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Mon Sep 23rd, 2024 @ 9:55am

Wizard (Level 2) Galen Inani

Name Galen Inani

Position Sorcerer

Rank Wizard (Level 2)


Character Information

Gender Male
Race Human
Class Sorcerer
Background Hermit

Appearance, Attack, Defense

Height 6'2"
Weight 170 lbs
Age 30
Hair Color Brown
Eye Color Dark Brown
Physical Description A kind, unassuming face, he's the kind of person that blends into the crowd. He can sit in the back of a tavern quietly for hours and not be noticed, or stroll through town and appear as a quiet neighbor no one realized lived there.

Until his magic gets loose.
Hit Points Maximum 15
Current Hit Points 15
Armor Class 10
Spellcasting Ability cha
Spell Attack Bonus +5
Spell Save DC 13
Attack and Spellcasting Info Dagger: +2 to attack, 1d4 piercing damage
Second Dagger (if dual wielding): +2 to attack, 1d4 piercing damage

Spells:
Feather Fall
Jump
Expeditious retreat
Random Effects

Transmutation Specialty.

Owns a pair of obsidian daggers.
Saving Throw Proficiencies CON, CHA

Abilities

Strength 9
Strength Modifider -1
Dexterity 11
Dexterity Modifier +0
Constitution 14
Constitution Modifier +2 (+4 for Saving Throws)
Intelligence 12
Intelligence Modifier +1
Wisdom 13
Wisdom Modifier +1
Charisma 16
Charisma Modifier +3 (+5 for Saving Throws)

Skills

Acrobatics (Dexterity) +0
Animal Handling (Wisdom) +1
Arcana (Intelligence) +1
Athletics (Strength) -1
Deception (Charisma) +3
History (Intelligence) +1
Insight (Wisdom) +1
Intimidation (Charisma) +3
Investigation (Intelligence) +1
Medicine (Wisdom) +3
Nature (Intelligence) +1
Perception (Wisdom) +1
Performance (Charisma) +3
Persuasion (Charisma) +3
Religion (Intelligence) +3
Sleight of Hand (Dexterity) +0
Stealth (Dexterity) +0
Survival (Wisdom) +1

Proficiencies

Weapons Proficiencies Daggers, darks, slings, quarterstaffs, light crossbows
Armor Proficiencies None
Tools Proficiencies Herbalism Kit
Languages Known Common, +2
Proficiency Bonus +2

Inventory

Current Inventory Obsidian Daggers
Basic Robe
Basic Clothes
Black ring
Satchel (Contains flint, mushroom samples, a long stone on a string, a small mirror, two small empty bottles)

Scroll case with notes from studies or prayers

Winter blanket

Herbalism Kit
Money 8

Spells

Cantrips Known Cantrip 1: Mending
Cantrip 2: Prestidigitation
Cantrip 3: Shape Water
Cantrip 4: Gust
Level 1 Spells Known Spell 1: Feather Fall
Spell 2: Jump
Spell 3: Expeditious retreat

Traits

Background Traits Discovery:
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.

Personality

Personality Traits Accustomed to being alone, he is a bit reclusive and quiet. He isn't rude or cruel, but he can come off as cold or aloof when he neglects to interact.
Ideals Believes children above all should be protected.
Believes in honesty and forthrightness.
Bonds He is alone and has no familial connections, nor long-term friends.
Flaws He takes time to trust, and if working with others, may not always coordinate with a team, worried side effects of his magic will adversely affect them.

History

Personal History Orphaned since birth, he has no memories of his mother, nor his father. Raised in an orphanage, he kept to himself, rarely vying for attention and hoping for someone to adopt him. He considered the orphanage his home, and was sad when he had to leave.

He began exhibiting strange behaviors early. Objects would change, mend, break, etc and simultaneously, his own reactions would call attention to himself. It was small at first. A child scared him, and his eye color changed. He fell and broke his arm. It healed, but all the furniture in the orphanage was covered in ice for a day.

When the orphanage realized the happenings were being caused by him, he was sent out into the world with a few gil and well wishes. They feared he would accidentally hurt one of the other children, and put that fear into him, so he foolishly agreed to leave.

He traveled the world, learning what he could about his powers, but few offered much advice when it came to wild magic. With no knowledge of how he came by his powers, and no family to ask, he had to learn through trial and error to control it. Unfortunately, control only extended to casting, but not the side effects, nor his ability to resist the urge to utilize his power. His spells usually have their desired effect, but there is a chaotic balance to his casting, and something else will occur. It may happen to him, or nearby. It may be beneficial, neutral or hurtful, but he has no way of knowing, he can only hope it will, at best, aid him in his journey, and, at worst, go unnoticed by all.

It's the times it hasn't gone unnoticed that has him moving on from town to town, avoiding people and the consequences he brings them. He takes solace in the quiet of nature, and while he feels he has to use his powers or they'll burst out of him, he does his best to avoid damage to anything around him, whether it be planet or animal.