Ravhanna Danlathan | Cypher System Character Sheet | Cypher System | Statblocks & Sheets | World Anvil

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"Ravhanna Danlathan is a Elven Explorer who Keeps a Magical Ally."

Background - Knowledge
As a young and rather carefree elf with too much curiosity and a considerable amount of wanderlust, I was either given, inherited, or found a cursed object. My subsequent ruin delving has been born out of a desire to rid myself of the cursed object, which must either be returned to a lost ruin, or the key to finding out how to rid myself of the object is to be found in a lost ruin (tweak however you will).


From a Vineroot Woods on the east side of the Orden. First solo ruins exploration was in Talog Hills in the nearby foot hills that is relatively well known but you wanted to practice your scribing of the giant's language. You happened to reinterpret a couple of the ruins which lead you to a secret compartment that no one had found before. You deftly opened it and feeling so proud that you had found something hundreds of others had missed that when you found the Toadstone you didn't think twice about putting it on. Once you learned of the Toad's curse you started to explore any ruins that are near water or devoted to water gods. After half a dozen ruins in the last 20 years have not turned up where the Toadstatue belongs. But it has moved you further West that you ever have been. You heard that there is an elf in the forest settlement of Hamadar that has rare and hard to find books. You are hoping that maybe one of the books will help you find the ruin where the Toadstatue belongs.

Two sisters and a brother. Daughter is Rosanhi.
Tier
4
Effort
4
EXP
1
Might
12
Pool
7
Edge
1
Speed
22
Pool
21
Edge
3
Intellect
12
Pool
12
Edge
1
Skills
  • Longsword (elven)/T
  • Longbow (elven)/T
  • Heavy Weapons/I
  • Defense: Intellect (Charm)/T
  • Defense: Intellect (sleep)/T
  • Archeology/T
  • History/T
  • Defense: Speed/T
  • Perception/T
  • Identifying/T
  • Defense: Might (poison)/T
Attacks
Longbow - 5 damage (6 if using pierce)
Rapier - 5 damage
Artifacts
Royal Blade of Amphibious - This expertly crafted blade is ornamented with rose gold designs of frogs and lily pads. While holding the rapier, you can stand on and move across any liquid surface as if it were solid ground, you can hold your breath for up to 30 minutes at a time, and you gain a swimming speed of 30 feet. In addition, any creature with the Amphibious trait can understand the meaning of your words when you speak, though you gain no special ability to understand them in return.
Your attacks do 1 additional point of damage . In addition, once per recovery, when you attack while holding the weapon, you can choose to transform the blade into a lashing, silver pseudopod that loosely resembles a frog’s tongue. The weapon adds 10 feet to your reach when you attack with it and deals bladed damage, instead of piercing, and on a hit, you make a Might roll and if successful the target will be pulled up to 10 feet straight toward you.

Poison Armor of Amphibios - This armor is enriched by poisonous frog toxins. While wearing this armor, you are Trained in Defense: Might rolls against poison.
In addition, once per Recovery when a creature within immediate range hits you with a melee attack, you can release a spray of poison from the armor at the attacker. You make an eased Might roll against the attacker and if successful they take 2 points of poison damage, ignoring armor. If you fail they take 1 point of poison damage.

Quiver of Chaos - This rather plain looking leather quiver always holds only two arrows no matter how many you try to put in it. One arrow is a simple ebony shafted arrow with brown feather fletching. The other has a shaft of spiraling light and dark woods with a fletching of rainbow gossamer like feathers. When one of the arrows another one replaces it.

When the simple arrow is drawn it acts as a magic arrow doing 1 additional point of damage. If the rainbow arrow is drawn then the effects of the arrow are determined by rolling a percentile on the table below.

If the effect caused by the arrow is a spell from the wand, then an Intellect roll needs to be made. If the effect normally has a range, its range is the same as the bow it’s fired from. If an effect covers an area, the area is centered where the arrow hits unless otherwise detailed in the effect’s.

 
Damage Tracking
Armour
1
Speed Cost
0
State
Hale
Damage =
weapon damage + bonus from roll - armour
Equipment
0 Coins
Belt of Suspension (Oddity) - The magic of this wide leather belt only works for a willing wearer. The wearer of the belt can activate its magic as an action, at which point the belt becomes immovable and cannot be removed from the wearer without dispelling its magic. The belt can hold up to 500 lbs and stays in whatever orientation the belt was in when the magic was activated.

If activated while the wearer is not moving or moving at no more than a walking speed, the belt supports the wearer comfortably no matter how it is oriented. If activated while the wearer is moving faster than a walking speed, such as falling, the wearer takes damage based on how far they have fallen before activation or how fast they were going. If the wearer is on or in a moving vehicle, the belt keeps its orientation relative the the vehicle, thus they are not abruptly torn from the vehicle upon activation.

The magic of the belt can be deactivated by the wearer as an action.

Sending Stones (Oddity) - Sending Stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to send a short 25 word message to the other stone. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone.

Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

Ball of Wild Earth (Oddity) - This Tiny, sentient pebble is covered in dirt and is likely a remnant of a charmed earth elemental. It rolls about on its own in search of new and unique sources of dirt. When it finds a patch a particularly rich soil, the ball rolls around it in to incorporate the dirt into its form. The ball carries captured moisture inside itself allowing it to make its form either dusty or clay-like in texture, as well as hard or soft to the touch. A friendly “Ball of Wild Earth” can magically reshape the dirt it’s covered in the form of variety of shapes at will such as a tiny figurine or a large die provided that the dirt continues to cover the pebble at its center by doing so.

The “Ball Wild Earth” is considered a magical object and is not a creature. It has a speed of 10 feet and can only move by rolling around the ground. It has 2 armor and 5 health. The ball regains all its health if it’s left buried underground for at least one hour.

Sentience: The “Ball of Wild Earth” is a sentient neutral item with an Intellect of 5. It has hearing and eyes adjusted. It can’t speak or read but understands Common and Terran.

Personality: The “Ball of Wild Earth” is most happy when rolling through rich, healthy soil. Most can be found at least initially in a mountainous farmlands but even urban ones can enjoy the dust traces of weird foreign dirt that are ever present in the well traveled cities. The quickest way to make a “Ball of Wild Earth” happy is to give it gemstone dust to roll in, whereas removing the dirt and mud surrounding it central pebble is certain to upset it. By reforming the dirt covering it’s form, the ball can make vague expressions based on the emotions its seen other creatures make.

Bill the Bag of Holding (Oddity) - This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Cyphers (max: 1)
 CypherLvl
Jolly Oozebean of Sugarbombs 3
 A pack of oozebeans comes with 4 inside it. When you open a pack, roll 4d8 and record each number. Use these numbers to determine the kinds of oozebeans found in the bag using the table below. Each color has an effect that lasts for 1 minute.

1: White - You can breathe underwater.

2: Black - You have 2 armor against acid damage and can safely eat otherwise inedible & nonpoisonous organic materials.

3: Blue - Grappling or being grappled deals 2 acid damage to the other creature.

4: Gray - Rolls against being charmed or frightened are eased.

5: Gold - You gain a climbing speed equal to your movement speed.

6: Red - You gain 4 recovery points.

7: Green - You have resistance to poison damage and escaping grapples or restraints is eased.

8: Yellow - You have 2 armor against lightning damage and immunity against damage from the force bolt.
Potion of Healing (Greater) 6
 Make two recovery rolls for free as an action.
Special Abilities
AbilityTypeCostPool
Eyes Adjusted Enabler0
You can see in extremely dim light as though it was bright light. You can see in total darkness as if it were extremely dim light.
Practiced with Light and Medium Weapons Enabler0
You are practiced with light and medium and can use them without penalty.
Elven Weapons Enabler0
As an elf you are trained in the use of the longbow and longsword.
Practiced in Armor Enabler0
You can wear armor for long periods of time without tiring and can compensate for slowed reactions from wearing armor. You reduce the Speed cost for wearing armor by 1. (Light Armor) Type Ability: Tier 1
Knowledge Skills: Archeology & History Other0
You are trained in two skills in which you are not already trained. Choose two areas of knowledge such as history, geography, archeology, and so on. You can select this ability multiple times. Each time you select it, you must choose two different skills. (Archeology and History) Type/Flavor Ability: Tier 1
Decipher Action1
If you spend one minute examining a piece of writing or code in a language you do not understand, you can make an intellect roll of difficulty 3 (or higher, based on the complexity of the language or code) to get the gist of the message. Action to initiate. Type Ability: Tier 1
Improved Edge: Speed Enabler0
Choose one of your Edge stats that is 0. It increases to 1. (Speed) Type Ability: T1
Pierce Action1
This is a well-aimed, penetrating attack. You make an attack and inflict 1 additional point of damage if your weapon has a sharp point. Type Ability: Tier 2
Understanding Action1
You observe or study a creature or object. Your next interaction with that creature or object gains one asset. Flavor Ability: Tier 2
Skill in Defense: Speed Enabler0
Choose one type of defense task in which you are not already trained: Might, Speed, or Intellect. You are trained in defense tasks of that type. Type Ability: Tier 2
Eye for Detail Action2
When you spend five minutes or so thoroughly exploring an area no larger than a short distance in diameter, you can ask the GM one question about the area. The GM must answer you truthfully. You cannot use this more than one time per area per 24 hours. Action to initiate, five minutes to complete. Type Ability: Tier 2
Investigative Skills: Perception & Identifying Enabler0
You are trained in two skills in which you are not already trained. Choose two of the following: perception, identifying, lockpicking, assessing danger, or tinkering with devices. You can select this ability multiple times. Each time you select it, you must choose two different skills. Type Ability: Tier 2 (Selected as a Tier 3 ability.)
Flex Skill Enabler0
At the beginning of each day, choose one task (other than attacks or defense) on which you will concentrate. For the rest of that day, you're trained in that task. You can't use this ability with a skill in which you're already trained to become specialized. Flavor Ability: Tier 3
Trapfinder Action3
You find any traps (like a floor that would give way beneath you) or mechanical triggers to a trap or defense system that might pose a threat. You can do this without setting them off and in lieu of making a roll to find them. This ability can find traps of level 4 or below. In addition to the normal options for using Effort, you can choose to use Effort to increase the level of traps that can be found by 2, so using two levels of Effort can find all traps of level 8 or below. Type Ability: Tier 3
Quick Wits Enabler0
When performing a task that would normally require spending points from your Intellect Pool, you can spend points from your Speed Pool instead. Flavor Ability: Tier 4
Quick Recovery Enabler0
Your second recovery roll (usually requiring ten minutes) is only a single action. Type Ability: Tier 2 (Selected as Tier 4)
Spell: Invisibility Action4
You become invisible for ten minutes. Wile invisible, you are specialized in stealth and Speed defense tasks. This effect ends if you do something to reveal your presence or position - attacking, using an ability, moving a large object, and so on. If this occurs, you can regain the remaining invisibility effect by taking an action to hide your position. If you have another ability that also confers invisibility, using either one allows you to remain invisible for twice as long as the duration specified. Action to initiate or reinitiate.   Can be used once per Recovery
Spell: Obstacle Running Enabler3
For the next minute, you can ignore obstacles that slow your movement, allowing you to travel at normal speed through areas with rubble, fences, tables, and similar objects that you would have to climb over or move around. This movement might include sliding on a railing, briefly running along a wall, or even stepping on a creature to boos yourself over something. If an obstacle would normally require a Might or Speed task to overcome, such as swinging on a rope balancing on a rope, or jumping over a hole, you are trained in that task.   Can be used once per Recovery
Bound Magic Creature: Drake* Other0
You have a magic ally bound to you. The magic ally doesn't yet have the full power that one of its kind could possess when mature. Normally, the ally remains quiescent in its home plane. When you use an action to manifest it, it appears next to you as a creature that can converse with you. The creature has its own personality determined by the GM and is a level higher than its base level for one area of knowledge (such as local history). The GM determines whether the magic ally has a long-term goal of its own. Each time the magic ally becomes physically manifest, it remains so until dispelled or reduced to zero health. During that period, it accompanies you and follows your instructions. The magic ally must remain an immediate distance from you; if it moves farther away it is yanked back into its home plane at the end of your following turn and cannot return until after your next eight-hour recovery roll. It doesn't attack creatures, but it can use its action to serve as an asset for any one attack you make on your turn. Otherwise, it can take actions on its own (though you'll likely roll for it). If the creature is reduced to 0 health, it dissipates and cannot be summoned again until after your eight-hour recovery. Focus Ability: Tier 1
Increased Bond Enabler3
When you manifest the magic ally from your Bound Magic Creature ability, it can move up to 300 ft (90 m) from you before being returned to its bound object. Also, it can remain manifest for an extended period, lasting until the end of your next ten-hour recovery roll. Finally, if you give permission, the magic ally can emerge from and enter the bound object on its own initiative. Focus Ability: Tier 2
Bonded Resistance Enabler0
When your magic ally is physically manifested, it allows you to resist heat, cold, and similar extremes based on the elemental type of your magic ally. You have a special +2 to Armor against attack damage or ambient damage or other damage that would normally ignore Armor that matches the scale color of your Drake.
Bonded Anger Other0
A glow of light matching the scale color of your drake touches your eyes. For the next several minutes, if you attack a target, you inflict 2 additional points of elemental damage matching the elemental type of your drake. Focus Ability: Tier 3   This can be used once per Recovery. (We'll see if this is not often enough)
Improved Bond Other0
When you manifest the ally from your Bound Magic Creature ability, it is now a level 4 creature. Your creature serves you as a mount and follows your instructions. While you're mounted on it, the creature can move and you can attack on your turn, which provides an asset to your attack. You and the GM must work out the details of the creature and you'll probably make rolls for it when it takes noncombat actions. The mount acts on your turn. (Winged Drake from Bound Magical Creature) Focus Ability: Tier 3 (Selected as Tier 4)
Advancement
  • Increase Capabilities
  • Moving Towards Perfection
  • Extra Effort
  • Skill Training
  • Other Advancement
Recovery: 1d6 + 4
Rest Duration Already Taken
First rest 1 Action
Second rest 1 Minute
Third rest 1 Hour
Fourth rest 10 Hours
Notes
Bone of Torren Summoning received.

Use all your options to reduce the difficulty, if it is still above zero, roll against its target number.
Difficulty012345678910
TN - 3 6 9 12 15 18 21 24 27 30
result 0 = failure, 1 = success


Created by

FrogGodMadeMyBaby.

System

Cypher System

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