Arnar Jonson's page

No posts. Alias of Harakani.


About Arnar Jonson

I wasted my life. I'm not wasting this. Welcome to the afterlife!
Template: Lich
Class: Cleric 5
Race: Human
Concept: A goth who successfully worshipped Hel (the Norse one). Sees Hel as hard-done-by, and oppressed by Odin for being different, rather than evil. When he died, he came back. Now seeks to create an "afterlife" at a local underground club for his friends in the image of Hel's, and help out the recently dead.
Appearance
Theme Song Don’t fear the Reaper.
On Hel Arn worships Hel. Surviving Norse myths are sparse - and obviously biased - and he’s filled in the rest with Deaths from modern works; Gaiman’s Sandman, Pratchett’s Discworld, Meet Joe Black, Death takes a Holiday, and Bill and Ted’s Bogus Journey. Not comedic, but not mean. A civil servant doing their job, human, maybe even caring about their ‘clients’. Arn believes Hel wants most people not to suffer, and to go quietly. He believes she hates violence, as that leads to people going to Valhalla. The Trickery aspect is inherited from her father Loki (I did spend a lot of time looking at Leadership instead - happy to switch)
Step 1: Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!
Ten Minute Background
Step 1: Write 5 background and concept elements that you feel are important to your image of the character.
* Trying to set up a nightclub - rationalised as serving Hel, this is more about a need for validation from others, a need for some degree of social life, and a desperate attempt to recapture his early 20s. This is part of the place he lives. I think the lair is important, and I have an image of bodies dancing and grinding in the dark and mist - zombies disguised as the living. The image of life, rather than life itself.
* Trying to be a good father to his seventeen year old daughter. Here I’m looking for the dichotomy of the powerful undead monster vs the father trying to raise a good daughter.
* Used to living disassociated and depressed when he was alive - has coped surprisingly well with becoming undead and having almost no emotions. Does take antidepressants (which of course have no effect). Personality-wise I see him being eerily calm, but not especially cruel (the habit of empathy, if not empathy itself). Alignment probably more true neutral than evil, but with an evil aura.
* Anti-violence. Doesn’t want to take anyone before their time. Desperate for people not to die from fighting.
* The Hel he worships is not particularly evil; the Norse myths are biased. Possibly the world would be better off if she wins Ragnarok.
Step 2: List at least two goals for the character.
* Set up an undead-friendly and living-friendly nightclub that promotes goth culture to serve as a church.
* Help at least one Haunt or Ghost reach peace and go to Niflheim.
Step 3: List at least two secrets about your character.
* As a programmer he wrote code for a company, and that code failed. Five miners died and their bodies were never found. He doesn’t know for sure it was his code that caused it, but he’s been haunted by it all his life. There are relatives who do think he’s responsible, but have been unable to sue the company and are now starting to look for vengeance.
* His Phylactery. He doesn’t know he has one. He doesn’t know he’ll rejuvenate. The phylactery is the enormous ornate medieval metal bath he killed himself in. He bought it thinking it looked incredible, but in too good a condition to be genuinely as old as it looks. It is as old as it looks, and steeped in magic and blood. As a phylactery it is all but invulnerable, and surprisingly well camouflaged by being in a bathroom, with a floor mat draped over it.
Step 4: Describe at least three people that are tied to the character.
* Rán Emma Jonson-Williams. 17 female. Arn’s seventeen year old daughter. Hates her first name, and goes by Em. Had an enormous fight with her mother (Jessica Williams) over her boyfriend (who was the wrong age, social class, religion, profession and race) and left home. She went to live with her father mostly to teach her mother a lesson, only to discover the boring dad she barely remembered was a mysterious guy living in an awesome lair with an underground nightclub. Does not yet know about the dead stuff. Technically an ally, she causes more problems than does help, but she does inadvertently help keep Arn’s secret. Very few people expect a Lich to attend PTA meetings.
* Jessica Williams. 46 female. Arn’s second wife. Was just “growing out” of the goth culture when she met the older and very depressed Arn. Managed to convince him to give it all up, and they had a reasonable life together. She feels he had a mid-life crisis and divorced her so he could recapture his youth. She has since been accepted to the bar, remarried, and is now an important citizen. While she thinks she just pities Arn and has put the divorce behind her, that’s all predicated on the idea he’s pathetic and miserable. New Arn, with his awesome charisma, sudden social group, and incredible drive is NOT pathetic and pitiable, and will find Jessica’s slow efforts to introduce sand into his new life incredibly frustrating.
* Sasha Huffman. 28 female. Sasha died two nights ago, victim of a hit and run. Arn cast Speak with Dead, and the Flesh Puppet on her. He doesn’t realise she’s little more than a marionette because he thinks she’s speaking on her own. Sasha answered “Why won’t you move on” and “What do you regret” with “Who will look after my Bobo” and “That bastard got away with killing me.” Arn’s worked out Bobo is her retriever, and filled in all the rest mentally. She’s currently sticking with him until he can work it all out.
Step 5: Describe three memories, mannerisms, or quirks that your character has.
* Likes to dress in full goth regalia, and always has at least some element of that on him regardless of the situation or what disguise he wears.
* Anthropomorphises everything - ie talks to his things; computer, car, etc. Also talks to the undead, and mentally commands them to talk back.
* A vivid memory from his late 20s, where he was holding court in Abyss, his favourite nightclub, at the height of his popularity. His first wife (then girlfriend) was beside him. He was buzzing from something he took and the attention. Happiest he’s ever been.
Background: 'Old goths never die, they just smell that way.' right - what do kids today know? I've been a goth since the late '80s. Turns out dragging a five year old from Reykjavik to Fever is enough to make them an outsider for life. Yes. I know. Depressed and disassociated goth is a cliche. Goth programmer is a cliche as well. They’re cliches for a reason though.
I always meant to do more with my life, but then my girlfriend got pregnant, and we got married, and then that went to s@#$. I tried to fix it by getting married again, moving to Fever, doing the whole white picket fence - and ended up wishing I was dead, until suddenly I'm fifty. I started living my life for me. Got divorced. Got a great place cheap, did it up, got happy. That's when the disease got diagnosed. Shakes, tremors, wheelchair in three years, drooling mess in five. I decided to go out with some class and dignity.
Warm bathtub, masses of drugs, and a knife. I'd always joked Hel was my favourite goddess - and it was cool when I was young - so I sacrificed myself to her.
Five days later I woke up.
Death looks good on me. I don't need makeup, my skin's shrunk onto my bones - better than wrinkles - my fat's melted away and I swear I've gained a couple of inches.
I'm still trying to work out what Hel wants. Everyone dies, and the myths don’t have her as hurrying that. I figure she’s against fighting - those dead go to valhalla. Presumably she wants me to help the living and the dead in this world, and try to get more worshippers. I try to help those who’ve died unexpectedly resolve their lives. Push for nonviolent solutions. Destigmatise death. Legalise Euthanasia. Fight childhood diseases - kids who die don’t have kids of their own. I was a bit stuck, so in the meantime I've started turning my place into a hangout for the undead. Even got it licensed. This town’s always needed a decent goth nightclub.
I’ve kept my nose out of the supernatural- hard to do when half the dead I help got murdered by some monster. I’ve made some contacts though. Valda Simmons is one of the good ones.
Last month my seventeen year old daughter turned up on my doorstop. She’d run away from her mum.
The House
The House was one of the original houses, built by a miner, his wife, and his eight kids. Constructed mostly from stone they pulled out from the mine, it was only a quick walk from the mine itself. Over time the house was enlarged, as was the shaft. The children married, and their spouses joined. Children were born. One day disaster struck - the family struck it rich. Maddened by gold fever the siblings squabbled and fought. They demanded their shares. Angry the father paid them off and cast them out.
Alone, the father continued to mine, broke his legs in a collapse, and was forced to retire. With just enough money invested to live on, he lingered for decades in his enormous house, on the very outskirts of town, as it slowly subsided and collapsed. Stonework kept up only by loving effort collapsed. He was dead for a fortnight before the delivery company discovered he’d never picked up his groceries. His children never knew.
Twenty years ago the house and land was repossessed by the city. They broke up the land into lots and sold it auction, and Jon and Jess - newly married - bought the ten acres with house and mine. Arne was convinced to treat it as an investment property, though he loved it. For two years they spent their weekends and holidays restoring it, while they lived in a tiny flat in the city.
When they were divorced, Arn managed to get the house, and moved in. It is miles outside the city, impossible to heat or cool, has terrible electricity and rainwater tanks, looks half ruined, smells faintly of mildew and is in an endless battle with ivy. He loves it.
He used to rent rooms out - when he could - to make ends meet. Since he turned he’s let the borders go and turned one of the downstairs rooms into The Club: Niffleheim. Niffleheim is two rooms; one a dimly lit room with flashing lights, pounding music and a miasma of smoke from a smoke machine. The other a ‘salon’, with furred walls, cracked leather couches, cheap wooden tables, a projector tv and a bar. These rooms are filled with those Arne has “saved” - the animate dead.
Arnar “Arne” Jonson
NN Medium Undead (Lich)
Cleric 5
Init +1; Senses darkvision 60ft; Perception +3
Aura Fear (60 ft., DC 18)
----- Defense -----
AC 16, touch ##, flat-footed # (+1 dex, +4 armor, +1 deflection)
hp 58 (5d8+30);
Fort +11, Ref +3, Will +8
Defensive Abilities Immune cold, electricity, undead traits
----- Offense -----
Speed 30 ft.
Melee Paralyzing Touch (+3 touch attack, 1d8+2 negative energy and paralyze)
Space 5 ft.; Reach 5 ft.
Special Attacks Paralyzing Touch
Memorised Spells (CL ##zz; concentration +##)
At will—zz, zz,zz, zz
1/day—zz, zz
----- Statistics -----
Str 10, Dex 12, Con --, Int 16, Wis 16, Cha 22
Base Atk +3; CMB +3; CMD 13
Feats Mortal Visage, Channel Surge, Selective Channel, Command Undead
Skills Artistry (Programming) +10, Bluff + 16, Disguise +14, Diplomacy +16, Drive +5, Knowledge (Arcana) +7, Knowledge (Computers) +11, Knowledge (History) +10, Knowledge (Religion) +7, Perform (Sing) +7, Sense Motive +9, Stealth +9
Traits Touched by Twilight, Modern Skills
Languages English, Icelandic, Latin, French
----- Special Abilities -----
Channel Energy (Su) 3d6 negative, DC 18, 9/day
Spontaneous Casting Burn a spell for an inflict spell of the same level
Spells 4 x 0th, 4+1d x 1st, 3+1 x 2nd, 2+1 x 3rd. Domain spells are 1: cause fear, disguise self, 2: ghoul touch, invisibility, 3: animate dead, nondetection.
Domains Undead(Death’s Kiss, 1st—cause fear, 2nd—ghoul touch, 3rd—animate dead) Trickery (Bluff, disguise and stealth all class, 1st—disguise self, 2nd—invisibility, 3rd—nondetection)
Death’s Kiss (Su) You can cause a creature to take on some of the traits of the undead with a melee touch attack. Touched creatures are treated as undead for the purposes of effects that heal or cause damage based on positive and negative energy. This effect lasts for a number of rounds equal to 1/2 your cleric level (minimum 1). It does not apply to the Turn Undead or Command Undead feats. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Immunities Immunity to all; mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), death effects, disease, paralysis, poison, sleep effects, and stunning, damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects, any effect that requires a Fortitude save (unless the effect also works on objects or is harmless), nonlethal damage, ability drain, or energy drain.
Negative Energy Affinity Negative energy (such as an inflict spell) can heal undead creatures.
Not Alive Not at risk of death from massive damage, but is immediately destroyed when reduced to 0 hit points. Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead. Does not breathe, eat, or sleep
Copycat (Sp) You can create an illusory double of yourself as a move action. This double functions as a single Mirror Image and lasts for a number of rounds equal to your cleric level, or until the illusory duplicate is dispelled or destroyed. You can have no more than one copycat at a time. This ability does not stack with the Mirror Image spell. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Silver Tongued Human are often adept at subtle manipulation and putting even sworn foes at ease. Humans with this trait gain a +2 bonus on Diplomacy and Bluff checks. In addition, when they use Diplomacy to shift a creature’s attitude, they can shift up to three steps up rather than just two. This racial trait replaces skilled.
Touched by the Twilight
Three times per day you can see through up to one foot of stone or other material, or into the Twilight.
Modern Skills 2 modern skills are class skills
Automatic Bonus Progression Resistance +1, Armor attunement +1, weapon attunement +1, Deflection +1
RejuvenationWhen a lich is destroyed, its phylactery (which is generally hidden by the lich in a safe place far from where it chooses to dwell) immediately begins to rebuild the undead spellcaster’s body nearby. This process takes 1d10 days—if the body is destroyed before that time passes, the phylactery merely starts the process anew. After this time passes, the lich wakens fully healed (albeit without any gear it left behind on its old body), usually with a burning need for revenge against those who previously destroyed it.
Paralyzing Touch Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, with a DC equal to the lich’s save DC). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.
Fear AuraCreatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or become frightened. Creatures with 5 HD or more must succeed at a Will save or be shaken for a number of rounds equal to the lich’s Hit Dice. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours. This is a mind-affecting fear effect.

zzName (Ex/Sp/Su) zzDescription
zzMonsterDescriptionParagraph
----- Initial Equipment -----
50 Hidden vest (attuned)
30 Zip ties (30)
16 Cleric Kit
50 Disguise Kit
325 Consumed Onyx (Flesh puppet + 6 x 2HD zombies)
325 Onyx
2500? Laptop
$3296

Workings
Str [0] 10
Dex [2] 12
Con -- --
Int [5] 16 (+2 template)
Wis [5] 16 (+2 template)
Cha [13] 22 (+1 level, +2 template, +2 racial)
HP 58 (5d8+30 cha))
BaB +3
CMB +3 (+3 BAB +0 Str)
CMD +4 (+3 BAB +0 str +1 Dex)
Fort +10 (+4 base + 6 cha)
Ref +2 (+1 base +1 dex)
Will +7 (+4 base +3 wis)
Skills = (5x(2+3 int+2 background+1 favoured)=40
Bluff 16 = 5r +6cha +2r +3 class
Disguise 14 (24) = 5r + 6 cha +3 class
Diplomacy 16 = 5r +6cha +2r +3 class
Knowledge (Computers) 11 = 5r +3 int +3 class
Stealth 9 = 5r + 1 dex +3 class
Knowledge (Arcana) = 1r + 3 int + 3 class
Drive 5 = 1r +1 dex +3 class
Sense Motive 9 = 3r +3 wis +3 class
Knowledge (History) 11 = 5b + 3 int +3 class
Perform (Sing) 7 = 1b + 6 cha
Artistry (Programming) 10 = 4b + 3 int + 3 class