====== Hector "Heck" Vargas ====== {{:rpg:laura:7f981faffa171414975013b66bc4caaa48b1cd24_00.jpg?400|}} N/G Wizard 5 (Necromancer) Description: Personality Traits I don’t run from evil. Evil runs from me. I don’t talk about the thing that torments me. I’d rather not burden others with my curse. Ideals I try to help those in need, no matter what the personal cost. (Good) Bonds There’s evil in me, I can feel it. It must never be set free. Flaws I talk to spirits that no one else can see. Languages: Common, elvish, celestial, infernal Str 8 (-1) \\ Dex 15 (+2) \\ Con 10 (+0) \\ Int 17 (+3) \\ 20 (+5) with Headband of Intellect \\ Wis 10 (+0) \\ Cha 14 (+2) \\ AC 12 - 30 ft - +2 Initiative - +3 Proficiency Bonus - 25 HP Spell Save DC 14 / 16* Spell Attack +6 / +8* Saves: \\ Str -1 \\ Dex +2 \\ Con +0 \\ Int +6* / +7* \\ Wis +3* \\ Cha +2 \\ Skills \\ Acrobatics +2 \\ Animal Handling +2\\ Arcana +4 +3 prof \\ Athletics -1 \\ Deception +2 \\ History +3 \\ Insight +0 +3 prof (Passive 12)\\ Intimidation +2 \\ Investigation +4 +3 prof (Passive 15) \\ Medicine +0 \\ Nature +4 \\ Perception +0 (Passive 10) \\ Performance +2 \\ Persuasion +2 \\ Religion +4 \\ Sleight of Hand +2 \\ Stealth +2 \\ Survival +0 Attacks: | +6 / +8* | Chill Touch | 1d8 | 120 foot range, target can't heal for one round, V/S | | +6 / +8* | Shocking Grasp | 1d8 electric | V/S | Proficiencies \\ Weapons: Crossbow, Light, Dagger, Dart, Quarterstaff, Sling \\ Armor: None \\ Tools: None Features: Feature: Heart of Darkness Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone. ==== Feats ==== Keen Mind Increase your Intelligence by 1, to a maximum of 20. You always know which way is north. You always know how the number of hours left before the next sunrise or sunset. You can accurately recall anything you have seen or heard within the past month. ==== Spellcaster ==== You can cast prepared wizard spells using INT as your spellcasting modifier (Spell DC 13, Spell Attack +5) and wizard spells in your spellbook as rituals if they have the ritual tag. You can use an arcane focus as a spellcasting focus. 4 / 4 / 3 Ritual Spells Detect Magic(1st), Unseen Servant(1st) Arcane Recovery (Special) Once per day when you finish a short rest, you can choose expended spell slots to recover - up to a combined level of 2 (half your caster level), and none of the slots can be 6th level or higher. Cantrips: Chill Touch, Shocking Grasp, Toll the Dead, Mending 1st Level: Magic Missle, Sleep, False Life, Shield, Mage Armor, Feather Fall, Burning Hands, Thunderwave 2nd Level: Shatter, Gentle Repose, Misty step, suggestiom 3rd level: Fireball, Fly, Counterspell, Revivify, Speak with Dead Rituals: Detect Magic, Unseen Servant Note: Gentle Repose stops the clock, allowing you extra time to get Revivify ready! ==== Necromancy ==== The School of Necromancy explores the cosmic forces of life, death, and undeath. As you focus your studies in this tradition, you learn to manipulate the energy that animates all living things. As you progress, you learn to sap the life force from a creature as your magic destroys its body, transforming that vital energy into magical power you can manipulate. Most people see necromancers as menacing, or even villainous, due to the close association with death. Not all necromancers are evil, but the forces they manipulate are considered taboo by many societies. 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. 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. ==== Equipment ==== Alchemist's kit Backpack Bedroll Blanket Book Bottle, Glass Chalk (1 piece) Chest Clothes, Traveler's Crossbow, Light Crowbar Dagger Hammer Holy Symbol Holy Water (flask) Ink (1 ounce bottle) Ink Pen Little Bag of Sand Magnifying Glass Manacles Mess Kit Mirror, Steel Oil (flask) Orb Parchment (one sheet) x 10 Pouch Quarterstaff Sack Signet Ring Small Knife Spellbook Stake (Wooden) x 9 Paints and brushes Tent, Two-Person Tinderbox Torch x 3 Waterskin Crossbow Greater Healing 2 healing potions Headband of Intellect (+3 intelligence) 75 gold 18 silver Abuela's skull {{:rpg:laura:61byq11zjwl._ac_sy400_.jpg?400|}} ==== Background ==== Hector "Heck" Vargas The Vargas family is well known for their excentricity. One branch of the family seems to focus on necromancy, and they all have magical talents and unusual interests (think The Addams family or the Munsters in fantasy land). Though Heck still has aunts, uncle's, and cousins in distant cities- he is the end of his family line. There has always, as long as any human can remember, been a Necromamcer Vargas in Daggerford. The first necromancer Vargas, Ernesto "Nesty" Vargas adventured with Longwalker for many years before retiring. He purchased land from his friend's father, and set about building a business for his retirement years. The funeral parlor and cemetery provided him with a good income for the rest of his days. He and his wife had children, and Nesty passed his knowledge and the house down to them. Every generation of Vargas has their picture on the ofrenda, or family altar, in the house. They also tend to lurk around the building and grounds and can be found doing little things they enjoyed in life--- petting the cats, tending the garden, resurrecting the dead... well, that's only happened a few times over the years. They will also sometimes open a door for someone, or pat them on the shoulder fondly. Heck is used to it. Heck's parents died in a fight with a lich when he and his sister were little. They were raised by Abuelo and Abuela. Abuelo died of old age. His sister Carlotta grew up to be an adventurer. She was the bow and sword type, not into the family business. She wrote letters home to Heck. One day, the letters stopped. Then Carlotta's spirit came home. Five years later, Abuela died. She asked Heck to have her skull become his focus so he would always have her with him. For five years, Heck lived alone except for the ghosts, worked as an undertaker, and studied his craft. He wanted more than anything to have a family again, to have someone to pass his legacy on to, and to have someone to love. Meeting the others seems to be filling those goals.