Consortium Agent

Aduard Bookman's page

940 posts. Alias of Harakani.


Full Name

A

Race

Points:
HP 18/26 FS 0/1 SS 0/1 HeP 4/5

Classes/Levels

Defences:
AC 11(15) Touch 11 Flat Footed 10(14) CMD 12 Fort +1 Reflex +2(+1) Will +5 +2 vs fear/death

Gender

skills & init:
Init +1 Per +2 Know(All)+11 Know(Rel) +15

Size

E

Age

F

Special Abilities

G

Alignment

H

Deity

I

Location

J

Languages

K

Occupation

L

Homepage URL

M

About Aduard Bookman

CURRENT SPELL LOADOUT
At will—Light, Detect Magic, Acid Splash, Disrupt undead
1st—Magic Missile, Mage Armour, Magic Weapon, Magic Weapon, BLANK
2nd—False Life, Bestow Insight, BLANK
3rd—Haste, Ice Spears

names:


  • Adam (the real name of the Beast)
  • Adivion (comrade, represented Adam)
  • Brogol Stockl (comrade, dead - for now)
  • Dmitri (comrade, dead)
  • Esta Vyrelian (comrade)
  • Harrowstone (prison from the start)
  • Hergstag (place where children were killed)
  • Kendra Lorrimor (daughter of Petros)
  • Masozi
  • Petros Lorrimor (the professor)
  • Jonas of Caliphas (alias)
  • Mister Boots ('familiar', cat)
  • Radag Irefist (comrade, missing)
  • Saerael Corinson (maid)
  • Tomas Drey (driver)
  • Tondra Corinson (cook)
  • Willem Corinson (Valet)

Items
Wizard’s Kit 21gp
70gp of lackeys
2gp silver decorative trim
15gp of additional scribed spells (as per CRB)
Dmitri's Wake (2gp)
10gp change
1 flask of holy water (loot)
1 potion CLW (loot) used
1 haunt siphon (loot)
1 sunrod (loot)
a scroll of detect undead (loot)
a scroll of protection from evil (loot)
from: Post Harrowstone disbursement
+Potion of CWM x1
+2032.1 gp
Scribing
Eternal Hunger (Ghoul's Hunger, level 2) and Urgathoa's Blessing (Contagion, level 4)
-200gp
from:sending Edison shopping
-105 gp
+holy water
+potion of clw
+6 vermin repellents

Crunch:

Aduard Bookman
[spoiler=Crunch]
Wizard (Spell Sage) 5
CN Medium Humanoid(Human)
Init +1; Senses; Perception +1
----- Defense -----
AC 11, touch 11, flat-footed 10
AC (Mage Armour) 15, touch 11, flat-footed 14
hp 26 (5d6+0con+4fav)
Hero Points 5/5
Fort +1, Ref +2, Will +5+2 vs Fear and Death
----- Offense -----
Speed 30 ft.,
Ranged Acid Splash +3 1d3 acid
Ranged Disrupt Undead +3 1d6 acid
Space 5 ft.; Reach 5 ft.
Spells Memorized (CL 5; concentration +10)
At will—Light, Detect Magic, Acid Splash, Disrupt undead
1st—Burning Hands, Magic Missile, Mage Armour, Magic Weapon, BLANK
2nd—False Life, Make Whole, BLANK
3rd—BLANK, BLANK
----- Statistics -----
Str 8, Dex 12, Con 10, Int 20, Wis 12, Cha 12
Base Atk +2; CMB +1; CMD 13
Feats Breadth of Experience, Scribe Scroll, Heroes Fortune, Discovery: Feral Speech, Blood of Heroes
Traits Inspired by Greatness (+1 CL for Burning Hands), Reincarnated (+2 trait bonus on saves vs fear and death)
Skills Craft (Written Words) +9 1 rank, Knowledge: Religion +15 5 ranks, Knowledges: (Other) +11 1 rank x 9 Linguistics +9 1 rank, Profession (Author) +6 1 rank Profession (Other) +3, Spellcraft +13 4 ranks, Diplomacy +8 5 ranks, Bluff +8 5 ranks, Sense Motive 1 rank, Handle Animal +1 1 rank, Perception +2 1 ranks, Appraise +7 1 rank (35/35 ranks)

Languages Taldan, Draconic, Hallit, Skald, Varisian, Yithian, Aklo
SQ
----- Special Abilities -----
Discovery: Feral Speech
Silver Tongued (Ex/Sp/Su) +2 Diplomacy and +2 Bluff. Can increase attitude up to three times.
Focussed Spells (Su) once per day the spell sage's understanding of spells allows him to increase his caster level by 4 for a single spell cast.
Spell Study (Su) 1/day. Spontaneously cast any spell on the bard, cleric, or druid spell list as if it were a wizard spell he knew and had prepared. Casting the spell requires the spell sage to spend 1 full round per spell level of the desired spell (if the spell is on multiple spell lists indicated above, using the lowest level from among those lists) and requires expending two prepared spells of that spell level or higher; if the spell's casting time is normally 1 full round or longer, this is added to the spell sage's casting time. For example, if a spell sage wants to use spell study to cast cure light wounds (cleric spell level 1st), he must spend 2 full rounds casting and expend two prepared wizard spells of 1st level or higher.
HeroicWhen levelling, gain 2 hero points instead of 1.
Blood of HeroesWhen levelling, gain 2 hero points instead of 1. Total 3 per level.

Spellbook
All common zero level spells
9 1st (1x8+1): Alarm, Burning Hands, Floating Disk, Magic Missile, Mage armour, Sculpt Corpse, Feather Fall, Crafter’s Fortune, Vanish, Magic Weapon, Protection from Evil
2 2nd: False Life, Make Whole, Bestow Insight, Eagle’s Splendour, Ghoul’s Hunger
2 3rd: Haste, Ice Spears
1 4th: Contagion
Note: Ghoul’s Hunger and Contagion came from Feeding Your Hunger.

Personality:

Bookman is jaded and cynical. He still thinks of himself as evil - and he’s done a lot of evil - but the envy, greed and lusts that drove him to those acts have muted over time. For decades his ‘evil’ has been pretty much just minor selfishness or what is necessary for survival. In short he’s drifted away from evil. This actually makes it easy for him to empathise with even monsters - he sees little difference between himself and them.
Bookman admired the professor greatly. He thinks that’s because the professor was skilled, respected and driven. Actually his admiration is as much envy; the professor was almost universally liked, with many fast and strong friends.
Bookman is playing the “Bookman Persona”, a Byronic figure (“a man proud, moody, cynical, with defiance on his brow, and misery in his heart, a scorner of his kind, implacable in revenge, yet capable of deep and strong affection”)

Appearance:

Tall and thin, Aduard Bookman looks as if he has been stretched somehow. Long black hair with a high widow’s peak makes his pale skin seem even paler.
He is wearing a Dark blue clean city long coat with a silver trim over a practical dark blue shirt and pants, also with silver trim. Black polished riding boots on his feet suggest he does not walk much, and black gloves on his fingers suggest he also does little with his hands. If the weather is inclement he wears a strong, lined black cloak with a deep hood, almost always covered in little white cat hairs.
He carries little beyond a few pouches; and a book satchel of leather strung over his shoulder.
Around town he is accompanied by his valet, and occasionally his other servants.

10 minute background:

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!
  • 1. Very, very old, has lived a lot of different lives.
  • 2. Has been the villain in a lot of stories, never the hero
  • 3. As time has passed life has seemed more and more meaningless. No longer really seeks power, money, fame or glory as everything is transient.
  • 4. Has no real friends - except his cat
  • 5.Normally a lot more powerful, but temporarily weakened by his transition (mechanically will level up, spell sage gives hints of greater power)

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 should be one that you, as a player, want to see developed over the course of the game.

  • 1. Find the story he sent to the Professor
  • 2. Investigate and avenge (if necessary) the Professor’s death
  • 3. Become the professor (player goal)

Step 3: List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet. This will help me in creating plots that center 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!

  • 1. Big Secret: is a body-hopping semi-immortal evil wizard.
  • 2. He hasn’t found a way to escape judgement; the device moves memories, not souls. Pharasma is capable of splitting souls in this case. There’s a special place in Hell full of his past lives. This body actually has a chance to escape such punishment.
  • 3. He has a child - and he doesn’t know

Step 4: Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile. If you like, you can include an enemy of yours here as well, so I have an instant NPC nemesis to throw at you.

  • 1. Jonas of Caliphas: the body he currently wears. Jonas was an up and coming young wizard a desperate Bookman hired to teleport him to a cave out in the middle of nowhere at very short notice. His payment was an impressive headband of intellect, which he left with his wife. Jonas was not carefully picked and unlike other bodies actually has a wife and friends who might miss him and know enough to do something about him. Jonas used to be a member of an adventuring group (unknown to Bookman) and at least one of them found out Jonas had returned to Caliphas before vanishing. Now she’s tracking him down, slowly but surely.
  • 2. Mister Boots: Not a person, per se, more a “trained” cat. Mister Boots befriended a very, very lonely Bookman when he was a kitten. Bookman has looked after him ever since. There tends to be an assumption that Boots is a familiar. He’s not. Bookman cares about very few things and has literally bathed in the blood of his enemies, but he cares about Boots.
  • 3. Tomas Drey: When he got back to Caliphas he discovered Lorrimor had passed on. Realising there was a chance to intercept the story he used the invitation to the funeral as a reason to come. That meant assembling the “Bookman persona” on a shoestring. He used almost the last of the money he was carrying to hire some servants from an agency. Sensing his desperation they had him pay a year in advance, three year’s bond and then offloaded the worst manservants they had available.Tomas Drey is Bookman’s driver. Tomas is a good driver, but not as good as he thinks, and overly reckless. When told to “drive as if the hounds of hell were after you” he did. The carriage and carriage horses were both lost a day outside Ravengro, and the whole party nearly died, saved only by the quick casting of featherfall
  • 4. Tondra Corinson: Bookman’s cook, she used to cook for a fishing village inn. The Woman knows a hundred dishes with fish, and three without. Bookman can’t stand fish.
  • 5. Willem Corinson: Tondra’s large husband is Bookman’s valet. He used to be the bouncer at the inn where Tondra cooked. He's more than a bit suspicious his employer might be involved with his daughter.
  • 6. Saerael Corinson: Tondra and Willem’s daughter is, in theory, Bookman’s maid. Quite attractive she likes men to like her, and likes even more when they get hurt because of it - often at the hands of her father Willem. She normally does little more than flirt, but the fact Bookman (who once bound a succubus for a year) barely notices her has been taken as a challenge.
  • 7. Cold Trade Customer: There’s a market for the forbidden books, and Bookman is part of a network that often trade them around. Indeed more than a few of his novels have been banned in more sensitive provinces.

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 flavor.

  • 1. Bookman often runs his hand through his hair. He’s had a number of heads over the years, but his headband of intellect his been his constant companion for five hundred years.
  • 2. Bookman writes in his diary constantly - having lost his earliest memories he is very protective of preserving his identity. He spent centuries studying the writing on the Transferral Cave (Yithian) and uses that to take his notes.
  • 3. Bookman sleeps with a light on, and the door locked. There’s too many things he’s met that can use darkness.