Voz Lirayne
Creature 5 (unique) — aiuvarin, elf, human, humanoid
Pre-Remaster content. May include legacy alignment.
WeaverLANDhumanelfaiuvarinarcane
Source: age-of-ashes-bestiary (Pre-Remaster)
Perception +7
Languages common, elven, goblin, halfling, necril, orcish
Skills arcana +13, deception +11, Library Lore +11, Mercantile Lore +11, occultism +11, religion +7, society +11, stealth +10
Str
+1
Dex
+3
Con
+3
Int
+4
Wis
+0
Cha
+2
Items +1 Dagger (Bonded Item), Healing Potion (Lesser), Scroll of Sleep (Level 1), Scroll of True Strike (Level 1)
AC 20 (21 with mage armor)
Fort +10
Ref +12
Will +9
HP 56 (temp HP from false life)
Speed 25 feet
Offense
Melee Dagger (agile, finesse, magical, versatile-s) +13, Damage 1d4+3 piercing
Ranged Dagger (agile, magical, thrown-10, versatile-s) +13, Damage 1d4+3 piercing
Abilities
Drain Bonded Item (arcane) — When Voz uses this ability, she also regains 1 Focus Point.
Frequency once per day
You expend the power stored in your bonded item, as long as the item is on your person. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements.
Frequency once per day
You expend the power stored in your bonded item, as long as the item is on your person. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements.
Eschew Materials — You can use clever workarounds to replicate the arcane essence of certain materials. When Casting a Spell that requires material components, you can provide these material components without a spell component pouch by drawing intricate replacement sigils in the air. Unlike when providing somatic components, you still must have a hand completely free. This doesn't remove the need for any materials listed in the spell's cost entry.
Reach Spell (concentrate, spellshape) — You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell's range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.
Arcane Prepared Spells DC 23, attack +15
3rd Bind Undead, Paralyze, Vampiric Touch
2nd Acid Arrow, False Life, Mirror Image, Spider Climb
1st Fear, Grim Tendrils, Mage Armor, Ray of Enfeeblement
Cantrips (3rd) Chill Touch, Detect Magic, Light, Read Aura, Shield
Arcane Focus Spells DC 23, attack +15; 1 Focus Point
1st Call of the Grave
WORKS WELL WITH
AnvilLANDA durable frontline body holds enemies at bay so the fragile caster can keep casting from extended range.
SnareLANDA controller that pins targets in place makes the extended-range spells far more likely to land.
FlankerLANDA mobile skirmisher can exploit the Off-Guard state left by a landed spell before the target recovers.
PUNISHES
✖ melee reliance✖ low Will saves✖ clumping against area spells
Avoid pairing with another Weaver; the party only needs to shut down one caster's action economy to end the ranged threat.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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