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Erion Oaktail - AI-generated fantasy Character

Erion Oaktail

Elf · Wizard · Level 19 · Sour-faced scholar in travel-worn robes, carrying a staff, books, and careful pride.

Erion Oaktail

Coldly patient, highly articulate, and convinced that order is mercy in its most effective form.
ACNone
HP22/22
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

Sheet

AC 0 · HP 22 · normal
AlignmentLawful EvilGenderMaleAge173
STR
DEX
CON
INT
WIS
CHA

Armor

None, robes and cloaks only, 0 Armor

Weapons

Dagger,
Staff,
Wand

Languages

Common,
Elvish,
Ancient High Elven,
Arcane Cant

Features

30 features

Always on

  • Hack and Slash

    When When you attack an enemy in melee.

    When you attack an enemy in melee, roll +STR. On a 10+, you deal your damage to the enemy and avoid their attack. At your option, you may also deal +1d6 damage but expose yourself to the enemy's attack. On a 7-9, you deal your damage to the enemy and the enemy makes an attack against you.

  • Volley

    When When you attack an enemy with a ranged weapon.

    When you take aim and shoot at an enemy at range, roll +DEX. On a 10+, you have a clear shot, deal your damage, and avoid their attack. On a 7-9, choose one, you have to move to get the shot placing you in danger as described by the GM, you have to take what you can get minus 1d6 damage, or you have to take several shots reducing your ammo by one.

  • Defy Danger

    When When you act despite an imminent threat or suffer a danger.

    When you respond to a threatening event or danger, roll +STAT appropriate to the danger. On a 10+, you do what you set out to, the threat doesn't come to bear, and you avoid it cleanly. On a 7-9, you flinch, hesitate, or stumble, the GM offers a worse outcome, hard bargain, or ugly choice. On a 6-, the GM makes a move.

  • Defend

    When When you stand in defense of a person, item, or location under attack.

    When you stand in defense of a person, item, or location under attack, roll +CON. On a 10+, hold 3. On a 7-9, hold 1. So long as you stand in defense, when you or the thing you defend is attacked you may spend hold 1 for 1 to choose an option, halve the attack's effect or damage, open up the attacker to an ally giving that ally +1 forward against the attacker, deal damage to the attacker equal to your level, or deflect or redirect the attack back at the attacker. On a 6-, you still hold 1, but the threat escalates immediately.

  • Spout Lore

    When When you recall or research knowledge about a person, place, or thing.

    When you consult your accumulated knowledge about something, roll +INT. On a 10+, the GM will tell you something interesting and useful about the subject relevant to your situation. On a 7-9, the GM will only tell you something interesting, it's on you to make it useful. On a 6-, the GM will tell you something disappointing or off-target, and may ask how you learned of such things.

  • Discern Realities

    When When you survey a situation, creature, or place closely.

    When you study a charged situation or a person carefully, roll +WIS. On a 10+, ask the GM 3 questions from the list. On a 7-9, ask 1. The GM must answer honestly. Questions include what happened here recently, what is about to happen, what here is useful or valuable, what is about to be done, what is hidden here, and who is really in control.

  • Parley

    When When you try to convince someone to do something by offering leverage.

    When you try to convince someone of something with leverage, roll +CHA. Leverage is concrete, immediate, and meaningful. On a 10+, they do what you ask if you first promise what they want or if your leverage is strong enough. On a 7-9, they'll do it, but only if you offer something they want, or they need more concrete assurance, evidence, or payment. On a 6-, their reaction is up to the GM.

  • Spellbook

    When When you prepare or maintain your collection of magical knowledge.

    You have mastered a particular spellbook. It begins with three spells of your choice. You may also inscribe new spells into it by studying and copying them from captured spellbooks, ancient libraries, or magical teachers. If you lose your spellbook, all prepared spells from it are lost until you recover or replace it.

  • Prepare Spells

    When When you spend time preparing your magical arsenal from your spellbook.

    When you take a few quiet moments to study your spellbook and prepare your spells, choose your spells for the day. You prepare your INT modifier plus 1 spells. When you cast a spell, mark off a prepared spell and then choose one of the effects listed for that spell. If the spell says no prepared spell is marked, do not mark one. You can prepare the same spell multiple times if you want to cast it more than once.

  • Cast a Spell

    When When you unleash a prepared magical effect from your spellbook.

    When you release raw magical power by speaking the words of a prepared spell, mark off the spell and roll +INT. On a 10+, the spell is cast and you do not draw unwanted attention or suffer a mishap. On a 7-9, the spell is cast, but choose one, draw unwelcome attention or attract the GM's attention, the spell disturbs the fabric of reality placing you in a spot the GM chooses, the spell takes a toll on you or the situation, or after the spell you must choose one, forget the spell until you prepare again, the spell's casting drains you giving you -1 forward to cast a spell, or you lose control and the GM makes a move.

  • Arcane Ward

    When When you begin a battle or invoke protective magic around yourself.

    When you weave a lasting magical barrier around yourself, hold 4. Spend 1 hold to reduce damage from an attack by your level, after armor. The barrier lasts until you make camp or until you dismiss it. When you cast a spell while the ward is active, you may spend 1 hold to avoid one mishap or unwanted attention from the casting.

  • Spell Mastery

    When When you prepare spells or quickly adapt your prepared magic.

    Your knowledge and discipline allow you to keep more magic ready. When you Prepare Spells, prepare one additional spell. In addition, once per day you may replace one prepared spell with another from your spellbook without taking extra time, as long as you have a brief moment to collect yourself.

  • Empowered Magic

    When When you cast a spell successfully.

    When you cast a spell and roll a 10+, you may choose to cast it with greater force. If you do, add +1d4 damage or +1 ongoing to its effect, but the GM may also introduce a visible magical complication or tell you how your power leaves a mark on the world.

  • Arcane Sight

    When When you examine magic at work or study a spell closely.

    When you study a magical effect, enchantment, rune, ward, or spell, you always get some sense of how it functions. On a 10+, ask the GM three questions about its source, duration, purpose, weakness, or price. On a 7-9, ask one. You also take +1 forward when you directly manipulate the same magic.

  • Spell Defense

    When When a spell or magical effect is used against you.

    When a spell or magical effect targets you, roll +INT. On a 10+, you turn the magic aside, reflect it, or negate it completely, your choice if the fiction supports it. On a 7-9, you reduce the effect, redirect part of it, or suffer only a reduced consequence. On a 6-, the GM's magic still lands, but you get a brief glimpse of the force behind it.

  • Elemental Mastery

    When When you bind your magic to a chosen element.

    When you cast a spell that affects an element you have named and studied deeply, choose one, fire, ice, lightning, stone, wind, water, shadow, or light. That element becomes your favored element. While working with it, take +1 ongoing to related spellcasting and defy danger rolls involving that element.

  • Conservation of Force

    When When your spell resolves with perfect control.

    When you cast a spell on a 10+, you may choose to retain a sliver of the spell's power. If you do, mark one less prepared spell the next time you cast a spell of that same school or purpose, as long as you keep your concentration and no one forces you to stop and rest.

  • Master Tutor

    When When you instruct others in arcane method or ritual practice.

    When you explain the logic of a magical theory, device, or ritual to an ally, they take +1 forward to use it or work with it. If they act in exact accordance with your instructions, you may also take +1 forward to your next Spout Lore or Cast a Spell concerning the same subject.

  • Cold Calculation

    When When you rely on pure analysis rather than instinct.

    When you stare down danger with inhuman patience, you may substitute +INT for +WIS on Discern Realities and Defy Danger if the threat is primarily intellectual, magical, or tactical. If you do, describe the cold calculation behind your response.

  • Name of Power

    When When you invoke the true name of something you have researched.

    When you spend a moment speaking the true name of a creature, artifact, or place from your research, the GM will tell you one binding truth about it. On a 10+, you may also ask how it can be controlled, weakened, or compelled.

  • Warding Geometry

    When When you draw a protective working into a surface or space.

    When you create a magical barrier, sigil, circle, or ward in a place you can see and trace, it holds against mundane intrusion until disturbed or dispelled. If you spend time reinforcing it, it can also block one supernatural intrusion or force before collapsing.

  • Battle Mind

    When When combat begins and you have prepared magic ready.

    When you enter battle with a prepared spell already in mind, take +1 forward to your first Cast a Spell roll. If your first cast hits a 10+, also gain 1 hold that you may spend later to ignore a single casting complication or to stabilize a spell gone wrong.

  • Lore Seeker

    When When you uncover or earn new magical knowledge.

    When you rest in a place of power, study an ancient site, or complete a significant magical experiment, choose one new spell from your class list or a spell the GM agrees is appropriate. Add it to your spellbook if you can justify the source.

  • Court Sorcery

    When When you cast enchantments through force of personality and will.

    When you use magic to manipulate the emotions, memories, or loyalties of a creature that can understand you, roll +CHA instead of +INT. On a 10+, the effect is clean and convincing. On a 7-9, the GM will tell you what cost, flaw, or risk remains attached to the target's compliance.

  • Perfect Ritual

    When When you center yourself before a major spell.

    When you spend a moment aligning your breath, runes, and intent, regain your composure. Clear one ongoing penalty from magical strain, and the next spell you cast before making camp is treated as though you rolled a 10+ if you also accept a visible magical tell.

  • Forest Memory

    When When you move through wild elven lands or an old forest.

    Elven blood remembers old roads and older magic. When you travel through a natural forest or ancient grove, you can move silently and find hidden paths as if they were familiar halls. Take +1 forward to avoid detection, navigate, or Spout Lore about the place.

  • Bonded Focus Weapon

    When When you bind yourself to a favored weapon.

    Choose one weapon you own. It becomes your bonded focus. While you hold or wield it, you may channel spell energy through it, and the GM will tell you one curious magical property it has. If it is lost or broken, you feel its absence keenly and take -1 ongoing to Cast a Spell until you recover or replace it.

  • TraitElfKeen elven senses and long memory.
  • TraitElfGraceful movement through wild places.
  • TraitElfInnate affinity for old magic and ancient places.

Gear

6 items

Weapons

  • Ash Staff
    A walking staff carved from ash and ringed with silver, 1 weight. Use as a close, forceful weapon if needed. Load 1.
  • Dagger
    A fine dagger in a black sheath, 1 weight. Load 1.

Armor

  • Robes and Cloak
    Traveler's robes and a dark cloak, 0 weight. Load 0.

Tools

  • Ritual Kit
    Ink, chalk, wax, and quills for ritual work, 1 weight. Load 1.

Gear

  • Spellbook
    A spellbook bound in green leather, filled with diagrams, names, and half-burned notes, 1 weight. Load 1.
  • Rations
    Dungeon rations for 5 uses, 1 weight. Load 1.

Appearance

Tall and lean, with sharp green eyes, long black hair braided with oak leaves, and pale skin marked by faint silver runes. He wears layered dark green robes over practical leather, carries a carved ash staff, and keeps his movements quiet and precise.

Mannerisms

Speaks softly and precisely, never wastes a word, and often pauses as if editing the room itself. When thinking, he taps his staff once against the floor and watches people rather than the things they point at.

Personality

Coldly patient, highly articulate, and convinced that order is mercy in its most effective form. He is courteous even while being threatening, and he prefers outcomes that leave others grateful for the structure he imposes.

Ideals

Mastery

Bonds

____ owes me a debt they do not yet understand, and I will decide the terms when the time is right. I have seen ____ hesitate in a moment that mattered, and I keep that weakness tucked away for later use. ____ is useful, dangerous, and curiously hard to predict, which makes them either a liability or a future asset.

Flaws

Controlling, secretive, and willing to justify cruelty as efficiency. He trusts process more than people, and people more than he admits only when they are useful to his plans.

Quirks

Counts silences as if they were answers.
Collects fallen leaves and labels them by location.
Never sits with his back to an open doorway.

Background

Erion Oaktail was born beneath an ancient elven canopy where every family line was measured by patience, memory, and obedience. He learned early that the forest did not reward kindness, only proper reverence, and that mercy was a luxury for those who could afford weakness. While other children chased fireflies and songs, Erion learned names of roots, binding runes, and the quiet arithmetic of fear. He was praised for his discipline, then resented for how quickly he turned praise into leverage. When his circle of teachers refused to sanction a ritual that would have extended the lifespan of their oldest magistrates, Erion complied outwardly and copied the rite in secret anyway. The spell worked, but at a cost he regarded as acceptable and everyone else called monstrous. Exile came with little ceremony. He left with a stack of stolen notes, an oakwood spell focus, and the conviction that law is most useful when it belongs to the one willing to enforce it. Now he travels with adventurers as a necessary inconvenience and a laboratory of opportunity. Erion speaks politely, plans ruthlessly, and treats every alliance as a contract to be interpreted. He seeks forbidden lore, leverage over powerful beings, and the perfect theorem by which order can be made inevitable.

“He learned early that the forest did not reward kindness, only proper reverence, and that mercy was a luxury for those who could afford weakness.”
From their backstory
Background
Sour-faced scholar in travel-worn robes, carrying a staff, books, and careful pride.

Connections

Species

Elf

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