Gray Diviner (1st Level)
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Medium humanoid (academician magus) 1st level brain, chaotic good


Armor Class 10 (13 with Iron Hide)
Hit Points 9 (1d8 + 1)
Speed 30 feet


STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 16 (+3) 18 (+4) 16 (+3) 8 (-1)

Saving Throws Int +6, Wis +5
Skills Arcana +8, History +6, Insight +5, Investigation +6, Perception +5, Sciences +6, Survival +5, Theology & Philosophy +6
Tools Electronics Tools +4, Excavation Tools +2, Physicists' Tools +2, Thieve's Tools +2
Feats Armor Proficiencies (none), Weapon Proficiencies (simple weapons)
Weaknesses Required Gestures, Required Verbalization
Senses passive Perception 15, passive Insight 15
Languages English, Primordial Earth, Sanskrit
Allegiances Banish Magical Threats
Challenge


Paranormal Business. You have a reputation as a paranormal investigator which often grants you access to people and places, though those who allow you access may be skeptical. You also have an eclectic collection of past clients who might call upon you for aid or help you with information or non-monetary resources, like the loan of equipment.

Earth Magic (Innate Magic). You have the inborn ability to magically manipulate the earth around you.

Intelligence is your power ability (power save DC 14, +6 to hit with power attack). You regain all expended power slots when you complete a long or short rest.

Required Gestures. Your powers require movements such as a hand gesture, a sign, or a dance move. Without making the right gesture you can't use your powers. This doesn't mean that your target must see the gesture, only that you make it without interruption or restraint. You can't use your powers while bound, grappling, or with both your hands full or occupied.

This weakness applies to a single power suite.

Required Verbalization. Your powers require sound such as the utterance of a command word, a magical incantation, or the production of a specific pitch. Without making the right sound you cannot use your powers. This doesn't mean that your target must hear you, only that you produce it in a firm voice.

This weakness applies to a single power suite.

Inborn Magic. Earth is your element. You may select any 2 knacks which match your element which you may use freely. The power ability for these knacks is the same as the power ability of your subrace.

Additionally, you can activate Passive Attention at 1st level. Once you activate it, you must finish a long rest before you can activate it again. The power ability for this power is the same as the power ability of your subrace.

These powers are magic and are treated as magical attacks.

Brainy Expertise. Your proficiency bonus is doubled for any ability check you make that uses Arcana or Electronics Tools (already applied to stats).

Trove of Trivia. You can make an Intelligence check + 5 to see whether you know some relevant information about any topic. A successful Trivia check will not reveal the powers of a magical sword but may give a hint as to its general function. (See Brain for more details.)

Actions


Unarmed strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 4 (1 + 3) bludgeoning damage.

Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.

Mace with Gravity Hammer. Melee Power Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Power-Shove. Melee Power Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) bludgeoning damage. If the attack hits, and if the creature is Large or smaller, you push the creature up to 10 feet away from you.

Pummeling Blast. Ranged Power Attack: +5 to hit, range 40/120 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.

Equipment


Lifestyle. Comfortable
Cash. $200
Gear. smartphone, a ghost box, a thermal camera, notebook, ink pen, chalk x2, umbrella

  • Laptop case: laptop (empty database, history software, theology and philosophy software), paper x100, chalk x14

ink (1 oz bottle)

  • Ballistic nylon travel case: electronics kit, excavation kit

Vehicles. Van
Home. Converted warehouse: A casual wardrobe (including some eccentric garb), ancient talisman, briefcase, arcana research library (obscure), hardback book ("Ghosts of New York"), hardback book ("Magic Spells for the Modern Wizard"), hardback book ("The Truth About Faerie"), hardback book ("Celebrities and the Monsters Under Their Beds"), scholar's robes

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