Gadak Simiryin

Arca Wormbane's page

197 posts. Alias of Aebliss.

Full Name

Arca Wormbane




Wizard 8 (Abjurer); Init +2; Darkvision 120 ft,; Perception +5; AC 19 (touch 15, flatfooted 15; +4 armour, +2 Dex., +1 natural, +2 deflection), SR 19, hp 37/57; Fort +5; Ref +5; Will +8





Special Abilities

Arcane bond, Arcane school (Abjuration), Cantrips, Darkvision, Energy Absorption 21, Fire resistance 5, Opposition schools, Protective ward




Brigh, Gozreh, Nethys


Azlanti, Celestial, Common, Draconic, Elven, Goblin, Orc, Sakvroth, Undercommon, Varisian

Strength 8
Dexterity 14
Constitution 14
Intelligence 20
Wisdom 13
Charisma 10

About Arca Wormbane

NG Medium Drow Wizard 8 (Abjurer)
Init +2; Senses Darkvision 120 ft, Perception +5

AC 17 (+2 Dex., +1 natural, +4 armour)
SR 19
hp 57
Fort +5*; Ref +5*; Will +8*
* Cloak of resistance +1

Speed 30 ft.
Melee +4 Dagger 1d3-1; Quarterstaff 1d4/1d4-1
Ranged +7 Dagger 1d3-1

Str 8, Dex 14, Con 14, Int 20*, Wis 13, Cha 10
* Headband of Intellect +2

Base Atk +4; CMB +4; CMD 16

Craft construct
Craft magic arms & armour
Craft wondrous item
Extend Spell
Scribe Scroll

Craft (alchemy) +11 (3 ranks, +5 Int, +3 class skill)
Craft (clocks) +11 (3 ranks, +5 Int., +3 class skill)
Craft (sculpture) +11 (3 ranks, +5 Int., +3 class skill)
Acrobatics +5 (+2 Dex, +3 familiar bonus)
Diplomacy +5 (5 ranks)
Knowledge (arcana) +16 (8 ranks, +5 Int, +3 class skill)
Knowledge (dungeoneering) +10 (2 ranks, +5 Int., +3 class skill)
Knowledge (history) +10 (2 ranks, +5 Int, +3 class skill)
Knowledge (planes) +13 (5 ranks, +5 Int., +3 class skill)
Knowledge (religion) +10 (2 ranks, +5 Int., +3 class skill)
Linguistics +14 (6 ranks, +5 Int, +3 class skill)
Perception +5 (2 ranks, +1 Wis, +2 feat bonus)
Ride +6 (+2 Dex, +4 racial)
Spellcraft +16 (8 ranks, +5 Int, +3 class skill)
Stealth +12 (+2 Dex, +4 racial, +4 size, +2 trait bonus)

Traits Color-Thief, Gifted Adept (Magic Missile)

Languages Azlanti, Celestial, Common, Draconic, Elven, Goblin, Orc, Sakvroth, Undercommon, Varisian

SQ Arcane bond (monkey familiar)
Arcane school (Abjuration)
Energy Absorption 24 (3 x Wizard level; first immunities, resistance, vulnerabilities, rest goes to absorption. Damage in excess of absorption applies as normal.)
Immunities: Drow are immune to magic sleep effects and gain a +2 racial bonus on saving throws against enchantment spells and effects.
Light Blindness: As deep underground dwellers naturally, drow suffer from light blindness. Abrupt exposure to any bright light blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area
Opposition schools (Enchantment, Necromancy)
Protective ward 6/day (+2 deflection to AC for 3 rounds, all allies within 10 ft.) 5/6
Resistance 5 (fire)
Spell-Like Abilities (Su): Drow can cast dancing lights, darkness, and faerie fire, once each per day, using their total character level as caster level
Spell Resistance: Drow possess spell resistance (SR) equal to 11 plus their total number of class levels.
Superior darkvision. Drow possess superior darkvision, allowing them to see perfectly in the dark up to 120 feet.
Weapon Familiarity: Drow are proficient with the hand crossbow, rapier, and shortsword.

0 - All except Bleed, Daze, Disrupt undead and Touch of Fatigue
1 - Ear-Piercing Scream, Expeditious retreat, Grease, Mage armor, Magic missile, Magic weapon, Obscuring mist, Shield
2 - Fire Sneeze, Knock, Limp Lash (x), Masterwork transformation, Mirror image, Protection From Arrows, See invisibility
3 - Charm monster (x), Daylight, Dispel Magic, Fireball, Magic Circle Against Evil, Slow, Summon Monster III
4 - Arcane eye, Black Tentacles, Phantasmal killer, Shout, Summon Monster IV

Angvar's spellbook

0 - All
1 - Grease, Hold Portal, Identify, Magic Aura, Magic Missile, Shield, True Strike

Nolveniss' spellbook

0 - Ghost sound
1 - Colour spray, Disguise self, Magic aura, Silent image, Ventriloquism
2 - Blur, Hypnotic pattern, Invisibility, Magic mouth, Minor image, Misdirection, Phantom trap
3 - Displacement, Illusory script, Invisibility sphere, Major image
4 - Hallucinatory terrain, Illusory wall, Greater invisibility, Phantasmal killer, Rainbow pattern, Shadow conjuration
5 - Dream, False vision, Mirage arcana, Nightmare, Persistent image, Seeming, Shadow evocation

Spells/day 4/6/5/5/4; X = cast
0 - Detect magic, Mending, Prestidigitation, Ray of frost
1 - Ear-piercing scream x2, Magic Missile, X, X, Shield*
2 - Fire sneeze x2, X, Mirror image, Protection from arrows*
3 - Dispel magic*, Fireball, Slow, Summon monster III, X
4 - X, Extended magic circle against evil*, Greater invisibility, X

10 gp, 1 sp.

Alchemist fire
Amulet of natural armour +1
Angvar's spellbook (all cantrips, 7 1st-level spells)
Bag of Vicious Caltrops (Goblins of Golarion)
Bracers of armour +4
Case, map or scroll
Cloak of resistance +1
Monkey familiar ("Minky")
Headband of Intellect +2
Nolveniss' spellbook
Parchment, 9 sheets
Pearl of Power I x 2
Pearl of Power II
Potion of Cure light wounds x4
Pouch of diamond dust
Rations 10
Rod of Extend Spell
Rope, silk, 50 ft.
Scroll of Bleed (x)
Scroll of Grease (DC11)
Scroll of Haste
Scroll of Obscuring Mist
Spell component pouch
Staff of Dark Flame (10)
Tindertwig x6
Toss Glove (Goblins of Golarion)
Wand of Shocking Grasp (5 charges)

Special material crafting

He was always a little different, Mogmurch, even when he was only just whelped. While his brothers and sisters squabbled, he watched in silence and snatched food while they were busy fighting each other. Even after he was let out of the cage and allowed to live among the other adults, he was quiet and calculating, always watching for advantage before he did anything. It was annoying! So annoying to the other Goblins. In time, the tribe's Chief decided to keep the annoying Goblin close, before he started looking for ways to take over. That was actually a good day.

Mogmurch became the Chief's 'little voice', the little voice that should be in the back of your head and tell you when something is not a good idea. Except the Chief did not want little voices in your head, so he made Mogmurch do it. It worked; the Chief could just ignore Mogmurch, and Mogmurch could watch and think in silence without anyone hitting or kicking him for it. Sometimes the Chief sent him away to look at things and think about things somewhere he did not have to see him or hear him, and those were good days, too. Mogmurch went to the old places, where the dead humans of ancient history had once built big cities and now there were only ruins. He looked at the ruins and the writings on their walls - he was just so curious, he could not help himself! That was the start of bad things to come.

Goblins alone do things that are as stupid as the things Goblins do together. Mogmurch started thinking about the magic of the dead humans. Humans wrote down their magic, and every Goblin knew that sucks the words out of your head. But the ancient humans had magic, again and again. Maybe they could suck the words back out of the page and into their heads? Mogmurch thought it might be so. He thought it could be so. He thought it must be so. He thought he must find out; magic was wonderful, and he wanted some for himself. That was the second step on the path to bad things to come.

He found the dying half-Orc on the edge of the tribe's territory. The tribe had found the half-Orc first, and they had cut him up good, then left him to die. Mogmurch thought of passing by, thought of giving him the final stab - and then he saw the scattered pages of a book, torn apart by the tribe's warriors. He thought the half-Orc must know writing, must know reading - and he dragged him away to a little cave he knew. He did not know much medicine, but the half-Orc had potions. He poured potions down the half-Orc's throat, brought him food, made fire for him. Slowly, the half-Orc got better, and he agreed to teach Mogmurch the writing secrets, the magic secrets he craved for. That was the third step.

Mogmurch should not have done it. He should have stabbed the half-Orc before he was all better. He should not have made the book. But he did not and he did. One day when he came to look in on his patient, the half-Orc was not there. Instead, when he returned to the tribe's home, there were dead Goblins, burned homes, and one dead half-Orc. So much damage, so much death, from one Wizard. Exciting! But the Goblins were moving around, the strong among the survivors kicking the weak out of their homes, and when one of them kicked Mogmurch out of his home, they found the book, the book with his magical writings. That was the end.

They branded Mogmurch's face with words, the shaman cursed him and took away his name. They kicked Anklebiter the Insane out of the village, a Goblin alone, doomed to live and die alone. Such a bad, bad day - maybe. He went to the places of the dead humans again, rummaged in the debris of history, looking for power. He went to the places of the living humans, too, and rummaged in their waste piles. So much stuff! So many things to hear, if he just kept quiet and hid from them. When he disguised himself, he could even sneak through their town and find out more. So scary! So dangerous! So exciting!

No more Goblins; none of them would have him, except other exiles. He had to find something else. Maybe not the Varisians; they hated Goblins. But other creatures also passed through the Varisian towns. He could leave with them, maybe. Travel out of Varisia and find other places, other magics for his collection. He could go; he was free.

He would start in Riddleport. Riddleport let most creatures in, so long as they had money.

Future goals:
Anklebiter wants to know. Although it was a painful event, his banishment from the tribe has been a blessing in disguise; he has nothing left to tie him to Goblin life, which did not suit him all that well. He has the whole world in front of him, with knowledge everywhere, and he wants to take it in.
The second thing he wants is power; magical power. He has some undefined ideas of what he might do with great magical might, but he knows he wants it. Perhaps he'll carve himself out his own realm, if he can find a place not claimed by others, and start a whole new Goblin tribe. Or maybe he will found a school. He feels that with enough knowledge and power, the sky is not even a limit to what he might achieve.