Fargrim Ungart
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Personal Information
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Full Name
Fargrim Ungart
Description
Age:
Gender:
Male
Race/Main:
Dwarf
Race/Sub:
Hill Dwarf
Honorifics|Titles|Nicknames
Sexual Orientation:
Hetero
Birthplace:
Date of Birth:
Marking|Tattoos|Piercings:
A complex rune marks his right hand.
Height:
Four feet
Weight
139 lbs
Physical Condition:
Fit from many years of traveling on foot.
Current Residence
Former Residence
Family/Relatives:
Deceased
Friends/Comrades:
An assorted number of adventurers that he's met on his travels.
His skeletal wolf named Osseus
Aegis, his skeletal servant and guardian
Enemies
Liches
Evil necromancers
Some paladins and priests
Rivals
Organizations/Tribes/Clans:
The Travelers
The Warriors of Light and Shadow
Former Affiliations:
Disabilities:
Fargrim, due to his unique course of study, has lost the ability to smell.
Personality:
"I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings. I connect everything that happens to me to a grand, cosmic plan."
Ideals:
"My gifts are meant to be shared with all, not used for my own benefit."
Bonds:
"I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.
Flaws:
"I like keeping secrets and won't share them with anyone."
Psychological Condition:
Stable, but experiences night terrors.
Alignment:
Chaotic Good
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Equipment
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:Attire:
Travelers Clothes
Black robes
Boots of Speed
Fagrim often wears a pair of magical boots that, when activated, can double his movement speed for a few moments.
Cloak of the Bat
An almost gothic black cloak is draped over his robes. Fargrim can pull the cloak over his form and vanish into the shadows. In dim light or darkness, Fargrim can grip the edges of his cloak and use it to fly a short distance. In addition, he may cast a polymorph spell upon himself and transform into a bat. However, that ability can only be used once a day.
:Protection:
None
:Weapon(s):
Staff of Thunder and Lightning
A magical staff that sparks with electricity when active. It has a variety of effects that its bearer can summon, including ferocious bolts of lightning and deafening thunderclaps.
Blessed Warhammer
In addition to his powerful magic, Fargrim tends to carry a hefty warhammer blessed with powerful holy magic designed to smite undead.
:Accessories/Misc:
Wand of Magic Missiles
Summoning Ring
Spellbook
Journal
Assorted supplies
A sack of gold, silver, and copper pieces
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|Abilities|Traits|Racial|
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Racial
Darkvision
Can see in darkness as if it was dim light, and dim light as if in bright light.
Dwarven Resilience
Resistance against poison
Stone Cunning
Natural knowledge and intuition regarding stone architecture.
Traits
Necromantic Savant
Due to his natural talent, Fargrim takes to spells from the School of Necromancy far more efficiently than those of other schools.
Grim Harvest
If Fargrim kills a living creature with a non-cantrip spell, he can siphon some of their latent life force to heal himself. This ability is more efficient when said spell comes from the School of Necromancy.
Inured to Undeath
Due to his constant experiments and dealing with the dead, Fargrim has become inured to some of their worst effects. He is resistant to necrotic energy and his vitality cannot be drained (his maximum health cannot be reduced).
War Caster
Fargrim has practiced casting spells in the midst of combat. If he takes damage in combat, he is more likely to maintain concentration on a spell. He can perform the somatic components of spells even if he has weapons or a shield in one or both hands. Finally, his battle-hardened reflexes allow him to cast spells against creatures that provoke an opportunity attack from him.
Brewmaster
In addition to his skills in magic and combat, Fagrim is skilled in the art of brewing hard liquor.
Observant
Fargrim will instinctively notice things that are harder for the average person to spot. In addition, he also has the ability to read lips.
Spells
(Can have up to 14 prepared, not including cantrips)
Cantrips
Chill Touch
Blade Ward
Minor Illusion
Fire Bolt
Prestidigitation
First Level
(Slots total: 5)
Detect Magic
Alarm
Witch Bolt*
False Life
Ray of Sickness
Magic Missile
Find Familiar
Shield
Identify
* A rune has been inscribed on Fargrim's hand that allows him to cast the Witch Bolt spell as a cantrip. However, if he desires to cast a more powerful version of it, he must cast it as a normal spell. In addition, he must prepare Witch Bolt beforehand in order to use it as a cantrip.
Second Level
(Slots total: 3)
Phantasmal Force
Darkness
Detect Thoughts
Misty Step
Magic Mouth
Ray of Enfeeblement
Third Level
(Slots total: 3)
Animate Dead
Lightning Bolt
Vampiric Touch
Phantom Steed
Fear
Dispel Magic
Fireball
Bestow Curse
Counterspell
Fourth Level
(Slots total: 3)
Blight
Arcane Eye
Fifth Level
(Slots total: 2)
Animate Objects
Seeming
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