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Manshoon

Argor Constantine's page

485 posts. Alias of Thron.


Full Name

Argor Constantine

Race

Human

Classes/Levels

Wizard 3

Gender

Current AC: 18 HP: 20/20; Acid Dart 9/9;

Stats:
AC 14, T 11, FF 11; Fort +2, Ref +1, Will +3; Init +1; Percept +13

Size

Medium

Special Abilities

Arcane Bond, Arcane School (Conjuration), Banned Schools: Enchantment, Necromancy)

Alignment

LN

Deity

Nethys

Languages

Common, Elven, Dwarven, Celestial, Draconic, Gnome, Halfling, Undercommon

Strength 10
Dexterity 12
Constitution 12
Intelligence 22
Wisdom 10
Charisma 8

About Argor Constantine

Advancement Choices:

1st: Wizard (Conjurer); Arcane Bond (familiar), Spell Focus (Conjuration), Augment Summoning, Focused Mind, Scholar of Ruins, Reactionary, Ability Increase, Skilled
2nd: Wizard; Unseen Servant, Mount, Improved Natural Armor
3rd: Wizard; Invisibility, Summon Monster II, Drop Imp. Nat. Armor, Skilled (Diplomacy, Bluff)

Argor Constantine
Male Human (Chelaxian) Wizard (Conjurer) 3 Age 23
LN Medium Humanoid (Human)
Init +1; Senses ; Perception +13
--------------------
DEFENSE
--------------------
AC 14, touch 11, flat-footed 11 (+1 dex, +1 armor, +2 natural armor)
HP 20 (3d6 + 2 Con + 2 Favored)
Fort +2, Ref +1, Will +3
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee: +1
Ranged: +2
Space 5 ft., Reach 5 ft.
--------------------
SPECIAL ABILITIES

Summoner's Charm (Su):
Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
- +1 round summon duration

Acid Dart (Sp):
As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
- Acid Dart: 1d6 + 1, 9/day
--------------------
--------------------
STATISTICS
--------------------
Str 10, Dex 12, Con 12, Int 22, Wis 10, Cha 8
Base Atk +1; CMB +1 (misc mods); CMD 13

Drawback:
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.
Traits:
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.
Feats:
Spell Focus (Conjuration)
Augment Summoning
Scribe Scroll
Superior Summoning
Skills: 9/level (2 Wizard + 6 Int + 1 Human)
Perception +13 (3 ranks, 0 Wis, 8 Racial, 2 Feat: Alertness {Familiar})
Diplomacy + 17 (3 ranks, 6 Int, 8 racial)
Bluff +17 (3 ranks, 6 Int, 8 racial)
Linguistics +12 (3 ranks, 6 Int, 3 Class)
Spellcraft +12 (3 ranks, 6 Int, 3 Class)
Knowledge (Arcana) +10 (1 rank, 6 Int, 3 Class)
Knowledge (Dungeoneering) +11 (1 rank, 6 Int, 3 Class, 1 Trait)
Knowledge (Planes) +10 (1 rank, 6 Int, 3 Class)
Knowledge (History) +10 (1 rank, 6 Int, 3 Class)
Knowledge (Religion) +10 (1 rank, 6 Int, 3 Class)
Knowledge (Nature) +10 (1 rank, 6 Int, 3 Class)
Knowledge (Local) +10 (1 rank, 6 Int, 3 Class)
Knowledge (Nobility) +10 (1 rank, 6 Int, 3 Class)
Knowledge (Geography) +11 (1 rank, 6 Int, 3 Class, 1 Trait)
Knowledge (Engineering) +10 (1 rank, 6 Int, 3 Class)
Use Magic Device +1 (2 ranks, -1 Cha)
Racial Modifiers: +2 Int
Languages: Common (Taldane), Elven, Dwarven, Celestial, Draconic, Gnome, Halfling, Undercommon, Orc
--------------------
SPELLBOOK/PREPARED SPELLS
Prepared Spells:
Level 0: Dancing Lights, Mage Hand, Prestidigitation, Detect Magic
Level 1: Burning Hands x1 (DC 17), Magic Missile x4
Level 2: Summon Monster II x2, Invisibility, Web (DC 19)

Spellbook: 100 Pages Total, 54 Remaining

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, Presdigititation

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, 12 pages used:

Conjuration: Summon Monster II, Web
Evocation: Scorching Ray
Illusion: Invisibility, Mirror Image
Transmutation: Bull's Strength

Evolutions: 5 points available
1 point: Skilled (Perception)
2 points: Ability Increase (Intelligence)
1 point: Skilled (Diplomacy)
1 point: Skilled (Bluff)
--------------------
FAMILIAR

Arctyryx, Raven Familiar
Adjustments: +2 Natural Armor, 7 Int, Alertness, Empathic Link, Shared Spells, Improved Evasion, Language: Common (Taldane), Deliver Touch Spells
--------------------
GEAR/POSSESSIONS
--------------------
Location: On Person
Silken Ceremonial Robes
Spellbook
Spell Component Pouch
Belt Pouch
Wand of Infernal Healing (34 charges)
Scroll Case [Red Painted Sides] (2x Scroll of Magic Missile, 2x Scroll of Scorching Ray)
Scroll Case [Black Painted Sides] (Scroll of Mage Armor, 2x Scroll of Shield, Scroll of Unseen Servant)
Scroll Case [White Painted Sides] (2x Scroll of Enlarge Person, 2x Scroll of Bull's Strength)
Scroll Case [Blue Painted Sides] (2x Scroll of Invisibility, 2x Scroll of Mirror Image)
Quarterstaff
Dagger
Bedroll
Backpack
Signet Ring
Onyx Ring (50 gp)
Bloodstone Amulet (50 gp)

Location: Room in Manor
Vial of Ink
Quill
10 pieces of Parchment
Vial of Cyrill's Remains
Scroll of Mage Armor
Scroll of Color Spray
Scroll of Magic Missile
Noble's Outfit

Carrying Capacity Light: (0-33 lbs.) Medium: (34-66 lbs.) Heavy: (67-100 lbs.)
Money: 18 PP, 6 GP, 22 SP, 0 CP
Total Weight: 23.5 lbs.

Fame: 6
Prestige: 7
Payments on Manor: 300/6,500 gp
===================================================

Background:
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 Comstantine, 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...


Personality:

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.

Description:

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

Argor is a vision of what one expects when the word "wizard" is spoken. He wears long, black silk robes, 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. The one standout feature that everyone can notice are his eyes, which appear to be pure black orbs of nothingness. While lacking any color, they seem to contain some sort of dark energy...


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