Loremaster

Arthorius Ravenholdt's page

53 posts. Alias of adsapiens.


Full Name

Arthorius Ravenholdt

Race

Dwarf (Svenic)

Classes/Levels

Dragon Disciple and Evangelist of Jörd

Gender

Male

Age

117

Alignment

Lawful Good

Deity

Jörd

Location

Cardriss

Languages

Celestial, Common, Draconic, Dwarven, Elven, Giant, Orc, Protean, Svenic, Sylvan, Undercommon

Occupation

Jeweler

Strength 22
Dexterity 14
Constitution 16
Intelligence 10
Wisdom 18
Charisma 8

About Arthorius Ravenholdt

Background:

The dwarves in the Northreach lands come from diverse families used to the harsh, cold environment, and the thankless work on the mountain mines. Yet, aligned with the seafaring Svenik spirit - though not really sailors themselves - they're also master crafters, producing the best longboats in the lands.

Arthorius comes from one of such families; the Ravenholdt are stoic worshippers of the Nature goddess Jörd, and said to have bloodlines roots linking them directly to the giant sea serpent Jörmungar. While most of his siblings are miners and gemcutters, from a very early age he pushed himself crafting; particularly working on top of the mined carnelians and almandines with skilled jewelcrafting

Like most crafters in the region, Arthorius lived the first decades of his life with the other artisans in the monastery of Jörd. While he also had the opportunity of applying himself to the martial arts, in truth he was mostly a scholar at heart, and the techniques of the instructors, clerics and monks, rarely stick to him - despite what he would think on his own arrogance.

It was such arrogance that made his life change forever when a new request came; a new drakkar was being commissioned by the Svenik Jarl Ramohsen. The beautiful and complex dragon longboat was to be feature giant, green gems - more like emeralds than their usual green-looking glass-worked bronze - legendarily said to be the eyes of giant serpents living in submerse underground caves connecting the mountains to the sea.

Finding such rocks would be already a challenge, but cutting them - and especially turning them into the jewels encrusted on the draconic-looking wooden statues by the starboard of the ship - was something extra. Far, far from Arthorius capacity; but when the arrogant young Dwarf overheard the request, he put his backpack on his shoulder and went to the caves.

He navigated the cave systems for days - and eventually got lost in its labyrinthic systems, not finding the green gems, neither finding a way back to the surface. He knew he would eventually run out of the scarce mushrooms he'd found, and was hurt from having to fight the constant critters around using the weird three-section staff he was able to get from the monastery armory. He finally got to the conclusion his days were numbered, and prayed Jörg would show him the path out. That night he dreamed with a river of burning water.

Not fully understanding his dream, he still interpreted it as a sign and started seeking the strange underground river. Days of hunger followed but he kept pushing, but eventually gave up. He let himself go against the rocky surfaces and cried; and then, something else found him. He was surrounded by immense rock spiders, weak, hurt, thirsty and hungry, and thought it would be his last effort. He fought and fought for brutal seconds that felt like hours, until finally the last of the enemies fell - as did he.

He pushed the hairy body sideways and felt the burn on his skin; for the arachnida blood was of pure acid. And there was so, so much of it, that an imense puddle of acid formed, and dipping from it a trail. Could it be the actual river of burning water? Without much hope or even other options, he crawled and followed it. The acid kept burning and taking its turns on the irregular terrain, forcing the dwarf to painfully navigate it with the last of his strengths.

Finally he got to an immense open cave he never saw before in the undergrand. A part of its base seemed to be flooded, but not with water; it was actually a pool of acid, surrounded by small islands of sharp rock. There were gems there too, and lots of it - but none of them truly natural, but actually already carved. It was a treasure, all around, coins and jewels, gold and silver... And bones. Many, many human and dwarven bones, many of which still filling their hollow, broken armor pieces.

Arthorius stood up with difficulty and smiled at the joke of the moment; for in his mind, these was his last breath, and he was fated to be just another pile of bones in a cemetery of riches. He coughed and saw his blood cover the coins. His hands, deformed by the unhealed wounds, clawed their way through the gems and he looked with curiosity at some of them - particularly one of those that had been cut to look like the giant Tower of Ages in Korryn, in top of which two shiny green stones looked like serpent eyes. Little he knew, they were actually reflecting a pair of eyes...

From behind him he felt the warm breath. As he turned, the wyrm looked at him with hatred. It was no serpent. He was in the lair of a green dragon!

Who are you, vermin? How dare you touch my possessions with your putrid, frail hands? - the voice came out of the monster without even moving its lips.

Arthorius was petrified in fear.

Speak! Speak, before I burn your flesh off your bones.

I am Arthorius... Ravenholdt. - the Dwarf found courage to speak - Heir to Jörmungar herself, the large serpent of the seas.

The dragon sniffed the air. His eyes circled around, as if analyzing something.

Hah! Hah! - finally the dragon broke the silence again - Your blood is not that of any serpents. No, son of stone - your heritage has the lines of earth itself. In your veins you carry the bloodline of green dragons like me! What a weird, weird surprise. Hah!

Arthorius felt as if pierced by a lance; as if cut in half by the immense axes of his ancestors. He knew the evil creature spoke the truth, and hated the feeling that his final moments were going to be those of realizing that his true origins were rooted in the evil of such chromatic monstrosities.

Your fear disgusts me. I despise the fact we might share any drop of blood. - the dragon spoke again - You're weak; you're meek. You smell of urine. Little frail arms not even capable of lifting a sword to challenge me. I shall burn you and all your living relatives to dispose your taint from my bloodline! Like acid clearing flesh from bones!

The monster stood up, roaring in rage. In that humbling moment, Arthorius found the strength to stay alive. He ran to the side of the room, dodge the rumbling piles of treasure, until he finally saw himself being pushed against the river of acid. Yet, he climbed the rock with his bare hands and jumped, landing on one of the abandoned piecearmors. The dragon advanced, but saw his legs stuck on the waves of bones and coins, and as he pulled to get free, his immense body crashed against the cave wall - and that one, weakened by the pool acid, crumbled in a landslide, as an underground tunnel full of seawater found its way through the cracks.

Arthorius woke up several hours later. He washed ashore, near the beach, and had no idea on how exactly he got there. Around him, there was no dragon or treasure; no bones, pieces of armor, coins or gems. Even his own gear seemed to be lost. Only one thing remained in his hands - that little piece of jewelry he picked up, in the format of the Tower of Ages. He recognized the beach and knew he was far from his village - probably some good days of walk. He looked at the scratches and scars over his body, and for a moment he remembered the words of the dragon. His true deadline. Yet, he smiled openly: not only because he was alive, but he had been blessed by Nature itself. Jörg herself probably sent the waters of the sea to cleanse that entire place!

The young Dwarf life was completely changed at that moment. He was expelled from the monastery, and ended up dedicating his next several decades into better understanding the arcane powers in his blood. His blessings and his escape from the place came from the fact his blood also had empyreal roots - likely some reminiscence from the cataclysm of hundreds of years ago; his wisdom derived from such origins, and the crossing gave him the strength to fight the evil lurking influence. He studied and applied himself, and in the process he became a lot more centered and humble, almost scholarly. He became obsessed with his draconic powers, but especially with the idea of using it for good, and so his adventurer life truly started.

Nine decades passed ever since. The Dwarf traveled the world, and in every new corner he tried to make a difference. One thing, however, always eluded him. From his pocket, he pulled the jewel depicting the Tower of Ages, and as he look at the horizon from that mount in Korryn, he saw the shadow of the immense building. He knew, somehow, Jörg was telling him where his fate ultimately would be... It was finally time to meet the Bookkeeper.

Appearance and Behavior:

Arthorius is a short and somewhat overweight dwarf of 117 years. He is bald and use his long, white beard nicely trimmed and tied. Yet, it's clear the dwarf is bulky and strong - and if his scholar clothes don't really show it, trained and capable martially. Yet, what is crystalline is the root of his might: the dragon blood coursing through his veins, crossed with the heavenly Empyreal bloodline by the blessings of Nature.

An evangelist of Jörd, the good Nature goddess, Arthorius is a very wise yet somewhat shy man. He is calm and collected, with an overall monastic behavior. His entire grumpiness come uniquely from his social awkwardness; in truth, he is a soft hearted, loyal companion, fiercely dedicated to the good of Cardriss and his overall mission.

Role and Mechanics:

As a Dragon Disciple, Arthorius is somewhat of a "battlemage" - a martial individual with reduced arcane capabilities. His strength comes from exploring his draconic lineage and unleashing the wyrm within him. The arcane magic manifests in a sorcerer manner, as supposed - he's a combination of a blaster and party support/buffer.

In terms of role, he's more like a melee damage dealer, either fighting with his manufactured or his martial weapons. He carries an exotic composite longbow with him as well to still be able to be somewhat useful martially from a distance, even if not his true focus. Between his buffs and strength, he's able to be a somewhat efficient combatant.

Of course, his spell capabilities will never rival with that of a wizard, arcanist, or even pur sorcerer; neither his melee strength matches that of a barbarian or fighter. However, I feel he's in a nice niche spot that can still be efficient and help the party with buffs and support spells.

Character Sheet:

Arthorius Ravenholdt
Male dwarf dragon disciple 1/evangelist 3/unchained monk 1/sorcerer (crossblooded, wildblooded) 4 (Pathfinder Campaign Setting: Inner Sea Gods, Pathfinder RPG Ultimate Magic 69, 70, Pathfinder Unchained 14)
LG Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 25, touch 22, flat-footed 21 (+1 deflection, +2 Dex, +2 dodge, +2 enhancement, +1 insight, +3 natural, +4 Wis)
hp 109 (9 HD; 4d6+3d8+1d10+1d12+39)
Fort +10, Ref +9, Will +9; +2 vs. poison, spells, and spell-like abilities
Resist acid 5, cold 5
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 sansetsukon +13/+13/+8 (1d10+10/19-20) or
. . unarmed strike +12/+12/+7 (1d6+6) or
. . bite +12 (1d6+9), 2 claws +12 (1d6+6)
Ranged +1 adaptive orc hornbow +9/+4 (2d6+7/×3)
Special Attacks claws (2, 1d6, treated as magic weapons, 7 rounds/day), dragon bite, flurry of blows (unchained), stunning fist (3/day, DC 18)
Spell-Like Abilities (CL 9th; concentration +8)
. . 1/day—prayer
Sorcerer (Crossblooded, Wildblooded) Spells Known (CL 9th; concentration +13)
. . 4th (5/day)—dragon's breath[APG] (DC 18)
. . 3rd (7/day)—dispel magic, haste
. . 2nd (7/day)—acid arrow, create pit[APG] (DC 16), mirror image
. . 1st (7/day)—liberating command[UC], mage armor, protection from evil, shield, windy escape[ARG]
. . 0 (at will)—acid splash, dancing lights, detect magic, jolt[UM], prestidigitation, ray of frost, read magic
. . Bloodline Draconic, Empyreal
--------------------
Statistics
--------------------
Str 22, Dex 14, Con 16, Int 10, Wis 18, Cha 8
Base Atk +6; CMB +13; CMD 32 (36 vs. bull rush, 36 vs. trip)
Feats Deific Obedience, Dodge, Eschew Materials, Favored Prestige Class, Improved Unarmed Strike, Prestigious Spellcaster, Prestigious Spellcaster, Prestigious Spellcaster, Stunning Fist, Toughness
Traits draconic infusion, fate's favored
Skills Acrobatics +8 (+4 to jump), Appraise +0 (+2 to assess nonmagical metals or gemstones), Craft (jewelry) +14, Heal +6, Knowledge (arcana) +8, Knowledge (religion) +8, Linguistics +9, Perception +12, Spellcraft +12, Survival +8, Use Magic Device +11; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones
Languages Celestial, Common, Draconic, Dwarven, Elven, Giant, Orc, Protean, Svenic, Sylvan, Undercommon
SQ barrow warden[HA], bloodline arcana (energy spells that match bloodline energy deal +1 damage per die), dwarf sorcerer, family’s bond, stonesinger[APG]
Combat Gear wayfinder, vanishing, durable arrow (100); Other Gear adaptive orc hornbow, sansetsukon[UC], boots of the earth, dusty rose prism ioun stone, swarmbane clasp[UE], traveler's any-tool[UE], bedroll, belt pouch, flint and steel, masterwork backpack[APG], mess kit[UE], pot, soap, trail rations (5), waterskin, weapon cord[APG], wrist sheath, spring loaded (2), 446 gp
--------------------
Tracked Resources
--------------------
Armor Attunement (1/day) - 0/1
Arrow, durable - 0/100
Draconic Infusion (Acid, 4/day) - 0/4
Magic Claws & Bite (7 rounds/day) (Su) - 0/7
Prayer (1/day) - 0/1
Stunning Fist (3/day, DC 18) - 0/3
Trail rations - 0/5
Weapon Attunement (1/day) - 0/1
--------------------
Special Abilities
--------------------
+2 to acid and earth spell or spell-like ability damage Add +1/2 to acid and earth spell or spell-like ability damage.
Barrow Warden +1 to attack and AC vs. undead.
Bloodline Arcana: Draconic (Ex) +1 damage per die for [Acid] spells.
Darkvision (60 feet) You can see in the dark (black and white only).
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits.
Dragon Bite (Ex) Bite atacks deal 1d6 damage
Empyreal Your heavenly power derives from insight rather than force of personality.

Associated Bloodline: Celestial.

Bloodline Arcana: Unlike most sorcerers whose innate magic is powered by force of personality, you use pure willpower to m
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Family’s Bond (Sp) cure light wounds 3/day, shield other 2/day, or prayer 1/day
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Magic Claws & Bite (7 rounds/day) (Su) As a free action, gain 2 claw attacks that bypass DR as magic weapons. Bite attack deals 1d6 damage.
Stonesinger +1 effective level for [Earth] spells and earth-related class abilities.
Stunning Fist (3/day, DC 18) You can stun an opponent with an unarmed attack.
--------------------
Future spells?

corrosive touch
grease
stone shield
vanish

blindness/deafness
dragon voice
elemental touch
false life
invisibility
molten orb
pyrotechnics
resist energy
see invisibility

diamond spray
draconic ally
heroism
magic circle against evil
slow

charm monster
dimension door
enervation
invisibility, greater

acid pit