Oriana

Ariadne Rithann's page

552 posts. Alias of Mark Thomas 66 (RPG Superstar 2009 Top 16).


Race

Female Human Magus (Armored Battlemage) 7 | HP: 71/71| AC: (30)22 (23/24) (26/27 W Shield spell), 14 (18) Touch, 19 (23/24)Flatfooted) | CMB: +7, CMD: 19 | Fort: +8, Reflex: +6, Will: +8 (+6)| Init: +2 | Arcane pool 9/9

Classes/Levels

Current effects::
Ablative Barrier, Arcane armor enhancement +2

Age

Age: 22 | Height: 5' 10" | Weight: 177 lbs. | Hair: Red | Eyes: Green | Build: Athletic

Homepage URL

Loot

Strength 14
Dexterity 14
Constitution 14
Intelligence 16
Wisdom 12
Charisma 8

About Ariadne Rithann

Female Human Magus (Armored Battlemage) 7
NG Medium humanoid (human)

Init +2; Senses .; Perception: +0 Speed: 30ft
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Defense
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AC (20{21} {24 {25} with Shield}), touch 12, flat-footed 18 (+2 Dex, +8 Armor) +1 Breastplate (ACP -2)
hp 71 (7d8+14+7 FCB+7 Toughness) Current 71
Fort +8, Ref +5, Will +8 (+6 vs charm or compulsion)
Defensive Abilities
DR 1/- (In med armor); DR 2/- (in heavy armor)
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Offense +1 att/damage in anti-magic field. +1 damage rolls if damaged in previous round

Melee Cold Iron masterwork Longsword +9 1d8+3 19-20
Melee Punching Dagger +7 1d4+2 19-20
Melee Heavy mace +7 1d8+2
Ranged: Spell +7 Varies
Ranged: Light Crossbow +7 1d8
Ranged: Composite longbow (+3 Str) +5 1d8+2 x3
Ranged (Enlarged): Composite longbow (+3 Str) +7 1d8+3 x3

Special Attacks
Spellstrike +8 (weapon damage + spell damage)
Magus Spell-Like Abilities (CL 7; concentration +14(+10 not in armor))
. . At will— Detect Magic
Magus Spells Prepared (CL 7; concentration +14(+10 not in armor))
..3rd (2/day)- Allied Cloak, Vampiric Touch
. . 2nd (4/day)—Ablative Barrier, Darkness, Acid arrow, Stunning blast
. . 1st (5/day)— Sleep, Shield, Chill touch, Burning Hands, Color spray
. . 0 (6 at will)— Disrupt Undead, Daze, Light, Ray of Frost, Prestidigitation, Mage hand

Magus Spells Known
. . 3rd (2)— Allied Cloak, Vampiric Touch
. . 2nd (4)— Ablative Barrier, Acid Arrow, Darkness, Scorching ray, Stunning Blast, Force sword
. . 1st (15)— Color spray, Coin shot, Shield, Shocking Grasp, Enlarge person, Magic Weapon, Chill touch, Corrosive Touch, Touch of Combustion, Frostbite, Burning hands, Feather fall, Magic missile, Ray of enfeeblement, Sleep
. . 0 (all)—Acid splash, Arcane Mark, Dancing lights, Daze, Detect Magic, Disrupt Undead, Flare, Ghost sound, Light, Mage Hand, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Spark

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Statistics
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Str 14, Dex 14 , Con 14, Int 17, Wis 12, Cha 8
Base Atk +5; CMB +7 ; CMD 19
Feats Grey Maiden Initiate (Benefit(s): You are affiliated with the Gray Maidens. In addition, choose two of the following benefits to represent the focus of your initial training and indoctrination.
Avenging Knight: Like the Queens of the Night, you crave vengeance upon those who have wronged you. You gain a +1 bonus on damage rolls against any creature that dealt damage to you during the previous round.
Deeper Indoctrination: Mental conditioning has bolstered your mind against most magical control. You gain a +1 bonus on Will saving throws, except when resisting charm or compulsion effects created by lawful evil creatures, in which case you instead take a -2 penalty on Will saving throws.

Weapon focus (Heavy Blades), Extra Arcane pool, Armor Training*, Armor Focus (Breastplates), Toughness,
Advanced Armor Training : Armored Juggernaut (Ex): When wearing heavy armor, the fighter gains DR 1/—. At 7th level, the fighter gains DR 1/— when wearing medium armor, and DR 2/— when wearing heavy armor. At 11th level, the fighter gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. If the fighter is 19th level and has the armor mastery class feature, these DR values increase by 5. The DR from this ability stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the fighter is helpless, stunned, or unconscious.

Traits
UNHAPPY CHILDHOOD
You spent a period of time as one of Gaedren Lamm's enslaved orphans, doing all manner of dirty work for him. Maybe you were abducted from your parent's home or during a trip to the market. Perhaps the irresponsible matron who ruled your orphanage traded you to him in return for a desperately needed financial loan. Or perhaps you, like most of Gaedren's slaves, were merely a child of the street who succumbed to his promise of regular meals and a roof in return for what he said would be "a little light work." Whatever the case, you spent several years of your life as one of "Lamm's Lambs" before escaping. You've nursed a grudge against the old man ever since.

Tortured: After you made one too many errors, Gaedren tortured you and left you for dead in a garbage heap. Your scars and memories have motivated you to hone your reaction speed and make you rather jumpy. You gain a +1 trait bonus on Reflex saves.

Dispelled Battler
When deprived of magic, you fight harder.
Benefit: You gain a +1 trait bonus on weapon attack and damage rolls while within an area of antimagic such as that created by an antimagic field. You also gain this bonus for 1 round after you are subject to an area or targeted dispel magic spell, regardless of the effect’s success or failure in dispelling your spells and magical effects.

Skills Acrobatics +3(+5 out of armor), Climb +3 (+5 out of armor), Craft, Fly +, Intimidate +, Knowledge Arcana +12 , Knowledge Dungeoneering +7, Knowledge Local +12 , Knowledge Nature +7 , Knowledge Planes +8 ,Knowledge Religion +, Perception + , Sense motive +, Stealth +3 (+7 out of armor), Spellcraft +12, Swim +6 (+4 in armor), Survival + , UMD +9 ;

Background skills Knowledge Nobility +10, Lore (Old Korvosa) +7, Linguistics +7

Racial Modifiers
Languages Common (Taldane), Draconic, Varisian, Shoanti, Thassilonian, Infernal, Vudrani

Gear/ Possessions:

Traveler's outfit (free)
Courtier’s outfit/ jewelry
Masterwork Breastplate
Cold Iron masterwork Longsword
Longsword (15gp)
Heavy Mace (12gp)
Punching dagger (2 gp)
Rope, silk, 50' (10 gp)
Grooming kit (1 gp)
Masterwork manacles (50gp)

Magus’ kit : This includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. 22gp
60 bolts, 20 arrows, 1 adamantine arrow
Night drops
Zellara's Harrow Deck :She can create a major image once per day, often doing so to generate an image of herself manipulating the cards—in this manner, she can carry on conversations with other creatures in Common or Varisian. She can also cast identify for anyone who holds one of the cards of the deck to his forehead (a move action) up to three times per day.

Potions:
2 potions of Ironskin
1 potion Enlarge
1 potion Cure Moderate Wounds
1 potion darkvision
2 potions CMW

Magical Gear
Armor +1 Breastplate
Belt
Body
Chest
Eyes
Feet:
Hands:
Head:
Headband
Neck: Aegis of Recovery
Rings
Shoulders: Cloak of Resistance +1
Wrists:

Slotless

Wands/Scrolls/Potions
wand of acid splash (27 charges)
glass tube containing a dose of oil of keen edge
2 doses of silversheen
Wand of ghoul touch (22 charges)

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Special Abilities
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Arcane pool 9/day (+2)
Medium Armor proficiency An armored battlemage gains this ability at 1st level instead of 7th. When wearing medium armor, the armored battlemage gains a +4 bonus on concentration checks to cast defensively. This stacks with the bonus from the Combat Casting feat.
This ability replaces spell combat and alters the medium armor ability.
Arcane Pool An armored battlemage cannot spend points from his arcane pool to enhance weapons. Instead, he can expend 1 point from his arcane pool as a swift action to grant armor he is wearing a +1 enhancement bonus for 1 minute. For every 4 magus levels he has beyond 1st, the armor gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses stack with existing armor enhancement bonuses to a maximum of +5.
Multiple uses of this ability do not stack with themselves.
At 5th level, these bonuses can be used to add any of the following armor special abilities: balanced, bitter, fortification (heavy, light, or medium), ghost touch, invulnerability, spell resistance (13, 15, 17, or 19), or spell storing.
Adding these special abilities consumes an amount of bonus equal to the ability’s base price modifier. In addition, the armored battlemage can grant his armor the energy resistance special ability at the cost of a +3 bonus or the improved energy resistance special ability at the cost of a +5 bonus. These special abilities are added to any the armor already has, but duplicates do not stack. If the armor is not magical, at least a +1 enhancement bonus must be added before any other special abilities can be added. These bonuses and special abilities are decided when the arcane pool point is spent and cannot be changed until the next time the armored battlemage uses this ability. These bonuses do not function if the armor is worn by anyone other than the magus.
An armored battlemage can enhance only one suit of armor in this way at one time. If he uses this ability again, the first use immediately ends.
This ability alters arcane pool.
Spellstrike (Su)

At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Heavy Armor proficiency An armored gains this ability at 7th level instead of 13th. A magus can cast magus spells while wearing heavy armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a magus using a shield incurs a chance of arcane spell failure if the spell in question has a somatic component

Magus Arcana (Reactive Conduit (Su))
Prerequisite(s):Magus 3
Benefit(s)
Whenever the magus is exposed to energy damage from
a spell or magical effect, she may spend one or more points
from her arcane pool as a swift action to imbue her weapon
with residual energy from the attack. If the magus spends
1 point, she can channel residual acid, cold, electricity, or
fire energy into her blade, dealing an additional 1d6 energy
damage for 1 round. If she spends 2 arcane points, she
may apply the same effect using sonic or force energy. By
spending 3 points she may do so with positive or negative
energy.

Background:

Raised in an orphanage from the age of 7 after the death of her parents in a fire, Ariadne’s strongly protective nature often got her into trouble, especially when dealing with one of the other children bullying those weaker or less capable. After one too many such occurrences, soundly trouncing a boy 3 years older than her, the orphanage matron decided that she wasn’t worth the trouble, selling her to the local minor crimelord Gaedren Lamm.

A clever, ruthless bastard, Lamm took advantage of the girl’s desire to protect others, training her to be one of his enforcers, the hand picked of his young street rats, capable of protecting the others, often protecting his thieves from getting caught, or fighting off angry victims, allowing others to escape. But as Lamm aged, becoming increasingly twisted and abusive to what were essentially his young slaves, Ariadne’s protective nature would once again lead her to trouble, as she made the mistake of intervening as Lamm delivered a particularly savage beating to one of the other girls.

Enraged at her audacity, the vile bastard had her mercilessly beaten, taking his time to torture her slowly in front of an audience of her fellow “Little Lamms”, an example to be remembered. Punctuating his punishment with a gift, burning a lesson into the side of her face with acid, and leaving her for dead in an alley.

But she didn’t die. She learned to survive the hard way. Be faster, better and smarter than anyone else. Trust no one, never turn your back. Soon she began to thrive in the darkened world of violence that lay beneath the surface of the city, picking up an assortment of skills, and a talent for combat.

Watching from the shadows one night she witnessed a skilled woman of the palace guard, take out 4 members of the area’s most vicious gang, making it look almost easy. The moment inspired her, spurring the 19yr old Ariadne to sign up for the military force, time and time again working her way into the taverns and hangouts where they gathered in their time off, working her way into getting an opportunity to try out.

Eventually successful, Ariadne proved up to the task, surviving, and even excelling at the brutal training, meant to forge her into a ruthless weapon. Grueling physical and psychological honing, meant to whittle away curiosity, question or defiance. It was here that she faltered. At some point, she came to the realization that she was simply trading one brutal master for another, subjecting herself to a similar fate to the one she’d endured under Lamm so many years ago. Abandoning her training, she lay low for a while, spending time in the most unlikely of places, ending up among the libraries and magic shops, her keen intellect that had helped her to stay alive for so long, now hungrily taking in obscure arcane knowledge, especially relating to combat, finding an all new path.

Wealth:
813gp 217sp 30cp

Zellara's Harrow Deck:

ZELLARA’S HARROW DECK

SLOT none CL 10th WEIGHT 1 lb.
AURA moderate divination
Alignment chaotic good Senses 60 ft.
Int 10 Wis 13 Cha 13 Ego 8 Language empathy (but see below)
Hand-painted images decorate this harrow deck, and the cards frames are gilded in silver so that they sparkle and flash under lighting. Despite the worn condition of the card backs, the images on the faces are so vibrant they seem to move when viewed out of the corner of the eye.

The deck handles with surprising ease, almost shuffling itself. A bent, torn, or lost card always seems to mend itself or reappear when no one is looking.

These features are subtle manifestations of the spirit that haunts the cards. In life, Zellara lived by this deck, and in death, she has become the deck. Although this magical harrow deck wasn’t created using the standard method for creating magic items, it should nonetheless be treated as an intelligent magic item.

Zellara can sense the world around the deck via sight and sound, and she can communicate with anyone who holds the deck via empathy. She can create a major image once per day, often doing so to generate an image of herself manipulating the cards—in this manner, she can carry on conversations with other creatures in Common or Varisian.

She can also cast identify for anyone who holds one of the cards of the deck to his forehead (a move action) up to three times per day.

Zellara’s harrow deck has a special purpose as well: to defend and protect the city of Korvosa, her home in life and in death. In order to attain this purpose, she can periodically perform powerful harrow readings for those she has chosen as Korvosa’s defenders—the PCs.

These harrowings grant those who benefit from them a number of Harrow Points that can be used to manipulate fate and chance. See The Harrow on page 416 for more details on this complex power.

Zellara can suppress the deck’s powers at will and doesn’t hesitate to do so if anyone attempts to sell the deck or otherwise displeases her. At best, a foolish character could possibly sell the cards as a standard harrow deck for about 50 gp—thus, no pricing information for the deck is needed.