Raevori, daughter of Leshanna
Lvl 6 High Elf Wizard (Raevori)
Lvl 6 High Elf Wizard (Raevori) (23887 xp)
One of the Codeguard
[updated through end of Exp 51, excluding xp, gp for 51, or bonus +0.1 HP for 48 or 51]
Current Fatigue: 0.
Current tracking for James M INF priority stacks: 3.
Paragon of Magic.
As Paragon of Magic of the danger room, Raevori’s magical synesthesia intensified. She now always has detect magic active, but has disadvantage on Perception and Initiative rolls.
Stats: STR 7, DEX 14, CON 15, INT 15, WIS 5, CHA 11
1 injury affecting stats: -1 str, -1 dex, -1 wis
1 injury not affecting stats: disadvantage on acrobatics
Proficiency bonus to DEX and INT saves
hp 45.1/45.1 AND advantage on HP level up rolls (blessing of grandmother dryad)
3d8 HD (not d6, because of unique former monkness, lost 1 HD to Forging the Danger Room, lost 1 HD to her maresh addiction)
AC 14, 17 with Mage Armor (Int to AC, always)
Speed 35ft (+5 ft included off of Raevori subclass)
1 attunement slot permanently devoted to being Paragon of Magic of the Danger Room.
5’ 6 and 7/8", 115lb
Darkvision (to 60 ft).
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion: such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Ritual Casting. Raevori cannot cast ritual spells. Her magic is too pure for that ridiculous mumbo-jumbo.
Arcane Insight. Raevori has a natural sense for magic. She can spend an action to see with detect magic for the following round. She can use this ability a total of INT mod rounds a day.
Arcane Recovery. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
Arcane Tradition: Raevori.
You have disadvantage on arcana checks to learn a spell from another wizard’s spellbook (and no modification on the roll is possible). However, your brilliance is so unique that once an expedition you may roll Int (again, no modifiers possible) against DC20 to discover a new spell, which you can copy into your spellbook for half cost.
Raevori’s Way of the Open Spellbook.
Raevori trained herself to be an intelligence based monk, with no help from the wis-based wood elven monks who raised her. When Grandmother Dryad unlocked her access to her mother’s magic, that trained was transmuted into a complementary spellcasting tradition. You get your Intelligence bonus to AC, and +5 feet to your movement speed. In addition, your HD are d8, not d6. In addition, your get proficiency on Dexterity saves but lose it for Wis saves.
Background Feature: Contact. Raevori has a steady supplier for her maresh addiction, gleaned from her criminal background.
Backstory Tradeoff: Maresh Addiction. Raevori is addicted to maresh (a smoked substance like nicotine but stronger), which gives her disadvantage on Persuasion and Intimidation checks, but lets her reroll an Int check once a day. Her addiction also costs her 1 HD. Her HD are reduced by an additional 1 (2 total from this) on any expedition where she used the maresh reroll ability to do research the previous week.
Backstory Benefit: Bona Fide Genius
Raevori gets +1 research point / week spent doing research (she still pays the GP costs for this point), and can research things that she would normally need a specific proficiency for.
Upon reaching 4th level, Raevori got +1 Int, +1 Dex.
Living Arcane Gem
As a reward for slaying the evil hivemind in expedition 16, the mushrooms of 3.11 implanted a crystal seed on Raevori’s breastbone that has blossomed into a orange gem glowing with arcane might. This gem can automatically hold the concentration for any spell that Raevori casts (cannot lose concentration from any effect, and the spell doesn’t stop when she becomes unconscious), and it grants her level / 2 rounded down (currently 2) sorcery points, which can be spent on recovering spells as normal, or as metamagic, appling the Subtle affect (for 1 point, spell does not require somatic or verbal components). She also learned Empower (normal sorcerer rules). Unlike sorcerers, Raevori regains 1 sorcery point every short rest. She might learn a third at 7th level.
DRAWBACK: Increased pain sensitivity. The handful of skin-tone coloured mushroom tendrils growing out from the gem have affected Raevori’s nervous system, increasing her sensitivity to pain. She gets -2 on all temporary injury rolls (even though they appear only as bad as the unmodified roll), and has disadvantage on all saves to persist doing something that is painful, like long distance running.
Pack Tactics Against Aberrations
Raevori has pack tactics against aberrations with Beauregard, Rock, Lucens, Valerian, and Tabby. If any of them is adjacent to an aberration, she has advantage on attacks against it. If she is adjacent to an aberration, they have advantage on attacks against it. Gained on expedition 21.
A Nose for Magic
Raevori was granted a limited ability to smell magic by the wolf spirit of the Grey Hills. She can’t discern school, but with a successful perception check she can determine approximate strength and direction. She can use this to try to track magical creatures or effects, even though she isn’t trained in survival. Gained on expedition 28.
Major Magic Item: Left Chain of the Chainlord
Raevori bound the left chain of the chain lord that slew her mother to her, heating it in her mother’s funeral pyre as a final collaboration between mother and daughter.
It gives her four benefits at the moment:
She can be able to apply a combat superiority ability related to movement to the targets of her spells (trip, push, menace, disarm, distract, all as battlemaster). She can do this 4x / short rest +1 at 7, 10, 15, 18
Step Into My Web
Can cast web 1/day.
Raevori can cast touch spells at 10 foot range, dealing an extra d6 points of force damage when she does so (also applies to ranged spells at 10 ft range). Ranged spells cast through the chain count as melee attacks.
The Invisible Lash
She can use a magical reaction to trip a target attempting to close with her as an AOO
1/expedition, can cast counter spell. This doesn’t use your reaction, and can be used even if you’ve already used your reaction.
Blood Magic Practitioner
Raevori can spend 1d4+1 permanent HP to cast any spell she knows without using a spell slot as if she was casting it with a 4th level spell slot.
Spellcasting modifier: Intelligence
Spell save DC: 14
Spell attack modifier: +6
Cantrips: (5 known)
Firebolt (ranged to hit, 2d10 damage, 120 ft range)
Minor Illusion (M)
Ray of Frost (ranged to hit, 2d8 damage, slowed by 10 ft, 60 ft. range)
Spells Known (Spellbook)
Expeditious Retreat (bonus action to cast, Concentration, up to 10 minutes, bonus dash action)
Burning Hands *3d6 Fire, targets can save Dex for 1/2 (15’ cone))
Detect Magic (Ritual)
Sleep (M) range 90 feet, 20 radius of effect, 5d8 hp of creatures fall asleep NO SAVE lowest hp first sleepers require an action to wake up
Mage Armor (M)
Thunderwave 2d8 thunder, targets can save Con for 1/2 (15’ cube)
Invisibility (1 action, Concentration 1 hour, ends on attacks / spell casting)
Web (1 action, 60’ range, 20’ cube of webs, Concentration up to 1 hour, Dex save vs being restrained, restrained creatures can bust out with a Str check vs spell DC, webs are light obscure and difficult terrain, burn away dealing 2d4 fire damage if lit, by 5’ cubes)
Penetrating Full-round Fireball (spell triggers at end of the round when you cast it, people have disadvantage on the save)
Elusive Precise Lightning Bolt (can exclude 1 5’ square from the area, on casting forget until next long rest)
Hypnotic Pattern (learned from Way of the Open Spellbook)
Misty Step (learned from Way of the Open Spellbook)
Energetic Long-casting Fireball (Spell releases chaotic energy that Raevori must spend her next turn managing or take 3d6 damage. If she spends her action managing it, she regains a spell slot of 1st level. Casting continues for 2 initiative counts / spell level. If an enemy strikes during that time, spell can be disrupted) (learned from Arbora Ut Arcana: In Prexit Felii Mantua)
Spells Prepared: 8 (INT+wizard level). Preparing a new list of wizard spells requires at least 1 minute per spell level for each spell on your list.
Spell Slots: [lvl4]
level 1: 4/4 (recharges on long rest)
level 2: 3/3
level 3: 2/2
Skills: Perception, Stealth, Investigation, Athletics, Arcana
Saving Throws: Intelligence, Dexterity
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows, longswords, shortswords, shortbows, longbows
Tools: Thieves’ Tools, Dragonchess Set
Languages. Common, Elvish, Thieves’ Cant
Injuries Chain-wracked (two injuries): Disadvantage on Acrobatics checks, also -1 Str, -1 Wis, -1 Dex
Assailed by Eadgil, the Crouching Tiger (one injury, a ****ing critical through disadvantage, first time Raevori had ever dropped): -3 Int
Arcane Focus (dagger)
Money: 1661 gp, 4sp, 9cp
(last scepter attack)
Favors and debts:
Raevori owes Amara Invictus the right to copy Flaming Sphere from her spell book.
Raevori owes Flora the right to copy Fog Cloud from her spell book.
The Qua of the Southern Plains were lent 200gp by Leshanna in October of 2016. This will be redeemable for about 1/3 of a new fort being constructed in October of 2017, or a fort being completely refurbished.
|Item||Quantity||Cost (sp, per)||Weight (lbs, per)|
|Arcane Focus Crystal Dagger||1||-||1|
|Rations (1 day)||3||5||6|
|Rope (silk, 50’)||1||100||5|
|Healer’s Kit (2 uses used)||1||50||3|
|Common Healing Potion||17||500||—|
|Greater Healing Potion (4d4+4)||1||2500||—|
|Spell Component Pouch||1||250||2|
|Scroll of earth tremor||1||750||1|
|Potion of bless + heroism [10 temp hp] + next short rest counts as a long rest||1||3000||-|
|Silver shard (1 use spell attack, makes an incorporeal creature corporeal)||1||2000||-|
|Token for an Armnament in the Ebon Bank of the 2nd Degree||1||5000||-|
|6 pages of notes on mechanical steam engine mechanisms||10||??||-|
|LUA Authority Crest (Captain)||1||-||-|
The scroll of earth tremor is a 1st level spell that makes all creatures within 10’ of the caster have to make a Dex save or fall prone and take d6 damage. If the ground is dirt or other loose material, the terrain is now difficult.
+ 82 more arrows not carried by default due to weight.
+ cold weather gear (weight ten pounds, cost 150 sp) not carried due to weight
+ climbing kit, not carried due to weight
→ short bow not carried due to weight
→ Virtue’s makeup kit not carried due to weight
→ note to self, also has a disguise kit (make-up oriented) and a second disguise kit (camp oriented). Purchase and subtract from gp.
→ Codebox, left in town
→ Back up spell book containing a copy of each of the following spells:
Expeditious Retreat, Burning Hands, Shield, Detect Magic, Sleep, Mage Armor, Fog Cloud, Find Familiar, Invisibility, Web, Magic Missile, Flaming Sphere, Blur, Shatter, Alarm
(cost 200 gp, missing Thunderwave, left in town, obviously)
→ still beating troll heart, trimmed of regrowth + fed small amounts of nutrients occasionally, left in town for super obvious reasons (80 gp)
→ two organs that digest magic from Antorem (150 gp each)
→gorgon petrification organ (250 gp, metal, weight 25 pounds)
→ 62 research points into researching blood magic (8 weeks, Sovan helped week 1, Lucens helped weeks 3+4+5+6+8, currently can do at most 8 weeks of research without new info, last research roll Sunday July 9th), 483.75 gp spent so far
→Arbora Ut Arcana: In Prexit Felii Mantua. Grants a wizard the ability to quirk a 3rd level spell or a ranger the ability to quirk a 2nd level spell. Single use. Purchased and used by Raevori. Kept around because it’s still an interesting read.
→ Runa et Razzia (240 gp), really really expensive memoir about an elven archmage
Crystal Dagger + 4 (1d4 + 2)
Total weight carried: 62.5 lbs
Carrying capacity: 70 lbs unencumbered / 105 lbs encumbered
Name: Aelthrun (resummoned twice)
Familiar: A short-eared owl (sometimes a gyrfalcon).
Passive perception: 14
Darkvision 120 feet
Sometimes (gyrfalcon stats):
Str 5 Dex 16 Con 8 Int 2 Wis 14 Cha 6
Fly speed: 60 ft
Passive perception: 16
Perception +6 (double proficiency bonus [Silanyan house rule], doesn’t scale with level)
Keen Sight: Advantage on perception rolls that rely on sight
Action: I may use the familiar’s senses if I am within 100 feet of it. I am blind and deaf if I do this.
Action: I may temporarily dismiss my familiar to a pocket dimension (at any range), where it will await my summons. Another action will summon it to within 30 ft. of me.
A familiar can’t attack, but rolls its own initiative and takes its own turn.
A familiar can deliver a spell with a range of touch that I cast as if it had cast the spell if it is within 100 ft of me as I cast. This uses the familiar’s reaction. If the spell requires an attack roll, use my attack modifier.
Aelthrun costs 10gp to resummon.
Raevori is also the proud companion of the noble Horse Justice.