Seoni

Ingodra's page

28 posts. Alias of GM Kajiiata Zero.


About Ingodra

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Ingodra Th'ælessantra: The Basics
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Biographical Information (Name,Race, Age, etc):

Common Name: Ingodra
Race: Drow Elf
Gender: Female
Age: 97 years
Height: 5 foot 6 inches
Weight: 103 lbs
Size: Medium
Skin Color: Dark Cacao (a deep, rich brown)
Hair Color: Cosmic Aubergine (an elegant, dark eggplant purple)
Eye Color: Mako Turquoise (a shimmering, iridescent bluish greenish color)
Likes: Book learning, Magick, meditation, incense, human males, fine wine, spices, yogurt, and creativity.
Dislikes: Mean people, religious fundamentalists, injustice, Gnomes, undead, the uncanny valley, and rodents.
Biography:
Ingodra was born an Underdark settlement known as Shætthàála. Though she lived amongst her fellow Drow for two years, Ingodra does not have vivid memories of her early youth. Around two years of age, she came to know Alluvian Th’ælessantra as her Uncle, and then dwelled on the surface in the forests of Mystera. Alluvian has never elaborated on this matter, and bringing it up makes him uncomfortable and withdrawn.

Being a precocious lass, she quickly took to the grand libraries of Mystera. Alluvian, seeing the spark for learning, arranged for her to assist the Librarians. Organizing the tomes and scrolls in the library gave Ingodra her most cherished gift; access to millenia of Elven wisdom.

Though quite bookish, she exuded a fascinating charm on everyone she encountered. Perhaps the nagging notion she was out of place caused her to develop an empathetic personality. She is probably the warmest Drow in existence. Her frail build paired with her exotic beauty often led to others rushing to assist her. Many a young Elven boy could be persuaded to carry her stacks of books, for instance. Becoming aware of this, Ingodra has come to expect a lot from those around her, and can be quite demanding and, at times, outright manipulative.

The fair Drow has always shown an affinity for Magick, especially fire. Her inital research into the matter led her to the conventional understanding of Draconic Origins Theory, though this never quite sat right with her. Regardless of the origins, she spent much of her teenage years and early adulthood training extensively to harness and control these innate abilities.

In addition to elemental Magick, Ingodra had many psychic episodes in her youth. She'd be besieged with visions and fall into a fit of fear and confusion. With her Magickal training came a degree of control over this phenomenon, at last freeing her from the notion this was a curse rather than a gift.

Feeling comfortable with her progress in the mystic arts, she pursued a more traditional career as a Sage. For decades, she poured over tomes relating to the history of the surface world, and gleaned all the information she could of the Underdark. The mysteries of the cosmic weave attracted her attention, and she became notable researcher into the nature of Arcane Magick. Her dissertation questioned the merits of draconic origins of Sorcery, but her work has largely been dismissed by academia.

Now that the lands outside Mystera were finally at peace, “Uncle” Alluvian approached Ingodra with a quest. It was billed as a coming of age experience that would finally allow her to put nearly a century of study and training to practical use. The nature of the quest was kept vague, but she was told to seek a woman in red who possessed something of great importance. This led to her meeting, and eventually joining, the Black Sparrows.

Since the terrorist attack on Erynnport, she has decided her goals and that of the Black Sparrows are aligned. While not abandoning her mission, it is apparent aiding the ragtag mercenaries in uncovering this grand conspiracy is of a higher, if not more immediate, priority.

Adventuring Career Information (Class, XP, level, etc):

Class: Gold Draconic Sorceress
Level: 6
Experience: 18470
Alignment: Chaotic Neutral
Occupation: Sage (Focusing on Arcana and History)
Languages: Undercommon, Elven, Common, Draconic, Sylvan
Character Statistical Information (HP, AC, DC, etc):

Hit Points: 45
Hit Points Per Level Up: 7
Proficiency Bonus: +3
Armor Class: 18
Initiative: +4
Speed: 30 feet per round
Spellcasting Ability: Charisma
Spell Save DC: 16
Spell Attack Bonus: +8

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Abilities, Saving Throws, Skills and Proficiencies
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Ability Scores and Modifiers:

Strength: 6 (-2)
Dexterity: 18 (+4)
Constitution: 16 (+3)
Intelligence: 14 (+2)
Wisdom: 10 (0)
Charisma: 20 (+5)
Saving Throws:

Saving Throws in Italic Bold benefit from, and have added, the Proficiency Bonus.
Note: All listed values represent bonuses obtained from Cloak of Protection.

Strength: -1
Dexterity: +5
Constitution: +7
Intelligence:+3
Wisdom: +1
Charisma: +9
Skills:

Skills in Italic Bold benefit from, and have added, the Proficiency Bonus
Acrobatics: +4
Animal Handling: 0
Arcana: +5
Athletics: -2
Deception: +5
History: +5
Insight: +3
Intimidation: +5
Investigation: +2
Medicine: 0
Nature: +2
Perception: +3
Performance: +5
Persuasion: +8
Religion: +2
Sleight of Hand: +4
Stealth: +4
Survival: 0
Passive Wisdom (Perception): 13
Passive Intelligence (Investigation): 12
Weapon Proficiencies:

From Class (Sorcerer): Daggers, Darts, Slings, Quarter Staffs, and Light Crossbows
From Race (Drow): Rapiers, Short Swords, and Hand Crossbows

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Traits, Features, and Feats
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Racial Traits:

Elven Traits:
Darkvision: Has Darkvision up to 60 feet
Keen Senses: Proficiency in Perception
Fey Ancestry: Advantage on saving throws against being charmed and cannot be put to sleep magickally.
Trance: Obtains full benefits of 8 hours rest with only 4 hours of intense meditation

Drow Traits:
Drow Magic: You know the Dancing Lights cantrip.
Can cast Faerie Fire 1/day at 3rd level and Darkness 1/day at 5th level.
Drow Weapon Training: Proficiency with
rapiers, shortswords, and hand crossbows.

Class Features:

Sorceress Traits:
Flexible Casting: Use Sorcery Points to regain Spell Slots.
  • Level 1 Spell Slot = 2 Sorcery Points
  • Level 2 Spell Slot = 3 Sorcery Points
  • Level 3 Spell Slot = 5 Sorcery Points
  • Level 4 Spell Slot = 6 Sorcery Points
  • Level 5 Spell Slot = 7 Sorcery Points

Gold Draconic Sorceress Traits:
Draconic Ancestry: Gold Dragon. Element: Fire
Draconic Diplomacy:
Whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Draconic Resilience:
+1 HP per level
AC = 13 + Dexterity Modifier
Fire Affinity:
•When casting spells that deal Fire damage, add Charisma Modifer to the final damage tally.
•Expend one Sorcery Point to achieve Fire Resistance for one hour.

Feats:

Fire Adept
1.) When rolling damage for Fire spells, treat rolls of 1 as 2.
2.) Your Fire spells bypass Fire Resistance.

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Magicka Arcana
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ж denotes Drow Bonus Spell
~ denotes Spell adds fire damage equal to Charisma modifier
☆ denotes Spell is subject to Fire Adept feat.[/b]

Sorcery Points: 6

Cantrips
Number of Slots Per Day:

жDancing Lights:

Range: 120 feet, Concentration, up to 1 minute You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
Control Flames:
Range:60 feet. You choose nonmagickal flame that you can see within range and that fits within a 5-foot cube. You affect it in one of the following ways:
•You instantaneously expand the flame 5 feet in one direction, provided that wood or other fuel is present in the new location.
•You instantaneously extinguish the flames within the cube.
•You double or halve the area of bright light and dim light cast by the flame, change its color, or both. The change lasts for 1 hour.
•You cause simple shapes—such as the vague form of a creature, an inanimate object, or a location—to appear within the flames and animate as you like. The shapes last for 1 hour.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.]

True Strike:

Range: 30 Feet, Concentration 1 round. Choose a target within range. On your next turn, gain advantage on your first attack roll against the targeted creature.
Prestidigitation:

Magical Swiss Army Knife. Flavor, warm, or chill food, clean or soil small objects, snuff out candles or small campfires, harmless sensory effects (sparkles, odors, sounds), leave marks on surfaces for 1 hour, create a small illusory object that you can hold in your hand til the end of your turn, and much much more (not really).
☆~Fire Bolt:

Range: 120 feet, ranged spell attack. Deals 2d10 + 5 Fire damage to one target.
Chill Touch:

Range: 120 feet, ranged spell attack. Target takes 2d8 Necrotic damage and cannot regain hit points until the start of your next turn. If the target is Undead, it also has disadvantage to any attack rolls against you until the end of your next turn.

Level One
Number of Slots Per Day:
4

Magick Missile:

Range: 120 feet. Create 3 darts that deal 1d4+1 force damage each to target(s) of your choice. For every spell slot above Level One, add another dart.
☆~Chromatic Orb:

Range: 90 feet, ranged spell attack. A small sphere of energy (fire, lightning, cold, acid, poison, or thunder, your choice) is hurled at an enemy for 3d8 damage. For every spell slot above Level One, add 1d8 damage. If Fire is chosen, add +5 to damage, Fire resistance is ignored, and all damage rolls of 1 become 2.
Shield:

Reaction spell, trigger: hit by an attack or targeted by Magick Missile. Duration: 1 round. Spell renders you immune to Magick Missiles and gives you a +5 AC bonus for all attacks (including the triggering attack, potentially ignoring it) until the start of your next round.

Level Two
Number of Slots Per Day:
3

Alter Self:

Concentration up to 1 hour. Choose to either become Aquatic (grow gills and fins to breathe underwater and swim at walking speed.), sprout natural weapons (+1 magic weapon, ie claws, fangs, horns, etc, that deal 1d6 damage +1 to attack and damage. Become proficient in unarmed while weapons are in effect.) or merely transform appearance (height, weight, color, race, presumably sex and voice. Cannot be anything but a medium humanoid.). These effects last until the duration expires. As an Action, you can change between the aspects of this spell.
Detect Thoughts:

Concentration up to 1 minute. You can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.

Level Three
Number of Slots Per Day:
3

Clairvoyance:

Casting Time: 10 minutes Range: 1 mile Concentration, up to 10 minutes You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can’t be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefiting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
☆~Melf's Minute Meteors:

Concentration, up to 10 minutes
You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 +5 fire damage on a failed save, or half as much damage on a successful one.

At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.

Known Metamagic:

Empowered Spell:

When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
Quickened Spell:

Spend 2 Sorcery Points to cast a Spell with a casting time of 1 action as a bonus action.

Miscellaneous Abilities:

жFaerie Fire (once per day):

Range: 60 feet, Concentration up to 1 minute. Each object in a 20-foot cube within range is outlined in colorful light. Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
жDarkness (once per day):

Range: 60 feet, Concentration up to 10 minute. Magickal darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagickal light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

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Equipment and Inventory
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Equipment:

Weapon Slot 1: Empty
Weapon Slot 2: Empty
Body: Black and Purple Adventuring Gown
Back: Cloak of Protection +1
Belt: Pretty Green Belt
Ring: Archon of Mystera Signet Ring
Feet: Boots of Levitation (Allows the wearer to cast the Spell Levitate on themselves at will as an action)
Inventory:

Gold: 199
Carry Weight: uhh...
Pack:
Arcane Stone (A smooth, iridescent black rock whose luster seems to shift between fiery fuchsia, emerald green, and electric purple)
Explorer's Pack
2 Rubies
2 Topaz
1 Sapphire
1 Jeweled Necklace
1 Jeweled Bracelet
Blood Moon Business Card
1 Set of Hill Giant Teeth
1 Set of Troll Teeth
3 Topaz
2 Rubies
2 Sapphires
1 Emerald
1 Scroll of Rock to Mud and vice versa
1 Scroll of See Invisibility
1 Scroll of Third Level Whatever
1 Set of Fancy Dress
1 Set Fancy Perfume
1 Potion Animal Friend
1 Potion Poison
1 Sovereign Glue
Cloak of the Manta Ray