Álfur Círdan Eldarion von Olyrnn

Season:
Race:
High Elv
Class:
Wizard 5
Background:
Knight
Lifestyle:
None
Current Level:
15
Total GP:
5518
Total Downtime:
0
Tag:
Faction:
None
Faction Rank:
Seasoned (rank 3)
Magic Item Count:
28
Magic Item Limit:
6
Ordine Sage’s Robes,
Arcane Grimoire,
Pearl of Power,
Hat of Wizardry,
DOHWAR PLUSHIE (TALKING DOLL),
SMOKEPOWDER,
BAT BURGLAR CLOAK (CLOAK OF THE BAT),
Auntie Helena’s Wand (Wand of Paralysis),
Eladrin's Vestments (Elven Chain),
Deck of Illusions,
Spellwrought tattoo (Guidance),
Rüstung des schwarzen Todes,
The Read Death (Guardian Boots of Speed),
Talon’s Hood (Sentinel Hat of Vermin),
Boots of the Winterlands,
Censer of Controlling Air Elementals,
Iron Bands of Bilarro,
Alchemy Jug (Blue/Orange),
Feather Token (Bird),
Chardalyn Earring (Headband of Intellect),
Bulletproof Vest (+1 Breastplate),
Breastplate +1 (Medium Armor),
Helm of Underwater Action,
Ring of Free Action,
Metal Baton with Continual Flame,
Folding Boat ,
Broom of Flying ,
Wand of Smiles

Log Entries

Date Played Adventure Title Session Levels GP Downtime ▲ Magic Items
2022-11-11 18:30 WBW-DC-VMT-02 Court of the Owl King 714 10 The Read Death (Guardian Boots of Speed), Talon’s Hood (Sentinel Hat of Vermin) Show

Loot vom Abenteuer:

Potion of Animal Friendship
Potion of Greater Healing
Talon's Hood (Sentinel Hat of Vermin)
The Read Death (Guardian Boots of Speed)

714,28 GP

Spellbook with this Spells:

burning hands, mage armor,
magic missile, mirror image, misty step, shatter, counterspell,
fireball, lightning bolt, ice storm, stone skin, Bigby’s hand,
cone of cold, chain lightning, and wall of ice

2022-11-12 20:30 DDHC-CM-Zikran’s Zephyrean Tome -376 10 Boots of the Winterlands, Censer of Controlling Air Elementals, Iron Bands of Bilarro, Alchemy Jug (Blue/Orange) Show

Potion of Healing
574 GP

Buyed: 26 gp
Warm Weather Clothe 10 gp
Snow Shoes 2 gp
Crampons 2 gp
Silk Rope 10 gp
Graplinghook 2 gp

Spellbook with this Spells:
1st level (4 slots): detect magic, identify, mage armor, magic missile • 2nd level (3 slots): detect thoughts, mirror image, misty step • 3rd level (3 slots): counterspell, fly, lightning bolt • 4th level (3 slots): banishment, fire shield, stoneskin • 5th level (3 slots): cone of cold, scrying, wall of force • 6th level (1 slot): globe of invulnerability • 7th level (1 slot): teleport • 8th level (1 slot): mind blank* • 9th level (1 slot): time stop

Copy Spells for -950GP

2022-11-01 18:31 Purchase Log -1358 Show Purchase

Eingekauft:
Waterskin 2SP
Rationen 2,5 GP
Goldene Drachen Figur 500GP

Zauber im Letzen Abenteuer abgeschrieben:

Magic Missile 50GP
Comprehend Languages 50GP
Shatter 100GP
Misty Step 100GP
Enlarge/Reduce 100GP
Invisibility 100GP
Tasha´s Mind Whip 100GP
Dragon´s Breath 100GP
Dispel Magic 150GP

2022-09-26 02:32 Char Creation 25 Show

Rasse:
High Elf

Dexterity +2
Intelligence +1

Alignment: Chaotic Neutral

Size: Medium

Speed: 30

Language: Common, Elvish, Draconic, Undercommon

Race Features:

Darkvision
You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

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.

*Class: *
Wizard

Weapon Proficiencies
Dagger, Dart, l. Crossbow, Longbow, Longsword, Quarterstaff, Shortbow, Shortsword, Sling
Armor Proficiencies
none

Skill Proficiencies:
Arcana, Insight

Ability Score Method: Point Buy

Strength: 9
Dexterity: 10 + 2
Constitution: 14
Intelligence: 15 +1
Wisdom: 12
Charisma: 12

*Background *

Knight

Proficiencies:

History
Perception
Persuasion

Background Features
Retainers
You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.
As a knight, one of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).

Personality Traits
No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.

I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations.

Ideal
Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)

Bond
Nothing is more important than the other members of my family.

Flaw
I secretly believe that everyone is beneath me.

2022-09-26 02:42 Purchase Log -20 Show Purchase

Cpmponents for Spell "Find Familiar" 2x 10GP

Date Played Adventure Title Tier Session ACP TCP Downtime ▲ Renown
2022-11-11 18:30 WBW-DC-VMT-02 Court of the Owl King 10 Show

Loot vom Abenteuer:

Potion of Animal Friendship
Potion of Greater Healing
Talon's Hood (Sentinel Hat of Vermin)
The Read Death (Guardian Boots of Speed)

714,28 GP

Spellbook with this Spells:

burning hands, mage armor,
magic missile, mirror image, misty step, shatter, counterspell,
fireball, lightning bolt, ice storm, stone skin, Bigby’s hand,
cone of cold, chain lightning, and wall of ice

2022-11-12 20:30 DDHC-CM-Zikran’s Zephyrean Tome 10 Show

Potion of Healing
574 GP

Buyed: 26 gp
Warm Weather Clothe 10 gp
Snow Shoes 2 gp
Crampons 2 gp
Silk Rope 10 gp
Graplinghook 2 gp

Spellbook with this Spells:
1st level (4 slots): detect magic, identify, mage armor, magic missile • 2nd level (3 slots): detect thoughts, mirror image, misty step • 3rd level (3 slots): counterspell, fly, lightning bolt • 4th level (3 slots): banishment, fire shield, stoneskin • 5th level (3 slots): cone of cold, scrying, wall of force • 6th level (1 slot): globe of invulnerability • 7th level (1 slot): teleport • 8th level (1 slot): mind blank* • 9th level (1 slot): time stop

Copy Spells for -950GP

2022-11-01 18:31 Purchase Log Show Purchase

Eingekauft:
Waterskin 2SP
Rationen 2,5 GP
Goldene Drachen Figur 500GP

Zauber im Letzen Abenteuer abgeschrieben:

Magic Missile 50GP
Comprehend Languages 50GP
Shatter 100GP
Misty Step 100GP
Enlarge/Reduce 100GP
Invisibility 100GP
Tasha´s Mind Whip 100GP
Dragon´s Breath 100GP
Dispel Magic 150GP

2022-09-26 02:32 Char Creation Show

Rasse:
High Elf

Dexterity +2
Intelligence +1

Alignment: Chaotic Neutral

Size: Medium

Speed: 30

Language: Common, Elvish, Draconic, Undercommon

Race Features:

Darkvision
You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

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.

*Class: *
Wizard

Weapon Proficiencies
Dagger, Dart, l. Crossbow, Longbow, Longsword, Quarterstaff, Shortbow, Shortsword, Sling
Armor Proficiencies
none

Skill Proficiencies:
Arcana, Insight

Ability Score Method: Point Buy

Strength: 9
Dexterity: 10 + 2
Constitution: 14
Intelligence: 15 +1
Wisdom: 12
Charisma: 12

*Background *

Knight

Proficiencies:

History
Perception
Persuasion

Background Features
Retainers
You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.
As a knight, one of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).

Personality Traits
No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.

I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations.

Ideal
Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)

Bond
Nothing is more important than the other members of my family.

Flaw
I secretly believe that everyone is beneath me.

2022-09-26 02:42 Purchase Log Show Purchase

Cpmponents for Spell "Find Familiar" 2x 10GP

Date Played Adventure Title Session XP GP Downtime ▲ Renown Magic Items
2022-11-11 18:30 WBW-DC-VMT-02 Court of the Owl King 714 10 The Read Death (Guardian Boots of Speed), Talon’s Hood (Sentinel Hat of Vermin) Show

Loot vom Abenteuer:

Potion of Animal Friendship
Potion of Greater Healing
Talon's Hood (Sentinel Hat of Vermin)
The Read Death (Guardian Boots of Speed)

714,28 GP

Spellbook with this Spells:

burning hands, mage armor,
magic missile, mirror image, misty step, shatter, counterspell,
fireball, lightning bolt, ice storm, stone skin, Bigby’s hand,
cone of cold, chain lightning, and wall of ice

2022-11-12 20:30 DDHC-CM-Zikran’s Zephyrean Tome -376 10 Boots of the Winterlands, Censer of Controlling Air Elementals, Iron Bands of Bilarro, Alchemy Jug (Blue/Orange) Show

Potion of Healing
574 GP

Buyed: 26 gp
Warm Weather Clothe 10 gp
Snow Shoes 2 gp
Crampons 2 gp
Silk Rope 10 gp
Graplinghook 2 gp

Spellbook with this Spells:
1st level (4 slots): detect magic, identify, mage armor, magic missile • 2nd level (3 slots): detect thoughts, mirror image, misty step • 3rd level (3 slots): counterspell, fly, lightning bolt • 4th level (3 slots): banishment, fire shield, stoneskin • 5th level (3 slots): cone of cold, scrying, wall of force • 6th level (1 slot): globe of invulnerability • 7th level (1 slot): teleport • 8th level (1 slot): mind blank* • 9th level (1 slot): time stop

Copy Spells for -950GP

2022-11-01 18:31 Purchase Log -1358 Show Purchase

Eingekauft:
Waterskin 2SP
Rationen 2,5 GP
Goldene Drachen Figur 500GP

Zauber im Letzen Abenteuer abgeschrieben:

Magic Missile 50GP
Comprehend Languages 50GP
Shatter 100GP
Misty Step 100GP
Enlarge/Reduce 100GP
Invisibility 100GP
Tasha´s Mind Whip 100GP
Dragon´s Breath 100GP
Dispel Magic 150GP

2022-09-26 02:32 Char Creation 25 Show

Rasse:
High Elf

Dexterity +2
Intelligence +1

Alignment: Chaotic Neutral

Size: Medium

Speed: 30

Language: Common, Elvish, Draconic, Undercommon

Race Features:

Darkvision
You can see in dim light within 60 feet of yourself as if it were bright light, and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Fey Ancestry
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

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.

*Class: *
Wizard

Weapon Proficiencies
Dagger, Dart, l. Crossbow, Longbow, Longsword, Quarterstaff, Shortbow, Shortsword, Sling
Armor Proficiencies
none

Skill Proficiencies:
Arcana, Insight

Ability Score Method: Point Buy

Strength: 9
Dexterity: 10 + 2
Constitution: 14
Intelligence: 15 +1
Wisdom: 12
Charisma: 12

*Background *

Knight

Proficiencies:

History
Perception
Persuasion

Background Features
Retainers
You have the service of three retainers loyal to your family. These retainers can be attendants or messengers, and one might be a majordomo. Your retainers are commoners who can perform mundane tasks for you, but they do not fight for you, will not follow you into obviously dangerous areas (such as dungeons), and will leave if they are frequently endangered or abused.
As a knight, one of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your armor (and even helps you put it on).

Personality Traits
No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses.

I don’t like to get my hands dirty, and I won’t be caught dead in unsuitable accommodations.

Ideal
Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful)

Bond
Nothing is more important than the other members of my family.

Flaw
I secretly believe that everyone is beneath me.

2022-09-26 02:42 Purchase Log -20 Show Purchase

Cpmponents for Spell "Find Familiar" 2x 10GP