Nemeia

Nemeia

Physical Description

General Physical Condition

In good shape, but not the strongest person in any sense.

Body Features

For a Tiefling, her features are not as relatively defined as others she may meet because of her upbringing. Her horns are defined, but small enough to be hidden behind a large hood, and a long, but slender tail that trails behind her.

Facial Features

She has a slightly rounder face, her skin is a mixture of charcoal and a very dark red, though in bright sunlight it would just look like a dull grey. Her eyes contrast her skin color as they are a very bright golden color, almost shining.

Physical quirks

She has a pretty confident posture to her as long as she's in a situation she is familiar with and there is no one she is close too around. Otherwise she becomes timid and shrunken, hiding behind those she trusts.

Apparel & Accessories

A set of Grey and Black travel robes that she wears frequently. There are numerous pockets, belts and sashes that line it. A metal shoulder pad on her right shoulder, and a vambrace on her left arm that she got from the Mages' Guild.

Specialized Equipment

A Silver Ring with a purple crystal embedded into the center serves as her Arcane Focus.

Mental characteristics

Personal history

Nemeia was taken from the plane of which she was originally born by force at a very young age. The acts of a group of ambitious wizards trying to break new discoveries in powerful Conjuration Magic. She was put to testing by the wizards, who wished to see the differences there were in a being born of a different plane than their own. So they taught this child magic, and trained her mind to take tests, be a subject in experiments, and test limits. At first this life was all she knew. She knew nothing of the outside world, and was forbidden to learn of it, in fear that she would become ambitious with curiosity. As she grew older, she grew more bold. Questioning more things and becoming more resistant to her Wizard "caretakers". She stole books and scrolls from the libraries she was forbidden to see. And she learned a little bit of what the world was like outside of the prison they called a Laboratory. And her curiosity began to expand, leading her to want more and more to find a way to escape, and learn of the world that surrounded her.   Some years went by, she meticulously positioned around the wizards, becoming more compliant with them, and learning magic faster than ever before. She continued to steal from the wizards', this time spell scrolls and spell books, hoping to find something she could use. Once she learned of the school of evocation, a school of magic she was kept away from, in fear of what could happen if she grew bold like she was now.   Once mastered in secret, Nemeia hatched a plan to escape. The last thing she remembers is the Laboratory, and everything inside, engulfed in flames, hopefully never to resurface again. And she was left, with only her familiar as a companion, to wander the sands of Majital alone.

Gender Identity

Female

Sexuality

Bi

Education

Self Taught with most things, is very ignorant to things around the world. But had an extensive magical education throughout her childhood.

Accomplishments & Achievements

The Lair of Heodero the Awesome - CitizenJoseph 1MV   Secret Crypts of Necromancy - CitizenJoseph 1 MV

Mental Trauma

Was forced as a test subject to a group of ambitious wizards wishing to learn more about Inter-plane Conjuration Magic. Ended up presumably killing them all by setting fire to their laboratory and escaping.

Intellectual Characteristics

Total Nerd

Morality & Philosophy

The truest form of power is the kind that comes with knowledge.

Personality Characteristics

Motivation

She has a powerful and stubborn curiosity that dives her learn more of the world. Her love for magic and the arcane drives her to learn as many spells as she can.

Savvies & Ineptitudes

She's a savant at calligraphy and anything related to magic, i.e: Creating Scrolls, Copying Spells, etc. But lacks a lot in pretty much every other skill since she was not exposed to it for a long time.

Hygiene

She isn't super adamant about keeping a room clean while she's working. Once she's done she'll make sure to get it cleaned up but won't go overboard with it.

Social

Religious Views

Follows Oun

Hobbies & Pets

Has a Raven familiar named Beon that has been with her since she was very young.

Speech

Is very adamant about good grammar, talks in a relatively formal tone. Doesn't tend to use much slang or differed dialects.

Wealth & Financial state

She gets funds from the Mages' Guild to help with her magical ambitions. But other than that her only source of wealth is the missions she's put on.
Species
Ethnicity
Year of Birth
1179 26 Years old
Birthplace
Unknown
Children
Current Residence
Mages' Guild
Gender
Female
Eyes
Piercing, Golden
Hair
Long, Sleek, Black/Red
Height
5'5"
Weight
146 lbs.
Known Languages
Common (Sand), Wicked (Infernal)

Nemeia Reis

Tiefling, Mephistopheles Race
Majital/Portal Born Origin
Conjuration Sage 12 Class & Level
Chaotic Neutral Alignment
None Deity
Mages Guild Faction
Archmage/Chapter Master Rank/Position
24 Loyalty
None Company

Strength 10
+0
Dexterity 10
+0
constitution 12
+1
intelligence 20
+5
wisdom 12
+1
charisma 14
+2
Total Hit Dice 11
Hit Die
1d6+1
+4 proficiency bonus
+0 Strength
+0 Dexterity
+5 Constitution
+9 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+0 Acrobatics
+1 Animal Handling
+13 Arcana
+0 Athletics
+2 Deception
+9 History
+1 Insight
+2 Intimidation
+9 Investigation
+1 Martial
+0 Medicine
+5 Nature
+1 Perception
+2 Performance
+2 Persuasion
+9 Religion
+0 Sleight of Hands
+0 Stealth
+1 Survival
skills

 
66
MV
3
Prestige
3
Attunement Slots
18
Armor Class
72
Hit Points
+0
Initiative
30
Speed
Dagger 1d20+3 1d4
Conductor's Arrow 1d20+10 1d4+6
Attacks
Armor
None


Weapons
Daggers
Darts
Slings
Quarterstaffs
Light Crossbows


Languages
Common
Infernal
Elven
Primordial
Dwarven
Sylvan



Tools & Others
Calligrapher's Supplies (Expertise)
Alchemist's Supplies
Flute

Proficiences
Spellcasting ModifierIntelligence
Spell Attack Modifier+9
Spell Save DC17


Spell Slots
1st4
2nd3
3rd3
4th3
5th2
6th1


Cantrips
Frostbite
Light
Mage Hand
Message
Prestidigitation
Fire Bolt


1st Level

Absorb Elements
Alarm
Burning Hands
Catapult
Cause Fear
Charm Person
Chromatic Orb
Comp. Languages (R)
Detect Magic (At Will)
Disguise Self
Earth Tremor
Expeditious Retreat
False Life
Feather Fall
Find Familiar (R)
Fog Cloud
Grease
Ice Knife
Identify (R)
Longstrider
Mage Armor
Magic Missile
Protection from Evil and Good
Shield
Silent Image
Sleep
Snare
Tasha's Hideous Laughter
Tenser's Floating Disk (R)
Thunderwave
Unseen Servant
Witch Bolt


2nd Level
Aganazzar's Scorcher
Alter Self
Arcane Lock
Blindness/Deafness
Blur
Cloud of Daggers
Continual Flame
Crown of Madness
Darkvision
Detect Thoughts
Dragon's Breath
Dust Devil
Earthbind
Enlarge/Reduce
Flaming Sphere
Gentle Repose (R)
Gust of Wind
Hold Person
Invisibility
Knock
Levitate
Locate Object
Maximilian's Earthen Grasp
Mind Spike
Mirror Image
Misty Step
Nystul's Magic Aura
Phantasmal Force
Scorching Ray
See Invisibility
Shatter
Silence (R)
Spiritual Weapon
Skywrite (R)
Suggestion
Warding Wind
Web


3rd Level
Blink
Counterspell
Dispel Magic
Enemies Abound
Fear
Fireball
Fly
Glyph of Warding
Haste
Hypnotic Pattern
Leomund's Tiny Hut (R)
Life Transference
Lightning Bolt
Magic Circle
Major Image
Melf's Minute Meteors
Nondetection
Phantom Steed (R)
Remove Curse
Sending
Slow
Sleet Storm
Thunder Step
Tidal Wave
Tongues
Wall of Sand


4th Level
Banishment
Blight
Conjure Minor Elementals
Dimension Door
Evard's Black Tentacles
Greater Invisibility
Ice Storm
Mordenkainen's Faithful Hound
Mordenkainen's Private Sanctum
Otiluke's Resilient Sphere
Polymorph
Sickening Radiance
Vitriolic Sphere


5th Level
Animate Objects
Bigby's Hand
Conjure Elementals
Contact Other Plane
Far Step
Legend Lore
Scrying
Skill Empowerment
Steel Wind Strike
Synaptic Static
Telekinesis
Wall of Force


6th Level
Contingency
Globe of Invulnerability
Tenser's Transformation
True Seeing


Prepared Spells
Absorb Elements
Chromatic Orb
Counterspell
Dimension Door
Dispel Magic
Feather Fall
Fireball
Greater Invisibility
Magic Missile
Mordenkainen's Private Sanctum
Misty Step
Nondetection
Nystul's Magic Aura
Remove Curse
Scorching Ray
Shield
Silence(R)
Skill Empowerment
Spiritual Weapon

Spellcasting
Magic Items




Magic Items
Sage's Band(Attuned)

  • A band imbued with the magic of the ancient sages. This ring hums with a source of powerful Arcane magic. Forged and imbued within the presence of the Sphere of the Sage, this band takes all that has been learned from the Sages of the past to be renewed and used once more in the present struggles of this world.

  • Your Intelligence score increases by 2, up to a maximum equal to your ability score cap.

  • Empower the Veil. - As a bonus action, you can expend a spell slot to increase your AC by the spells level up to a maximum of 3 that lasts until the start of your next turn. You can use this ability twice, regaining all uses after finishing a long rest.

Taladoni Summoning Book(Attuned)

  • While this spell book is within 30 feet of you, you can dismiss it temporarily as an action, depositing it into a pocket dimension where it awaits your summons. As an action while it is temporarily dismissed,
    you can cause it to reappear in any unoccupied space within 30 feet of you. While it is not in your hands, you can cause it to levitate and follow behind you (no action required) until it is picked up or held once more.
    You also gain the following benefits:


  • Empowered Summons - When you summon one or more creatures with a conjuration spell of 3rd level or higher, choose one target summoned by it. Its hit point maximum increases by your wizard level, and it uses your proficiency
    bonus instead of its own.


  • Greater Teleportation - The distance you can teleport with the Misty Step spell increases to 60 feet.

Listening Stone

  • When this pen is first equipped, it floats freely around you and you are capable of writing with it hands-free.

  • Silent Stenographer. - When you have a blank piece of parchment within 5 feet of you, you can use an action to vocally command this pen to turn invisible and it automatically transcribes with invisible ink any words that are said in a normal speaking voice or louder within 60 feet of you. The words transcribed by this pen are written in the language the words are spoken in, however, this pen can not transcribe languages that can only be learned through special means. You can remove this invisibility when you use an action to vocally command this pen to reveal itself. Once revealed, the ink written dries and is permanently visible. If the piece of parchment is not within 5 feet, the pen stops transcribing until it is placed back within 5 feet or another blank piece of parchment is placed within 5 feet of you. This pen can transcribe 30 minutes of conversation per page.

  • This pen can teleport back to whoever last equipped it at any time with an item interaction.



Sentient Items
Sentient Items
Garthos(Taladoni Summoning Book)

  • Alignment: Chaotic Good

  • Mental Ability Scores: Int 16, Wis 16, Cha 12

  • Proficiency Bonus: +3


  • Senses: Sight, Hearing, Darkvision 120ft

  • Communications: Vocal, Empathy, Telepathy 30 ft.

  • Languages: Common (Stone), Elvish (Imperium), Giant (Lesser), Yeti

  • Skill Proficiencies: Perception, Persuasion, Survival


  • Manifest Vessel: As an action, you can expend a spell slot of 3rd level or higher to summon a creature for Garthos’ sentience to inhabit in an unoccupied space you can see within 30 feet of you. This creature is a Yeti, with the stat block shown below and Garthos’ personality, and it lasts for 1 minute. If you expend a spell slot of 4th level or higher, the creature gains the benefits of Empowered Summons. Once you summon the Yeti by expending a spell slot, you can't do so again until you finish a long rest. You can also summon the Yeti without expending a spell slot. If you do, it has a hit point maximum of 1, it can’t attack, and it disappears when combat begins. The Yeti can be dismissed as an action by you at any time, but the Yeti can’t be more than 1000 feet away from the book for any reason. If it is, it will immediately be dismissed and return to the book







Mounts and Pets
Mounts and Pets
Hyena - "Shenzi"
Carriage - "Madam Irma'nın arabası"


Equipment
#
LB
Dagger
1
1
Conductor's Arrow (Dart)
1
1
Sage's Band (Ring)
1
0
Spellbook (Backup)
1
3
Taladoni Summoning Book (Spellbook)
1
3
Taltaken Vambrace (Equipped)
1
0
Taltaken Greaves
1
0
Taladonic Papers
1
0
Piece of the Sage of 9 Path's staff
1
0
Guild Band(Light)
1
0
Breastplate
1
20
Explorer's Pack
1
59
Rations (1 day)
5
2
Waterskin
0
5
Ball bearings (Bag of 1000)
1
2
Component Pouch
1
2
Pole of Collapsing
1
0
Tinker's Tool
1
10
Masterwork Calligrapher's Supplies
1
5
Arcane Focus(Crystal)
1
0
Backpack
2
1
Bandolier
4
1
Fine Wine (Bottle)
1
0
Total
112

Consumables#LB
Oil of Slipperiness12
Health Potion(Greater)22
Health Potion(Superior)22
Antitoxen10
Scroll of Counterspell21
Scroll of Dispel Magic11
Scroll of Gentle Repose11
Scroll of Longstrider31
Scroll of Misty Step11
Scroll of Revivify11
Scroll of Remove Curse11
Scroll of Shield21
Total 19

Crafting Materials#
Crafting Tokens112
Manaward Blueprint1

Spell ComponentsGP
Find Familiar Components30gp
Pearl100gp
Solid Gem50gp
Incense250gp
Strips of Ivory4
Ruby Dust100gp


Bandoliers

Type#
Bandolier 1
Health Potion(Superior)1
Scroll of Shield1
Scroll of Counterspell2
Bandolier 2
Health Potion(Greater)2
Scroll of Dispel Magic1


Wealth

Type#
PP980
GP0
SP0
CP0
Total9800gp
Weight0

Equipment
Mages Guild
Faction
The Specialist
Stat Array
Sage 4
Inner Strength: You are now proficient in constitution saving throws.
Veil of the Sage: A shimmering mystic veil of magic coats your body, granting you a permanent Mage Armor effect that provides a base AC of 13 + either your dexterity modifier or intelligence modifier (your choice). Should this effect be dispelled it will automatically reapply at the end of your next turn.

 

Sage 8
Elemental Aether.: When you use this ability you choose an element from acid, cold, fire, lightning, poison, or thunder and begin to conjure the chosen element. You can make a ranged spell attack against a creature within 60 feet, and on a successful hit, the target takes 2d8+Intelligence modifier damage of the chosen type. You can repeat this attack as a bonus action on your next turn, but lose the ability to do so at the end of that turn. This ability has 3 uses.

 

Prestige 1 Sage
Arcane Bolt (3): Starting at 4th level, you can use a bonus action to unleash a powerful bolt of astral energy. Make a ranged spell attack against a creature within 120 feet of you, dealing 2d4 + 2 astral damage for every four Wizard levels you possess. You can use this ability three times and regain expended uses when you finish a short or long rest.
This ability is considered a spell for the purposes of counterspell
Level 4: 2d4+2, 3rd level spell
Level 8: 4d4+4, 4th level spell
Level 12:, 6d4+6, 5th level spell

 

Prestige 2 Sage
Skill Improvements (1): Choose an Intelligence Skill (Arcana, Investigation, History, Nature, Religion). You gain proficiency in the chosen skill. If you already have proficiency with the chosen skill, you gain expertise instead

Prestige 3 Sage
Arcane Bolt (5). : The number of uses for your arcane bolt ability increases from 3 to 5.

Limited Features
FeatureMaxRecover
Arcane Recovery
1
LR

Abilities
Ability
Minor Conjuration
Use Familiar's Eyes
Benign Transposition

Racial Traits
Trait
Tiefling, Mephistopheles - +1 int, +2 Cha
Legacy of Cania - Know Mage Hand, Can cast Burning Hands as a 2nd level spell once per long rest at level 3, Can cast Flame Blade at level 5, Charisma is the modifier for these spells

Origin Traits
Origin
Majital - +1 Int, Detect Magic At Will, Prof. in Arcana
Portal Born - Reduce Cold Damage by 3, Prof. Religion

Academies
Amateur Training - Flute
Expertise Training - Calligrapher's Supplies
Amateur Training - Alchemist's Supplies
Language - Elven

Class/Racial Features & Traits