Demon Slayer

Tural Imoroa's page

114 posts. Alias of Daedalus the Dungeon Builder.


Full Name

Tural "Ember" Imoroa

Race

HP 10/10, Init +1, Per +1, AC 12/11/11, Fort +1, Ref +2, Will +3

Classes/Levels

Spoiler:
Arcane Reservoir 4/5,
Level 1 Spells:
5/5, Color Spray, Grease
, 1/1 Pyrotchnics

Gender

Male Emberkin Aasimar Occultist Arcanist 3

Size

Medium

Age

23

Alignment

N

Deity

None

Location

Riddleport

Languages

Celestial, Common, Draconic, Elven, Infernal, Halfling, Sylvian, Varisian

Occupation

Magical experimenter and Alchemist

Strength 10
Dexterity 12
Constitution 8
Intelligence 19
Wisdom 10
Charisma 16

About Tural Imoroa

Male Aasimar (Emberkin) Arcanist (occultist) 3
N Medium Outsider (native)
Init +1; Senses Perception +1, Darkvision 60 ft.
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Defense
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AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 10 (3d6-3)
Fort +1, Ref +2, Will +3
Resist Fire 5
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Offense
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Speed 30 ft.
Melee +1 dagger (1d4/19-20)
Ranged +2 light crossbow (1d8/19-20)
Special Attacks arcane reservoir (4/5 points) (potent magic, Conjurer's Focus)
Spell-Like abilities
1/day- pyrotechnics (DC 15)
Arcanist (occultist) Spells Prepared (CL 3rd; concentration +7)
. . 1st (5/day)—color spray (DC 15), grease (DC 15), magic missile
. . 0 (at will)—detect magic, mage hand, prestidigitation, ghost sound, dancing lights
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Statistics
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Str 10, Dex 12, Con 8, Int 19, Wis 10, Cha 16
Base Atk +1; CMB +1; CMD 12
Feats Summon Neutral Monster
Traits Destined Diplomat, Paranoid (Drawback), Researching the Blot, Resilient
Skills Diplomacy +9 (+11 v. outsiders), Disguise +4, Knowledge (Arcana) +10, Knowledge (local) +8, Knowledge (Planes) +12, Knowledge (Religion) +9, Spellcraft +12; Craft (Alchemy) +12, Linguistics +10, Perception +1
Languages Abyssal, Celestial, Common, Draconic, Elven, Infernal, Terran, Undercommon, Ignan, Varisian
SQ Consume spells, Conjurer’s Focus, Planar Spells
Other Gear: 69 gp, 7 sp, 6 cp, Arcanist’s kit (backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin), Artisans’ tools (Craft [alchemy]), a Bandolier, Candles (10), chalk (2), Crossbow bolts (50), a Dagger, Dice (2), an Explorer’s Outfit, a Light Crossbow, a Haramaki, oil (2), parchment (sheet) (5), sack (2), string (2), a waterproof bag, and a wrist sheath.
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Special Abilities
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Class Abilities:

Arcane Reservoir (su) (4 points:)
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 the arcanist prepares 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 arcane 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

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. She can use this ability a number of times per day equal to her Charisma modifier (minimum 1). 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.

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 reservoir 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 effect immediately ends. This ability replaces the arcanist exploit gained at 1st level.
Favored Class Bonus
+2/6 Arcane Exploit

Planar Spells

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.



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Spellbook:

Spellbook:
0-level spells
(All from CRB, APG, and UC)
1st-level spells
Charm Person, Color Spray, Grease, Magic Missile, Silent Image, Summon Minor Monster, Vanish, Enlarge Person, COin Shot

Background:

Born in the Varisian countryside, Tural was obviously blessed from birth, with bright fiery eyes, coppery skin, hair that seemed to be spun from sunlight, and an almost supernatural aura of grace and intelligence. Defying all expectations, his sorcerous talent emerged incredibly soon, with Ember’s parents finding him playing with celestial dogs and birds from the age of six. Unfortunately for him, his phenomenal talent caught the attention of the Drow wizard Galvari, who destroyed Tural’s village, killing all its inhabitants and kidnapping the boy at the age of ten. Over the next several years, the wizard experimented upon him, testing his natural resilience and resistance, exposing him to flame and frost, storms and dangerous chemicals, and diseases common and magical. Galvari tested the boy to his limits and beyond, shattering his once-vigorous vitality, but enhancing his already formidable intellect and leaving him scarred emotionally and physically. His body was changed forever, losing much of the bright luster of his youth. However, his master held off on fleshwarping the boy, unwilling to potentially waste such a valuable specimen. During this time, he also learned to focus his power from uncontrolled bursts of arcane energy into finely tuned, if basic, spells. After years of torture, Tural finally came out from under his master’s rule when a Lantern Bearers patrol killed Galvari and freed Tural at the age of 18. They tended to his injuries, swearing him to secrecy regarding the Drow, and saving his life.
Unfortunately, the elves were too late to save the Aasimar’s outlook on life. Once a follower of Desna, he lost all faith in the goddess in his years of captivity. Now free to pursue his own path, he recalled to the days of his youth when all the creatures of heaven were his allies. Calling upon them once more, he found that now a new creature answered his call- that of the Abyss. Learning from both light and dark, chaos and order, he found himself balancing their advice, balancing letting his power flow freely and destructively and channeling it purposefully to protect and help. Now, he uses magic as a tool, seeing it as a way to compensate for his physical shortcomings, and protecting himself (and sometimes others) with his magical talent. Of course, he’s just as likely to charm a shopkeeper for a better deal as he is to protect a commoner from a charging lion.
Now, Tural searches for answers wherever he can find it, in the distant ends of the Great Beyond, the far corners of Golarion, and in faiths well-known and obscure. He currently lives on a knife’s edge; teetering between good and evil, order and chaos, ready to be swayed by anyone able to convince him. Frequently trusting in luck, he will often make a decision by flipping a coin or gambling.
Recently, Tural heard of Riddleport, and set off travelling for the city in hopes of finding meaning in the Cyphergate. Upon arriving, and seeing the shadow over the city, his curiosity took ahold of him and he began looking into the mysterious Blot. Tonight, however, he is interested in only what Lady Luck has in store for him at the Gold Goblin.

Meeting Tural:

As you approach Tural, the first thing you notice about him is that his deep, reddish-brown eyes gleam with an inner fire. Looking into his eyes, you see flames reflected in them. One eye had red-black flames blazing wildly, while the other has white-gold flames burning at a more gentle, controlled pace. Once you manage to break your gaze away from his commanding eyes, you notice his copper hair has a faint red-gold sheen to it. (Think his avatar image, only less so. He looks much more like a human than angel, but he would never be mistaken for either.) Beyond that, you can’t get too much of a read on him. He is wearing impressive red robes, so he appears to be a sorcerer or wizard of some kind, but with every look at him, the less certain you are of anything about him. While of average build, he seems both frail and has a wiry toughness about him at the same time. While he commands attention in the room, he alternates between being confident and incredibly nervous, as though he is terrified of everything, but is trying to put up a front as to not appear weak. He takes a deep breath as he walks up to you. Extending a hand, he meets your gaze for a moment before glancing around the room nervously.
“Greetings,” He has a gentle, soft-spoken voice, yet still captures your attention, “I am Tural. What would your name be? Come and sit with me. What brings you to Riddleport? Fame? Fortune? Knowledge? Or is it something more mundane, such as love or faith?” After talking to him for a while, you start to understand him a bit better. He is very inquisitive about your faith, and he seems to be a man adrift, looking for a goal, full of untapped potential. As the thought crosses your mind, he pulls out a coin and flips it. He catches it in his hand and looks at it for a moment. Then he laughs, “Fortune favors you, friend! Let me buy you a drink or a bite to eat!” and hails the bartender.
(If you look hard enough, you see the evidence of numerous scars covering his body, but all have been covered up effectively, even if not professionally.)

Playstyle:

The way I think I’ll play Tural is that he is looking for meaning wherever he can find it. I like this idea, as it lets him develop organically over play. At the start, however, he will be played a bit like Two-Face, flipping a coin to make important decisions, and on a mere vagary of chance could give significant amounts of money away or heartlessly slaughter foes that were obviously ready to surrender. He is looking for a faith at the moment, as well, so any suitably dedicated followers of a faith could sway him without too much difficulty. Otherwise, I’ll let him develop his faith organically. At the moment, I think his current fixation on luck, fate, and chance, along with his search for knowledge and meaning might lead him eventually to the faith of Nethys, Calistra, or Shelyn. While I would normally set a character so interested in luck on the path of Desna, his early worship of her, and her perceived willingness to let him suffer has turned him away from the goddess. (That’s not to say that he would never again worship Desna, only that he has no interest in her at this time.)
He knows he’s frail and physically weak, so he relies on summoned creatures to protect him. He will summon both celestial and fiendish creatures, as the situation demands, seeing all outsiders as the same. (Different ideologies, certainly, but fundamentally the same.) He is deeply scarred, both emotionally and physically, but does his best to cover up his wounds. That being said, he sees all magic as tools he can use to cover for his physical shortcomings

Explanations for Choices:

So, a few explanations/justifications for my character choices, to let you see what I was thinking:
Race/Class Combo:
Okay, I’ll admit it. I love the flavor of Aasimars, and I do like the synergy between Emberkin and Arcanists. However, I also like the idea of an aasimar seeking council from angels, inevitables, proteans, and devils alike. Hence, the occultist Arcanist. The whole “fallen angel” theme going along with Peris (Perii?) also works well for this concept. It’s just bursting with flavor, and I’m really looking forward to using Planar Ally to call upon both inevitables and proteans, getting them to teach me the ways of the arcane.
Class:
In my mind, arcanists are sorcerers who, instead of fully embracing their wild and mysterious blood, seek to shape it into highly controlled and varied spells like a wizard does. As such, a native sorcerer (likely with the celestial bloodline-unsure if I’ll explore this mechanically) seeking to master his power as a wizard would naturally fall into the category of arcanist. Furthermore, I like the idea of an arcanist being mentored by two schools of thought- one teaching him to embrace his inner divine spark and letting it blaze brightly for all, and the other teaching him to enslave his natural talent and use it for his own gain exclusively.
Ability scores:
Tural was born intelligent (about 16 Int), wise (16ish Wis) and hardy (14 Con). However, his time spent being experimented upon in all manner of magical and alchemical ways have shattered his physique and mind, fracturing his perception of the world and demolishing his health. However, his new worldview has granted him extra clarity, and his frail body instead enhances his intelligence to nearly the peak of human (or aasimar) intelligence. His strength and dexterity were mostly unaffected during this time. (I normally wouldn’t play a character with a penalty to Con, but it seemed fitting for this character. I hope to increase it somehow later in the game, be it through spells, items, or even taking a 1-level dip into a synthesist Summoner.)
Traits:
Destined Diplomat: Tural is quite at-home with the great beyond, shattering the border to the outer planes with the slightest effort and maintaining the call for much longer than usual.
Paranoid: Tural is not paranoid so much as he is untrusting, doubting that anyone, even if able to help him, would actually. He is also highly self-reliant, and would rather do something he knows he can do on his own, only ceding to others when they clearly demonstrate their skill.
Researching the Blot: This is explained in his backstory.
Resilient: While his physique is shattered compared to where it once was, he still has enough inner fortitude to scrape through most common ailments, if only barely.