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Angvar Thestlecrit

Argor Constantine's page

1,649 posts. Alias of Thron.


Current AC: 27 (29 vs. Evil) HP: (15) 51/51

AC 19, T 12, FF 17; Fort +3, Ref +4, Will +6; Init +2; Percept +10



About Argor Constantine

Advancement Choices:

1st: Arcanist (Occultist); Arcane Bond (familiar), Spell Focus (Conjuration), Augment Summoning, Focused Mind, Scholar of Ruins, Reactionary, Ability Increase, Skilled
2nd: Arcanist; Unseen Servant, Mount, Improved Natural Armor
3rd: Arcanist; Invisibility, Summon Monster II, Drop Imp. Nat. Armor, Skilled (Diplomacy, Bluff)
4th: Arcanist; Flaming Sphere, Create Pit, Skilled (Spellcraft, Use Magic Device)
5th: Arcanist; False Life, Darkvision, Trade Evolutions for Flight, Quick Study
6th: Arcanist; More spells.
7th: Arcanist; Improved Familiar, Slow, Major Image, Alignment Shift
8th: Arcanist; Retrain Skills, Telekinetic Maneuver, Enervation

Reservoir: 10/14
Hero Points: 3

Level 0: Dancing Lights, Mage Hand, Prestidigitation, Detect Magic, Message, Arcane Mark, Ray of Frost, Open/Close
Level 1 (6/6): Magic Missile, Enlarge Person, Grease, Color Spray, Shield
Level 2 (6/6): Scorching Ray, Invisibility, Mirror Image
Level 3 (6/6): Haste, Dispel Magic
Level 4 (4/4): xxx

Argor Constantine
Male Human (Chelaxian) Arcanist (Occultist) 8 Age 23
LE Medium Humanoid (Human)
Init +2; Senses Darkvision 60'; Perception +10
AC 19, touch 12, flat-footed 17 (+2 dex, +1 armor, +6 natural armor)
HP 51 (8d6 + 1 Con/Level + 8 Favored)
Fort +3, Ref +4, Will +6
Speed 30 ft., 50 ft. Fly (Perfect)
Melee: +5
Ranged: +6
Space 5 ft., Reach 5 ft.

Arcane Reservoir (Su):
An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on the table above. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Consume Spells (Su):
At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Planar Spell:
An occultist adds all planar ally spells to her spell list (using her arcanist level as the cleric level), and treats plane shift as a 5th-level arcanist spell.

Conjurer's Focus (Sp):
An occultist can spend 1 point from her arcane reservoir to cast summon monster I. She can cast this spell as a standard action and the summoned creatures remain for 1 minute per level (instead of 1 round per level). At 3rd level and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to summon more powerful creatures (to a maximum of summon monster IX at 17th level), at the cost of an additional point from her arcane spell reserve per spell level. An occultist cannot have more than one summon monster spell active in this way at one time. If this ability is used again, any existing summon monster immediately ends. This ability replaces the arcanist exploit gained at 1st level.

Familiar (Ex):
An arcanist with this exploit can acquire a familiar as the arcane bond wizard class feature, using her arcanist level as her wizard level to determine any of the statistics and abilities of the familiar. If the arcanist receives a familiar from another class, her levels of arcanist stack with the levels from that class when determining the familiar's statistics and abilities (this ability does not stack with a familiar gained through the bloodline development exploit; she must choose one or the other).

Quick Study (Ex):
The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced.

Planar Contact (Sp):
At 7th level, an occultist can cast augury once per day and contact other plane once per week, using her arcanist level as her caster level. This ability replaces the arcanist exploit gained at 7th level.

Str 12, Dex 14, Con 12, Int 27, Wis 10, Cha 9
Base Atk +4; CMB +5 (misc mods); CMD 17

Power Hungry - Argor craves knowledge, and is a firm believer in the saying "Knowledge is Power." He tried to join the Pathfinders in an attempt to gain access to any sources of hidden knowledge he could find and put to use.

Focused Mind - Argor is well versed in maintaining his mental focus in the face of adversity.
Scholar of Ruins - Argor has studied lost scrolls, tablets, and other artifacts retrieved from ancient ruins, and knows that many more secrets lay within these forgotten corners of the world.
Student of Philosophy - Having spent time conversing on matters of philosophical nature with Ms. LeGrand, Argor has gleaned upon a way to use his keen intellect to, at times, impose his will upon others.

Spell Focus (Conjuration)
Augment Summoning
Scribe Scroll
Superior Summoning
Extra Reservoir
Improved Familiar: Imp

Skills: 11/level (2 Wizard + 8 Int + 1 Human)
Perception +10 (8 ranks, 0 Wis, 2 Feat: Alertness {Familiar})
Diplomacy +14 (8 ranks, 6 Int) (+6 in Absalom, +4 in Osirion, +2 in Cheliax)
Bluff +14 (8 ranks, 6 Int)
Flight +21 (1 rank, 3 Class, 1 Dex, 8 Racial, +8 Maneuverability)
Linguistics +17 (8 ranks, 6 Int, 3 Class)
Spellcraft +17 (8 ranks, 6 Int, 3 Class)
Knowledge (Arcana) +17 (8 rank, 6 Int, 3 Class)
Knowledge (Dungeoneering) +12 (2 rank, 6 Int, 3 Class, 1 Trait)
Knowledge (Planes) +17 (8 rank, 6 Int, 3 Class)
Knowledge (History) +11 (2 rank, 6 Int, 3 Class)
Knowledge (Religion) +11 (2 rank, 6 Int, 3 Class)
Knowledge (Nature) +11 (2 rank, 6 Int, 3 Class)
Knowledge (Local) +11 (2 rank, 6 Int, 3 Class)
Knowledge (Nobility) +11 (2 rank, 6 Int, 3 Class)
Knowledge (Geography) +11 (1 rank, 6 Int, 3 Class, 1 Trait)
Knowledge (Engineering) +11 (2 rank, 6 Int, 3 Class)
Use Magic Device +10 (8 ranks, -1 Cha, 3 Class)
Sense Motive +8 (8 ranks, 0 Wis)

Racial Modifiers: +2 Int
Languages: Common (Taldane), Elven, Dwarven, Celestial, Draconic, Gnome, Halfling, Undercommon, Orc, Terran, Common (Ossirian), Infernal, Common (Chelaxian), Abyssal

Spellbook (Volume 1): 100 Pages Total, 0 Remaining (Value: 1,960 gp, Time to Copy: 44 hours, Cost to Copy: 980)

Level 0, 24 Pages Used:

Abjuration: Resistance
Conjuration: Acid Splash, Drench
Divination: Detect Magic, Detect Poison, Read Magic
Evocation: Dancing Lights, Flare, Light, Ray of Frost, Spark, Breeze, Penumbra, Scoop
Illusion: Ghost Sound, Haunted Fey Aspect
Transmutation: Mage Hand, Mending, Message, Open/Close, Jolt, Root
Universal: Arcane Mark, Prestidigititation

Level 1, 10 Pages Used:

Abjuration: Shield
Conjuration: Grease, Summon Monster I, Mage Armor, Unseen Servant, Mount
Evocation: Magic Missile, Burning Hands
Illusion: Color Spray
Transmutation: Enlarge Person

Level 2, 24 pages used:

Conjuration: Summon Monster II, Web, Create Pit
Divination: See Invisibility
Evocation: Scorching Ray, Flaming Sphere
Illusion: Invisibility, Mirror Image
Necromancy:False Life, Command Undead
Transmutation: Bull's Strength, Darkvision

Level 3, 42 pages used:

Abjuration: Dispel Magic
Conjuration: Spiked Pit, Stinking Cloud
Divination: Tongues
Enchantment: Suggestion, Heroism, Hold Person
Evocation: Lightning Bolt, Fireball
Illusion: Invisibility Sphere, Displacement, Major Image
Transmutation: Haste, Gaseous Form, Slow

Spellbook (Volume 2): 100 Pages Total, 72 Remaining (Value: 1,680 gp, Time to Copy: 14 hours, Cost to Copy: 560)

Level 4, 28 pages used:

Abjuration: Stoneskin, Dimensional Anchor
Enchantment: Charm Monster
Illusion: Phantasmal Killer, Greater Invisibility
Necromancy: Enervation
Transmutation: Telekinetic Maneuver

Evolutions: 8 points available, 8th Level (+6 NA, +3 Str/Dex)
1 point: Skilled (Flight)
2 points: Ability Increase (Intelligence)
5 Points: Flight (Magic, 50' speed, Perfect Maneuverability)

Location: On Person
Headband of Vast Intelligence (+4, Know. Planes, Know. Arcana)
Blue and Silver Noble's Outfit
Silken Ceremonial Robes
Copy of Spellbook: Volume 1
Spellbook: Volume 2
Spell Component Pouch
Belt Pouch
Scroll Case [Red Painted Sides] (Scroll of Fireball CL 7, Scroll of Lightning Bolt CL 7, 2x Scroll of Scorching Ray CL 7)
Scroll Case [Black Painted Sides] (Scroll of Tongues CL 6, Scroll of Dispel Magic CL 6, Scroll of Heroism CL 6, Scroll of Major Image CL 6)
Scroll Case [White Painted Sides] (2x Scroll of Bull's Strength CL 4, 2x Scroll of Darkvision CL 4)
Scroll Case [Blue Painted Sides] (Scroll of Dimensional Anchor CL 7, Scroll of Mirror Image CL 4, Scroll of Invisibility Sphere CL 7, Scroll of Gaseous Form CL 7)
Signet Ring
Onyx Ring (50 gp)
Sapphire Pendant (100 gp)

Location: Rutai
Wand of Lesser Infernal Healing (0 charges)
Wand of Cure Moderate Wounds, CL 4 (29 charges) (2d8 + 4)
Wand of Good Hope, CL 7 (46 charges)
White Noble's Outfit
Emerald Pendant (100 gp)

Location: Manor, Verde Heights
Vial of Ink
10 pieces of Parchment
Vial of Cyrill's Remains
Black and Gold Noble's Outfit
Green and Gold Noble's Outfit
Green and White Noble's Outfit
White and Gold Noble's Outfit (Wedding Suit)
Emerald Amulet (100 gp)
Ruby Pendant (100 gp)
Bloodstone Amulet (50 gp)
Spellbook: Volume 1
Spellbook: Volume 2

Carrying Capacity Light: (0-43 lbs.) Medium: (44-86 lbs.) Heavy: (87-130 lbs.)
Money: 6 PP, 9 GP, 64 SP, 0 CP
(10% of all PF earnings go towards Dowry to Blakros Family)
Total Weight: 26.5 lbs.

Fame: 63
Prestige: 21
Prestige Purchases: Initiate (Arcanamirium, Apprentice), Master of Trade, Officer (Arcanamirium, Journeyman), Planar Pact (Rutai, Imp) during the Blakros Matrimony, Commander (Arcanamirium, Maven), Favored Territory: Absalom (+6), Favored Terrirtory: Osirion (+4), Privileged Meeeting: Utgar the Third Spell Lord, Warden (Varlokkur), Favored Territory: Cheliax (+2)
Time remaining on food/service: 10 weeks (Cost: 11.25 gp/person)

NPC Staff:
Butler - Reginald

The Sanctum (+98 Modifier): 54 gold per week
Team: Bureaucrats (1 Laywer, 1 Diplomat, 2 Scribes, 1 Accountant; all Level 3 Experts): 7 gold per week
Team: Apprentice (William Lightstaff, Level 1 Conjurer): 7 gold per week
Team: Mage (Arryn Giles, Level 3 Transmuter): 8.5 gold per week
Total: 76.5 gold per week (15.3 per day)
The Golden Raven (+82): 64.4 gold per week (open 7 days a week)
Team: Lackeys (Service Staff): 8.4 gold per week
Team: Craftspeople (Cook, Bartender, Innkeeper): 9.8 gold per week
Total: 82.6 gold per week (11.8 per day)
The Docks (+56): 46.2 gold per week (open 7 days a week)
Team: Elite Guards x2 (Day and Night Shift): 12.6 gold per week
Team: Laborers (Deckhands): 8.4 gold per week
Total: 67.2 gold per week (9.6 per day)
"Brute Squad"
Team: Ulfen Barbarians (Blakros Matrimony)
Total: 23.7 gold per week (4.74 per day)
Total Downtime Income: 250 gold per week, spent entirely on maintaining an Extravagant Lifestyle

Nobles Saved:
Lady Anilah - wife of Grand Osirion Ambassador Dremdhet Salhar
Lady Miranda Dacilane - Chelish noblewoman whose daughter we rescued from the Tri-Towers Necropolis. (+4 Gather Info. checks regarding Absalom Nobility)
Lady Imrizade Blakros - Osirian noblewoman who dabbled with planar powers she shouldn't have.
Nuar Spiritskin, the Minotaur Prince of Absalom - He is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.
Eleanir and Michelia Blakros, daughters of Lady Hamaria Blakros - freed from the Penumbral Accords and rescued the twins. Also spared Eleanir during the Blakros Wedding as well as saving Michelia once again.
Pendleton Blakros - saved from a robotic parasite that took control of him at the museum.

Carzien was a poor merchant who lived in the port city of Ostenso of Cheliax. His wife, Clarice, suffered a difficult birth of their son, Argor. Carzien did not have enough money to pay for the powerful magics necessary to keep his wife alive, and as such, the love of his life died three days after their child was brought into this world. Carzien, crushed with grief, gave up the child for adoption, unable to look upon his face and not being reminded of the loss his birth caused. After taking him to the orphanage, Carzien walked into the Inner Sea, taking his own life in grief.

Argor was raised by the staff of the orphanage, and watched silently as child after child was given a home, all the while he was neglected. He spent many an hour as the brunt of some cruel joke or prank at his expense, and could not get any help from those taking care of him at the orphanage. He spent more and more time hiding in the library reading books long neglected by the staff and other children at the orphanage. He found that reading was an incredible escape, and marveled at the stories held upon the pages of the books he read.

One day, he stumbled across something hidden away in the library that he did not understand. It was a dust covered, mildewed book with strange writing and pictograms. Eventually, he deciphered it for what it was, the means of summoning a creature from another plane to perform his bidding. Elated at the prospect of finally having a way to get back at those who tormented him, Argor wholeheartedly dedicated himself to mastering the spell.

The next time he was confronted by his usual tormentors, he reacted in a way they did not expect. He began the practiced gestures necessary for the spell, and called forth an eagle with wings tipped with hellfire and talons the color of obsidian. The bullies fled, with the eagle harassing their retreat as Argor smugly looked on. Out of fear, the caretakers at the orphanage cast him out, claiming he was a danger to the other children there. However, the entire scene had been observed by a young traveling wizard named Strathix Constantine, and the man offered to take Argor on as an apprentice.

They remained in Ostenso for a few years, and Argor learned much about Spellcraft in that time. As the city became the home for more and more of the Cheliax military forces, Strathix felt it was time to leave, and the two mages left for Absalom aboard the next merchant vessel they could arrange passage on.

After a few more years of life and training there, Strathix felt that Argor, now 20, was more than prepared to live his own life. Argor was grateful for everything Strathix had done for him, and, as a final nod of appreciation, began referring to himself as Argor Constantine. Strathix boarded a ship bound for Osirion, while Argor stayed behind to seek admission to the Pathfinder Society.

Life in the dormitories was actually comfortable for Argor, compared to many of the initiates. His life at the orphanage was very similar. He absorbed the studies and teachings like a sponge, but struggled with the physical labors and training sessions. He spent most of his time performing intellectual work studies, using his magics to aid him. When the time came for his Confirmation, Argor requested Master Aram Zey to administer his test.

The test itself seemed simple enough. A wayfinder was placed atop a 30 foot tall, rough hewn pillar. Master Zey looked at the young Mage, raised his hand towards the top of the pillar, and said, "Retrieve it."

Argor smirked, and began the incantations to summon a creature to retrieve the item for him, but Master Zey countered his spell. Argor snapped his head around to face his Master, a confused look upon his face. Aram said, "I tasked you to retrieve it, not some extra planar servant."

Argor rolled his eyes, then began another incantation to levitate the item from it's resting place and to his waiting hand. However, Aram dispelled this magic as well. Argor's temper flared, and he angrily said, "How do you expect me to do this if you thwart every attempt I make!?"

Master Zey stared cooly at the young conjurer, and said, "To think all tasks in this world can be overcome with magic is foolish, Initiate. There will be times in your life your magic will be denied you. And there will definitely be times you face opposition. You will not be allowed the use of your magic for this test. Now, retrieve the wayfinder." Aram again gestured to the top of the pillar.

Argor's irritation grew. "How dare he deny me my talents! He is just jealous of what he knows I could become! No matter...I shall overcome this..."

Argor first thought to throw rocks at the wayfinder until it fell, but a quick scan of the chamber proved this would not be possible as no stones were present. Realizing that he would have to try to physically climb this pillar, Argor began testing for handholds. His first attempt was fruitless, the grip was not deep enough. Walking around the pillar, he found another handhold that proved more useful, and began to climb. Halfway up, however, he lost his grip and fell hard to the ground, landing on his back. His head recoiled hard against the stone floor, and his breath was pounded out of his lungs. Argor clutched at his head as he gasped for air, and he felt blood matting with his hair where he had hit.

He glared at Aram Zey as he recovered, and once ready, he made his way to the pillar and tried again. This time, he was certain he would succeed. He had made it near the top, and as he stretched his arm out for the wayfinder, his foot slipped and he plummeted for the floor yet again. Master Zey said a quick incantation, this time allowing Argor to float harmlessly to the floor.

Fuming with rage and frustration boiled over, and he glared at the superior wizard and said, "Get the cursed thing yourself, I'm done with this humiliation." He then stormed out of the testing chamber and awaited his dismissal from the Lodge, while planning out what it would be he would do now that he had wasted three years on this fruitless endeavor...


Cold, calculating, and arrogant, Argor firmly believes that he is deserving of respect from those he encounters by virtue of his work ethic and the superior intellect that training has granted him. He has little patience for the "brutes" of society, stumbling through life uneducated and in blissful ignorance. Part of this disdain is from his bullied childhood, but mostly due to the fact that he feels he has few people with which he can reasonably connect with socially.


Ht: 5' 7"
Wt: 110 lbs
Age: 23
Hair: Black
Eyes: Blue
Skin: White
Reference Image

Argor is a vision of what one expects when the word "wizard" is spoken. He wears black silk attire, be it robes or fine suits, kept immaculately clean with liberal use of his magics. He has long black hair pulled back into a pony tail, and keeps a well trimmed goatee. His body is thin but lean, and his eyes are naturally a bluish hue.

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