Raven: Character Sheet

Raven

   Level 7 (10 ECL) Druid-Thief. Exiles Campaign, XP: 48,600

   Gray Elf (No ECL adjustment): Attribute Shift (+2 Dex, -2 Con, 6 CP), Self-Development (+2 Int, 12 CP), Immunity/Magical Sleep and Charm Effects (Uncommon / Minor / Major, Corrupted: 90% resistance only, 2 CP), Occult Sense/Nightsight (Specialized: Low-Light Vision only, 3 CP), +1 Warcraft (Specialized: does not add to attack progression and only applies to one-handed blades and bows, 3 CP), +2 to Listen, Search, Speak Language, Move Silently, and Spot (10 CP), Occult Sense / Portal Detection (Specialized in Secret Doors only, 3 CP), +1 to Speak Language (Elven, 1 CP) and Immunity / Time (A greatly extended lifespan. No cost due to usual campaign timescale). Disadvantages: Blocked x2 (maximum of 10 clerical and 12 sorcerer or wizard magic levels, cannot become paladins at all, -6 CP). Net Total: 31 CP.

    Personal Data: Height; 3’6″. Weight; 35 Lbs, Hair; Blond (Dirty). Eyes; Green. Skin; Tanned. Age 74 (LE 2120). Occupation; Begger, Street Urchin, Petty Thief, Adventurer. Marital Status; Single, Birthplace; Unknown. Religion; Pantheist, mutual admiration society with the forces of nature. Education; street experience, tutored by Aurcalon Llawendraig, Raistlin Majere, and others. Raven has the Dragon type, rather than Humanoid.

    Wild Magic Template (+3 ECL, see below): Oddly enough, this actually has relatively little effect: he gets a few elemental spells and is hard to hurt with elemental attacks – but his vast cosmic power only appears when the game master wants to use it as a plot device. It does, however, subsume a few abilities he’s picked up in his adventures – most notably, having more hit points than usual.

    Point Totals: 192 (L7 base) + 4 CP/Level (Druidical Duties, Armor and Weapon Restrictions) + 10 CP (Disadvantages: Broke, History, Recorder, and has a hard time getting adults to take him seriously) + 6 CP (Unique Training from the Elder Magi) = 236 CP.

    Level-Based Bonuses: L1 Feat (Fast Learner, +2 SP/Level for Thief skills), L3 Feat (Traceless Travel ), L6 Feat (Shapeshift: Small or Medium animal form 1/day/3 levels. This also provides one days worth of HP healing), and L4 Attribute Bonus (Dex).

   Basic Attributes: Strength 08 (-1), Dexterity 22 (24) (+7), Constitution 22 (+6), Intelligence 18 (20) (+5), Wisdom 16 (18) (+4), and Charisma 14 (16) (+3).

   Current attribute adjustments for age: Str -4, Wis -2, Con +2, Dex +2, and Chr -2.

  • Saves:
  • Reflex +5 (purchased, 15 CP), +7 (Dex) +2 (Template Bonus) + 2 (Luck) + 3 (Resistance) = +19
  • Fortitude +5 (purchased, 15 CP), +6 (Con) +2 (Template Bonus) + 2 (Luck) + 3 (Resistance) = +18
  • Will +5 (purchased, 15 CP), +4 (Wis) +2 (Template Bonus) + 2 (Luck) + 3 (Resistance) = +16
  • Warcraft: +5 BAB (30 CP) (+6 total due to Elerus Sigil, +7 with one-handed blades and bows due to race)
  • Hit Dice: L1 d12 (8 CP), L2-7 d6 (12 CP total). Rolls: 12, 6, 5, 6, 4, 3, 5.
  • Hit Points 83 + 84 = 167
  • Move 30
  • Initiative +4
  • Alignment: TN, leaning towards NG.
  • Armor Class 10 (Base) + 7 (Dex) + 3 (Armor) + 2 (Natural) + 2 (Luck) +3 (Martial Arts) = 27
  • Proficiencies All Simple and Druid Weapons (6 CP). Light Armor (3 CP) and Shields (3 CP)
  • Languages (5+Bonus) Common, Goblin, Orc, Gnoll, Celestial, Bonus: Elven, Druidic, Dwarven, Aquan, Auran, Draconic, Ignan, Sylvan, and Terran

Usual Weapons

  • Produce Flame/Melee +11/+06 (+6 Boosted BAB, +2 Luck, +3 Martial Art) Touch, 1d6+7 (base 1d6+5, +2 Luck) Fire, Crit 20/x2, Combat Reflexes, 1d6 Sneak Attack
  • Produce Flame/Thrown +16/+11 (+6 Boosted BAB, +1 Enhancement, +7 Dex, +2 Luck), Touch, (1d6+5) Fire + 1d6 Electrical + 1 Enhancement +2 Luck, Crit 20/x2, flat 120 ft range, 1d6 Sneak Attack
  • Throwing Knife +19/+14 (+6 Boosted BAB, +1 Enhancement, +7 Dex, +2 Luck, +3 Martial Art), 1d4+3 (1d4 base +1 Enhancement +2 Luck) + 1d6 Electrical (shocking ability), Crit 20/x2, 20′ Range, 1d6 Sneak Attack

Other Abilities (84 CP):

  • L7 Druidical Spellcasting (56 CP): 6x L0, 5x L1, 4x L2, 3x L3, 1x L4
  • Occult Sense/May identify plants, animals, and pure water by sight (6 CP)
  • Travel/Forest (3 CP): May pass through forested and overgrown areas without hinderance.
  • Upgrade Racial Charm and Sleep immunity to 100% (1 CP).
  • Adept/Street Skills (6 CP): Bluff, Hide, Move Silently, and Sleight-of-Hand.
  • Double Damage (6 CP) when striking from behind. Specialized (4x Damage): only works when opponent is unaware of him.
  • Mystic Link and Summons Link with the Albertius Log, Elerus Sigil, and Azuredge (Specialized: it may take some time for any of them to get back to him, 6 CP).

Starting Relic: The Elerus Sigil  (4 CP)

  • Clever Fingers/Advanced Augmented Bonus: Adds his Dex Mod to his Int Mod for skill gaining purposes and vice-versa for Dex based skills (since the other way makes no sense. This can be viewed as two specialized augmented bonuses. 18 CP).
  • Warcraft I: +1 BAB (6 CP).

The Wild Magic Template

   Raven is irrevocably bound to the wild magic. That bond is outside of time; it has always been, and it will always be. Unfortunately, the wild magic is just that. It has no limitations. It can’t be controlled. It does what it wants to, when it wants to, and how it wants to. Raven can tap into it’s infinite power for a few minor tricks – but he doesn’t “have” the wild magic. It’s got him.

   Fortunately, it tends to be responsive, rather then active. While few “normal” events will cause a flare-up, encounters directly or indirectly involving cosmic forces – avatars/gods, artifacts, archdemons, or other major power foci – will often awaken it, especially if he’s attacked or gets too upset.

  • Raven is inherently magical – and it shows. A simple “Detect Magic” effect will allow anybody to sense that he possess a bizarre, shifting, magical aura – as well as occasional flashes of wild power. This can attract all kinds of unwelcome attention.
  • He’s a quest magnet. Like it or not, the Wild Magic has chosen Raven as a guardian of the multiverse. When the universe needs a hero, it reaches into it’s pocket and pulls him out. So far he’s had to save the universe from a mad god, reforge the structure of reality, turn Raistlin aside from a path that would have destroyed a world, stop a mad mage from breaking down the barriers between life and death (The reversible Living Being to Zombie spell would’ve had that effect eventually), and reclaim a Chaos Orb.
  • As a nexus of wild magic, Raven’s mere presence can awaken ancient magics, trigger strange events, open up occult portals, shatter mystical barriers and prisons, and otherwise stir things up. The fact that he tends to show up at critical places and moments in history adds to the impact. Sadly, none of this is really under his control.
  • On a related note, he’s dimensionally unstable. He, and any companions, tend to do a lot of world-hopping. This is often “coincidental” – he just “happens” to be picked up by a spelljammer or go with friends – but he sometimes simply wakes up somewhere other then he went to sleep. His ability to adapt almost instantly to the local version of “common” may or may not be a side effect.

Thanks to all these factors, the entire Template is considered Specialized. As a +3 ECL Template, this translates to up to 255 CP.

The Wild Magic: 48 CP

  • Dominion and Path of the Pharaoh/Manipulation (Specialized: only as prerequisites, 6 CP).
  • Sphere of Influence/The Wild Magic of Primal Creation (Specialized: only as a prerequisite, 3 CP).
  • Godfire (Specialized and Corrupted for triple effect. It acts only when it wants to, generally in response to a confrontation with another major power, such as a deity, archdemon, major artifact, or similar focus. Such a confrontation can have extremely unpredictable consequences for such beings; most of them are well aware of it and will avoid any hostilities at all costs. 6 CP).
  • Divine Attribute (Specialized: Only activates when confronting another deity, major artifact, or great peril to creation, 3 CP).
  • Triggering/Godfire (Charisma Check, DC 69 base, 6 CP): (Thanks to this, he’s currently at 14 Godfire. He’s never used any).
  • Luck: Specialized (In use of Godfire, double effect), Corrupted: only for use with Triggering, x1.5 effect) (May “take 60” on the triggering roll), +36 Bonus uses/day (same limitations, 18 CP).
  • Augmented Bonus: Adds Int Mod to Chr Checks (Specialized: only for Godfire Triggering, Double Effect, , net +70, 6 CP).

Elemental Magic: 54 CP

  • Channeling: Uses per Day: 3+12 Bonus Uses (Specialized: only for use with Conversion, double effect, 24 CP).
  • Channeling/Conversion: To a L9 spell effect. Specialized: the actual effects produced cannot exceed spell level (user level/2, rounded up), double effect, Corrupted: the total number of actual spell effect levels produced per day is limited to the user’s (Charisma + Level) (30 CP). The base spell effect is Elemental Mastery (L27, produces any elemental spell effect of up to L25).

Immunities: 46 CP

  • Elemental Damage (Very Common/Major/Epic, Specialized (double effect, 120 HP and +6 on relevant saves) only actually provides 50% HP protection unless he opts to mark off a use of his channeling power (this is reflexive), 30 CP).
  • Group Blessing (Specialized: Elemental Damage Immunity only may be shared with up to (Cha Mod) others in the immediate area, Corrupted: only works when he opts to enhance his defenses with his channeling powers, 4 CP).
  • Space-Time Continuity (Uncommon/Major/Major, 6 CP): Raven stands somewhat outside of time and space. He can appear in various periods of history in no particular sequence, wander from campaign to campaign without reasonable explanation, and so on. Neither time nor space is necessarily a barrier to him – although they’re fairly solid in any given campaign.
  • Dispelling and Antimagic (Uncommon/Minor/Legendary. Specialized: only affects the abilities in this template. 6 CP).

Other Bonuses: 35 CP

  • +6 Speak Language: Aquan, Auran, Draconic, Ignan, Sylvan, and Terran (6 CP).
  • +10 Diplomacy (Specialized: only for use against elemental creatures, fey, and nature spirits, 5 CP).
  • Wild Magical Favors (once per session maximum, at the “enormous” level. Specialized: only works at dramatically appropriate moments with GM approval [and usually when he wants to help someone], 6 CP).
  • Resist: +2 to his base on all saving throws (18 CP).
  • +4 Constitution (24 CP). (This, and the bonus hit dice below, actually subsume several things from prior character versions)
  • +6d6 Bonus Hit Dice (Specialized: only comes into play at 1/level, 30 CP) (Rolls: 6, 1, 5, 2, 6, 4, for 24 + 6x Con Mod HP.
  • Innate Enchantment (12 CP): Immortal Vigor 1 (+12 +2x Con Mod HP, 1400), Fortune’s Favor (+2 Luck Bonus on skill and attribute checks, 1400), Ward of Heaven (+L/3 Luck bonus to Saves and AC, 2000), Aura of Favor (+L/3 Luck Bonus to Attacks and Damage, 2000), Warding Rune (+1 + CL/3 Resistance Bonus to Saves, 1400), General Skill Mastery (+2 Competence Bonus to all skills, 1400), and Hide Like Ox (+1 + L/6 Natural Armor, 1400).
  • Empowerment (Specialized in Innate Enchantments, 6 CP).

 

Skills

    Available Skill Points: 41 CP + (36+9+9+9+12+12+12 for Int) = 140 SP.

Major Skills:

SP

Base

Att.

Other

Net

Appraise (Int)

5

4

+9

Balance (Dex)

5

12

6

+23

Bluff (Chr)

5*

10

3

6

+19

Climb (Str)

8

8

-1

4

-11

Concentration (Con)

8

8

6

4

+18

Craft (Int)

5

4

+9

  -Alchemy

5

5

5

4

+14

Decipher Script (Int)#

1

1

5

4

+10

Diplomacy (Cha)

3

8

+11

Disable Device (Int)#

7

7

5

6

+18

Disguise (Cha)

3

4

+7

Escape Artist (Dex)

12

4

+16

Forgery (Int)

5

4

+9

Gather Info. (Cha)

6

6

3

6

+15

Handle Animal (Cha)#

1

3

4

+8

Heal (Wis)

4

4

+8

Hide (Dex)

5*

10

12

4

+26

Intimidate (Cha)

3

6

+9

Jump (Str)

-1

6

+5

Knowledge (Int)#

   

5

4

 

Arcana

1

1

5

4

+10

Architect/Engineer

5

4

 

Dungeoneering

5

4

 

Knowledges

         

  -Geography

1

1

5

4

+10

  -History

1

1

5

4

+10

  -Local

6

6

5

4

+15

  -Nature

5

5

5

6

+16

  -Nobility/Royalty

1

1

5

4

+10

  -Religion

5

5

5

4

+14

  -The Planes

5

5

5

4

+14

Listen (Wis)

8

8

4

6

+18

Martial Arts

     

   -Street Fighting

3

3

12

4

+19

Move Silently (Dex)

5*

10

12

6

+28

Open Lock (Dex)

4

4

12

6

+22

Perform (Cha)

3

4

+7

Profession (Wis)#

 

4

     

   -Herbalist

2

2

4

4

+10

   -Mechanician

5

5

4

4

+13

Ride (Dex)

12

4

+16

Search (Int)

7

7

5

6

+18

Sense Motive (Wis)

5

5

4

4

+13

Sleight of Hand (Dex)#

5*

10

12

6

+28

Spellcraft (Int)#

1

1

5

4

+10

Spot (Wis)

3

3

4

6

+13

Survival (Wis)

5

5

4

6

+15

Swim (Str)

-1

4

+3

Tumble (Dex)#

5

5

12

4

+21

Use Magic Dev. (Cha)#

3

3

3

4

+10

Use Rope( Dex)

12

4

+16

    #No unskilled roll allowed.    *2-point racial bonus

Skill Notes

+3 Specialities: (1 SP Each)

  • Bluff/Con Artistry (mostly used for begging)
  • Streetwise
  • Craft: Alchemy/Pyrotechnics

 Special Notes:

  • +10 Diplomacy with Fey, Elementals, and Nature Spirits.
  • +2 Synergy/Bluff on Diplomacy, Slight of Hand, and Intimidate.
  • +2 Synergy/Tumble on Balance and Jump.
  • +2/Elf on Listen, Search, Move Silently, and Spot
  • +2 Synergy/Knowledge: Local on Gather Information
  • +2 Synergy/Knowlege: Nature on Survival
  • +2 Synergy/Sense Motive on Diplomacy
  • +2 Synergy/Survival on Knowledge: Nature
  • +2 Synergy/Prof Mechanician on Open Locks and Disable Device

 Martial Arts Techniques Known (10):

   Attack 3. Defenses 3, Quick Draw, 1d6 Sneak Attack, Combat Reflexes, and Weapon Kata/Knife.

Martial Art: Street Fighting: (Dex)

  • This primitive “martial art” is the rough-and-tumble knack of getting the hell out of the way, throwing stuff, and putting the boot in. You don’t learn this one formally. You just pick it up by living through enough street brawls. Eventually you may even learn the final techniques – learning to both suck it up and to get out of the way really really well.
  • Requires: BAB 5+, HP 40+, lots of time on the streets.
  • Basic Techniques: Attack 3, Defenses 3, and Toughness 2.
  • Advanced/Master Techniques: Quick Draw, 1d6 Sneak Attack, Combat Reflexes, and Weapon Kata/Knife.
  • Occult Techniques: Inner Strength, Light Foot, Resist Pain, and Vanishing. 

Equipment

   Personal Equipment, Worn: Ragged Clothing, Coat, Cap, and Belt (-/-), 60′ Silk Twine with a sleeve hook (120 Lb test, 2 GP/-), Water Flask (-/-), 12 Throwing Knives (6 GP/1.5 Lb), Cold Iron Dagger (2 GP/.5 Lb), Mistletoe (several sprigs, including some woven around each wrist, -/-), Packet of Marbles (-/-), Candy Bag (25 GP/-), Packet of Wire Bits (low-quality thieves picks and tools, use at -1. 3 GP/-), Alchemical Tablets (12 each, in steel vials on his belt: Minor Healing [1d4, 3x per week maximum], Flash, Smoke and Sleeping Powder [as found in drugstores, not magical], all produced via personal alchemy, -/-), broken Signet Ring (-/-), and 2 doses of Rope Trick Dust (potion, 600 GP/-).

   Personal Equipment, in Girdle (Holds 120 Lb/Weighs 2): Food (an assortment of dried meat, bread, cheese, nuts, candy – and pastries, -/40 Lb), Miniature Spyglass (10x magnification, 40 GP/.25 Lb), Canvas Winter Bedroll (- GP/.75 Lb), Colored Chalk and a Stylus (-/-), Fishing Line and Hooks (1 GP/-), Thieves Tools (30 GP/1 Lb), a Compass (an early Chinese version: a magnetized needle in a cork sheath that floats in a bowl of water, -/-), Matches and a Matchsafe (-/-), Swiss Army Knife (3 GP/-), a spare set of basic clothing (-/3 Lb), Water Flask (-/-), 20′ Silk Twine (-/-), 24 more Throwing Knives (12 GP/3 Lb), Cold Iron Dagger (2 GP/.5 Lb), Mistletoe Sprigs (-/-), 120 GP (120/2 Lb), Bowl, Cup, and Spoon (-/-), Wand of Cure Light Wounds (50 Charges, 750 GP/1 Lb).

   Net Total: 1600 GP, 4 Lb. Carrying Capacity: 26 Lb.

Magic Item Slots:

  • Head:
  • Eyes:
  • Cloak:
  • Amulet: Necklace of Adaption (9000 GP)
  • Armor: Leather Coat +2 (4000 GP)
  • Robe:
  • Vest: Vest of Health (4000 GP)
  • Bracers: Storm Bracer (8500 GP)
  • Gloves:
  • Ring: Ring of the Beltaine Flames (8500)
  • Ring:
  • Belt: Shifter’s Totem Belt (9500)
  • Boots

    Total Equipment Value: 56,150 GP.  As a note, Raven – and his gear – weigh a total of 39 Lb.

Item Notes:

  • Candy Bag: Supplies 6 ounces of assorted sweets per day. CL3, Faint Conjuration, 25 GP. (One of Gabriel’s trivial items).
  • Clothes Of Comfort: These are always reasonably well-fitted, mended, and warm. They don’t take up an item slot. CL3, Faint Transmutation, 50 GP. (One of Gabriel’s trivial items).
  • Girdle of Many Pouches: This is simply a minor cosmetic variant on on a Handy Haversack. It weighs less (2 Lb) but is harder to pack. It does not take up an item slot since it has to be manipulated to be used (2000 GP).
  • Healing Herbs: This mixture of medicinal herbs can cure 1d4 points of damage but will not be effective if used more then three times per week on any individual; their use drains the body’s reserves. Herbalists can double the amount healed by a “dose” with a successful skill check. 10 GP/Dose
  • Leather Coat: This is basically equivalent to “padded armor”. Since it has no armor penalty to reduce, it does not need to be “masterwork” to be enchanted.
  • Pearl of the Dragon King: Provides 4 extra cantrip slots and 2 extra first-level spell slots. It also serves to recall 8 cantrips, and four first-level previously cast spells to the user’s mind each day. Strong Transmutation, CL18, 9000 GP. (This is basically just a set of minor Pearls of Power stuck together in a lump).
  • Ring of the Beltaine Flames: This bronze ring is dusted with tiny rubies in the shape of leaping flames. It grants its wearer Resistance-5 vrs Fire, the ability to Produce Flames at will, and Pyrotechnics 1/Day. It is only usable by Druids. CL5, Faint Conjuration, 8500 GP.
  • Shifter’s Totem Belt: This woven belt is covered with images of beasts of all kinds – Bears, Bulls, Cats, Eagles, Foxes, and Owls. It amplifies a shapeshifter’s powers, allowing them to expend a use of their shifting power to add a +2 enhancement bonus to any four attributes for the next 24 hours. Sadly, while the user may activate the belt again, no more than four attributes may be so affected at any one time. Moderate Transmutation, CL8, 9500 GP.
  • Signet Ring: This damaged signet ring has been on Raven’s finger for as long as he can remember. He no longer even really notices it. Oddly, it’s fit snugly all his life. Equally oddly, no one else save Aurcalon has ever noticed it either. (I’ve no idea what this is supposed to be. Todd (GM, first campaign) added it to his history but never explained. It apparently doesn’t count as wearing a magical ring though). (GM Plot Hook. No Known Function, No Cost).
  • Storm Bracer: This tarnished copper armband bestows a +1 Enhancement bonus and the Shocking property on any hand-hurled projectile which is not already an enchanted weapon. CL8, Moderate Evocation, 8500 GP. (The knife-thrower’s version of a magic bow).
  • Throwing Knives: 5 SP each, 1d4 damage, Crit 20/x2, 20′ Range, 1/8’th Lb, piercing damage. No strength bonus applies.
  • Vest of Health: Woven of threads infused with healing herbs, the virtue of this coarse vest delays the effects of any poisons to which the user is exposed until after it’s removed and provide the user with Fast Healing 1 for a total of 80 rounds per day. Faint Conjuration (Healing), CL3, requires Delay Poison and Regenerate Light Wounds (Both Ranger L1). 4000 GP.

General Notes

  • Description: Even for an elf-child, Raven is small and fragile. He’s been underfed, poorly housed, and busy dodging casual blows for longer then most humans live. He can easily pass for a human seven-year-old or a far younger elf. That’s saved him several times. While Gabriel enchanted his clothes to keep them warm, decently fitted, and reasonably well repaired, even he couldn’t manage to keep him clean. Raven looks a bit desperate and keeps his gear stuffed into hidden pockets in his (somewhat ragged and oversized) coat. He has the scars from what must’ve been a serious head injury under the hair over his left ear – quite likely why he remembers so little about his family, or from before his arrival in the city. While he doesn’t remember it either, his original name was Brancenoc (“Ravenhill”). This may be of some significance – or it may not.
  • Grey Elf aging pattern: (Elf/Human Equivalent) 1-3 Yr/1-3 Yr, 4-7/4-5, 8-12/6-7, 13-24/8-9, 25-70/10-11, 71-149/12 – 13, 150-250/14-20, 251-650/21-40, 651-1000/41-60, 1001-1500/61 -90, and 1501-2000/91-120. Raven’s roughly equivalent to an 11-year-old human.
  • Profession/Mechanician covers tinkering with locks, clocks, springs, lenses, gears, cams, boilers, steam engines (if available), basic hydraulics, and so on, allowing the user to make various nonmagical items of varying reliability. Characters with 5 or more ranks in Mechanician gain a +2 synergy bonus on Open Lock and Disable Device and may routinely carry around up to (Int Mod) “minor” devices which will function reliably. Raven usually has his spring-loaded sleeve grapnel, well-hidden pockets in his coat, pocket-knife, compass, and spyglass.

Personal Quirks:

  • Raven isn’t scared of “monsters”; They don’t abuse, whip, enslave, kick, swear at, chase or set their dogs on, the street kids. People now – People scare him. He knows the things people do to unprotected children.
  • He tends to be chronically hungry – and hoards food when there’s plenty. Sixty years of “never quite enough” has it’s consequences… Similarly, he tends to tuck away little hoards of cash very carefully; they aren’t very big – but they’re enough to buy an apprenticeship when he’s old enough or to survive on if he has to lay up for a bit. He’s been too close to the edge too many times – and he’s seen too many other children die – to truly understand the fact that he no longer needs such reserves.
  • He normally acts a considerably younger then he is; this is partly a defense mechanism and partly due to the fact that he’s never had much chance at a “childhood”. Raven desperately wants affection, but is always a bit afraid that it might be a trap. It was for some of the other street children, and he’s seen too many other kids hurt by “kindly” people.
  • His “alignment” is best described as “feral”; Raven exhibits all the various moods of the natural world, a strong streak of kindness (especially to other “street kids”), a powerful loyalty to friends and allies – and a feral self-interest unrestrained by moral codes. Life on the streets will do that to you. In game terms he’s TN to NG.
  • Raven’s “homeworld” is unknown. His earliest memories are of the Forgotten Realms – but he’s been to the Underdark, Greyhawk, the Isles Of The Moon, the Dreamtime, Starport (a nexus of gateways), Cynosure (the primal city), various strange worlds (Rifts, the 1920’s, Glorantha, etc), in pursuit of Eternity Shards, Primeva and the “World Of Darkness”, Dragonlance, Spelljammer, the Elemental Plane of Fire, Planescape, and various other unnamed worlds.

Adulthood:

   Gods, Archmagi, and Artifacts, have all said that Raven has a destiny. They may be right. If there’s one thing Raven is notable for, it’s surviving. He’s very long-lived – with Godfire nigh-immortal – and can be expected to reach a very high level. Eventually he’ll be an archdruid – a high priest of life – able to survive anywhere and able to freely transverse space and time.

   In Dragon Kings, it was established that “Create A Mountain” is a tenth-level spell. Raise Mountain Range would thus be 12’th. Continent 14’th. Planet perhaps 16’th. Solar System 18’th, Star Cluster 20’th, Galaxy 22’th – and Universe; 25th. The upper limit on Raven’s elemental powers is his level/2 – up to a limit of level 25 effects. Outside of local continuity they disregard the dictates of time.

   There must be someone to call the worlds into being – to shape the havens of life within the void.

   Raven will be there.

   Perhaps that is why the spirits of nature, and of the elements of the worlds, aid and protect him.

Raven’s Parentage:

Conversion Notes:

   In campaigns one and two it started to look more and more like Raven was a shapeshifted dragon-child with amnesia rather than an elf. It fit in with most of the oddities. Joseph (3’rd campaign) firmly established that Raven had more hit points then was “normal”, but left the explanation rather vague except for it having something to do with the energies of the Celestial Forge (this was subsumed into the Wild Magic template in this update). Phil elected to pursue the theme in the 4’th campaign; Fizban/Paladine and the reactions of WyrmSlayer – an old dragonslaying sword – pretty much confirmed that Raven was a young silver dragon, albeit one with amnesia and locked into elven form.

   In practical terms, this doesn’t mean much. True Sight and such might, or might not, “give him away” after this long; he’s spent enough decades as an elf to become vulnerable to spells like “Hold Person”, he already has, or exceeds, most of the magical powers associated with being a dragon – and the physical powers are not available in elven form. Raven is – however – vulnerable to dragon-bane or -slaying weapons, rather then to items targeting elves.

   He’d probably count as a young silver dragon (six decades as an elf, plus Godfire and the life-fires of the celestial forge, have seriously slowed his aging) if he ever finds out, and gets past the denial stage, and overcomes his block about shapeshifting enough to take the dragonform, and learns to use it (he’s spent a lot longer as an elf then he ever could have as a dragon – even if he remembered it). Unless some GM chooses work this into the game as a plot development, or he spends the time and XP to give himself the relevant abilities via self-enchantment, this is not going to happen. The “physical” powers – size (And the accompanying boosted Str and Con), natural armor, attack bonus, flight, and the breath weapon – are not going to become available.

   Still – if his parents or siblings haven’t given up looking for him yet, things could get very interesting at some point. It could be even more interesting if something had taken them; if it was powerful enough to snatch a pair of adult+ silver dragons a rescue is not going to be simple – and more than one game master has observed that, if Raven finds out where his parents are, he’s likely to drag the rest of the party in a dead straight line towards wherever it is.

   AD&D has severely inflated dragons since the first edition. It followed the heroic tradition; one mighty hero roughly equaled one dragon. This was classic, but it meant that the dragons lost out to superheroic types with cartloads of magic, as the Dragonlance novels recognized. Being a young dragon was interesting – but not really very important, especially when he didn’t know it.

   Second edition boosted their HP, AC, magic, breath weapons, and inherent abilities, as well as giving the older ones magic resistance. Older dragons were now a match for a well-equipped adventurer or two. Raven now had a bit less raw physical power then a youthful dragon, but far surpassed them in skill, spells, and versatility. A dragon could stand up to a high-level party, but it had to exploit it’s abilities to the fullest, set up traps, tricks, and ambushes, and employ it’s magic, treasures – and sometimes even some lesser pets or allies – to do so.

   It didn’t satisfy those who wanted dragons to be unstoppable whirlwinds of destruction – the ultimate foes for a party. Ergo, the 3’rd edition dragons – a match for high-epic level characters.

Dragon Comparisons:

   Young Silver Dragon (1’st Edition): 20 HP. Detect Hidden/ Invisible opponents within 20′, Infravision, AC -1 (Equivalent to 21), Int 15. Attacks and Saves as L10 fighter, strikes for a total of 7D6 damage or Breathes (3/Day) for either 20 cold damage or paralysis. 2 L1 and 2 L2 random wizard spells daily IF they got any (75%).

   Originally, being a young dragon was interesting, but not important. Even at L3 Raven’s skills, powers, and level-based HP exceeded those of a young dragon. He could, in relatively short order, expect to exceed the abilities of an ancient dragon. This made rescuing his parents a pretty reasonable proposition.

   Young Silver Dragon (2’nd Edition): 58 HP. Detect Hidden/ Invisible opponents within 30′, Infravision, AC -2 (Equivalent to 22), Int 15. Attacks and Saves as L13 fighter, strikes for a total of 7D6+6, breathe every 3 rounds for 6D10+3 cold damage or paralysis. Immune to cold, polymorph self 3/day, cloudwalk and Feather Fall 2/day.

   Things were getting tougher here – but Raven was up a few levels, was still stronger then a young dragon – and could still quite reasonably expect to match a great wyrm around L16-18.

   Young Silver Dragon (3’rd Edition): 110 HP. Detect Hidden/ Invisible opponents within 90′, Darkvison 300′, 117 Skill Points, Spellcraft 13, Jump 13 (For free), 4 Feats, AC 22, Base Attack +13, Saves (+10/+8/+11), can Breathe for 6D8 every 1-4 rounds, Str 17 (Including +4 due to being bigger), Dex 10, Con 15, Int 16, Wis 17 and Cha 16. Immunity to Sleep, Paralysis, Cold, and Acid, Cloudwalk, Polymorph Self 3/Day, 1’st level sorcerer and limited access to divine magic.

   Raven; 83+Bonus HP. Low-Light vision and Enhanced Senses, 140 Skill Points plus Adept, 3 feats, AC 27, Base Attack +5, Saves +19/+18/+16, Wild Magic – but no breath weapon – Str 08, Dex 22, Con 18, Int 18, Wis 16 and Cha 14. Immunity to Sleep and Charm elemental resistance, various minor self-enhancements, shapeshift 2/Day, 7’th level Druidical spellcasting.

   Still a fair match – at least at his current level. A young silver dragon has better physical attacks, but Raven’s magic is a good deal stronger (he’s CR 12 [ECL 10, +2 for point-buy] and they’re CR 10). If he’s going to enhance himself enough to match an adult dragon he’s going to have to spend lots of gold and XP on self-enhancement enchantments. Of course, eventually the “Dragon Shape” epic level feat will be available. He may eventually begin work on a unique item – the Scales Of The Dragon. This wondrous tattoo would take up the “robe” slot and grant spell resistance, Natural and Deflection AC bonuses, enhanced attributes, save bonuses, and damage reduction. This will, of course, require a vast horde of treasure, and great amounts of experience points. Who knows? Maybe “normal” dragons undergo a similar process.

Raven: Artifacts and Relics

   The Albertius Log: This slim, ancient, volume has two notable properties; It’s indestructible and, despite it’s slim size, the book contains as many pages as you wish to write on – without any noticeable weight.

   It’s been around for thousands of years. It’s pages hold crayon scribbles, engineering diagrams, bad poems (and good ones), sketches of rare creatures, spells of many different types, personal diaries, bits of occult speculation and research, shopping lists, a collection of pressed flowers (perhaps several collections), maps and notes, some unfinished novels, spelljammer logs, and various journals. It’s written in a hundred different languages in ten thousand hands.

   It hasn’t got an index.

   Raven hasn’t even looked at most of it, although he has found a section called the Thorngreen Missives – a manual of druidical magic and lore. Fortunately, it’s in one of the languages he can puzzle out.

   Aurcalon apparently used some sort of binding spell or divine decree to link it to him. It never gets lost for very long. (It’s a bloody GM adventure hook).

  • Unique Returning: Specialized and Corrupted: only for the item, not for the user. Since the Book isn’t alive in the first place, this simply makes it indestructible (6 CP).
  • Double Enthusiast with Adaption (9 CP). Specialized: The book only contains information as approved by the GM (double effect) and Corrupted (the user must make an Int check at a GM-set DC to locate new information, x1.5 effect). Bestows 6 floating CP (9 CP).
  • Disadvantage: Valuable. The Log is a magnet for lunatic magi, adventurer’s, and other annoyances (-3 CP).
  • Net Cost: 2 CP. Effective cost as a GM plot hook: 0 CP.

   AzurEdge, Slayer Of The Netherborn: This enruned silver weapon always shines with a deep blue radiance. It’s inhabited by the spirit of an ancient lord of the city of Waterdeep and is quite protective of that city – although it extends it’s guardianship to civilization in general to some extent. It’s chosen user is always male, of non-evil alignment, and of either great skill or with great potential. Once a wielder is chosen she will not accept another until well after his passing.

   Raven, unfortunately, knows virtually nothing about AzurEdge save that it’s attached itself to him and can make pretty blue light. He’s not about to try wielding a weapon that he knows nothing about and that’s almost as big as he is even if he can’t avoid a fight in the first place. Why Azuredge choose to attach itself to a child who avoids melee combat at all costs is an open question (to Raven; it’s another GM adventure hook of course). Azuredge has occasionally given fairly direct advice to Raven; it seems to think he needs a little guidance sometimes – especially about things like baths, manners, and “not becoming a little savage”. If the GM doesn’t want another plot complication – and it’s not as if Raven didn’t have enough already – Azuredge is probably in safekeeping with Khelben in Waterdeep until Raven grows up a bit.

  • As an artifact, Azuredge is impervious to magic and psionics (including divinatory effects) and physical force save for some “unique means of destruction”. It doesn’t appear to trigger Wyld Magic effects however, possibly because it (both as an NPC and an item) is too trivial to do so, or possibly because it has bound itself to Raven. Personally, I think its at really because the GM forgot about it, but either explanation works.
  • The user may call forth the glittering blue Light Of AzurEdge at will, illuminating anything up to a 4″ radius (and incidentally annoying light-sensitive types). The light dispels all darkness and inflicts 1D6 damage a round to undead and evil outsiders. If actually struck by the weapon, such entities must make a fortitude save (At DC 16) or be destroyed. Azuredge may opt to reveal the presence of such beings by emitting directed beams of the same, glittering, radiance.
  • Azuredge can stick to things (Str DC 32 to pull it free against it’s will, it’s wielder cannot be disarmed), adjust it’s weight and balance to suit it’s wielder, and may be a “Dimensional Anchor” that can prevent unwanted dimensional travel (this could have been due to a Lord Of Waterdeep interfering and isn’t powerful enough to stop the whims of the wild magic in any case).
  • Azuredge is powerfully telepathic, a talent it uses to select and link with it’s wielders – as well as for Mind -Speech, -Scans, -Probes, -Links, and -Blasts. It may have more advanced powers as well – but apparently has a limited power reserve to work with.
  • Azuredge’s bearer will – of course – be watched by some of the Lords Of Waterdeep (several of whom were a bit disconcerted by the choice of wielder) and is likely to draw the attention of certain foes of the city – at least if he ever uses it much.
  • As a weapon Azuredge counts as Silver, Ghost Touch, and Throwing. It may or may not have an enhancement bonus as well, but the wounds it inflicts can only be healed at the base healing rate (Level + Con Mod points per day or twice that with bed rest). They cannot be Regenerated or Healed by any other means short of a Wish or Miracle.
  • It’s attribute scores, ego, available “power”, and any other abilities it may possess, remain completely unknown.

Getting Raven Involved:

    This little section, or something like it, really ought to be a major component of most character sheets. Why would this character get involved with something? What attracts his or her attention? What does he or she value? What old enemies and allies does he or she have? What are their goals? Every character should come with adventure hooks; it makes life so much easier for the game master. Raven will readily become involved when he encounters…

01) Something preying on other children;

  • Human slavers, child-molesters, and exploiters.
  • Children being abused, ignored by the authorities, used as puppet-heirs, shunted into orphanages, or otherwise being treated as game pieces instead of being cared for.
  • Assorted monsters and supernatural horrors.

02) Something threatening families – ranging from overly high taxes or debts through various monsters and kidnappers, to any family with old enemies.

03) A challenge or dare (“Bet you can’t!” “Can so!”)

04) Anything which might help him in searching for his family;

  • Divinatory spells, devices, oracles, etc, which might be able to tell him something – where his family is, his bloodline, anything.
  • Clues about his signet ring.
  • Anyone who claims they know something – but wants something in exchange or needs rescuing first.

05) Anything which stirs up memories of the things which people have tried to do to him or the other urchins. (EG; being burned for witchcraft, whipped for theft, being abandoned (or left to die), being punished for stealing what they need to live – or simply children going hungry and major injustices).

06) Chances to help other children; getting money to buy them apprenticeships or care, chances to get someone with cash / power to commit some of it to caring for them, or getting new laws to protect them. If it’s possible, he’d like to establish, recruit, introduce or create, some being (or sect) to look after them.

07) Stealing (or simply picking up) something important; a heirloom, major arcane device, a diplomatic token, a map to something, or old book.

08) Any of his friends (PC or NPC) getting into trouble.

09) Vengeance (For himself or for other children)

10) Rare herbs and herblore.

11) Healing devices and powers

12) Personal problems;

  • Enemies. Rather obvious. Raven would rather avoid a fight, but if they corner him…
  • People who want to exploit his abilities. Recent examples might include a certain spelljammer captain, an enthusiastic mage, and so on.
  • People who want something he’s got – such as that book he’s carrying around – or that pesky axe.

13) Threats to nature, to the natural cycle of death and rebirth, or simply to large areas of the world. This could range from Perimal Darkling (A huge, powerful, and vaguely vaporous entity of the flow) coming to eat the entire crystal sphere (and it’s contents) to basic forest fires and over-enthuiastic spirit binders. It can also mean trying to stop hunters or to release a bound spirit.

14) Cash, power, and Experience are fairly minor motives as far as Raven is concerned, but they will serve to get him involved – if the situation doesn’t look too bad.

15) Aurcalon. Raven trusts and likes his mysterious old mentor. If Aurcalon shows up and tries to get him to do something, Raven will almost certainly try. This is usually best if left a little vague though, along the lines of “If you should happen to see any Tessir bushes try to get me a few seeds would you?”

16) Affection and care. Suspicious as he is, he’s still a child – and these are the perfect lure.

17) Nightmares. A bizarre possibility, but the magic of the air is the magic of the mind, and Raven has been on a visit to the dreamtime before. He could easily pull the entire party along on a return trip.

18) Old Contacts. Raven has been to a lot of places and seen a lot of things – and has met a lot of people and “monsters”. He could easily have an old friend – or an old enemy – involved almost anywhere.

19) New things and experiences. Raven always wants to know how things work and loves to see new things. If a city boasts a circus, museum, carnival, or theater, Raven will be continually sneaking in. Out of town, he’ll continuously want to investigate exotic places and structures, to look at natural wonders, and to try to talk to things.

20) New druidical lore.

Mini-Scenarios:

   Timmy Gets His Fangs: Something (An accident? Some sort of drug?) has given little Timmy an awful jolt, and it’s brought out some latent talents (Hyper -Strength and -Speed, Resistance to Magic, and Regeneration) – as well as his latent lycanthropy. Raven will want to catch, and help, and hide him. The city guard will want him stopped. Mages will want to know how whatever- it-is resists their spells. There will be panic on the streets when…

    ME?!: (“Oh Spirits Dark! Where Can I Find The Secret Of The Path Of Shadows?”… In Raven’s pocket?!? Who is this “Raven”? A street brat? My Servants! Bring me this child!). (“Where in the world are all these things coming from anyway? What’s going on? Does anybody have any ideas? We’re gonna have to find out somehow!”)

  The Blessed Grove: A few permanent “Sheltered Grove” spells in the parks, possibly with a charm to limit them to street children, would save quite a few of them. Raven can cast the spell now – and if he could find some way to make it permanent and/or to enlist a patron spirit to watch over the place… He’d go a long way to pursue such a possibility.

 

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