
Opening the archive

Opening the archive
Dr. Larn
Dr. Meeka Larn is a gnome transmutationist working between Point Pringle and the Chimera Range, where curiosity has begun walking dangerously familiar paths.
Knowledge state: Player / Published
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Dr. Meeka Larn is a gnome transmutationist working between Point Pringle and the Chimera Range, where curiosity has begun walking dangerously familiar paths.
No public bio facts have been promoted yet.
Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
Elemental Transmutation is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
Hit Dice
HP Rules
Resource / Mod
Focus
Power List
Aspect Library Support
Open aspectElementalism
Create a harmless elemental effect within range: stir air, chill or warm an object, ignite or snuff a tiny flame, shape loose earth, move up to 1 gallon of water, or change a small sensory trace of one element into another.
Elemental Spark
Make a ranged power attack against one creature. On a hit, the target takes 4 (1d8) acid, cold, fire, lightning, or thunder damage, chosen when you use this power.
Chromatic Orb
Make a ranged power attack against one creature within range. On a hit, the target takes 13 (3d8) acid, cold, fire, lightning, poison, or thunder damage, chosen when you use this power.
Absorb Elements
When you take acid, cold, fire, lightning, or thunder damage, gain resistance to the triggering damage type until the start of your next turn. The next melee attack you hit with before then deals an extra 1d6 damage of the triggering type.
Elemental Touch
Touch one unattended nonmagical object no larger than 5 ft. in any dimension. Change its surface property to hot, cold, damp, dry, brittle, conductive, slick, or rough for the duration.
Elemental Ward
When a creature you can see within range takes acid, cold, fire, lightning, or thunder damage, reduce the damage by your INT modifier plus your proficiency bonus.
Elemental Weapon
Touch one weapon. Choose acid, cold, fire, lightning, or thunder. The weapon becomes magical, gains a +1 bonus to attack rolls, and deals an extra 1d4 damage of the chosen type on a hit.
Elemental Burst
Choose acid, cold, fire, lightning, or thunder. Energy erupts in a 15-ft. radius centered on a point within range. Creatures in the area must make a DEX save, taking 23 (5d8) damage of the chosen type on a failed save, or half as much on a success.
Reactive Transmutation
When a creature you can see within range fails a saving throw against acid, cold, fire, lightning, or thunder damage, change one condition imposed by the effect to prone, pushed 10 ft., unable to take reactions, or speed reduced by 10 ft. until the start of its next turn.
Elemental Step
Teleport to an unoccupied space within range that is adjacent to fire, water, ice, stone, metal, strong wind, smoke, or an active elemental effect. One creature within 5 ft. of your arrival space takes damage equal to your INT modifier; choose acid, cold, fire, lightning, or thunder.
Conjure Elemental
Create a Large elemental spirit in an unoccupied space within range. Choose air, earth, fire, or water. When a creature enters the spirit’s space for the first time on a turn or starts within 5 ft. of it, it must make a DEX save, taking 36 (8d8) lightning, thunder, fire, or cold damage based on the chosen element on a failed save, or half as much on a success.
Elemental Suffusion
Choose acid, cold, fire, lightning, or thunder. Gain resistance to that damage type and a flying speed of 30 ft. At the start of each of your turns, creatures of your choice within 15 ft. must make a DEX save, taking 7 (2d6) damage of the chosen type on a failed save, or half as much on a success.
Related pages, Drive source, relationship links, location/faction pages, and session appearances.
Advanced metadata, older top-page tools, inventories, story lists, and admin-only material live here.
On this page
This is the public profile. Private play tools stay behind character access.
Access-ready
2/3 play gates ready. Play data is ready; DM approval is the remaining gate.
Read profile
Lore, story links, public inventory, and public relationships are readable.
Like / react
Sign in to like/react here.
Comment
Sign in to comment as your profile.
Private sheet
Private sheet is only for the owner and DM.
Character Playability
Play data is ready; DM approval is the remaining gate.
Play gates
2/3 readyRequired to play: sheet, player access, and powers.
Table tools
1/2 readyInventory tools are ready; session door stays hidden until needed.
Public wiki polish
ReadyPublic wiki page is promoted.
Sheet readinessNPC
Core stats, HP/AC, actions, resources, or save hooks are present for table use.
Access status
DM-managed access can be flagged for review; DM approval still comes before play.
Power readiness42 sheet-ready
Elemental Transmutation has 42 sheet-ready powers; the character sheet has 12 action/resource hooks.
Inventory readiness8 hooks
8 sheet inventory/resource hooks are ready for table use.
Session readiness
No live session is attached. Hide VTT doors until the DM opens one.
Public wiki polish
Public wiki page is promoted.
Canon/publication state is Player / Published. Play state is Access-ready. Table tools are tools partial. Wiki state is wiki polished.
No story appearances yet.
Relationships
family
Larn
Shared Aspect
No public inventory items yet.
Tags
Elemental Transmutation is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
locationPoint Pringle is the Pringle technomancy city-state where invention culture, succession politics, Exile survival, and Lawful ambition keep trying to occupy the same future.