Character concept by Caileb Linscomb, all rights reserved.
High Elf, 6', 108 lbs, alabaster skin, long blonde hair, blue eyes speckled with gold
Hiko wears his blue Cloak of Protection and his Elven Chain shirt over his traveler's clothes. Around his neck he wears his Idol of Agincoth, an Amulet of Protection from Diviniation, a Necklace of Detect Poison, and his charm necklace with a charm in the shape and design of his magically hidden chest. On his feet he wears Slippers of Spider Climbing. When traveling, he carries a backpack and wears a utility belt, which carries his Wand of the War Mage, his Blood Dagger, a scroll case, and many potions. He rarely is seen without his field spellbook in hand.
Ornithel Mestenoux was born into a rich High Elf family, the Mestenoux fishing barons of the coastal city of Teras. He was raised in the comfort of his family's seaside manor, spending many days playing with his siblings and practicing his innate arcane spellcraft, a trait shared among all High Elf and one with which he showed great aptitude. Later in his life he studied diligently for many years at the arcane academy of Lok Magius, taking particular interest in the school of conjuration. He hoped to use the schools teachings to unravel the mysteries of the multiverse. After faithfully serving the academy's interests for over 30 years, he was abruptly expelled after committing an egregious misdeed. Ornithel was well known throughout the academy for his irreverent and contumacious attitudes about the academy's laws around the the concealment of information thought to be too dangerous to study, and much too dangerous for the wider masses to ever be aware of. It was never the less shocking to the academy staff when it was discovered that he had abused magic in order to infiltrate the Great Library of Lok Magius in an attempt to steal a number of forbidden tomes. Worse yet, it was determined that he not only intended to study said tomes, but potentially to distribute the information freely. He was promptly stripped of his title of Aetherist and banned from the premises and services of the academy and all associated institutions. To make matters worse, he was subsequently disowned from his family for the humiliation he brought to their name. It was after this abasement that Ornithel decided to abandon his former name and remake himself. He adopted a childhood nickname, Hiko, as his new name, and he swore that he would become more powerful than any academy mage, despite the abandonment of his family and peers. It was months after this resolution that he met the Kenku slave Chimes. Feeling great disgust for the practice of slavery, and pity for the poor Kenku girl, he decided to free her from her captors, inadvertently making a life-long friend in the process. The two together formed what would eventually be known as the Black Feather Troupe, and he adopted the persona of Hiko the Illustrious, a traveling illusionist. He feared that his true passion of conjuration would not bring as much amusement to the common folk of Rakore. They would later add an acrobat to their party of performers, a Changeling girl named Toox. The three would become close friends, traveling Rakore and performing for coin, but Hiko would long to once again study the arcane, for he had not forgotten the promise that he made to himself.
Personality Traits - I have a great passion for magic in all its forms. I am often eager to share my new discoveries, sometimes too eager.
Ideals - People of all creeds and from all walks of life should be able to study the arcane freely, despite what higher authorities may believe.
Bonds - My past deeds have left me ostracized from the arcane community, I seek to prove them all fools for scorning me.
Flaws - I can be easily persuaded by the promise of rare or esoteric arcane knowledge.
Hobbies - Archery, Dragonchess, Gambling, Reading, Spellcraft, Swordplay
Hiko's versatile familiar is a fey creature called “Misses Melbourne”. She most often takes one of three forms, that of a red octopus, a calico cat, or a great horned owl. She possesses the unique ability to cast the Dancing Lights cantrip.
Silent (+2 Stealth)
Always Vigilant (+2 Perception)
Wizard (Conjuration), Level 9
Background: Sage (Discredited Academic)
Race: High Elf
Alignment: Chaotic Good
STR 8, DEX 16, CON 10, INT 20, WIS 12, CHA 16
Proficient Skills: Arcana, Deception, History, Investigation, Perception, Performance, Persuasion, Slight of Hand
Language Proficiencies: Common, Draconic, Core Dwarven, High Elven, Mazizhe Ogran, Vridarin
Weapon Proficiencies: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows, Longswords, Shortswords, Shortbows, Longbows
Armor Proficiencies: None
Tool Proficiencies: Playing Cards, Dragonchess
Researcher - When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Skilled - You gain proficiency in any combination of three skills or tools of your choice.
Velanna the Brass' Traveling Spellbook: An ex of Eingrim the Gold's, Velanna was a generalist of Lok Magius that died aboard the Drumkin while it was in Rilan. She was a mage for hire whose last adventure was a tomb in Lena belonging to a Karatikan druid-battlemage known as Uthinnar that was buried with honors in the land P'thathikir (modern-day Rakore). Spells: 1) Identify, Color Spray. 2) Levitate, Spider Climb. 3) Gaseous Form, Vampiric Touch. 4) Ice Storm, Secret Chest.
Tome of Pad Taral, damaged by acid: Pad was a gnome that hid a treasure room in the ruins of Duradog. The treasure room had several traps ahead of it, including a greased bridge above a chasm full of spikes. The tome is damaged, but the following spells were in it: C) Minor Illusion, 1) Grease, 3) Glyph of Waring, Remove Curse, 5) Wall of Force.
Jollock's Traveling Spellbook: This book was found in one of the warehouses of Rilan, and is suspected to have been stolen during the Betrayal after the Ogran Invasion. Unfortunately, the book is heavily damaged. The surviving spells and writings points to a sociopath with simpleton-like writing: C) Infestation, 1) Chaos Bolt, Zephyr Strike, 2) Dragon's Breath, Mind Spike, 3) Thunder Step, Summon Lesser Demons
Damathocles' Master Tome: This gold-leafed tome is enchanted to stand the test of time. Damothocles was a conjuration master from before the Storm Wars, and contained more than just spells. It has rich notes on the locations of several pre-war towns, fortresses, and wizard keeps, as well as notes on monsters, summonings, and powers. There are even some legal notes for dealing with devils and making wishes.
Macintyre's Traveling Spellbook: Taken from 'Mac' over some ruins to the north of Teras, this sloppily written book had only a handful of spells of note, including fireball.
* ArcLight (2nd Level), Bonus Action, 60ft range, V/S/M (requires a small quartz crystal that is consumed), Duration 10min, Evocation School; creates a very bright actinic light at the point chosen that spreads for 20ft in all directions and is too bright to look at for more than a moment, bright light for another 20ft, and dim light for another 20ft; creatures on the other side of the actinic light are considered to have full obscurement; once conjured, the arc light remains in place and cannot be moved; within the actinic zone of the light's source, all colors are washed out (monochromatic) and all creatures vulnerable to radiant damage take 1pt of damage per round (on their turn) while within its sphere of affect.
* Lift (2nd Level), Action, 60ft range, V/M (requires a feather), Duration Concentration, Evocation School; target one creature or object within range, and an ethereal force reaches out to surround them; make a grapple check against the target (your spell DC versus their Athletics or Acrobatics; creatures with fly speeds have advantage to escape) and if you are successful, you give it a fly speed of 10ft/round that you control during your round (effective that round); the spell ends if the target leaves the range of effect, if they escape, or if you lose concentration; the target may attempt escape checks each round they are being grappled.
For more information, see Campaign X