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 Arman (AoOP)

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Trollface
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PostSubject: Arman (AoOP)   Sat Jul 28, 2012 11:15 am

Still a WIP for the moment. You actually get to see my character for this one. ^_^

Arman
Male Illumian Green Star Adept 3 / Assassin 1 / Knight of the Weave 1 / Spellthief 20
True Neutral

Strength
15
(+2)
Dexterity
15
(+2)
Constitution
12
(+1)
Intelligence
16
(+3)
Wisdom
6
(-2)
Charisma
24
(+7)
Size:
Medium
Height:
6' 1"
Weight:
210 lb
Skin:
Pale
Eyes:
Dark Brown
Hair:
Black

Total Hit Points: 126
Speed: 30 feet
Armor Class: 16 = 10 +3 [studded] +2 [dexterity] +1 [Natural Armour]
• Touch AC: 12
• Flat-footed: 14
Initiative modifier:
+2
= +2 [dexterity]
Fortitude save:
+9
= 6 [base] +2 [epic] +1 [constitution]
Reflex save:
+10
= 6 [base] +2 [epic] +2 [dexterity]
Will save:
+12
= 12 [base] +2 [epic] -2 [wisdom]
Attack (handheld):
+19/+14/+9
= 15 [base] +3 [epic] +2 [strength] -1 [brawler]
Attack (unarmed):
+21/+16/+11
= 15 [base] +3 [epic] +2 [strength] +1 [brawler]
Attack (missile):
+19/+14/+9
= 15 [base] +3 [epic] +2 [dexterity] -1 [brawler]
Grapple check:
+21/+16/+11
= 15 [base] +3 [epic] +2 [strength] +1 [brawler]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
58 lb. or less
59-116 lb.
117-175 lb.
175 lb.
350 lb.
875 lb.

Languages:
Abyssal Common Draconic Illumian Infernal
Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]

Feats:
• Combat Casting
• Dodge
• Mobility
• Spring Attack
• Eschew Materials
• Grudge Keeper
• [If damaged in combat you suffer a -2 penalty on attacks rolls, skill checks, saving throws, and ability checks until you damage the foe who caused you harm]
• Solitary Paragon
• [-4 to attack rolls made against a foe you flank]
• Innate Spell (Greater Invisibility)
• Master Spellthief
• Persistent Attacker
• Quicken Spell
• Silent Spell
• Still Spell

Traits:
• Brawler, 
Dishonest

Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise
Int
3 =
+3


Balance
Dex*
4 =
+2

+2 [tumble]
Bluff
Cha
28 =
+7
+20
+1 [dishonest]
Climb
Str*
2 =
+2


Concentration
Con
1 =
+1


Craft_1
Int
3 =
+3


Craft_2
Int
3 =
+3


Craft_3
Int
3 =
+3


Decipher Script
Int
11 =
+3
+8

Diplomacy
Cha
7 =
+7

+2 [bluff] -2 [dishonest]
Disable Device
Int
21 =
+3
+18

Disguise
Cha
17 =
+7
+10

Escape Artist
Dex*
2 =
+2


Forgery
Int
3 =
+3


Gather Information
Cha
7 =
+7


Heal
Wis
-2 =
-2


Hide
Dex*
12 =
+2
+10

Intimidate
Cha
9 =
+7

+2 [bluff]
Jump
Str*
4 =
+2

+2 [tumble]
Knowledge (arcana)
Int
31 =
+3
+28

Listen
Wis
26 =
-2
+28

Move Silently
Dex*
30 =
+2
+28

Open Lock
Dex
10 =
+2
+8

Perform_1
Cha
7 =
+7


Perform_2
Cha
7 =
+7


Perform_3
Cha
7 =
+7


Perform_4
Cha
7 =
+7


Perform_5
Cha
7 =
+7


Ride
Dex
2 =
+2


Search
Int
31 =
+3
+28

Sense Motive
Wis
-2 =
-2


Spellcraft
Int
15 =
+3
+10
+2 [Knowledge, arcane]
Spot
Wis
26 =
-2
+28

Survival
Wis
-2 =
-2


Swim
Str**
2 =
+2


Tumble
Dex*
10 =
+2
+8

Use Magic Device
Cha
27 =
+7
+20

Use Rope
Dex
2 =
+2


* = check penalty for wearing armor
Bluff >=5 ranks gives +2 on disguise checks to act in character.
Decipher Script >=5 ranks gives +2 on use magic device checks involving scrolls.
Search >=5 ranks gives +2 on survival checks while tracking.
Spellcraft >=5 ranks gives +2 on use magic device checks on scrolls.
Use Magic Device >=5 ranks gives +2 on spellcraft checks to decipher scrolls.

First-level Assassin spells: 2 per day

Sleep
Jump
Ghost Sound

First-level Knight of the Weave spells: 2 per day

Command
Cure Light Wounds

First-level Spellthief spells: 5 (3+2) per day

Sleep
Colour Spray
Erase
Chill Touch
Disguise Self

Second-level Spellthief spells: 5 (3+2) per day

Hideous Laughter
Hypnotic Pattern
Blindness/Deafness
See Invisibility
Command Undead

Third-level Spellthief spells: 5 (3+2) per day

Stinking Cloud
Ray of Exhaustion
Dispell Magic
Haste
Suggestion

Fourth-level Spellthief spells: 4 (3+1) per day

Black Tentacles
Dimension Door
Charm Monster
Polymorph

Illumian:

• Humans modified by sorcery; alphabet mystics.

• All are literate, and automatically speak Illumian, which most others cannot learn.

• All begin their careers with 2 luminous sigils orbiting the head. (Krau, Krau)

• A new sigil is gained at levels 5, 10, 15, and 20. (Krau, Krau, Krau, Krau)

• Inclined to multiclassing (You bet. Four classes, big boy ^_^ ).

• +2 on saves vs. shadow magics.

• Immune to glyphs and symbols of caster level lower than or equal to their HD.

• -4 on saves vs. glyphs and symbols of caster level higher than their HD.



Spellthief:

• Core class from "Complete Adventurer"

• Level 1: Sneak attack +1d6; steal spell (0 or 1st), trapfinding

• Level 2: Detect magic spellgrace +1, steal spell effect

• Level 3: Steal energy resistance 10

• Level 4: Steal spell (2nd)

• Level 5: Sneak attack +2d6, steal spell-like ability

• Level 6: Steal spell (3rd)

• Level 7: Absorb spell

• Level 8: Steal spell (4th)

• Level 9: Arcane sight, sneak attack +3d6

• Level 10: Steal spell (5th)

• Level 11: Spellgrace +2, steal energy resistance 20

• Level 12: Steal spell (6th)

• Level 13: Discover spells, sneak attack +4d6

• Level 14: Steal spell (7th)

• Level 15: Steal spell resistance

• Level 16: Steal spell (8th)

• Level 17: Sneak attack +5d6

• Level 18: Steal spell (9th)

• Level 19: Steal energy resistance 30

• Level 20: Absorb spell (immediate casting), spellgrace +3

Green Star Adept
• http://www.wizards.com/default.asp?x=dnd/ex/20041105a

Assassin
• http://www.d20srd.org/srd/prestigeClasses/assassin.htm

Knight of the Weave
• http://www.securii.de/altaia/hauptmenu/prestigeclasses/prestige-KnightOfTheWeave.php


Class
HP rolled

Level 1:
Spellthief
6

Level 2:
Spellthief
3

Level 3:
Spellthief
3

Level 4:
Spellthief
4
+1 to charisma
Level 5:
Spellthief
4

Level 6:
Spellthief
2

Level 7:
Spellthief
5

Level 8:
Spellthief
3
+1 to charisma
Level 9:
Spellthief
4

Level 10:
Spellthief
6

Level 11:
Spellthief
4

Level 12:
Spellthief
5
+1 to charisma
Level 13:
Spellthief
6

Level 14:
Spellthief
3

Level 15:
Spellthief
1

Level 16:
Spellthief
5
+1 to charisma
Level 17:
Spellthief
5

Level 18:
Spellthief
1

Level 19:
Spellthief
5

Level 20:
Spellthief
2
+1 to charisma
Level 21:
Green Star Adept
6

Level 22:
Green Star Adept
7

Level 23:
Knight of the Weave
3

Level 24:
Green Star Adept
5
+1 to charisma
Level 25:
Assassin
3




Arman's Equipment:

• 20 lb
• 2 lb
• 4 lb
• 20 lb
• 1 lb
• _____
• 47 lb
• Weapons / Armor / Shield (from above)
• Backpack
• Grappling hook
• Rope (50', hempen) x2
• Thieves' tools

• Total
• 


More about Arman:

Caster Level: +6(Sigil) per class, Leaving Green Star Adept CL at 29 (+6 for sigils, and gains CL equal to character levels in one other arcane class, choosing spellthief obviously), Knight of the Weave at 62(+6 for Sigils, and gains CL equal to the CL of all other Arcane classes combined, so 29 GSA + 1 KotW +6 Sigil + 26 ST), then Master Spellthief applied afterwards combines both of the former into the Spellthief CL, transforming it from 26 to 26+29+62=117. That's right, Spellthief spells get a 117 Caster Level. Now where's my mjolnir armour?
Edit: Forgot to add in caster level for Assassin. +1 for level, +1 for Green Star Adept (+1 caster level for one arcane caster class), +6 for sigils, gives it an 8 CL, which pushes KotW up to 70 CL, and Spellthief becomes 133 (+8 for Assassin, +8 for Knight of the Weave). Not as cool a number, but a much higher one. =D

Knight of the Weave: Nice fun little class, but doesn't particularly give great benefits (besides Caster Level stacking, of course). That's why I stuck with one level of it, all the fun stuff happens at first level for them anyway. Detect and Read Magic both at will is kinda cool.

Green Star Adept: Apart from more Caster Level fun time, this gives the awesome bonus of improving physical capabilities, which is pretty important seeing as Arman is actually a stabby with spells more than anything else. Natural attack removes the need for a weapon, which really just saves me money and affords a little more practicality, some resistance, some AC, and a bit of sneak/crit immunity to top it all off. Plus the nice hit dice.

Assassin: I really love first level of the Assassin class, because Death Attack is all kinds of awesome. Being able to safely poison your weapons can be pretty cool too, if you're into that sort of thing. After that though? Most Assassins tend to be rogues, so the Uncanny Dodge line is pretty useless to them, and if you want Hide in Plane Sight you may as well just go Shadowdancer and get it in one level. Basically, after first level, the only point of going Assassin is for poison resistance. I'm very glad some of you went with multiple levels of Assassin, I'm sure it'll really come in handy when we inevitably devolve to poisoning each other, just not my kind of thing. Still, the extra sneak attack was nice.

Sneak Attack: +6d6

_________________
His eye's erupted with the flash of an evil light, we'd lost the fight. Struck down by farce and violence.


Last edited by Trollface on Tue Aug 07, 2012 8:43 am; edited 2 times in total
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Trollface
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Posts : 2503
Join date : 2011-12-06
Location : Lurking in the shadows.

PostSubject: Re: Arman (AoOP)   Sun Jul 29, 2012 8:43 am

Equipment:

Wings of Flying (54K)
Bracers of Armour +8 (64K)
Amulet of Natural Armour +5 (50K)
Boots of Swiftness (256K)
Ring of Wizardry I (20K)
Tan Bag of Tricks (6.3K)

That's all for the moment. Probably more to be added. That totals 450.3K so far.

_________________
His eye's erupted with the flash of an evil light, we'd lost the fight. Struck down by farce and violence.
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Trollface
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Swiftyuki was here.
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Posts : 2503
Join date : 2011-12-06
Location : Lurking in the shadows.

PostSubject: Re: Arman (AoOP)   Wed Aug 08, 2012 11:43 am

Belated backstory FTW:
(For more information, read Tenebris' backstory)

Arman grew up on the streets in the rough part of Knightfall. After his parents died when he was still a child, barely old enough to even remember them, he found himself making his way as a pickpocket, surviving off scraps. There were lots of petty thieves in Knightfall, and most of them didn't get along for fear of being robbed by one another, but Arman developed a good friendship with one who'd helped him out of a few tough spots, and for whom he'd done likewise; A young street thief named Tenebris. The two became partners, and working together were able to pull so much more money, one acting as a distraction while the other snuck up and nabbed stuff, and the like. Eventually, now in their teens, the boys managed to pull together enough money to rent a small, one room apartment, so they weren't stuck out on the streets. They were kings among street rats now.
This is where the two got to know each other best (lolololnotlikethat). They shared stories of when they were younger, daring escapades from their times on the streets, and even their hopes and fears. Arman would spend hours wistfully talking about his dream to join the Assassin's Guild one day, to be a daring Knight of Roses, leaping over buildings and stabinating the bad guys, while Tenebris would babble about his own dream, leaving the city that had oppressed them for so long, and seeing the world. They'd spend hours talking about this over a loaf of stolen bread and the meagre wheel of cheese they'd managed to afford that week, until they fell asleep on a pile of rags together, from total exhaustion after a day's hard thieving, ready to do it all again the next day.
As time went on, the two began to find that they could do more than just steal. Maybe it had something to do with the time they spent together unlocking something within them, maybe it had something to do with the fact that the running water in their apartment was piped through a rather dodgy alchemist's storage closet and was most likely contaminated with all sorts of reagents, maybe it was just luck, but gradually, the two discovered an innate talent they both had for magic, developing almost in unison. The minute they twigged this could be used to enhance their profession, coins were being mage-handed out of pockets all over town. Which was great, because this allowed them to get so much more without being caught, that they could spend far more time on it, and work towards getting enough money to get out of the hellhole that was downtown Knightfall.
Unfortunately, Arman simply couldn't keep up the same pace Tenebris could. He could always see, at the end of the day, his friend holding back, having to pretend he was as tired as Arman was, so he didn't feel bad about making them stop. He wanted to keep up badly, to be the partner his one true comrade deserved. So, he turned to drugs. A quick snort of coke as the end of the day drew near, and Arman was able to keep going right through the night.
And like this, things were fine for a while. Both were happy, and pulling in pleanty of money. But, Arman somehow wasn't ending up with as much money as Tenebris, and he would regularly sneak off to meet someone without his best friend. Tenebris didn't know it was to get coke, and he started to worry, thinking his friend may have met a girl, may be getting out of the slums without him.
When he found out the truth, though, he wished he had been right the first time. Once the secret was out, Arman was more than happy to do a line in their apartment, happy to not have to hide his new passion anymore, and Tenebris tried not to interfere, but eventually he couldn't take seeing what it did to Arman any longer, and told him, one night while he was particularly high. Arman didn't take the criticism very well. He had, after all, done this for Tenebris. He was doing this so that they could make more money, so they could get out of this hellhole like they'd always wanted, how dare he criticise Arman for sacrificing himself to help him! So, in his drug-addled state, he pushed Tenebris with all his strength. Straight back out the window.
It took them hours to haul the boy five stories back up to their room. He had several broken bones, and was bleeding heavily. Fortunately, one of their more shady neighbours was able to help out and get him stable (whether he still had all his kidneys left afterwards is yet to be seen), but without proper medical help he would be a long time on the mend, and neither of them had the money to afford the ridiculously overpriced health care in Knightfall.
So Arman, in a pit of guilt, decided to take on all the work for both of them until his friend was better. Tenebris begrudgingly agreed, but made Arman promise to give up the drugs, not wanting something like this to happen again. So guilt ridden was he, that he agreed without a seconds' hesitation.
Of course, that was the really big mistake. Without cocaine to keep him on his A game, Arman wasn't even able to keep up with the amount of money they'd been making when they started out, he certainly couldn't afford to keep their rent up.
During this time, both of them found their real skills with magic start to take hold. On the one hand, Tenebris, still dealing with his bloody fate, found solace in his study of blood magic, both trying to find ways to prevent what had happened before, while also practicing with the one reagent he actually had available; his own blood. Arman, on the other hand, needing every extra spell he could muster, soon found that, with a little good will from Tenebris, he was able to borrow spells from him, just for a while. After a little practice, he soon came to realise that not only the willing could give them, but that he could also take them by force.
But, even with his new source of power, there still didn't seem to be enough hours in the day for Arman to make money and sleep. And Arman liked sleeping. So, ashamed of having to break his promise, he defaulted back to cocaine.
And for a while, this worked again. It was much easier to keep it hidden while his friend was laid up in bed, after all, and Tenebris was pretty distracted by his magic these days anyway. So for a while, this seemed to work.
Then, one day, Tenebris decided to teach Arman how to use this cool new power he'd learned.
Now, admittedly, Arman should not have been home while he was still high. But the blame for things going wrong wasn't purely his. Tenebris attempted to explain to Arman what Blood Draught meant, how he could store potions in his skin, he helped him borrow the power, and tried to teach him how to use it, but Arman just failed to understand how it worked, or the basis of it. Frustrated with his poor student, Tenebris ended up biting Arman to try and demonstrate how it worked.
That moment, as the blood spilled from Arman's neck, a thin, incarnadine river, tracing gently down the icy-white enamel, that everything broke down.
Arman was high, and instantly started freaking out. He was pretty sure his friend was a vampire.
At the same moment, Tenebris, with his new expertise in blood, tasted the cocaine that ran thick through Arman's blood, and realised he'd been lied to.
Both of them flew off the handle. They had a massive argument, which finally ended in Tenebris hobbling out, never to be seen by Arman again.
And Arman waited. Lord knows, he waited. Decades later, he was still in that same one room apartment, now the last building on the street not owned by the Hooker's Guild. But still he waited.
In the time following this, Arman had to keep surviving, and make enough money to fuel the drug problem he had, which was rapidly spiralling out of control. Now with only himself to take care of the bills were cheaper, and he had really developed his magic quite a lot, but it still wasn't enough to cover his drink problem.
In a wild bid to try and get himself clean, and to atone for the mistakes he had made, Arman joined the Knights of the Weave, one of the many new cookie religions in Knightfall that were a little extremist, or just absurd and would probably never catch on. Religions like the Church of Dadel, or Scientology.
His time with the Knights didn't last long, but once you become a Knight of the Weave, they will always watch your back, just as you watch theirs, and Arman learned a lot from them.
Unfrotunately, he didn't learn how to control his drug problem. Soon he was moving from cocaine to heavier substances, like stardust. In particular, a rare green star dust that was very hard to get hold of. Over time, it even tinted his skin with a faint green, and offered him a few enhancements. It was no less addictive though.
And so, in desperation for money, he turned to the one career path he never thought he would go down. He became a mercenary. A hired killer.
Yes, he always wanted to be an assassin. But being an assassin was different to being a mercenary. For one, most Mercenary Guild employees were cannon fodder, since it was cheapest not to pay their members at all. But they were also culturally different. But, they paid well, especially if you gave them good results, which Arman did. And the more he worked for them, the more his skills progressed, and soon he was becoming one of the most powerful spellcasters in Knightfall, maybe even the world.
Finally, the Obsidian Rose took notice of him. The day the letter he received offering him a place arrived on his doorstep, he handed in his resignation to the Guild of Mercenaries, and was taking jobs within the week. The pay was great, the perks were pretty cool too, and Arman was finally doing the thing he had always wanted. Just, not with the person he'd always wanted.
Even with all his riches, Arman never left that one room apartment. Part of him clings to the hope that, one day, Tenebris would walk back through the door, a stolen chicken leg in one hand, and a sack of coins in the other, grinning like the cheeky critter he was, mouth full of fowl.

Congratulations! You scrolled all the way down to the bottom! Achievement Unlocked: "TL;DR"

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His eye's erupted with the flash of an evil light, we'd lost the fight. Struck down by farce and violence.
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