Recorded possession
Natural-branch quarterstaff
Ordinary quarterstaff mechanics; decorated forked wood, not an arcane focus.
See complete recorded mechanics for limitations.Generated from the published character folio on 2026-10-02. Recorded facts, proposals, uncertainties and separate continuities retain their original labels. Mechanics below show the folio’s default level; see Build for recorded progression.
← Character libraryThe forest survivor
“I do not remember before the trees.”
Proposed voice example, not established dialogue
Fang, Wolf, Azalea, wings and the ancient-dragon explanation belong only to this separate continuity. Portable Arum has no named companions or fixed future.
Current portable Arum: no established wings or children. The Pack is a separate version. Animals and props in the art are not automatic inventory.
Cautious, curious and tenacious, Arum survived alone in the forest from childhood. Her sorcery feels like an extension of survival, not a learned tradition. Her first real challenge among companions is learning that protection can flow both ways.
Recorded possession
Ordinary quarterstaff mechanics; decorated forked wood, not an arcane focus.
See complete recorded mechanics for limitations.Recorded possession
Two ordinary daggers: short stone utility blade and long curved bone blade. Cosmetic materials, no extra damage.
See complete recorded mechanics for limitations.Recorded possession
Dried fungus, ash, bone fragments and crushed herbs provide her natural-material casting aesthetic.
See complete recorded mechanics for limitations.Recorded possession
Bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin and 50 ft hemp rope; clay/wood/leather styling.
See complete recorded mechanics for limitations.Recorded possession
Stone mortar, bone tools and leather/clay/wood containers; no unrecorded poison doses.
See complete recorded mechanics for limitations.Arum is an unassuming 18-year-old human forest survivor whose posture, gaze, and reactions feel almost animalistic despite her clearly human reasoning and self-awareness. She survived alone from childhood through practical wilderness competence plus instinctive sorcery that amplified what she already did to survive. She is not “wrong” or aware that she is unusual; she simply assumes her way of surviving is normal and initially regards ordinary humans as surprisingly soft, careless, and dependent.
The central play arc is not discovering morality or becoming “civilized.” It is learning that survival can be shared. At first she protects others because they seem incapable of protecting themselves, without expecting anyone to protect her. The intended turning point is being deliberately protected by the group and slowly learning to rely on others rather than treating survival as exclusively individual.
2014 Sorcerer foundation and safe default-array calculations; future choices remain open. Checked 2026-09-29.
Portable Arum and The Pack are separate continuities. Numbers are conditional on the saved default array. No future spell, feat, Metamagic, origin revelation or rolled score has been invented.
Official 2014 Sorcerer rules ↗ · Import audit & remaining work
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License.
Level 1
Selected level 1 · Current level-1 reference · default array, replace if campaign rolls differ
Current: level 1. Recorded snapshots can update the sidebar. Planned levels remain clearly separate.
| Level | Classes & status | Features / feats / ASI | Spells & stat changes | Build notes |
|---|---|---|---|---|
| Sorcerer 1Current | Subclass: Draconic Bloodline — Green/Poison intended. Feat: Alert. | Cantrips: Fire Bolt, Ray of Frost, Poison Spray, Minor Illusion. Known level-1 spells: Shield, Sleep. Default array 8 / 14 / 16 / 10 / 14 / 16; HP 10, AC 15, initiative +7; not final rolled campaign scores. | Race rules: Variant Human. · Background: Hermit. · Skills: Survival, Medicine, Religion, Insight, Intimidation. · Tool: Herbalism kit. · 1st-level: Shield, Sleep. · Current/default stats: STR 8, DEX 14, CON 16, INT 10, WIS 14, CHA 16; these may be replaced if the actual campaign rolls stats. · Narrative state: Individual-survival worldview; curious about other humans/humanoids, wary of society, does not expect protection, protects others as vulnerable pack/cubs. | |
| Sorcerer 2 · conditional, not selectedPlanned | If continuing 2014 Sorcerer: Font of Magic, 2 sorcery points. New spell choice unresolved. | No specific selection documented for this level | Class expected if continuing straight build: Sorcerer 2 was discussed as the natural next level, but no actual level-2 choice is locked. · Spell choice: Not established. · Narrative: No locked change. Earlier discussion suggested this could represent conscious shaping of power, but this was assistant framing, not an accepted character decision. | |
| Sorcerer 3 · conditional, not selectedPlanned | If continuing 2014 Sorcerer: Metamagic, two choices; none selected. | No specific selection documented for this level | Class expected if continuing straight build: Sorcerer 3. · No Metamagic options are locked. Subtle, Twinned, Quickened, Careful were discussed in general; none accepted. · 2nd-level spell choice: Not established. · Narrative: No locked level-specific development. | |
| Not recordedPlanned | ASI/feat: Not established. | No specific selection documented for this level | Earlier generic suggestions included CHA increase and several feats, but none were accepted for current progression. | |
| Not recordedPlanned | No specific selection documented for this level | Spell choices: Not established. | Earlier generic suggestions included various control/defense spells; none are locked. | |
| Not recordedUnspecified | No specific selection documented for this level | No specific selection documented for this level | No additional notes | |
| Not recordedUnspecified | No specific selection documented for this level | No specific selection documented for this level | No additional notes | |
| Not recordedUnspecified | No specific selection documented for this level | No specific selection documented for this level | No additional notes | |
| Not recordedUnspecified | No specific selection documented for this level | No specific selection documented for this level | No additional notes | |
| Not recordedUnspecified | No specific selection documented for this level | No specific selection documented for this level | No additional notes | |
| Not recordedUnspecified | No specific selection documented for this level | No specific selection documented for this level | No additional notes | |
| Not recordedUnspecified | No specific selection documented for this level | No specific selection documented for this level | No additional notes | |
| Not recordedUnspecified | No specific selection documented for this level | No specific selection documented for this level | No additional notes | |
| Not recordedUnspecified | No specific selection documented for this level | No specific selection documented for this level | No additional notes | |
| Not recordedUnspecified | No specific selection documented for this level | No specific selection documented for this level | No additional notes | |
| Not recordedUnspecified | No specific selection documented for this level | No specific selection documented for this level | No additional notes | |
| Not recordedUnspecified | No specific selection documented for this level | No specific selection documented for this level | No additional notes | |
| Not recordedUnspecified | No specific selection documented for this level | No specific selection documented for this level | No additional notes | |
| Not recordedUnspecified | No specific selection documented for this level | No specific selection documented for this level | No additional notes | |
| Not recordedUnspecified | No specific selection documented for this level | No specific selection documented for this level | No additional notes |
Important status: These numbers are the current saved level-1 reference, but the actual campaign may use rolled abilities. The roll method is unknown, so these are not guaranteed final campaign numbers.
- STR 8 (-1)
- DEX 14 (+2)
- CON 16 (+3)
- INT 10 (+0)
- WIS 14 (+2)
- CHA 16 (+3)
Documented planned Variant Human increases: +1 CON, +1 CHA were used in the build discussion to reach 16/16.
If abilities are rolled later, intended priority was discussed as CHA > CON > DEX > WIS > INT > STR, but final assignment is unresolved until rolls are known.
Exact saving-throw proficiencies and totals were not explicitly recorded in the conversation/export sources. Do not infer them here.
- Herbalism kit.
Armor training: Not explicitly recorded in the conversation/export sources.
Weapon training: Not explicitly recorded as a rules list; current starting weapons are quarterstaff and two daggers from class equipment choices.
- +5 initiative.
- Cannot be surprised while conscious.
- Recorded shorthand: unseen/hidden attackers do not gain advantage from being unseen.
Narrative: hyper-alert survival instincts; she notices and reacts before danger closes.
- Quarterstaff — chosen as the simple weapon starting option; mechanically a quarterstaff, cosmetically a natural branch staff.
- Dagger 1 — mechanically dagger; cosmetically short, blunt-shaped stone utility dagger.
- Dagger 2 — mechanically dagger; cosmetically long, curved, sharp bone dagger.
Spell attacks: Spell attack bonus +5 (recorded).
1. Fire Bolt
Rules effect detail beyond name and spell attack was not fully recorded in source conversation; do not reproduce unverified spell text here.
Narrative casting: flint strike / spark + sorcery becomes a forceful bolt of flame. Fire also supports her winter-survival flavor.
2. Ray of Frost
Rules effect explicitly discussed: slows a target / controls distance.
Other exact spell parameters: Not fully recorded in source material.
Narrative casting: shards/dust/natural particles + magic; heat is stripped and frost forms.
3. Poison Spray
Rules effect explicitly discussed: close range; high early damage was discussed; exact text not preserved here.
Narrative casting: close-range toxic breath/spray, her “bite” when cornered.
4. Minor Illusion
Recorded limitations from discussion:
- Static image OR sound.
- Image constrained to a 5-foot cube.
- Does not move/follow Arum.
- Physical interaction can expose the illusion.
Narrative uses:
- Illusory poison plants/brambles appearing around or between her and a threat.
- Undergrowth/bushes appearing denser to hide or misdirect.
- Illusory pitfall appearance.
- Static hidden wolf/predator at her side as a first-session “fake druid” gag.
- Momentary menacing overlay/sound during intimidation, with any mechanical benefit left to the DM.
1ST-LEVEL SPELLS
1. Shield
Recorded role: reaction defense / instinctive barrier.
Exact action timing/duration/rules text: Not fully transcribed in source material.
Narrative casting: air/magic tightens instinctively against harm.
2. Sleep
Recorded role: act-first crowd control; chosen because Alert lets Arum often open before enemies act.
Recorded discussion: 5d8 HP pool, no save, strong at level 1; exact full rules text not reproduced here.
Narrative casting: she crushes/blows fungus spores or soporific natural material; sorcery amplifies the effect. This is deliberately druid-like on first impression.
Current selected level-1 spells were not recorded as requiring concentration in the conversation. Exact ritual tags/durations were not systematically recorded; treat as Not established in this extraction unless listed above.
None established.
Rations / torches from explorer’s pack. Specific herbs, poisons, antitoxins, crafted remedies, or poison doses are not mechanically established as inventory.
Default Hermit starting 5 gp was discussed. Preferred flavor is a polished green stone/gem of equivalent approximate value, subject to DM approval.
ESTABLISHED = current locked snapshot.
PLANNED = explicitly intended future development.
ALTERNATE = discussed but not accepted current route.
UNRESOLVED = intentionally left for actual campaign play.
Total level: 1.
Class: Sorcerer 1.
Subclass: Draconic Bloodline — Green/Poison intended.
Race rules: Variant Human.
Background: Hermit.
Feat: Alert.
Skills: Survival, Medicine, Religion, Insight, Intimidation.
Tool: Herbalism kit.
Spells:
- Cantrips: Fire Bolt, Ray of Frost, Poison Spray, Minor Illusion.
- 1st-level: Shield, Sleep.
Current/default stats: STR 8, DEX 14, CON 16, INT 10, WIS 14, CHA 16; these may be replaced if the actual campaign rolls stats.
Narrative state: Individual-survival worldview; curious about other humans/humanoids, wary of society, does not expect protection, protects others as vulnerable pack/cubs.
Class expected if continuing straight build: Sorcerer 3.
Feature noted: Metamagic choices become important.
No Metamagic options are locked. Subtle, Twinned, Quickened, Careful were discussed in general; none accepted.
2nd-level spell choice: Not established.
Narrative: No locked level-specific development.
ASI/feat: Not established.
Earlier generic suggestions included CHA increase and several feats, but none were accepted for current progression.
Spell choices: Not established.
Earlier generic suggestions included various control/defense spells; none are locked.
No portable-Arum level-by-level plan is established.
Draconic subclass later features were discussed only generally. The current intent is to review choices when/if she is actually played rather than pre-solve progression.
1. Starts with individual survival as the only reliable model.
2. Joins/observes a group through curiosity and practical cooperation.
3. Protects companions because they appear surprisingly bad at self-protection.
4. Pivotal intended moment: companions protect Arum, forcing her to reconsider the assumption that protection only flows from the more capable to the less capable.
5. Gradual movement toward shared survival / mutual reliance.
2014 Sorcerer foundation and safe default-array calculations; future choices remain open. Checked 2026-09-29.
Portable Arum and The Pack are separate continuities. Numbers are conditional on the saved default array. No future spell, feat, Metamagic, origin revelation or rolled score has been invented.
Official 2014 Sorcerer rules ↗ · Import audit & remaining work
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License.
Tactics describe the supplied concept. Unresolved combinations and rules appear in Notes & inconsistencies.
Descriptions preserve character-specific source details. Missing action, concentration, ritual, or rules text is marked as unrecorded.
A flint spark amplified by sorcery; ranged fire attack.
Dust and shards become cold magic; slows an approaching target.
Close-range toxic “bite”; legacy Constitution save, not the 2024 ranged attack.
Static environmental misdirection: false brambles, denser brush, a pit or hidden predator. No real plant growth or actual animal companion.
Instinctive reactive barrier when threatened.
Fungal spores amplified into early crowd control; legacy HP-pool version, not the 2024 save-based spell.
No matching structured spells or abilities. Consult the recorded mechanics in Build.
Important status: These numbers are the current saved level-1 reference, but the actual campaign may use rolled abilities. The roll method is unknown, so these are not guaranteed final campaign numbers.
- STR 8 (-1)
- DEX 14 (+2)
- CON 16 (+3)
- INT 10 (+0)
- WIS 14 (+2)
- CHA 16 (+3)
Documented planned Variant Human increases: +1 CON, +1 CHA were used in the build discussion to reach 16/16.
If abilities are rolled later, intended priority was discussed as CHA > CON > DEX > WIS > INT > STR, but final assignment is unresolved until rolls are known.
Exact saving-throw proficiencies and totals were not explicitly recorded in the conversation/export sources. Do not infer them here.
- Herbalism kit.
Armor training: Not explicitly recorded in the conversation/export sources.
Weapon training: Not explicitly recorded as a rules list; current starting weapons are quarterstaff and two daggers from class equipment choices.
- +5 initiative.
- Cannot be surprised while conscious.
- Recorded shorthand: unseen/hidden attackers do not gain advantage from being unseen.
Narrative: hyper-alert survival instincts; she notices and reacts before danger closes.
- Quarterstaff — chosen as the simple weapon starting option; mechanically a quarterstaff, cosmetically a natural branch staff.
- Dagger 1 — mechanically dagger; cosmetically short, blunt-shaped stone utility dagger.
- Dagger 2 — mechanically dagger; cosmetically long, curved, sharp bone dagger.
Spell attacks: Spell attack bonus +5 (recorded).
1. Fire Bolt
Rules effect detail beyond name and spell attack was not fully recorded in source conversation; do not reproduce unverified spell text here.
Narrative casting: flint strike / spark + sorcery becomes a forceful bolt of flame. Fire also supports her winter-survival flavor.
2. Ray of Frost
Rules effect explicitly discussed: slows a target / controls distance.
Other exact spell parameters: Not fully recorded in source material.
Narrative casting: shards/dust/natural particles + magic; heat is stripped and frost forms.
3. Poison Spray
Rules effect explicitly discussed: close range; high early damage was discussed; exact text not preserved here.
Narrative casting: close-range toxic breath/spray, her “bite” when cornered.
4. Minor Illusion
Recorded limitations from discussion:
- Static image OR sound.
- Image constrained to a 5-foot cube.
- Does not move/follow Arum.
- Physical interaction can expose the illusion.
Narrative uses:
- Illusory poison plants/brambles appearing around or between her and a threat.
- Undergrowth/bushes appearing denser to hide or misdirect.
- Illusory pitfall appearance.
- Static hidden wolf/predator at her side as a first-session “fake druid” gag.
- Momentary menacing overlay/sound during intimidation, with any mechanical benefit left to the DM.
1ST-LEVEL SPELLS
1. Shield
Recorded role: reaction defense / instinctive barrier.
Exact action timing/duration/rules text: Not fully transcribed in source material.
Narrative casting: air/magic tightens instinctively against harm.
2. Sleep
Recorded role: act-first crowd control; chosen because Alert lets Arum often open before enemies act.
Recorded discussion: 5d8 HP pool, no save, strong at level 1; exact full rules text not reproduced here.
Narrative casting: she crushes/blows fungus spores or soporific natural material; sorcery amplifies the effect. This is deliberately druid-like on first impression.
Current selected level-1 spells were not recorded as requiring concentration in the conversation. Exact ritual tags/durations were not systematically recorded; treat as Not established in this extraction unless listed above.
None established.
Rations / torches from explorer’s pack. Specific herbs, poisons, antitoxins, crafted remedies, or poison doses are not mechanically established as inventory.
Default Hermit starting 5 gp was discussed. Preferred flavor is a polished green stone/gem of equivalent approximate value, subject to DM approval.
Fang, Wolf, Azalea, wings and the ancient-dragon explanation belong only to this separate continuity. Portable Arum has no named companions or fixed future.
- Arum breaks the treeline and encounters a field/farmhouse as her first close contact with settled humans.
- She watches from a distance for hours, curious but wary.
- A child is injured/poisoned by something the villagers do not understand; Arum approaches because Medicine/poison knowledge lets her help.
- The poison could signal something unnatural changing in the forest and could be related to why she has encountered civilization now.
Status: Proposed only. User explicitly wanted a portable character any DM can place anywhere.
The group forms around a caravan-disruption investigation, becomes a stable hunting unit, and adopts “the Pack” as its identity. Arum and Fang’s practical relationship results in Wolf and later Azalea. The Pack eventually becomes legendary, then scattered, while Arum’s descendants carry draconic sorcery through a lineage of “dragon witches,” often accompanied/protected by hunter-like relatives or companions.
The portable character is designed around not knowing why she has magic and around a future turning point of learning mutual protection. The Pack files already resolve many future relationships and bloodline developments. Treat them as an alternate/fun-story future, not default canon for a real campaign.
Open an image to view the complete composition.
1. characters/arum/images/arum_primary_portrait.png
Original accessible file: a_fantasy_style_digital_illustration_features_a_yo.png
Resolution: 1024 x 1536 PNG.
Character: Arum.
Story/continuity: Portable/current character concept; also broadly compatible as visual reference for The Pack Arum, but not generated specifically for later Pack scenes.
Role: Portrait / full-body-ish character concept art.
Status: Current primary visual reference.
Recommended use: Primary portrait / hero image / gallery source reference.
Relevant established prompt/context: Young human woman with bright red hair in a short messy ponytail, loose strands, light freckles, worn forest robes/forest clothing, leather belts/pouches/herbs, practical boots, earth-stained hem, misty forest, subtle green/amber magic, self-sufficient nature-bound sorcerer. Generated result includes a forest witch/sorcerer with staff and woodland/natural motifs.
Current-character alignment: Strong. Later text specifically says staff and clothes should follow the picture. Some generated visual details (e.g., exact accessories, creatures, cauldron) were not separately established as inventory and should not be treated as mechanical possessions.
Discrepancies/uncertainty: Exact eye color, height, body measurements, and every depicted prop are not established by text. Do not infer mechanics from art.
2. stories/the-pack/images/fang_ranger_concept_uncertain.png
Original accessible file: a_digital_painting_in_a_dark_fantasy_style_feature.png
Resolution: 1024 x 1536 PNG.
Character: Original “evil ranger” concept; plausibly connected to Fang, who later appears in The Pack files, but the conversation did not explicitly state that this exact image became Fang’s definitive portrait.
Story/continuity: Potential The Pack visual connection; uncertain.
Role: Portrait / ranger + spider companion concept.
Status: Uncertain / concept reference.
Recommended use: Gallery / source reference, not primary canon portrait unless confirmed.
Original generation context: Pale male elf ranger with long greasy black hair, dark leather, longbow, large black spider companion, dim webbed forest, calculating/predatory tone.
Discrepancies/uncertainty: Pack Fang’s written character file gives pale-olive wood elf, oily black hair, longbow, Lolth/spider reverence, but this export does not assert the generated image is definitively Fang.
Recorded possession
Ordinary quarterstaff mechanics; decorated forked wood, not an arcane focus.
See complete recorded mechanics for limitations.Recorded possession
Two ordinary daggers: short stone utility blade and long curved bone blade. Cosmetic materials, no extra damage.
See complete recorded mechanics for limitations.Recorded possession
Dried fungus, ash, bone fragments and crushed herbs provide her natural-material casting aesthetic.
See complete recorded mechanics for limitations.Recorded possession
Bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin and 50 ft hemp rope; clay/wood/leather styling.
See complete recorded mechanics for limitations.Recorded possession
Stone mortar, bone tools and leather/clay/wood containers; no unrecorded poison doses.
See complete recorded mechanics for limitations.Recorded possession
Plants, toxins and religious symbols she recognizes without understanding why; Discovery is still open.
See complete recorded mechanics for limitations.Recorded possession
Tattered wilderness layers and practical warmth.
See complete recorded mechanics for limitations.Recorded possession
Preferred replacement for the Hermit’s 5 gp; equal-value substitution requires DM approval.
See complete recorded mechanics for limitations.Descriptions preserve character-specific source details. Missing action, concentration, ritual, or rules text is marked as unrecorded.
A flint spark amplified by sorcery; ranged fire attack.
Dust and shards become cold magic; slows an approaching target.
Close-range toxic “bite”; legacy Constitution save, not the 2024 ranged attack.
Static environmental misdirection: false brambles, denser brush, a pit or hidden predator. No real plant growth or actual animal companion.
Instinctive reactive barrier when threatened.
Fungal spores amplified into early crowd control; legacy HP-pool version, not the 2024 save-based spell.
No matching structured spells or abilities. Consult the recorded mechanics in Build.
2014 Sorcerer foundation and safe default-array calculations; future choices remain open. Checked 2026-09-29.
Portable Arum and The Pack are separate continuities. Numbers are conditional on the saved default array. No future spell, feat, Metamagic, origin revelation or rolled score has been invented.
Official 2014 Sorcerer rules ↗ · Import audit & remaining work
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License.
Open the library continuity ledger · Open remaining library questions
No previous export package is available in this conversation. This file does not claim knowledge of the user’s local D&D Character Pholio website contents.