![]()
About Argor BlakrosTracking:
Reservoir: 12/18 (Starting: 12/18)
Hero Points: 3 PREPARED SPELLS: Base DC = 20 + Spell Level
Staff/Wands:
Argor Constantine
Arcane Reservoir (Su):
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 preparing 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 arcanist 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. Cantrips:
Arcanists can prepare a number of cantrips, or 0-level spells, each day as noted on the table above. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast. 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. 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. Planar Spell:
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. 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 spell reserve 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 immediately ends. This ability replaces the arcanist exploit gained at 1st level. Familiar (Ex):
An arcanist with this exploit can acquire a familiar as the arcane bond wizard class feature, using her arcanist level as her wizard level to determine any of the statistics and abilities of the familiar. If the arcanist receives a familiar from another class, her levels of arcanist stack with the levels from that class when determining the familiar's statistics and abilities (this ability does not stack with a familiar gained through the bloodline development exploit; she must choose one or the other). Quick Study (Ex):
The arcanist can prepare a spell in place of an existing spell by expending 1 point from her arcane reservoir. Using this ability is a full-round action that provokes an attack of opportunity. The arcanist must be able to reference her spellbook when using this ability. The spell prepared must be of the same level as the spell being replaced. Planar Contact (Sp):
At 7th level, an occultist can cast augury once per day and contact other plane once per week, using her arcanist level as her caster level. This ability replaces the arcanist exploit gained at 7th level. Potent Magic (Su):
Whenever the arcanist expends 1 point from her arcane reservoir to increase the caster level of a spell, the caster level increases by 2 instead of 1. Whenever she expends 1 point from her arcane reservoir to increase a spell's DC, it increases by 2 instead of 1. Metamixing (Su):
The arcanist can expend 1 point from her arcane reservoir to add a metamagic feat that she knows to a spell as she casts it without affecting the casting time (though using a higher-level spell slot as normal). She can use this ability to add a metamagic feat to a spell that she prepared using a metamagic feat, although she cannot add the same metamagic feat to a given spell more than once. -------------------- -------------------- STATISTICS -------------------- Str 14, Dex 16, Con 12, Int 30, Wis 10, Cha 10 Base Atk +6/+1; CMB +8 (misc mods); CMD 21 Drawback:
Traits:
Feats:
Skills: 13/level (2 Wizard + 10 Int + 1 Human)
Racial Modifiers: +2 Int
Spellbook (Volume 1): 100 Pages Total, 0 Remaining (Value: 1,960 gp, Time to Copy: 44 hours, Cost to Copy: 980)
Level 0, 24 Pages Used:
Abjuration: Resistance Conjuration: Acid Splash, Drench Divination: Detect Magic, Detect Poison, Read Magic Evocation: Dancing Lights, Flare, Light, Ray of Frost, Spark, Breeze, Penumbra, Scoop Illusion: Ghost Sound, Haunted Fey Aspect Transmutation: Mage Hand, Mending, Message, Open/Close, Jolt, Root Universal: Arcane Mark, Prestidigititation Level 1, 10 Pages Used:
Abjuration: Shield Conjuration: Grease, Summon Monster I, Mage Armor, Unseen Servant, Mount Evocation: Magic Missile, Burning Hands Illusion: Color Spray Transmutation: Enlarge Person Level 2, 24 pages used:
Conjuration: Summon Monster II, Web, Create Pit Divination: See Invisibility Evocation: Scorching Ray, Flaming Sphere Illusion: Invisibility, Mirror Image Necromancy:False Life, Command Undead Transmutation: Bull's Strength, Darkvision Level 3, 42 pages used:
Abjuration: Dispel Magic Conjuration: Spiked Pit, Stinking Cloud Divination: Tongues Enchantment: Suggestion, Heroism, Hold Person Evocation: Lightning Bolt, Fireball Illusion: Invisibility Sphere, Displacement, Major Image Transmutation: Haste, Gaseous Form, Slow Universal Spellbook (Volume 2): 100 Pages Total, 0 Remaining (Value: 4,440 gp, Time to Copy: 50 hours, Cost to Copy: 2,220 gp)
Level 1, 1 page used:
Divination: Heightened Awareness Level 2, 4 pages used:
Evocation: Gust of Wind
Transmutation: Tears to Wine Level 4, 40 pages used:
Abjuration: Stoneskin, Dimensional Anchor Divination: Scrying Enchantment: Charm Monster, Confusion Illusion: Phantasmal Killer, Greater Invisibility Necromancy: Enervation Transmutation: Telekinetic Maneuver, Stone Shape Level 5, 55 pages used:
Abjuration: Break Enchantment, Mage's Private Sanctum Conjuration: Teleport, Wall of Stone Enchantment: Feeblemind Evocation: Wall of Force, Icy Prison, Sending Transmutation: Baleful Polymorph, Fabricate Spellbook (Volume 3): 100 pages Total, 38 Remaining
Level 3, 3 pages used:
Divination: Arcane Sight Level 5, 20 pages used:
Conjuration: Hungry Pit, Plane Shift
Transmutation: Fabricate Universal: Permanency Level 6, 42 pages used:
Abjuration: Greater Dispel Magic
Divination: Analyze Dweomer Evocation: Chain Lightning Illusion: Veil Transmutation: Disintegrate, Enemy Hammer, Form of the Dragon I Evolutions: 12 points available, 11th Level (+10 NA, +5 Str/Dex)
Adrenia
Location: Adrenia
Location: Manor, Verde Heights
The Sanctum (Secret Vault):
Carrying Capacity Light: (0-43 lbs.) Medium: (44-86 lbs.) Heavy: (87-130 lbs.)
Fame: 83
NPC Staff:
Downtime:
Nobles Saved:
Boons:
===================================================
Background:
Carzien was a poor merchant who lived in the port city of Ostenso of Cheliax. His wife, Clarice, suffered a difficult birth of their son, Argor. Carzien did not have enough money to pay for the powerful magics necessary to keep his wife alive, and as such, the love of his life died three days after their child was brought into this world. Carzien, crushed with grief, gave up the child for adoption, unable to look upon his face and not being reminded of the loss his birth caused. After taking him to the orphanage, Carzien walked into the Inner Sea, taking his own life in grief.
Argor was raised by the staff of the orphanage, and watched silently as child after child was given a home, all the while he was neglected. He spent many an hour as the brunt of some cruel joke or prank at his expense, and could not get any help from those taking care of him at the orphanage. He spent more and more time hiding in the library reading books long neglected by the staff and other children at the orphanage. He found that reading was an incredible escape, and marveled at the stories held upon the pages of the books he read. One day, he stumbled across something hidden away in the library that he did not understand. It was a dust covered, mildewed book with strange writing and pictograms. Eventually, he deciphered it for what it was, the means of summoning a creature from another plane to perform his bidding. Elated at the prospect of finally having a way to get back at those who tormented him, Argor wholeheartedly dedicated himself to mastering the spell. The next time he was confronted by his usual tormentors, he reacted in a way they did not expect. He began the practiced gestures necessary for the spell, and called forth an eagle with wings tipped with hellfire and talons the color of obsidian. The bullies fled, with the eagle harassing their retreat as Argor smugly looked on. Out of fear, the caretakers at the orphanage cast him out, claiming he was a danger to the other children there. However, the entire scene had been observed by a young traveling wizard named Strathix Constantine, and the man offered to take Argor on as an apprentice. They remained in Ostenso for a few years, and Argor learned much about Spellcraft in that time. As the city became the home for more and more of the Cheliax military forces, Strathix felt it was time to leave, and the two mages left for Absalom aboard the next merchant vessel they could arrange passage on. After a few more years of life and training there, Strathix felt that Argor, now 20, was more than prepared to live his own life. Argor was grateful for everything Strathix had done for him, and, as a final nod of appreciation, began referring to himself as Argor Constantine. Strathix boarded a ship bound for Osirion, while Argor stayed behind to seek admission to the Pathfinder Society. Life in the dormitories was actually comfortable for Argor, compared to many of the initiates. His life at the orphanage was very similar. He absorbed the studies and teachings like a sponge, but struggled with the physical labors and training sessions. He spent most of his time performing intellectual work studies, using his magics to aid him. When the time came for his Confirmation, Argor requested Master Aram Zey to administer his test. The test itself seemed simple enough. A wayfinder was placed atop a 30 foot tall, rough hewn pillar. Master Zey looked at the young Mage, raised his hand towards the top of the pillar, and said, "Retrieve it." Argor smirked, and began the incantations to summon a creature to retrieve the item for him, but Master Zey countered his spell. Argor snapped his head around to face his Master, a confused look upon his face. Aram said, "I tasked you to retrieve it, not some extra planar servant." Argor rolled his eyes, then began another incantation to levitate the item from it's resting place and to his waiting hand. However, Aram dispelled this magic as well. Argor's temper flared, and he angrily said, "How do you expect me to do this if you thwart every attempt I make!?" Master Zey stared cooly at the young conjurer, and said, "To think all tasks in this world can be overcome with magic is foolish, Initiate. There will be times in your life your magic will be denied you. And there will definitely be times you face opposition. You will not be allowed the use of your magic for this test. Now, retrieve the wayfinder." Aram again gestured to the top of the pillar. Argor's irritation grew. "How dare he deny me my talents! He is just jealous of what he knows I could become! No matter...I shall overcome this..." Argor first thought to throw rocks at the wayfinder until it fell, but a quick scan of the chamber proved this would not be possible as no stones were present. Realizing that he would have to try to physically climb this pillar, Argor began testing for handholds. His first attempt was fruitless, the grip was not deep enough. Walking around the pillar, he found another handhold that proved more useful, and began to climb. Halfway up, however, he lost his grip and fell hard to the ground, landing on his back. His head recoiled hard against the stone floor, and his breath was pounded out of his lungs. Argor clutched at his head as he gasped for air, and he felt blood matting with his hair where he had hit. He glared at Aram Zey as he recovered, and once ready, he made his way to the pillar and tried again. This time, he was certain he would succeed. He had made it near the top, and as he stretched his arm out for the wayfinder, his foot slipped and he plummeted for the floor yet again. Master Zey said a quick incantation, this time allowing Argor to float harmlessly to the floor. Fuming with rage and frustration boiled over, and he glared at the superior wizard and said, "Get the cursed thing yourself, I'm done with this humiliation." He then stormed out of the testing chamber and awaited his dismissal from the Lodge, while planning out what it would be he would do now that he had wasted three years on this fruitless endeavor...
Personality:
Cold, calculating, and arrogant, Argor firmly believes that he is deserving of respect from those he encounters by virtue of his work ethic and the superior intellect that training has granted him. He has little patience for the "brutes" of society, stumbling through life uneducated and in blissful ignorance. Part of this disdain is from his bullied childhood, but mostly due to the fact that he feels he has few people with which he can reasonably connect with socially. Description:
Advancement Choices:
1st: Arcanist (Occultist); Arcane Bond (familiar), Spell Focus (Conjuration), Augment Summoning, Focused Mind, Scholar of Ruins, Reactionary, Ability Increase, Skilled 2nd: Arcanist; Unseen Servant, Mount, Improved Natural Armor 3rd: Arcanist; Invisibility, Summon Monster II, Drop Imp. Nat. Armor, Skilled (Diplomacy, Bluff) 4th: Arcanist; Flaming Sphere, Create Pit, Skilled (Spellcraft, Use Magic Device) 5th: Arcanist; False Life, Darkvision, Trade Evolutions for Flight, Quick Study 6th: Arcanist; More spells. 7th: Arcanist; Improved Familiar, Slow, Major Image, Alignment Shift 8th: Arcanist; Retrain Skills, Telekinetic Maneuver, Enervation 9th: Arcanist; Stoneshape, Confusion, Spell Penetration 10th: Arcanist; Spells, Retrain Int to Cha |