10 Investigation
- - 2 Medicine
- + 5 Nature
- + 3 Perception
- + 3 Performance
- + 3 Persuasion
- + 5 Religion
- + 1 Sleight of Hand
- + 1 Stealth
- - 2 Survival
Attack Name | Prof. Ability | Range | To Hit | Damage | Damage Type |
Boots of Big Dick Energy
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Str
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5 ft
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+6
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1d4+3
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Bludgeon, Psychic
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5 (1d4 +3) bludgeoning damage; 1 psychic damage. Proficient.
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Attacks made using these boots deal 1 point of psychic damage in addition to its base 1d4+3 bludgeoning damage.
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Attack Name | Prof. Ability | Range | To Hit | Damage | Damage Type |
Dagger
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Str
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5; 20/60
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+6
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1d4
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Pierce
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Light, thrown simple melee weapon with finesse that deals 1d4 piercing damage. Proficient.
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Stabby or throwy.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Chill Touch
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Int
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120 ft.
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VS
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1 Action
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1 Round
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3d8 necrotic damage; target can’t regain hit points until the start of your next turn.
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You create a ghostly, skeletal hand in the space of a creature within range.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Fire Bolt
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Int
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120 ft.
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VS
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1 Action
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Instant
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3d10 ranged fire damage.
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You hurl a mote of fire at a creature or object within range.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Minor Illusion
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Int
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30 ft.
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SM
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1 Action
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1 Minute
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Creates one sound or image for up to one minute.
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You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Shocking Grasp
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Int
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Touch
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VS
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1 Action
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Instant
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Melee spell attack, 3d8 Lightning damage.
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You use your action to try to touch a creature with a lightning shock.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Small Your Dick
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Cha
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60 ft.
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VS
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1 Bonus Action
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10 Minutes
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Nay, thou!
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You cause a creature you can see within range to shrink for the duration.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Toll the Dead
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Int
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60 ft
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VS
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1 Action
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Instant
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3d8 necrotic damage to unhurt targets; 3d12 necrotic damage to damaged targets.
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You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Chromatic Orb
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Int
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90 ft.
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VSM
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1 Action
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Instant
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3d8 acid, cold, fire, lightning, poison, or thunder damage.
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You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Detect Magic
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Int
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S: 30 ft.
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VS
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1 Action
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10 Minutes
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Produces visible auras around magic objects, revealing their schools.
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For the duration, you sense the presence of magic within 30 feet of you.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Find Familiar
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Int
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60 ft.
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VSM
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1 Action
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Instant
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Get pet.
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You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, venomous snake, fish (quipper), rat, raven, sea horse, spider, or weasel.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Ice Knife
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Int
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60 ft.
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SM
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1 Action
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Instant
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Ranged spell: 1d10 piercing damage; within a 5-ft sphere of the target, Dex save against 2d6 cold damage.
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You create a shard of ice and fling it at one creature within range.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Mage Armor
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Int
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Touch
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VSM
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1 Action
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8 hours
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Alters a willing target’s AC to 13 + Dex mod.
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You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Magic Missile
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Int
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60 ft
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V
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1 Action
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Instant
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1d4+1 force damage × 3. Darts can target independently.
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You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Shield
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Int
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Self
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VS
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1 Reaction
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1 Round
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Self: AC +5.
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An invisible barrier of magical force appears and protects you.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Tasha’s Hideous Laughter
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Int
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30 ft.
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VSM
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1 Action
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Concentrate ≤1m
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Wis save against incapacitation.
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A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Invisibility
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Int
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Touch
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VSM
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1 Action
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Concentrate ≤1h
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Touch a creature to make it invisible for up to an hour unless they attack or spellcast.
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A creature you touch becomes invisible until the spell ends.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Levitate
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Int
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60 ft.
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VSM
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1 Action
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Concentrate ≤10m
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Gamers Rise 20 Feet Up.
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One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Mirror Image
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Int
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Self
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VS
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1 Action
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1 Minute
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Conjures three duplicates that mimic your every move.
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Three illusory duplicates of yourself appear in your space.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Misty Step
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Int
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Self
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V
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1 Bonus Action
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Instant
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TELEPORT!
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Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. | |||||
Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
See Invisibility
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Int
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Self
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VS
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1 Action
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1 Hour
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Allows the caster to see the invisible.
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For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Animate Dead
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Int
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10 ft
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VSM
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1 Minute
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Instant
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Get pet human.
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This spell creates an undead servant.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Counterspell
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Int
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60 ft
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S
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Reaction
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Instant
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Nay, thou!
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You attempt to interrupt a creature in the process of casting a spell.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Leomund’s Tiny Hut
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Int
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S-10 ft
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VSM
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1 Minute
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8 Hours
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10ft hemispherical radius safe space around user.
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A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Danse Macabre
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Int
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10 ft
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VS
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1 Minute
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Concentrate ≤1h
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SUMMON SKELETON
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You create either 5 zombies or skeletons. This uses up your concentration (ouch) and lasts only one hour, but the undead get your spellcasting modifier as a bonus to attack and damage rolls. Now a Necromancer Wizard WILL get the advantages of Undead Thralls, so for them, this is Sky blue (5 skeletons shooting bows adding your Int to hit and Int + proficiency to damage is a pretty effective archery line). For other casters, well, there is first of all the need for the bodies to begin with, then keep in mind that these creatures will die really easily. Concentrating on this definitely is limiting, though I’ll give it this, there is a fairly decent damage causing potential here, also, creatures that take up spaces can provide some significant tactical advantages, so not bad. |
Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Create Undead
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Int
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10 ft
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VSM
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1 Minute
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Instant
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Get pet human.
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You can cast this spell only at night. Choose up to three corpses of Medium or Small humanoids within range. Each corpse becomes a ghoul under your control. (The GM has game statistics for these creatures.)
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Magic Jar
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Int
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10 ft
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VSM
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1 Minute
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Instant
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Become ghost, possess things.
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Your body falls into a catatonic state as your soul leaves it and enters the container you used for the spell's material component. While your soul inhabits the container, you are aware of your surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the spell) or attempting to possess a humanoid's body.
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Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Soul Cage
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Int
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60 ft
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V
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Reaction
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Instant
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Get pet human.
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OK, so this spell seems pretty evil, but evil can be cool. That is definitely the case here. You cast this spell as a reaction when a humanoid within 60 feet of you dies (so there’s a bit of circumstance here, unless you are awful, in which case, you can make that circumstance, you cad). Once the spell is cast, you get 8 hours from which to get 6 uses from the soul. No, this doesn’t require concentration. One of those possible uses is a small HP healing. One is questioning the soul (like a speak with dead), another is advantage on an attack roll, an ability check, or a saving throw. Finally, you can use it to scry anywhere where the humanoid saw before it died. This is a lot of options, which makes this a pretty cool spell. I like it, in the worst parts of my soul. |
Spell Name | Prof. Ability | Range | Comp. | Setup | Duration |
Finger of Death
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Int
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60 ft
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VS
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1 Action
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Instant
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7d8+30 necrotic damage, halved on successful Con save.
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You send negative energy coursing through a creature that you can see within range, causing it searing pain.
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- Armor Proficiencies: None.
Geo is not particularly keen on armor. The man’s adventuring around in a suit, for fuck’s sake.
- Languages: Understands, speaks, and writes Common, Elvish, Sylvan, Primordial (Auran), and Halfling.
Geoffrey learned Common and Elvish as a part of growing up. The Sylvan language was something he picked up through careful study of Fey Teleportation, Auran is the language he learned and used while studying archaeology, and Halfling is something he learned for and from his best friend, Evie.
- Racial Traits: +2 Dex, +1 Int, 1 Cantrip, darkvision (60 ft.), Keen Senses, Fey Ancestry, Trance, Elf Weapon Training.
- Cantrip: You know one cantrip of your choice from the Wizard spell list. Intelligence is your Spellcasting Ability for it. (Race: High Elf)
- Elf Weapon Training: You have proficiency with the Longsword, Shortsword, Shortbow, and Longbow. (Race: Elf)
- Extra Language: You can speak, read, and write one extra language of your choice. (Race: High Elf)
- Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. (Race: Elf)
- Keen Senses: You have proficiency in the Perception skill. (Race: Elf)
- Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. (Race: Elf)
Whoever signed off on the idea of a man this stupidly fruity being able to comfortably philander around for 20 hours a day on every day of the year should be fired.
- Tool Proficiencies: Navigator’s tools.
As an archaeologist, Geoffrey is adept at not getting lost. Stop him before he can say something about “getting lost in my eyes!”
- Weapon Proficiencies: from Elf Weapon Training: short sword, long sword, short bow, longbow; from Wizard class: daggers, darts, slings, quarterstaffs, light crossbows; from background, Boots of Big Dick Energy.
Adolescent training taught Geoffrey to use weapons that he would largely discard entirely. The Boots, however, they call to him. He respects and appreciates the Boots’ power.
- Background Features: History and Animal Handling proficiencies (archaeological specialty is the origin and history of animal husbandry), Dust Digger, Historical Knowledge, 1 language.
- Dust Digger: Prior to becoming an adventurer, you spent most of your young life crawling around in the dust, pilfering relics of questionable value from crypts and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. (Signature Item: Pith Helmet)
- Historical Knowledge: When you enter a ruin or dungeon, you can correctly ascertain its original purpose and determine its builders. In addition, you can determine the monetary value of art objects more than a century old.
An archaeologist learns about the long-lost and fallen cultures of the past by studying their remains – their bones, their ruins, their surviving masterworks, and their tombs. Those who practice archaeology travel to the far corners of the world to root through crumbled cities and lost dungeons, digging in search of artifacts that might tell the stories of monarchs and high priests, wars and cataclysms.
Geoff likes digging in the dirt. Geoff likes eating in the dirt. Geoff likes eating the dirt. Enough said.
- Class Features: Arcane Tradition: School of Necromancy (Command Undead, Grim Harvest, Inured to Undeath, Necromancy Savant, Undead Thralls), Arcane Recovery,
Signature Spells, Spell Mastery.- Arcane Recovery: You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
- Arcane Tradition: When you reach 2nd level, you choose an arcane tradition, shaping your practice of magic through one of eight schools: abjuration, bladesong, conjuration, divination, enchantment, evocation, illusion, necromancy, thaumatology, and transmutation. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level.
- Command Undead: Starting at 14th level, you can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can’t use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again. Intelligent undead are harder to control in this way: if the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
- Grim Harvest: At 2nd level, you gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level, or three times its level if the spell belongs to the School of Necromancy. You don’t gain this benefit for killing constructs or undead.
- Inured to Undeath: Beginning at 10th level, you have resistance to necrotic damage, and your hit point maximum can’t be reduced. You have spent so much time dealing with undead and the forces that animate them that you have become inured to some of their worst effects.
- Necromancy Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a necromancy spell into your spellbook is halved.
- Undead Thralls: At 6th level, you add the animate dead spell to your spellbook if it is not there already. When you cast animate dead, you can target one additional corpse or pile of bones, creating another zombie or skeleton, as appropriate. Whenever you create an undead using a necromancy spell, it has additional benefits:
- The creature’s hit point maximum is increased by an amount equal to your wizard level.
- The creature adds your proficiency bonus to its weapon damage rolls.
Spell Mastery: at 18th level, you have achieved such mastery over certain spells that you can cast them at will. Choose a 1st-level wizard spell and a 2nd level wizard spell that are in your spellbook. You can cast those spells at their lowest level without expending a spell slot when you have them prepared. If you want to cast either spell at a higher level, you must expend a spell slot as normal. By spending 8 hours in study, you can exchange one or both of the spells you chose for different spells of the same levels.Signature Spells: when you reach 20th level, you gain mastery over two powerful spells and can cast them with little effort. Choose two 3rd level wizard spells in your spellbook as your signature spells. Vou always have these spells prepared, they don’t count against the number of spells you have prepared, and you can cast each of them once at 3rd level without expending a spell slot. When you do so, you can’t do so again until you finish a short or long rest. If you want to cast either spell at a higher level, you must expend a spell slot as normal.
“I’m a proper healer,” Geoff may insist, “I’m right on time!” Unluckily for him (as well as all those he meets), Geoff is not a proper healer or on time. He’s not evil and certainly doesn’t mean to cause harm on a large scale, but it can be hard to parse that from his chaotic stupidity.
- Elven Accuracy: Int +1. Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can re-roll one of the dice once. (Race: Elf)
Few things escape Geoff’s keen eyes. Perhaps that’s why he hits on countless men?
- Fey Teleportation: Int +1. You learn to speak, read, and write Sylvan. You learn the Misty Step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell. (Race: High Elf)
Careful study has led Geoff to the ability to teleport “directly to the nearest man of a comparable beauty to mine!” The only good part to come out of this is that it takes Geoff away from everyone else.
- Tough: Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Geoff may be a wizard, but he’s still firm. Firm with a bit of squishiness, sure, but he’s of an unusually solid build for a wizard. The casual onlooker would have no idea where the hell this comes from — until Geoff starts showing off his thighs to the local bartender, that is.
- War Caster: You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. You can perform the somatic components of spells even when you have weapons or a shield in one or both hands. When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature. (Class: Wizard)
Geoff has mastered the art of being a true asshole of a spellcaster. Now, continuing to dance in order to upkeep levitating a guard drake is even easier!
Personality Trait 8: “You might think I’m a scholar, but I love a good brawl. These fists were made for punching.”
Geo was a strange child; despite his pride, the boy withdrew into himself throughout primary school. As he didn’t take well to stress, he coped with it by burying himself in his studies (a habit he never outgrew). Mild and quiet, he didn’t have many friends in childhood, and what few friends he did have weren’t particularly memorable or good friends.
This took a turn as he aged, and as he hit puberty, he blossomed into a character more like the Geoff of today. Once he began building muscle, he began to come out (in more ways than one) and turn to cheekier endeavors. Developing a healthy ego alongside a set of killer thighs, Geo finally felt able to express himself freely, and so he did, quickly becoming flirty, assertive, fruity, smug, and confident.
This newfound strength and confidence led to Geoff getting into fights and winning them; however, this didn’t earn him many friends. He still isn’t particularly a social butterfly, even to this day; while he gladly makes connections with as many people as he possibly can, he keeps a small, treasured selection of close friends instead of having shallower relationships in excess.
Flaw 3: “When I’m not exploring dungeons or ruins, I get jittery and impatient.”
Geoff is unfortunately stubborn and deals with stress rather poorly. Digging and exploration were his outlets since childhood, and he hasn’t outgrown the need for them yet. His studies in particular are where he flees when pressure heats his life; ruins and dig sites don’t expect anything of you, unlike how a wife or child might. While he can suppress his thirst for exploration and knowledge while in the presence of others, he can’t quite suppress the urge to run headfirst into any vaguely archaeological excavation site and immediately start asking questions and gathering information.
Ideal 1: “Preservation. That artifact belongs in a museum.” (Good)
Geoffrey learned of the fragile, fleeting nature of life early on when he learned of a small, destroyed coastal town near the edge of the woods he grew up in. Destroyed by a tsunami long before he was born, nature ate away at it with every passing year, and before long, there wasn’t anything left of it but the memories of such a beautiful, empty space. Geoff isn’t unhappy that Mother Nature has rightfully reclaimed what was once hers, but he regrets not doing anything to save the memory of it more than just being there at times.
Bond 3: “I have a friendly rival. Only one of us can be the best, and I aim to prove it’s me.”
Geoffrey doesn’t seem to like talking about his rival any more, dodging the question whenever asked about it, but catching him on a lonely, drunken night might reveal an upset, wistful clue or two to why this is the case. They’ve allegedly known each other since childhood, but it’s been quite a while since they’ve been in contact.
The most obvious answer to this broken rivalry is how Geoffrey is now an outlaw: he is wanted for battery, harassment, interfering with the peace, and cavorting with aberrations. There is a 500 GP bounty on his head with an additional 200 GP bonus if captured and turned in alive. Temporarily discarding his academic goals, his primary goal is to live life outside prison, though clearing his name or atoning for his crimes are also high up on the list.
Now that he’s found Missile, a direct victim (consequence?) of his actions, he’s remembered the unfortunate reality that he’s responsible for more than just her; both finding her sister, Mercury, and helping the two understand their identities feels like the least he can do — and something only he can do.
- ×3 Black onyx stones
For... purposes not at all shady, why do you ask?
- ×1 Boots of Big Dick Energy
Geoffrey’s signature set of special knee-high boots. The soles are thick and noisy, lending to a resounding, pleasant clacking when he walks on wood floors. He casts spells with these by flamenco dancing.
- ×1 Bullseye Lantern
This would be more useful if Geoff weren’t an elf with darkvision! Alas, woe unto a mostly-useless piece of equipment. Received from background.
- ×1 Canopic Jar
A dig-site trinket. Received from background.
- ×2 Cufflinks
Among the manliest, if not the manliest, kind of jewelry in existence. These buttons are made to be threaded in and out of a short area for holding your fancy kissed French cuffs on your bourgeoisie dress shirt together.
- ×2 Dagger
You like stabby things? I hope you like stabby things. Two received from basic class training.
- ×1 Dungeon Map
“A map of my eyes, because you always seem to be getting lost in them!” — no, but Geoff wishes it were. It’s just a detailed map of a set of coastal ruins in a mangrove forest. Geoff allegedly made this himself. Received from background.
- ×1 Map Case
It holds maps! ... Or so the tales say. Some say Geoff holds other things in here. Others say that he’s a stupid idiot. Received from background.
- ×1 Traveler’s Clothes
At first glance, it almost seems like Geoff would prefer not to wear these, but he’s not looking forward to being charged with public indecency atop everything else he’s wanted for. Received from background.
- ×1 Two-Person Tent
Geoff claims that he has never slept with anyone in that tent, but onlookers tend to doubt it. Received from class background.
- ×1 Pith Helmet
Geoff’s favorite hat! You’ll never see him without it. Geoff likes to claim that “yes, the hat stays on all the time, even during sex!” Received from background (Dust Digger feature).
- ×1 Shovel
How does a digger dig a thing without a dig-thing? Move Earth casters need not apply. Received from background.
- ×1 Sending Stone (to Douglas)
It’s like a phone, except it connects only to a ho. A “ho”ne, I guess?
- ×1 Spellbook
An essential part of being a wizard, as what other critically important item could possibly be eaten by a dog while you’re attending wizard school? Received from basic class training.
- Current familiar: Klaus Wolfgang III the Otter (uses weasel stats).
- Spellcasting modifier: +10 (5 + 5)
- Spell Save DC: 18 (8 + 5 + 5).
- He has a pet cockatoo, Lucy, who is surprisingly not his familiar. She’s just a regular bird, surprisingly enough. Since cockatoos live long lives, she’s more than likely still around, so where did she go after Geoff’s involvement with the Nightworm queen drove her away?
- Associated Major & Minor Arcana: The Devil, Ace of Swords
- Profile code by SchwarzerAlptraum; heavy edits by shagoliravioli.
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