Palaveen

Dinvirte Babriote's page

53 posts. Alias of Chapel36.


Classes/Levels

Tiefling Arcanist (School Savant) 1

Crunch:
HP 8/8 | AC 14 T 11 FF 13 | CMD -1 | FORT +1 REF +3 WILL +3 | Init +7 | Darkvision 60’ Perc. +2 | Resist cold , elect, & fire 5

About Dinvirte Babriote

Dinvirte Babriote
Medium Tiefling Arcanist (School Savant) 1
CG Medium Tiefling Outsider (Native)
Init +7; Senses Perception +2, darkvision 60’
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Defense
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AC 14, touch 13, flat-footed 11 ( +1 armor, +3 dex)
HP 8 (1HD; 1d6+2)
Fort +1, Ref +3 Will +3
Resistances cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee Cold Iron Dagger -1 (1d4-1/19-20/X2)
Ranged Light Crossbow +3 (1d8/19-20x3)
Special Attacks Arcane Reservoir 3/4
Arcanist Spells Prepared (CL 1st; concentration +7)
. . 1st (2/day) - DC 15 - Color Spray , Stone Shield, Bonus - Ear Piercing Scream
. . 0th (at will) - DC 14 - Dancing Lights, Detect Magic , Prestidigitation , Bonus - Ray of Frost
Spell-like Abilities Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.

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Statistics
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Str 9, Dex 16, Con 12, Int 18, Wis 12, Cha 13
Base Atk +0; CMB -1; CMD 12
Feats Improved Initiative
Skills Knowledge (Arcana) +8; Knowledge (Local) +8; Knowledge (Planes) +8; Knowledge (Religion) +8; Perception +2; Spellcraft +8;
Background Skills Appraise +8; Knowledge (History) +8
Traits Drawback: Paranoid ; Magic: Magical Lineage : Burning Arc; Race: Prolong Magic; Regional: Arcane Graduate
Languages Common, Draconic, Elven, Goblin, Infernal, Orc
SQ Savant School: Evocation (Admixture) Opposition Schools: Enchantment, Necromancy; Arcane Reservoir, Consume Spells, Intense Spells; Versatile Evocation

Spell-like ability:
Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling’s class level.

Prehensile Tail:
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Favored Class +1 HP
Combat Gear bolts (10)
Other Gear light crossbow, cold iron dagger, explorer's outfit, haramaki, wizard’s kit, book lariat, paper (10 sheets), water purification sponge (23/25 uses), 17 gp, 6 sp, spellbook containing prepared spells plus all 0-level sorcerer/wizard spells; 1st-level – burning disarm, burning sands, ear-piercing scream, heightened awareness, identify

Step 1::
Write at least 5 background and concept elements that you feel are important to the image of your character. These can be a concept overview, a list of important life events, a physical description, a personality profile etc.

1.)”Does it really count as being paranoid if there are people after you?” Doinvirte dipped the tip of his tail into his cup of ale and let a couple of droplets fall onto the bar top. He watched the droplets for a few seconds, nodded, then took a long gulp from his mug.
2.) Dinvirte stumbled through the muck. His knees ached. His chest burned. His eyes stung. He had started his escape before the sun had come up and had been running long after the sun had gone down. The Tiefling struggled to his feet. It had been over a year since his abduction but, Din had finally managed to escape and he was not going back.
3.) ”Couldn't you have just, like, cast a spell to put him to sleep?”
Din blinked slowly, ”I told you when you came looking for help that I don't do subtle.” His fingers still tingled a bit where the cone of flame had erupted. He plucked a key from the smoldering corpse, ”Yeah, I feel bad that some guy had to die in order for us to rescue your daughter but, he's the one that took the job of guarding a prison for children.”

The first man choked on his spit, ”I-I keep telling you! They took my dog!”

”You had me kill a man over a dog?!”

4.) Din is what some call a “mercenary.” He prefers the term “Spellbook for Hire.” You need someone to provide a little backup on a rescue? He's got a spell for that. Basement of your shop overrun with rodents? There's a spell for that. Want to sacrifice a child to some obscure, dark god? Good luck pronouncing the words properly with your eardrums blown out. Sure, a Tiefling has to eat, but he also needs to have rules too.

5.) Din lives in Brindol but claims no particular place as home. He tries to not spend the night in the same place more than two or three nights in a row. Staying in one place only leads to being found. He used to stay at his friend, Ornwin’s, place at least once a week. He stopped though, after he was abducted from Ornwin's home and Ornwin was beaten. Notes on various conspiracies are written on sheets of paper and in the borders of his spellbook. Some of his more favorite theories:
•There's a collective that controls all governments. Any time a government official steps out of line a doppelganger is put in their place.
•Healing spells are addictive.
•Pelor is actually Zarus

Step 2::
List at least two goals for the character. At least one of these goals should be one that the character has, while another could be one that you, as a player, want to see developed over the course of the game.

Din heard mention of someone selling him to the cult and would love nothing more than to confront the person responsible.
I would like to see Din form close bonds with a tight group and (somewhat) get over his paranoia.

Step 3::
List at least two secrets about your character. One is a secret the character knows, one is a secret that involves them but that they are not actually aware of yet. This will help me in creating plots that centre around your character. I will also be creating a third secret which you as a player will not be aware of, so expect some surprises!

Secret that Din knows: there's a small cult of devil worshippers living near Rhest. Their end goal is trying to find a way to harness the Infernal to save the Vale.
Someone that claims to be a friend was behind the abduction. Ornwin received a good sum of coin in exchange for a Tiefling with arcane talent.

Step 4::
Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. Feel free to use characters mentioned in the Player’s Guide.

Lord Eshan Jarmaan – There's a reason why so many adventures begin in taverns. Information is freely – give or take a couple of drinks – given. Spend enough time in Ilya's without causing trouble and you eventually can call Eshan a friend. Din appreciates not having to worry about Eshan cheating and Eshan appreciates the information that Din brings.
Craz Fylon – the closest thing Din has to a prospective love interest. This Half-Orc Sorcerer also happens to be his greatest rival. More than one job has been foiled by Craz working for a different employer. Favoring illusions and enchantments, she complements Din’s own abilities quite well...if only they could work together without betraying each other.
Ornwin – a member of the River Bargeman and Din’s oldest friend in Brindol. Ornwin is a twitchy Halfling that often finds himself in tight spots due to his inability to keep his thoughts to himself. The two met when a group of toughs attempted to rob the Halfling in an alleyway. A well placed color spray from Din (who just happened to be passing by) put the four men on their backs. Unbeknownst to Din, Ornwin is the one that sold him out to the cultists. After Din spent an evening ranting about how Gnomes and Halflings are secretly the same race.

Step 5::
Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavour.

Din is paranoid and a conspiracy theorist.
Din always checks tests his food/beverage before eating or drinking.
Din makes a habit of trying to keep tabs on Craz. Usually, if he doesn't know what she's up to it means that she's taken a job against him.
Din once believed that he had caught Eshan cheating at cards. When Eshan proved 100% that he wasn't cheating, Din apologized and gave up drinking for a month.
Din often talks to his tail as if it has its own consciousness. He's not crazy. Not in that way. It just helps him think through problems.