Roland Raynes Character in Verum | World Anvil

Roland Raynes

Roland Elinar-Raynes


  Roland grew up in Crestfall with his parents, Lily and Robert Raynes. He was a dutiful son who took to service of the church with grace and dignity. He excelled in all his studies, whether it be religion, nature, or the arcane. Roland was always grateful for the privileged position the wealth his parents had given him in life. Truly, the value of gold goes beyond simple monetary wealth, this he knew. Leveraging his knowledge, Roland raised money for the churches like his parents while dedicating himself to the pursuit of gaining even more knowledge. Naturally, Runethares stood out amongst the pantheon to Roland as a scholar; but as all the gods pay respect to the Seven, so too did he. Unfulfilled with simply doing his part in Orde, Roland sought to contribute more. To share more knowledge with the world…and make some gold in the process. His faith in the Seven shaken after the events of his time at the Inquisition, Roland has turned more to Tilt's philosophies on life, protecting others and helping friends. His quest to spread knowledge but one way in which he hopes to achieve this.

Physical Description

General Physical Condition

Roland appears well kept in all things. His hair neatly trimmed and maintaining a consistent state of cleanliness about his person and clothes. His eyes gleam with alertness as they constantly take in his surroundings, his keen mind taking note of anything and everything. He walks with confidence and purpose, maintaining a composed, formal posture.

Special abilities

He's a friggin wizard that blaps max damage lightning bolts

Apparel & Accessories

Neat, well-kept merchant's clothes. Primarily silver accessories: an earring, two rings on the right hand

Mental characteristics

Education

Ordean schooling in magic, theology, and the various pursuits of knowledge.

Accomplishments & Achievements

• Assisted the Hkari in stabilizing the elemental seal of water.

Failures & Embarrassments

• Failed to stand up for his beliefs in the face of Kalla-jin.
• Failed to stabilize the font of life-rejuvenating waters in Dolten, forcing him to continue his search for extended lifespan by other means.

Mental Trauma

Fears the loss of friends and loved ones, particularly under his watch.

Morality & Philosophy

Knowledge is power, and it should be shared for the betterment of society. Progress is built upon gold and resources. It is easy to destroy, difficult to protect and create, strive for the latter. Appreciate life and every moment, for it is a precious thing.

Taboos

A mind is a precious thing and the gods' greatest gift to man, do not tamper with one for your own personal gain.

Personality Characteristics

Motivation

To contribute more to the world and to protect the people he cares for.
Goals: extend his lifespan to live as long as Isa. Complete and publish his bestiary.

Likes & Dislikes

Likes books, particularly stories and history. Music, blueberry pies. Dislikes robes more typical to those of the arcane.

Virtues & Personality perks

Patient, polite, honest, protective, eager to help.

Vices & Personality flaws

Conflict-averse, sometimes overly trusting.

Personality Quirks

Bit of a clean freak.

Social

Contacts & Relations

Member of the Bard's College. Ex-inquisitor. Married into Iitanas Imperium.

Family Ties

Parents: Robert and Lily Raynes.
Wife: Isa Elinar-Raynes.
Son: Rowan Elinar-Raynes. Born on February 14th, 1202. 2 years old
Second Son: Quill Elinar-Raynes. Born in May, 1203. 1 year old
Third Son: Ash Elinar-Raynes. Born in (fall/winter) 1203.
Twin Daughters. Willow Elinar-Raynes, Robin Elinar-Raynes. Born in (spring) 1204
Adopted Son/Daughter/Changeling: Primrose aka Eldigan.
Species
Honorary & Occupational Titles
Scholar of Runethares
Birthplace
Crestfall, Orde
Children
Current Residence
Silver Hall
Gender
Male
Eyes
Amber
Height
5'9"
Weight
145 lbs
Known Languages
Common (Grass), Elvish (Nomad), Celestial (Archon)

Notes

Journal contents: (All sketches are traced directly from final sketches on the parchment sheets)   -2 pages with a sketch of a skeleton as well as a fiercer looking skeleton captain. It describes their qualities: Capability with weapons, a resistance to piercing damage, immunity to poison, and vulnerability to blunt force, etc.   -1 page with a sketch of a Succubus and Incubus. In addition, the page has notes on their attributes, resistances, and capabilities such as changing forms, their kiss, and ability to enter the Ethereal plane. At the bottom of the page is a reference to the original source of this information. (The book from the mage's guild library via CitizenJoseph)   -A page on ghosts and their qualities. A drawing of a ghostly woman, "Widow's Wail" accompanies this. (From Saitken's one shot: Why we build the wall)   -2 pages on colossal skeletons, often made up of many smaller skeletons, and the qualities they possess. A drawing of a giant titan of a skeleton overlooking the Watch Wall accompanies this, taking up an entire page of its own to emphasize its giant size, "Gashadokuro" (From Saitken's one shot: Why we build the wall)   -On another page grouped up with the previous entry on succubi/incubi, a section of the bestiary is expanded for Fiends and Demons.   -1 page with a sketch of fiery undead taking up a portion of it alongside a description of them. These creatures are similar to the more traditional zombies but infused with fiendish fire. It continues to list their attributes such as damage resistance to physical attacks that are not magical or silvered, immunity to fire and poison, and their vulnerability to cold and radiant damage. (From Saitken's one shot: Champion of Ash)   -The next page has a sketch of two large, imposing pit guardian demons. These warrior fiends work in tandem protecting each other and share the traditional fiendish resistances with a vulnerability to radiant. (From Saitken's one shot: Champion of Ash)   -The next two pages describe sorceress fiends on one and feral demons on the others with sketches to match. The sorceress wields powerful fire magic as well as the capability to summon the ferocious demons on the other page. The feral demons exhibit a pack mentality and tear their foes apart with their sharp claws. (From Saitken's one shot: Champion of Ash)   -The next two pages are headlined with the name: Braithe. On the first is a full page sketch of the fallen angel in all her fiery radiance. On the other, a summary of who she is and what abilities and attributes she displayed. Titled "The Champion of Ash", Braithe is a captain of the demonic siege lord   -Osferine. Her abilities include a myriad of ways to heal herself as well as multiple bursts of fire and radiance. Braithe's mix of Fiend and Celestial influence grants her immunity to fire and radiant damage, but vulnerability to cold and necrotic. (From Saitken's one shot: Champion of Ash)   -1 page with a sketch of a territorial Wyvern flying above its nest. The nest is littered with various animal bones. The Wyvern's poisonous stinger poised to strike. Notes include mentions of the very deadly poison it can use with its stinger, its swift flying speed, and other traits. (From xKnives' one shot: Blooming Cliffs)   -1 page of some sketches and notes of the local krazaxian mountain wildlife. Poisonous snakes that like to hide in ambush, giant goats, a giant eagle, and an auroch. (From xKnives' one shot: Blooming Cliffs)   -1 page of a Manticore flying in the air sending down a barrage of its wicked tailspikes. It smiles with a human face on its monstrous body, a mix of lion and serpent with wings. Along with the sketch are some notes on the creature's cruel intelligence, its impressive ability to attack from great range with its tailspikes, as well as its ability to fly and other traits. (From xKnives' one shot: Blooming Cliffs)   -A page with a sketch of a horde of Giant Centipedes crawling along a cavern. Notes on their favor for sweets and poison attacks. (From Taco's one shot: Static Shock)   -2 pages, one with a sketch of a Basilisk looking straight on into its eyes. Around the cave are the stone remains of others petrified by the creature. The other page has notes on its petrifying gaze and other qualities. (From Taco's one shot: Static Shock) -A page with a sketch of a 'Behiralisk'. Similar to the Basilisk but blue instead of grey, has eight legs, and sparks of lightning emanate from it. Notes describe an ability to release a cloud of fog as well as ranged lightning attacks. (From Taco's one shot: Static Shock)   -2 pages on 'Ternesj'. A behir with mutated stone scales from feeding on the crystals of the mines of sortsekt. The sketch depicts him spewing lightning breath into clouds of dark fog. The notes describe the differences of his stone scales compared with a normal behir as well as the sluggishness they inflicted on his speed by comparison. In addition to other capabilities of a behir and qualities. (From Taco's one shot: Static Shock)   -A page with a sketch of an owlbear, a hulking bear-like creature that stands on two legs and has the beak of an owl. Corresponding notes describe its powerful claws and sharp beak, along with size-able bulk. (From Stressful Incantation's one shot: Embezzled Letter)   -A page with a swarm of thorncrawlers. Small plant creatures that jump down people's mouths. The thorncrawlers are led by a few blooming hosts. Humanoids covered with plant growths that at this point are more plant than human. At the header of the page, the source of these plant horrors is noted as Kytolok. Corresponding notes on the creatures of both pages references their evolutionary nature, corrupted druidic magic, and a propensity for poison and laceration.   -Next to this is a full page illustration of a siege perfected bloodblossom. Thorned vines lashing out all across the page.   -A page with a sketch of a crocodile peeking out of swamp water with notes on its amphibious nature and native swamp habitat.   -A page with a sketch of 'Bog Crawlers'. Zombie like creatures covered in swamp reeds shambling about and fueled by corrupted druid magic. Notes on its capabilities include vulnerability to fire, resistance to cold and acid along with immunity to poison, and an unnatural regenerative property which is hindered by fire.   -A page with a sketch of a 'Swamp Maw', displaying the fearsome strength granted to them by their mutations. Notes mention that their enhancements while impressive, have also caused issues with mental functions. Their regeneration is highly noteworthy, they're vulnerable to fire and cold, resistant to acid, and can attack with a poison breath.   -2 pages, one with a sketch of a 'Thresher', an impressively giant snake rising out from the filthy swamp waters around Barghest. Its size made evident by comparison to the ziggurat it coils around. On the second page, notes include a regenerative property nullified by fire and necrotic as well as warnings against its fangs and tail.   -A sketch of Sahuagin fills a page, the fishmen rendered in numbers with spears in hand amidst stormy seas. Description of aquatic based warriors capable in the seas.   -Filling up an entire page is a sketch of a fearsome creature of the sea. Perhaps described as a kraken or some other such similar tentacled monstrosity. Its head peeking out from the stormy waters amidst many tentacles grasping at a small, lone ship. On the accompanying page, its vulnerability to acid is noted along with an immunity to cold and resistance to fire. The huge creature's tentacles capable of grabbing an entire ship and slamming it to pieces.   -The next pages is filled with sketches of Naga. A mix of warriors and mystics among them. The snake-like humanoids appear organized and orderly. The notes are very brief, but mention that they are not without reason.   -1 page depicts a storm elemental. Large and comprised of a tempestuous mix of both water and lightning, it hovers with a powerful presence. Limited notes.   -A full page sketch of Lady Zashi the Marid Blooded. Her human form shifts into a more serpentine one, coiling around most of the page. Her body corrupted and changed by the leaking elemental energies from the plane of water. Flanking her are several small, blurred elementals: illusions of water that protect their master. Lady Zashi is depicted as if singing, the illusions dancing around her in splashes of water and ice. The accompanying notes warn of the siren's powers of song, empowering and debilitating.   -A sketch depicting the entrance to a cairn in the woods of Dolten. Standing at the entrance is a regiment of soldiers in old inquisitorial armor. Scouts with a bow and two shortswords at the sides, more heavily armored warriors with greatswords in the front, and two more armored templars with various holy symbols of the White pantheon. Despite this, a necrotic aura surrounds them, at odds with the pristine looking cairn entrance. On the page besides this are notes on stronger undead which retain the capabilities they had in life, twisted in undeath. It also describes the typical undead traits such as immunity to poison and exhaustion.   -The next drawing is that of a Deva flying above, wings outspread. Its once divine form corrupted with madness, staining the sacred halls surrounding it. The twisted creature looks down upon the ground-bound perspective with contempt and fury, ready to bring its sword to bear against intruders. It is captioned with the name: Shattered Law. On the accompanying page, notes describe the corrupted Deva's abilities with divine magic as well as its resistance against the debilitating effects of magic, radiance, and the attacks of mundane weaponry. This particular one being vulnerable to necrotic energy. It also notes a swiftness of movement due to its flying capabilities.   -Torn Mind. A sketch of hideous aberrations, once human, now twisted by madness. They drag themselves along the ground grotesquely with acid dripping out from their tongues. Notes include acid spitting and assaults on one's mind. They also warn against the dangers of madness, a cautionary tale of humans twisted into these aberrations.   -This page is captioned: Last Wish. On this page, four pillars surround a large red and gold construct, each pillar emanating a beam of light towards it. In the chest of the construct, there is an opening which radiates divine light. One of its hands is held up, channeling radiant flames, yet it leaves behind after images which distort time. Notes describe its unique anti-magic capabilities. Disrupting the magic of those it strikes, manipulating the flow of time to counteract others' actions, and drawing upon the energy of the pillars to empower itself. Most importantly is the description of a curse which if not removed quickly would disintegrate its victims. Specifically: 1 minute, 10 minutes, and 24 hours. Remove curse being the suggested means to counter it.   -The next few pages appear to be drawn in a different style from Roland's. The first shows a Magmabrood elemental and Wyrmblood elemental. The second, a huge Magma Myrmidon. The third page is fully dedicated to a Behemoth Queen, attempting to do justice to the creature's immense size. The fearsome presence of the creature is forever captured in a moment, the glowing red eyes staring menacingly down at the viewer painted from a perspective of being beneath it. The first two pages have their accompanying notes on the same page, while the ones on the Behemoth Queen are given their own fourth page. Each is credited to Isa Elinar.   -In yet another different style is a full-page painting of a large plate armored creature holding a powerful flail with a lantern at the end. Instead of normal flame, it seems to contain ghostly spirit flames, and the armor itself seems to be filled with nothing but more of the green flame. Notes classify it as undead, slow, but strong, with a dangerous aura of flames. These two pages are credited to Ilandromir.   -The next page has a sketch depicting a cave lit by lantern-light. Within are two bulettes, their armored backs protecting the majority of their body. The dirt of the cave surrounding the two appears disturbed with holes of a similar size to the creatures. Notes describe them as slow but resilient, with powerful attacks and burrowing capabilities amplified by a deadly leap.   -1 page. A sketch depicts a pair of giant sand worms looming high up above and poised to bite down upon their prey, acidic saliva dripping from their open maws. Accompanying notes describe their tough hide resisting most mundane attacks, their capacity for burrowing, and warn of prey being swallowed whole for later digestion within the acid glands of their stomachs.   -A full page rendition of an Elder Sand Worm. Huge in size, hide blackened and spiny, its maw horrific in what might almost appear to be a twisted smile with far too much teeth. It coils up and out from the sands below, acid trailing in its wake. Notes on the adjacent page describe similar qualities to the prior giant sand worm, but more pronounced. A tough hide protecting it from mundane attacks, natural resistance to both acid and fire, and a tendency to burrow while it regenerates in bursts. Unlike the giant sand worms, it favors quickly spitting out those it swallows whole, battering others in the process. Most concerning is its acid breath, a deadly weapon against groups.   ============     Sketchbook: (The final versions of each parchment drawing has been copied in)   -2 sheets with practice sketches of skeletons and the skeleton captain   -1 sheet with a sketch of the crystalline caverns within the island of the pool of avarice, the pool itself, and the statues around the pool spread about on the front and back of the parchment. The art is captioned "The Pool of Avarice" in artistic calligraphy.   -2 sheets filled front and back with practice sketches, finally culminating on the back of the 2nd sheet to an impressive piece displaying "The Rock God of Undeath" playing his bone lute with skeletons headbanging around him.   -2 sheets with practice sketches referenced from books found in the mage's guild library(via CitizenJoseph) of Succubi and Incubi. -1 sheet with a drawing that fills the whole page. On one side, a great darkness encroaches, a horde of nightmare goblins scampering along the ground and a horrid werewolf among them standing with a devilish, toothy grin. On the other side a singular towering figure standing stoically with a great shield, its radiance shining into the darkness of the nightmare side. -2 sheets with practice sketches of the Widow's Wail. A ghost of a woman singing, skeletons of the watch wall's men around her.   -1 sheet with a sketch from the perspective of being on top of the Watch Wall. Towering high over the badlands, even taller than the watch wall itself is a colossal skeleton made of smaller skeletons. "Gashadokuro"   -2 sheets, on the first are practice sketches,one per side, of Braithe, Champion of Ash and Captain of the demon siege lord Osferine. On the second sheet is the final version. Her blackened wings are wreathed in radiant fire outstretched in flight. Gold and crimson armor resplendent, blood red blade darkened with shadows. Braithe's expression stares forward intensely, her hair in flames. All around the fallen angel extending out to each side in the background is more fire, covering the landscape around her.   -1 sheet. Two sketches of fiendish sorceresses. With red skin and crimson robes, they hold a flame in their hand and smile deviously. On the back of this sheet, another sketch of a pack of feral demons summoned by the sorceresses. Blackened forms scampering on all fours with sharp claws.   -2 sheets. Final version on back of second. Two large pit guardian demons with pale red skin, each holding a longsword on opposite sides with the tip of the blade digging into the ground. The horned and armored figures strike an imposing visage together as their hard gaze stares forward with cruel disregard.   -1 sheet. A small horde of fiery undead shamble forward, the flames licking off of them onto the ground below.   -1 sheet covered in hastily drawn sketches of giant iron spears pointed down, the difference in quality showing clearly from one to the next as the artist collected them-self over time. (Phase 1 End, sketchbook continues)   -1 page with a drawing of a silver bloom. A flower found on krazaxian cliffsides used for its metallic scent. Also on the page are some sketches of the local wildlife. Poisonous snakes that like to hide in ambush, giant goats, giant eagles, and an auroch.   -1 page with a sketch of a territorial Wyvern flying above its nest. The nest is littered with various animal bones. The Wyvern's poisonous stinger poised to strike.   -2 pages with sketches of a Manticore flying in the air sending down a barrage of its wicked tailspikes. It smiles with a human face on its monstrous body, a mix of lion and serpent with wings.   -2 pages with sketches of a horde of Giant Centipedes crawling along a cavern.   -A sketch of a Basilisk looking straight on into its eyes. Around the cave are the stone remains of others petrified by the creature. -A sketch of a 'Behiralisk'. Similar to the Basilisk but blue instead of grey, has eight legs, and sparks of lightning emanate from it.   -'Ternesj'. A behir with mutated stone scales from feeding on the crystals of the mines of sortsekt. The sketch depicts him spewing lightning breath into clouds of dark fog.   -A sketch of an owlbear, a hulking bear-like creature that stands on two legs and has the beak of an owl.   -A page with a swarm of thorncrawlers. Small plant creatures that jump down people's mouths. The thorncrawlers are led by a few blooming hosts. Humanoids covered with plant growths that at this point are more plant than human.   -Next to this is a full page illustration of a siege perfected bloodblossom. Thorned vines lashing out all across the page.   -A sketch which depicts the Imperium camp amidst the wastes of the Badlands: orc guards, elves walking about, and tents framing a large palace in the background. It's all drawn with a certain neutral objectiveness, painting the camp in neither a good nor bad light.   -A page with 2 sketches of a crocodile peeking out of swamp water.   -2 pages with sketches of 'Bog Crawlers'. Zombie like creatures covered in swamp reeds shambling about and fueled by corrupted druid magic.   -3 pages with practice sketches of a 'Swamp Maw', Roland's attempts to re-create the fearsome mutated lizardfolk not quite capturing the power they possess. A 4th page has the final result.   -2 pages with sketches of a 'Thresher', an impressively giant snake rising out from the filthy swamp waters around Barghest. Its size made evident by comparison to the ziggurat it coils around.   -On the next 2 pages are several drawings of various tribal lizardfolk with a varied set of weapons, throwing javelins, nets, their own vicious teeth. Some with shields, some with potions, they make a rather varied group.   -2 pages with attempted sketches at a 'War Crocodile'. An undead crocodile revived by the tribal lizardfolk with corrupted druidic magic. It is large and imposing, with a pronounced jaw and thick scales. The last sketch on the second page manages to meet Roland's standards.   -2 pages side by side, on the left page is the Scaled Hand's King holding a staff. Surrounding him is an aura of acid and poison, his breath seeming tinged with poison as well. On the right page is the Scaled Hand Queen wielding a shortsword and dagger. She stands poised and ready to strike, evoking a sense of speed and ferocity. The two pages blend together to form one complete image.   -Sketches of Sahuagin fill the next 3 pages, gradually increasing in quality. The fishmen rendered in numbers with spears in hand amidst stormy seas.   -Filling up an entire page is a sketch of a fearsome creature of the sea. Perhaps described as a kraken or some other such similar tentacled monstrosity. Its head peeking out from the stormy waters amidst many tentacles grasping at a small, lone ship.   -The next few pages are filled with sketches of Naga. A mix of warriors and mystics among them. The snake-like humanoids appear organized and orderly.   -1 page depicts a storm elemental. Large and comprised of a tempestuous mix of both water and lightning, it hovers with a powerful presence.   -A full page sketch of Lady Zashi the Marid Blooded. Her human form shifts into a more serpentine one, coiling around most of the page. Her body corrupted and changed by the leaking elemental energies from the plane of water. Flanking her are several small, blurred elementals: illusions of water that protect their master. Lady Zashi is depicted as if singing, the illusions dancing around her in splashes of water and ice.   -1 page. A sketch depicting the entrance to a cairn in the woods of Dolten. Standing at the entrance is a regiment of soldiers in old inquisitorial armor. Scouts with a bow and two shortswords at the sides, more heavily armored warriors with greatswords in the front, and two more armored templars with various holy symbols of the White pantheon. Despite this, a necrotic aura surrounds them, at odds with the pristine looking cairn entrance.   -1 page. The next drawing is that of a Deva flying above, wings outspread. Its once divine form corrupted with madness, staining the sacred halls surrounding it. The twisted creature looks down upon the ground-bound perspective with contempt and fury, ready to bring its sword to bear against intruders. It is captioned with the name: Shattered Law.   -2 pages. Torn Mind. A sketch of hideous aberrations, once human, now twisted by madness. They drag themselves along the ground grotesquely with acid dripping out from their tongues. The first page’s sketches seem off, perhaps due to the pure strangeness of such creatures, but it seems on the second page Roland figured it out.   -2 pages. This sketch depicts ‘Father Gabriel’, a priestly looking figure wearing a veil of eyes with a menacing purple aura. Flanking him are several of the Torn Minds from the previous pages.   -3 pages. This page is captioned: Last Wish. On this page, four pillars surround a large red and gold construct, each pillar emanating a beam of light towards it. In the chest of the construct, there is an opening which radiates divine light. One of its hands is held up, channeling radiant flames, yet it leaves behind after images which distort time.   -The next page has a sketch depicting a cave lit by lantern-light. Within are two bulettes, their armored backs protecting the majority of their body. The dirt of the cave surrounding the two appears disturbed with holes of a similar size to the creatures.   -1 page. A sketch depicts a pair of giant sand worms looming high up above and poised to bite down upon their prey, acidic saliva dripping from their open maws.   -A page of practice attempts precedes a full page rendition of an Elder Sand Worm. Huge in size, hide blackened and spiny, its maw horrific in what might almost appear to be a twisted smile with far too much teeth. It coils up and out from the sands below, acid trailing in its wake.   -On the second to last page is a drawing in a distinctly different style than the rest of Roland's. This one is water colored, the page showing slight signs of having been added into the book after the fact with magic. On the page's drawing, a willow tree leans over a flowing river. At the base of the tree a red tigress cuddles with a silver dragon, both with serene smiles on their faces.   -On the very last page opposite the water-colored one is a drawing of a female elf sitting underneath a willow tree overlooking a peaceful river. Her long red hair is particularly vibrant in comparison with the rest of the piece, with her heterochromatic green and brown eyes standing out almost as much. ============     -Spoke briefly with Vanthem Cysgaol, a member of the imperial elves. The elves cooperated with their mission. (Champion of Ash)   -Remember the Druids of the Alaheim and the planar wards the druids maintained.   -Osferine, Demon Siege Lord of hell. Has a history of wars and strife in Kalkatesh.   -Brought justice to the witch Cerlwynne, a servant of Oloken'hai.   -Lodriss Vaas: Coven Agent in greysmoke.   -Alma Meribelle: Priestess in greysmoke.   -Arton wants magic missile, absorb elements, featherfall, thunderwave, and chromatic orb.   -"Death shall come calling when thy art without clothing." death fortune lul (Halloween Jack's Carnival)   -Ruddy Gar: Druid in barghest who tries to keep the peace between the town and local lizardfolk tribes.   -Ocktar: Leader of Ten Clubs lizardfolk tribe near Barghest.   -Scaled King: Leader of the militant lizardfolk attempting to create their own empire.   -Assisted the Hkari in stabilizing the elemental seal of water.   -Shadowfell's a thing, neat.   -Broken peace Office notes on ages past: Lucretia, wife of an ordean military commander, lost at the crimson citadel battle. Bloodiest battle between Orde and Dolten to date. Lucretia once a witch of Dolten considered a traitor for marrying the other side.   -Favorite Tree: Willow   -Birthday: July 13th   -Nicknamed “Arcaniss” by Seian. (Magic in Draconic).

Roland Raynes

V. Human Race
Orde: Lineage of Coin Origin
Wizard 8 Class & Level
Lawful Good Alignment
Runethares Deity
Bard's College Faction
Quartermaster Rank/Position
10 Loyalty
Vita Vigilia Company

Strength 10
+0
Dexterity 14
+2
constitution 20
+5
intelligence 18
+4
wisdom 12
+1
charisma 12
+1
Total Hit Dice 7
Hit Die
1d6+5
+3 proficiency bonus
+0 Strength
+2 Dexterity
+8 Constitution
+7 Intelligence
+4 Wisdom
+1 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+7 Arcana
+0 Athletics
+1 Deception
+7 History
+1 Insight
+1 Intimidation
+7 Investigation
+1 Martial
+4 Medicine
+7 Nature
+1 Perception
+1 Performance
+4 Persuasion
+7 Religion
+2 Sleight of Hands
+2 Stealth
+1 Survival
skills

 
33
MV
2
Prestige
1
Attunement Slots
12
Armor Class
84
Hit Points
+2
Initiative
30
Speed
Spells Prepared
Spell Level
Per Day
Frostbite, Toll the Dead, Minor Illusion, Prestidigitation, Mending(Bardic)
0th
-
Shield, Absorb Elements, Mage Armor, Chromatic Orb
1st
4
Misty Step
2nd
3
Sending, Fly, Major Image, Lightning Bolt, Counterspell
3rd
3
Polymorph, Dimension Door
4th
2
Spell DC: 16 - Spell Attack Mod: +7
Attacks

Proficiencies

Armor


None

Weapons


Daggers, darts, slings, quarterstaffs, light crossbows

Saving Throws


Intelligence, Wisdom, Constitution

Skills


Arcana, History, Investigation, Medicine, Nature, Persuasion

Tools


Calligraphers Supplies, Disguise Kit, Poisoner's Kit, Painter's Supplies, Dragonchess, Lute, Viol

Languages


Common(Grass), Elvish(Nomad), Celestial(Archon).

Proficiences
Spell DC: 16 | Spell Attack Mod: +7

Level
Per Day
1st
4
2nd
3
3rd
3
4th
2
5th
0
6th
0
7th
0
8th
0
9th
0



Primary Spellbook

1st Level


Chromatic Orb, Mage Armor, Thunderwave, Silent Image, Detect Magic, Find Familiar, Shield, Comprehend Languages, Magic Missile, Featherfall, Identify, Absorb Elements, Tenser's Floating Disk, Protection from Evil and Good, Catapult, Fog Cloud, Alarm, Expeditious Retreat, Illusory Script, Longstrider, Witch Bolt, Burning Hands, False Life, Unseen Servant

2nd Level


Misty Step, Shatter, Mirror Image, See Invisibility, Levitate, Phantasmal Force, Invisibility, Arcane Lock, Alter Self, Flaming Sphere, Web, Mind Spike, Nystul's Magic Aura, Knock, Detect Thoughts, Darkvision, Dragon's Breath, Enlarge/Reduce, Rope Trick, Gust of Wind, Cloud of Daggers, Warding Wind, Locate Object, Gentle Repose, Earthbind, Continual Flame, Skywrite

3rd Level


Lightning Bolt, Fly, Counterspell, Remove Curse, Haste, Water Breathing, Fireball, Major Image, Sending, Leomund's Tiny Hut, Clairvoyance, Thunder Step, Slow, Dispel Magic, Phantom Steed, Glyph of Warding, Tongues, Magic Circle, Blink, Nondetection, Sleet Storm, Tiny Servant, Life Transference, Wall of Sand

4th Level


Mordenkainen's Private Sanctum, Dimension Door, Polymorph, Watery Sphere, Arcane Eye, Evard's Black Tentacles, Greater Invisibility, Banishment, Storm Sphere, Conjure Minor Elementals, Wall of Fire, Leomund’s Secret Chest, Otiluke’s Resilient Sphere


 

Woari's Spellbook

1st Level


Absorb Elements, Alarm, Burning Hands, Catapult, Chromatic Orb, Comprehend Languages, Detect Magic, Expeditious Retreat, False Life, Featherfall, Find Familiar, Fog Cloud, Identify, Illusory Script, Longstrider, Mage Armor, Magic Missile, Protection from Evil and Good, Shield, Silent Image, Tenser's Floating Disk, Thunderwave, Unseen Servant, Witch Bolt

2nd Level


Alter Self, Arcane Lock, Cloud of Daggers, Continual Flame, Darkvision, Detect Thoughts, Dragon's Breath, Earthbind, Enlarge/Reduce, Flaming Sphere, Gentle Repose, Gust of Wind, Invisibility, Knock, Levitate, Locate Object, Mind Spike, Mirror Image, Misty Step, Nystul's Magic Aura, Phantasmal Force, Rope Trick, See Invisibility, Shatter, Skywrite, Warding Wind, Web

3rd Level


Blink, Clairvoyance, Counterspell, Dispel Magic, Fireball, Fly, Glyph of Warding, Haste, Leomund's Tiny Hut, Life Transference, Lightning Bolt, Magic Circle, Major Image, Nondetection, Phantom Steed, Remove Curse, Sending, Sleet Storm, Slow, Thunder Step, Tiny Servant, Tongues, Wall of Sand, Water Breathing

4th Level


Arcane Eye, Banishment, Conjure Minor Elementals, Dimension Door, Evard's Black Tentacles, Greater Invisibility, Leomund’s Secret Chest, Mordenkainen's Private Sanctum, Otiluke’s Resilient Sphere, Polymorph, Storm Sphere, Wall of Fire, Watery Sphere

 

Spellcasting

Equipment

Items
Weight
Currency
PP: 581
GP: 28
SP: 5
Total: 5,838.5 gp

2 lbs
Weapons
Wt.
Dagger x2
2 lbs
Light Crossbow
5 lbs
Blunted Bolts x19
1.5 lbs
Case(Crossbow Bolts)
1 lb

9.5 lbs
Spellcasting Tools
Wt.
Spellbook
3 lbs
Arcane Focus (Rod)
2 lbs
Component Pouch
2 lbs
Holy Symbol
1 lb

8 lbs
Material Components
Chromatic Orb Mats
Find Familiar Mats x2
Identify Mats
Arcane Lock Mats x2
Clairvoyance Mats
Illusory Script Mats x1
Magic Circle Mats x1
Glyph of Warding Mats x1
Nondetection Mats x2
Continual Flame Mats x1

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Magic Items
Roland’s Resolution
Ring – Major Uncommon (980gp)

This silver ring has been made to have two different bands forged inside it. In one, the blackened blood of a Champion of Ash, in another, a beautiful silver liquid. This represents Roland’s promise to not stand by while his friends are being hurt. He’s resolved to do so even at cost to himself, to forge bonds of blood and loyalty.

This ring has 2 charges which both refresh every time you take a short rest.

For a Rainy Day: When an ally within 30 feet of you would die due to a failed death saving throw that they roll themselves, you can use your reaction to sacrifice this ring to treat their saving throw as a roll of 20 instead.

The Hunger: As a bonus action, you can expend one charge from this ring and choose to damage yourself for 1d6 piercing damage, drawing a little bit of your own blood into the ring.

Strife of Life: As an action, you can expend a charge of this ring, damaging yourself for 1d6 piercing damage and drawing your blood into the ring. One creature within 30 feet of you that you can see regains a number of hit points equal to twice the damage you take. This ability can be used once per long rest.

The Light: When you are damaged with The Hunger or the Strife of Life ability, your next spell attack within 1 minute deals the damage you dealt to yourself as extra radiant or fire damage (your choice).
Devotion’s Promise (Attuned)
Amulet – Very Rare (4,500 gp) – Attunement
A silver dragon with intricately carved scales is coiled around a tigress, red and vibrant in hue, their heads resting on each other’s in peaceful harmony. At the center lies the white rose bud, a symbol of their love. Though repurposed, the amulet is a promise from the dragon to his lover.

Your Constitution score increases by 3, to a maximum equal to your Constitution ability score cap.

You are resistant to poison damage.

You can speak, read, and write Draconic (Noble).

Timeless Benevolence: Your touch soothes pained souls and bodies. As an action, you can touch an ally restoring hit points equal to 1d6 + half your proficiency bonus. Additionally, if that ally is suffering from the poisoned condition or disease from a hostile source, then the condition or disease is removed and you regain a spell slot of up to 4th level. You can use this ability three times per long rest but can only regain a spell slot in this way once per long rest.
Ear-ring of Fire
Earring – Major Uncommon (800 gp)

This earring holds 3 charges, which refresh at dawn.

You can expend a charge as an action to cast the Fire Bolt cantrip. Use your Intelligence as the spell ability modifier.
Orb of Roiling Storms
Spellcasting Focus(Orb, 3 lbs) – Minor Rare

When you hardcast the spell Chromatic Orb using this item as a focus, and choose to deal Lightning damage, you do not need to provide the usual expensive material component.

When using this item as a focus to hardcast a single target spell of at least first level that successfully deals Lightning damage to a single target, you may deal damage of that same type to a creature of your choice adjacent to your target. This damage is equal to the number of damage dice dealt by the spell plus the level of the spell. This cannot be used with a spell that has a duration longer than instantaneous. After you have used this ability you cannot use it again until the next dawn.
A Star-lit Memory
Ring – Common (100gp)

A beautiful ring that was crafted lovingly. It isn’t perfect, but not all things have to be in order to be appreciated as they deserve to be; a message from the daughter of one noble to the daughter of another.

While wearing this item, the wearer can cause an image of a dynamically twinkling night sky to appear over their head or disappear (no action required by them), visible even through total cover both indoors and outdoors. It could easily be misconstrued as the true sky, for they are equal in beauty, and move at the exact same speed.
Eliostar Thol
Armband – Uncommon – 500gp
A simple golden armband with two feathers on each end, pointing in opposite directions

Friend of the Animals: Choose one type of beast (cats, horses, goats, crabs, etc). You have advantage on Animal Handling (Wis) Checks with that type of animal. This ability refreshes at dawn.
The Ostara
Baby Crib – Common – 150gp

Daborakian and Imperial workmanship is held together by the natural and arcane magicks of the soon to be parents Isa and Roland. Tucked away at the base of the crib is an engraving in wicked letters that says. “To: I and R. From: L.”

The inside of this baby crib is always at a comfortably cool, slightly humid climate and smells faintly of roses.
Aéd (Rowan’s)
Scarf – Major Uncommon – 800 gp

A gentle scarf that smells faintly of primroses. The interwoven fabric is reinforced with thin silver thread. Finely engraved on the silver, the word “Everloved” in Elvish and Draconic with a stylized rose engraving at the end. If one focuses their attention on the scarf, they can hear a faint hum coming from within, akin to a lullaby.

While wearing this scarf, you are comfortable as if the temperature were that of a calm spring morning.

A Friend At Their Side. You gain 1 temporary hit point if you wear this scarf for 1 hour. Once you have used this ability you cannot do so again until next dawn.

7 lbs
Consumables
Wt.
Holy Water x3
3 lb
Antitoxin x5
-
Oil of Slipperiness x1
2 lbs
Potion of Greater Healing x1
2 lbs
Food Tokens x0
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7 lbs
Common Scrolls
Wt.
Magic Missile Scroll x3
3 lbs
Mage Armor Scroll x1
1 lb
False Life Scroll x2
2 lbs
Longstrider Scroll x7
7 lbs

13 lbs
Unique Scrolls
Wt.
Fireball (alt elem thndr) x1
1 lb

1 lb
Reaction Scrolls
Wt.
Shield Scroll x1
1 lb
Feather Fall Scroll x1
1 lb
Absorb Elements Scroll x1
1 lb

3 lbs
Situational Combat Scrolls
Wt.
Expeditious Retreat Scroll x1
1 lb
Gust of Wind Scroll x1
1 lb
Cloud of Daggers Scroll x1
1 lb
Fireball Scroll x1
1 lb
Fly Scroll x1
1 lb
Prot from Evil n Good Scroll x1
1 lb
Blink Scroll x1
1 lb

7 lbs
Situational Non-Combat Scrolls
Wt.
Invisibility Scroll x1
1 lb
Silent Image Scroll x1
1 lb
Knock Scroll x1
1 lb
Darkvision Scroll x1
1 lb
Tongues Scroll x1
1 lb
Dispel Magic Scroll x1
1 lb
See Invisibility x1
1 lb
Enlarge/Reduce Scroll x1
1 lb
Remove Curse Scroll x1
1 lb

9 lbs
Ritual Scrolls
Wt.
Comprehend Languages Scroll x1
1 lb
Detect Magic Scroll x1
1 lb
Tenser’s Floating Disk Scroll x1
1 lb
Water Breathing Scroll x1
1 lb
Gentle Repose Scroll x1
1 lb

5 lbs
Non-wizard Scrolls
Wt.
Healing Word Scroll x1
2 lbs
Silence Scroll x1
1 lb
Spiritual Weapon Scroll x1
2 lbs
Lesser Restoration Scroll x1
1 lb
Bless Scroll x1
1 lb

5 lbs
Crafting Materials
Crafting Tokens x28
Antithesis Ritual Tool: Mind
Moderate Enhancement, Enchantment

Wondrous
Intelligence
Shadow, Wind, Mind

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Special Crafters
Ocktar
Superior Special Crafter: 1 use

Wondrous Items
Intelligence and Wisdom
Healing, Primal
Abersk Blackflare
Poor Special Crafter: 1 use

Weapons(base bard prof)
Wondrous(Musical Instruments)
Charisma
Good, Music, Revelry
Brac Rumblemore
Superior Special Crafter: 1 use

Armor(Medium)
Wondrous(Holy Symbols)
Constitution
Good, Dreams, Foresight
Esshou Yern
Poor Special Crafter

Weapons(quarterstaffs)
Wondrous(Arcane Focus)
Intelligence
Law, Arcane, Transmutation

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Adventuring Gear
Wt.
Backpack
5 lbs
Sack
0.5 lbs
Scrollcase Bandolier x3
3 lbs
Potion Bandolier
1 lb
Pouch x2(Plat/Gold)
2 lbs
Pouch of Money Holding
1 lb
Calligrapher’s Supplies +1
5 lbs
Rations x2
4 lbs
Waterskin
5 lbs
Tinderbox
1 lb
Mess Kit
1 lb
Flask of Oil x2
2 lbs
Hooded Lantern
2 lbs
Healer’s Kit
3 lbs
Scroll Case x5
5 lbs
Clothes, Traveler’s
4 lbs
Bedroll
7 lbs

51.5 lbs
Pets/Mounts
Wt.
Dusk (owl familiar, celestial)
Dawn (Riding Horse, at home)

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Riding Horse Storage
Wt.
Chest
25 lbs
Steel Lock attached
Dun’s gift
Celestial: The Past Shackles the Future. The Future is Barren
1 lb
Fine Set of Clothes (Bard’s)
6 lbs
Dented Copper Bell
1 lb
Viol
1 lb
Herbalism Kit
3 lbs
Disguise Kit
3 lbs
Poisoner’s Kit
2 lbs
Brewer’s Supplies
9 lbs
Painter’s Supplies
5 lbs

56 lbs*
Miscellaneous Items
Wt.
Wedding Ring
Book (Bestiary in progress)
5 lbs
Sketchbook
(Silver Runethares cover, gift from Isa)
5 lbs
Dragonchess Set
0.5 lbs
Dolten Monsters Edition Playing Card Set
Scale, Merchant’s
3 lbs
Silver Dragon Mask
Lute
2 lbs
A small knife
A little bag of sand
Blank Parchment x4
Ink Pen
Bottle of Ink
Empty Vial
Steel Mirror
0.5 lbs
Paired Dancing Statue
(Moon, Canas’s Gift
Set of Ironwork Dice (Nox’s Gift)
Silver Signet Ring
(Sword/Shield in flames, 4th level continual flame, Sygmar’s Gift
Heart Rhodochrosite (BC Token)
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16 lbs
Isa’s Stuff (At home/horse)
Stuffed Necromancer Toy
18 plushies (one from comet)
Glowing Toy Archery Kit
Bardic Storybook
Lute Songbook
Willow wood staff
A Starlit Memory
Eliostar Thol
Aéd (Rowan’s)

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Equipment
Bard's College
Faction
Madman 10/14/15/15/11/11
Stat Array

Character Features

Traits and Proficiencies

Orde Origin


+1 charisma. Skill Proficiency - Religion

Lineage of Coin


Skill Prof – Persuasion
Choose a single domain, you may use that domain's channel divinity once per week. If you gain channel divinity from a class you possess, you may instead change your channel divinity once per long rest to that of another domain. This choice remains until you change it. (Tempest)

Channel Divinity: Destructive Wrath


When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.

Variant Human


+1 to two ability scores(con/wis). +1 skill(Nature). +1 feat. (Keen Mind)

Runethares


Skill proficiency - Arcana

Factionless


+1 skill proficiency(Medicine), +1 tool proficiency(Calligraphers)

Wizard


Armor Profs: None.
Weapon Profs: Daggers, darts, slings quarterstaffs, light crossbows.
Tools: none.
Saving Throws: Intelligence, Wisdom. Skills: Choose two from Arcana, History, Insight, Investigation, Medicine, and Religion. (History, investigation)

Inquisition


Tools: Disguise Kit, Poisoner's Kit. Attribute Cap Increase: Charisma+2

Prestige


2 Prestige (2 from Seal of Water, also My Father’s Halls)

Bard's College


2 instruments: Lute, Viol
2 tools: Dragonchess, Painter's Supplies
Attribute Cap Increase: Charisma+2
Improved Spellcasting Matrix: +1 spell save DC
Loyalty: (+5 hp, +25gp dayjobs)
Quartermaster: +5 hp
Bardic Spellcasting: Mending, Feather Fall 1/day, Healing Word 1/day
Inspiring the Masses: You gain a d6 Bardic Inspiration die that you can expend any time that you would be able to expend a normal die. You regain this Bardic Inspiration die at dawn. If you already have the Bardic Inspiration class feature, you gain an additional die to add to your pool.

Library of Kacael Language


Language: Celestial (Archon)

 

Feats

Keen Mind


You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
• Increase your Intelligence score by 1, to a maximum of 20.
• You always know which way is north.
• You always know the number of hours left before the next sunrise or sunset.
• You can accurately recall anything you have seen or heard within the past month.

Lvl 4 ASI


+2 int

Lvl 8 ASI
Resilient (Con)


Choose one ability score. You gain the following benefits:
• Increase the chosen ability score by 1, to a maximum of 20.
• You gain proficiency in saving throws using the chosen ability.

Class Abilities

Arcane Recovery


You have learned to regain some of your magical energy by studying your spellbook. 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 that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.

Spellcasting


Int: Spell save=8+prof+int mod. Spell attack mod=prof+int mod. Preparation=int mod+wizard level. Ritual casting. Arcane focus.

Evocation Savant


The gold and time you must spend to copy an evocation spell into your spellbook is halved.

Sculpt Spells


When you cast an evocation spell that affects other creatures that you can see, you can choose a number of them equal to 1 + the spell's level. The chosen creatures automatically succeed on their saving throws against the spell, and they take no damage if they would normally take half damage on a successful save.

Potent Cantrip

Your damaging cantrips affect even creatures that avoid the brunt of the effect. When a creature succeeds on a saving throw against your cantrip, the creature takes half the cantrip's damage (if any) but suffers no additional effect from the cantrip.


Class/Racial Features & Traits

Comments

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Apr 3, 2019 06:33

Max damage Lightning Bolts OmegaLUL

Apr 5, 2019 12:17

Max damage Lightning Bolts OmegaLUL

Jun 30, 2019 04:53

Max damage Lightning Bolts OmegaLuL

Jul 20, 2019 21:53

Blasting > Control