Renaya Tilvaraen

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Character Summary[edit]

Renaya is a player character in Morgrave High: Passing Marks

Name: Renaya Tilvaraen
Quote: "Good news, everyone! I've developed a method to improve the thamaturgical output of the lightning trap the professor has turned on us by 35%!"
Age: 14 (Birthday: 17th of Eyre)
Sex: Female
Race: Eladrin
Class: Artificer
High School Archetype: Science Enthusiast With Limited Understanding of Anything Outside the Lab

Description: Pale and skinny, with shoulder length silver-blue hair and solid ice-blue eyes. Her hairstyle varies based on whether she did it herself (simple braids or a ponytail to keep it out of her face) or Faela did it for her (considerably more elaborate constructions). Her normal outfit is a steampunk-esque dress, featuring an unnecessarily large number of buckles, belts, and pouches, and a pair of goggles generally hanging around her neck when not in use.

Personality: Renaya is that kid who's in every science club and whose constant enthusiasm for her work is somewhat bewildering to everyone who does not share it--up until she reveals that she's built a giant robot spider, and has no idea why this is distressing to other people. She has difficulty carrying out conversations not related to SCIENCE! in some way, because it is her one and only passion, and she has trouble relating to other people's concerns with things like "school spirit" and "adolescent angst" when there's SCIENCE! to do. Combined with her relative naivety of life outside of her magical fairyland home, her enthusiasm places some . . . limits on her ability to relate to normal people.

Bio: Prior to the stranding of Pylas Pyrial in Eberron, Renaya was the shy, retiring second daughter of a Summer Council delegate, considered something of a black sheep within the family because, although she possessed some talent for the arcane, she had little interest in it, finding the practice of wizards too fanciful for her tastes. Her parents and siblings had all but given up on her when the Day of Mourning trapped them all in Eberron; a disaster for most of her people, but a godsend for Renaya, because it was not long thereafter that she was first introduced by her city's open trading practices to the practice of magical artifice. Enthralled by the prospect of this more rigorous approach to magical theory, she quickly took her leave from her family (in spite of her young age; she was all of 10 years old), securing an apprenticeship with a magewright in Sharn. Most recently, she has scraped together enough of her own money from so doing to afford her tuition to Morgrave University's Junior Associates program, where she hopes to further polish her skills and gain the practical experience she'll need if she wants to attain her dream job: a spot among those most skilled of independent magewrights brought under the wings of House Cannith.

Familiar: Faela, Muse Sprite. Faela is the means by which Renaya's (deeply disappointed) parents keep track of their wayward daughter, and is constantly attempting to lecture her mistress on what a "proper" lady should be doing in a given circumstance. Her advice, sadly, generally falls on deaf ears.

Parents: Lord Pyrion and Lady Elliade Tilvaraen.

Siblings:Leiasha, Alyanna, Tashric, Severin Apheric(half), Kerresil Berephris (half)


Character Sheet[edit]

Renaya Tilvaraen, level 8
Medium Fey Leader (Arcane, Psionic)
Alignment: Good

Class: Artificer

  • Arcane Empowerment Once per day (and once again per milestone), Renaya can use one of the following effects on an item if she spends a short rest with it:
    • Impart energy: Recharge the daily power of a magic item (once per day per item).
    • Augment Energy: Wielder of empowered weapon or implement can use a free action after making an attack roll to gain a +2 bonus to the attack. Expended upon use.
  • Arcane Rejuvenation: Grants 10 (1/2 level + Int mod) temporary hit points to allies upon use of an item daily power.
  • Healing Infusion: Creates two healing infusions after each extended rest. During a short rest, infusions can by recharged by someone spending a healing surge. Renaya can use these infusions for the following powers; she has two uses per encounter, but can only use one per round.
    • Healing Infusion: Curative Admixture, Artificer Encounter (Special) Utility (Arcane, Healing). Minor Action, close burst 5, you or one ally: target regains surge value +5 (Wis mod +2) hit points.
    • Healing Infusion: Resistive Formula:, Artificer Encounter (Special) Utility (Arcane). Minor Action, close burst 5, you or one ally: target gains a +1 power bonus to AC until the end of encounter. Target can end this bonus as a free action to gain surge value temporary hit points.
  • Ritual Casting: Ritual caster as a bonus feat, and the Brew Potion, Disenchant Magic Item, Enchant Magic Item, and Make Whole rituals for free.


Race: Eladrin

  • +2 Int, +2 Dex
  • Speed: 6
  • Low-light vision
  • Languages: Common, Elven, Draconic, Dwarven
  • Skill Bonuses: +2 racial bonus to Arcana and History.
  • Eladrin Education: gain training in one extra skill (Nature elected)
  • Eladrin Weapon Proficiency: Proficient with the longsword.
  • Eladrin Will: +1 racial bonus to Will, +5 to saving throws vs. charm effects
  • Fey Step: Racial Encounter Utility (Teleportation). Move Action: Teleport 5 squares.
  • Trance: Rather than sleep, Renaya trances. She needs to spend 4 hours doing so to take a long rest, but is fully aware of her surroundings.


Background: Birth - On Another Plane. Alternates: Eladrin - Noble Birth, Sharn, Geography - Urban, Society - Wealthy, Recent Life - Explorer of the Ancient

  • Benefit: +2 to Arcana

Theme: Scholar

  • Level 1 feature: Gain Draconic, Dwarven, or Elven (Draconic elected) as a language, and the Use Vulnerability power. Use Vulnerability, Encounter Utility (Arcane). Free Action: Trigger: success on a monster knowledge check against a monster she can see or hear. Effect: If the check result hits the hard DC for the monster's level, she gains a +4 power bonus to all defenses against the monster's attacks and a +5 power bonus (Int mod) to damage rolls when dealing damage the target does not resist.
  • Level 5 feature: Gain an additional language from the level one list, or a language of choice if already spoken (Dwarven elected). Gain skill training in Arcana, Dungeoneering, History, Nature, or Religion, or a +2 bonus to skill checks with one of them if already trained in all of them (Religion elected)


Ability Scores
Str 10, Con 11, Dex 10, Int 22, Wis 16, Cha 10

Maximum Hit Points: 58, bloodied value 29, surge value 14. Surges/day: 6
AC: 24 Fort: 17 Reflex: 22 Will: 21 Init: +4

Trained Skills
Arcana +24, Dungeoneering +12, Heal +12, History +17, Insight +12, Nature +12, Perception +17, Religion +15, Thievery +9

Untrained Skills
Acrobatics +4, Athletics +4, Bluff +4, Diplomacy +6, Endurance +4, Intimidate +4, Stealth +4, Streetwise +4

Powers[edit]

Basic calculations: Int attack, ranged weapon: +6 (Int) + 3 (Proficiency) + 1 (Expertise) +2 (Enhancement) + 4 (half-level)= +16 attack. Damage bonus, Int: +6 (Int) + 2 (Enhancement) +2 (Item) = +10 damage
Ranged Basic Attack: +11 vs. AC. Hit: 1d10+4 damage. Melee Basic Attack: +11 vs. AC. Hit: 1d8+2 damage.

At-Will

  • Magic Weapon (Arcane, Weapon)
    • Standard, melee or ranged weapon, one creature. +17 vs. AC. Hit: 1d10+10, and each ally adjacent to Renaya gains a +1 power bonus to attack and +3 (Wis mod) power bonus to damage rolls until the end of her next turn.
  • Aggravating Force (Arcane, Force, Weapon)
    • Standard, melee or ranged weapon, one creature. +16 vs. AC. Hit: 1d10+10 damage, and the next ally that attacks the target until then end of her next turn gets a +2 power bonus to the attack roll.

Encounter

  • Scouring Weapon (Acid, Arcane, Weapon)
    • Standard, melee or ranged weapon, one creature. +16 vs. AC. Hit: 2d10+10 acid damage, and -2 to its AC until the end of her next turn.
  • Shocking Feedback (Arcane, Lightning, Weapon)
    • Immediate Interrupt (when an enemy hits and deals damage to an ally with an attack), ranged weapon, triggering enemy. +16 vs. AC. Hit: 2d10+10 lightning damage, and the ally hit gains resist 5 all until the end of her next turn.
  • Debilitating Intercession (Arcane, Necrotic, Weapon)
    • Immediate Reaction (when an enemy hits and deals damage to an ally with an attack), ranged weapon, triggering enemy. +16 vs. AC. Hit: 2d10+10 necrotic damage, and the enemy takes a -2 penalty to attack rolls while adjacent to the ally until the end of her next turn.
  • Dishearten (Psionic, Implement, Psychic)
    • Standard, Area burst 1 within 10, creatures in burst. +13 vs. Will. Hit: 1d6+8 psychic damage, and the target takes a -2 penalty to attack rolls until the end of her next turn.

Daily

  • Punishing Eye (Arcane, Conjuration, Implement, Psychic)
    • Standard, Ranged 5. Conjure an eye in a square within range. Enemies within 3 squares of the eye do not benefit from concealment and take 5 (Int mod) psychic damage when an ally attacks and hits them. Moving the eye 3 squares is a move action.
  • Dancing Weapon (Arcane, Summoning, Weapon)
    • Minor, Ranged 5, must be holding a melee weapon. Throw the weapon into a square within range. It has fly 6 (hover), and cannot open/close doors or containers or pick up and drop items. When it is reduced to 0 hp, it is not destroyed and Renaya does not lose a healing surge; instead, the weapon returns to her hand.
    • Dancing Chainsaw Sword, small summoned creature. Fly 6 (hover), 29 hp, AC 23, Fort 17, Ref 22, Will 21
      • Minor Action, melee 1, one creature. +16 vs. AC. Hit: 1d8+8 damage.
      • Opportunity Attack, melee 1, one creature. +16 vs. AC. Hit: 1d8+8 damage.

Utility

  • Swift Mender (Arcane)
    • Minor Action, ranged 5, herself or one ally: the target makes a saving throw.
  • Energy Conversion (Arcane)
    • Immediate Interrupt (when an ally takes damage from an attack), ranged 10, triggering ally. Target gains resist all 8 (5+Wis mod) against the attack. After the attack, the ally gains 8 temporary hit points.

Feats[edit]

  • Level 1: Master Crafter: The limit on items craftable using Enchant Magic Item is level + Int mod.
  • Level 2: Arcane Familiar [Familiar]: Gain a familiar. It gains +1 to defenses per additional Familiar feat.
  • Level 4: Academy Prodigy: Gain a +3 feat bonus to two artificer class skills (Arcana and Perception elected)
  • Level 6: Disciplined Talent [Multiclass Psion]: Gain training in one psion skill (Insight elected), one 1st level at-will psion attack power as an encounter power (Dishearten elected), and proficiency with psion implements.
  • Level 8: Weapon Proficiency (Superior Crossbow). Gain proficiency with the superior crossbow.
  • (Artificer) Ritual Caster: Can master and perform rituals of her level of lower.
  • (Bonus) Alchemist: Can make alchemical items of her level or lower with the correct formula and skill.
  • (Bonus) General Expertise: +1 to hit.


Items[edit]

Equipment: Ritual Book, Adventurer's Kit, Crossbow Bolts (20), Identification Papers with Portrait, Thieves' Tools, Crossbow +2, Rod Implement, Fine Clothing, Regalia

Magic Items[edit]

  • Runic Armor Leather Armor +1 (Level 3)
    • Enhancement: +1 AC
    • Item bonus to Arcana checks equal to the enhancement bonus.
    • Bonus to arcane attack powers equal to the enhancement bonus until the end of the next turn after using second wind.
  • Cannith Goggles (Level 1)
    • Head slot
    • +2 item bonus to Perception
    • Utility Power: Daily (Minor Action). Expend an encounter or daily attack power to gain darkvision until the end of the encounter or 5 minutes, or until the end of her next extended rest if it was a daily power.
  • Laser Pistol Superior Crossbow +2 (Level 10)
    • Weapon: Superior Crossbow, superior one-handed ranged weapon, +3 proficiency, 1d10 damage, range 20/40
    • Enhancement: +2 attack rolls and damage rolls
    • Critical: +2d6 damage
    • This weapon requires no ammunition.
    • Malfunction: When you roll a 1 on an attack roll with this weapon, you instead attack a random target (including yourself) within 5 squares of you.
    • Attack Power: At-Will (Standard Action * Fire), Ranged 20, on creature. +13 vs. Reflex. Hit: 2d8 fire damage.
  • Deep-Pocket Cloak +2 (Level 7)
    • Neck slot
    • Enhancement: +2 Fort, Ref, and Will
    • Can hold up to 1000 lbs in weight or 100 cu. ft. in volume without gaining weight. Each item must be no more than 10 lbs, and can be retrieved as a minor action.
    • Utility Power: Free Action, 1/round: draw or store an item.
  • Bracers of Archery (Level 6)
    • Arm slot
    • +2 item bonus to damage rolls when attacking with a bow or crossbow
    • Utility Power: Daily (Minor Action). Ignore cover on your next attack this turn when using a bow or crossbow.
  • Bag of Holding (Level 5)
    • Miscellaneous
    • Can hold 200 lbs or 20 cu. ft without changing weight. Drawing an item is a minor action.
  • Spider Bolt +1 (Level 3)
    • Ammunition
    • Enhancement: +1 attack rolls and damage rolls
    • Enemies hit by a spider bolt and creatures adjacent are slowed until the end of her next turn.
  • Chainsaw Sword Longsword +2 (Level 9)
    • Weapon: Longsword, martial one-handed melee weapon, +3 proficiency, 1d8 damage, versatile, heavy blade
    • Enhancement: +2 attack rolls and damage rolls
    • Critical: +2d6 damage
    • This weapon deals 1[W] extra damage to undead, and only half damage to constructs.
    • Malfunction: When you roll a 1 on an attack roll with this weapon, you take ongoing 10 damage and a -2 to attack rolls (save ends both).
    • Attack Power: Encounter (No Action), you hit a creature with a melee attack using this weapon: creature takes ongoing 5 damage (save ends).
  • Magic Rod +2 (Level 6)
    • Implement, one-hand
    • Enhancement: +2 attack rolls and damage rolls
    • Critical: +2d6 damage

Cash: 71 gp

Rituals and Formulas[edit]

Rituals

  • Amanuensis
    • Level 1, Creation
    • Cost: 10 gp
    • Time: 10 minutes
    • Skill: Arcana (no check)
    • Duration: Permanent
    • Copy up to 250 words or one page of text with illustrations to another paper. Using this ritual to copy a ritual scroll takes twice as long as creating a ritual book but costs the same amount.
  • Brew Potion
    • Level 1, Creation
    • Cost: price of the potion or elixir created
    • Time: 1 hour
    • Skill: Arcana or Religion (no check)
    • Duration: until consumed
    • Create a potion or elixir of her level or lower.
  • Comprehend Language
    • Level 1, Exploration
    • Cost: 10 gp
    • Time: 10 minutes
    • Skill: Arcana
    • Duration: 24 hours
    • Casting this ritual allows her to understand or read a single language she has heard or seen within the last 24 hours until it expires. With a DC 35 Arcana check, she can also speak or write it.
  • Fastidiousness
    • Level 1, Warding
    • Cost: 10 gp
    • Time: 10 minutes
    • Skill: Arcana (no check)
    • Duration: 24 hours
    • The person on whom this ritual is cast cannot become soiled, and is instantly cleaned when the ritual is cast. Attacks or effects that dirty the character work as normal but have no lasting waste or residue.
  • Make Whole
    • Level 1, Exploration
    • Cost: 20% of the item's value
    • Time: 10 minutes
    • Skill: Arcana (no check)
    • Duration: permanent
    • Completely repairs a single object that can fit in a 10 ft cube.
  • Secret Page
    • Level 1, Warding
    • Cost: 10 gp
    • Time: 10 minutes
    • Skill: Arcana
    • Duration: Permanent
    • One page appears to not exist to anyone else who reads it, or obscure it with false text. The DC for Perception to notice the concealed writing is an Arcana check with a +5 bonus at the time of creation.
  • Unseen Servant
    • Level 1, Creation
    • Cost: 20 gp, plus a focus worth at least 25 gp
    • Time: 10 minutes
    • Skill: Arcana (no check)
    • Duration: Until her next extnded rest or until dismissed
    • Conjures a medium unseen servant of invisible force. It obeys commands and can lift up to 100 lbs. It remains within 20 squares of her, does not occupy space, and cannot be attacked. Creating more than one doubles the creation cost for the next.
  • Enchant Magic Item
    • Level 4, Creation
    • Cost: price of the item created
    • Time: 1 hour
    • Skill: Arcana (no check)
    • Duration: permanent
    • Creates an item of her level plus 5 or lower, or upgrades an existing item (cost is the difference between them). Can also be used to resize magic armor, costing nothing.
  • Knock
    • Level 4, Exploration
    • Cost: 35 gp and 1 healing surge
    • Time: 10 minutes
    • Skill: Arcana
    • Duration: Instantaneous
    • Opens a single locked door, chest, gate, or other object. Renaya makes an Arcana check with a +5 bonus in place of a Thievery check for each lock, bar, ward, etc, with bolts or bars she couldn't normally reach being DC 20.
  • Lesser Telepathy
    • Level 5, Divination
    • Cost: 30 gp and 1 healing surge
    • Time: 5 minutes
    • Skill: Arcana (no check)
    • Duration: 1 hour
    • Grants her telepathy 5 with allies.
  • Magic Circle
    • Level 5, Binding
    • Cost: 100 gp
    • Time: 1 hour
    • Skill: Arcana
    • Duration: Until broken
    • Inscribes a circle on the ground. She chooses the type of creatures it contains or excludes: aberrant, elemental, fey, immortal, natural, shadow, or all (the last imposes a -5 penalty on the check). The circle takes 1 minute to inscribe per square contained, and any affected creature whose level is lower than the Arcana check to make the circle -10 cannot pass through the circle, affect creatures through the boundary, or affect the boundary in any way. Higher level creatures can force through by taking damage equal to the Arcana check result, breaking the circle.
  • Change Self
    • Level 6, Deception
    • Cost: 35 gp and 1 healing surge
    • Time: 1 minutes
    • Skill: Arcana (no check)
    • Duration: 1 hour
    • Lets her take on the appearance of a humanoid of her size. Also alters the appearance of clothing, armor, and equipment, albeit in the same general shapes and retaining her original statistics. Detecting the transformation is a DC 31 Insight check.
    • Special: casting this ritual from a scroll is a standard action, but costs an additional healing surge and the DC to see through it is lowered to 26.
  • Disenchant Magic Item
    • Level 6, Creation
    • Cost: 25 gp
    • Time: 1 hour
    • Skill: Arcana (no check)
    • Duration: instantaneous
    • Destroys a magic item of her level or lower, returning 20% of the item's value as residuum.
  • Fey Passage
    • Level 6, Travel
    • Cost: Free
    • Time: 10 minutes
    • Skill: Arcana or Nature (no check)
    • Duration: Instantaneous
    • Transports her and up to eight allies into the Feywild or back to the Mortal world while at a fey crossing, whether or not the crossing is active.
  • Sending
    • Level 6, Exploration
    • Cost: 50 gp
    • Time: 10 minutes
    • Skill: Arcana
    • Duration: Instantaneous
    • Sends a mental message to a person she knows, up to 25 words long, and allows the person to respond in kind. Maximum range is based on her Arcana: 500 miles for 22-29, 1000 miles for 30-39, and anywhere on the plane for 40 or higher.


Alchemy Formulas

  • Alchemist's Essence
    • Level 6, 75 gp
    • Standard Action (Consumable * Varies): Area burst 1 within 10, creatures in burst, +9 vs. Reflex. Hit: 2d6 damage of a type chosen at creation; half damage on a miss
  • Holy Water
    • Level 6, 75 gp
    • Minor action (Consumable * Radiant): Ranged 3/6, +9 vs. Reflex. Hit: 1d10 radiant damage to an undead creature or demon
  • Herbal Poultice
    • Level 3, 30 gp
    • Standard Action (Consumable * Healing): Used before a rest; target regains 2 extra hp per healing surge at the end of the rest.
  • Clarity Salts
    • Level 4, 40 gp
    • Minor Action (Consumable): Grants an adjacent ally a save vs. a dazing or stunning effect whose source is 6th level or lower, even if it doesn't normally allow one.
  • Clockwork Bomb
    • Level 4, 40 gp
    • Minor Action (Consumable * Fire): Place the bomb in her space or a square adjacent, and select a time before explosion (maximum 6 rounds). Each round, at the start of her turn, the bomb moves one square in the direction of her choosing, and rolls a d6; on a 6, it detonates prematurely. It also detonates if hit by an attack (defense equal to its user). When it explodes, it makes this attack: burst 1, creatures in burst, +7 vs. Reflex. Hit: 1d10 fire damage.
  • Tension Wheel
    • Level 4, 40 gp
    • Minor Action (Consumable): Placing the tension wheel on her crossbow increases the range of the next attack made with it by 2, and it deals +2 damage.


Boons[edit]

Basic Aeronautics: Qualified to pilot an airship. Gains a +2 bonus to checks made to navigate while on a ship, or to checks made to cause a ship to go faster.
Constructive Engineering: Gained the Alchemist feat.
Deconstructive Engineering: (Daily * Free Action) Reroll a Thievery check and take the best result


Character Songs[edit]

General Themes:

  • A Glorious Dawn, Carl Sagan
  • She Blinded Me With Science, Thomas Dolby
    Battle Themes:
  • Queen of Rose, Daisuke ISHIWATARI
  • Strawberry Crisis, Demetori (arranged)
    Romance Themes:
  • Chiisana Koi no Uta, MONGOL800
  • Locked Girl, COOL&CREATE