Berkanin Ardoc

Artyom Julum's page

240 posts. Alias of tieflingwizard.


Full Name

Artyom Julum

Race

| HP: 26/26 (2 STR DMG)| AC: 10 (T: 10, FF: 10) | CMB: +1, CMD: 12 | F: +2, R: +1, W: +7 | Init: +0 | Perc: +2

Classes/Levels

| Speed 30ft | The Artisan ability: 1/1 | Hand of the Apprentice: 2/7 | Active conditions: None

Gender

Male Human (Taldan/Varisian) Pact Wizard (Mercy Patron) 4

Size

Medium

Age

25

Alignment

Neutral Good

Location

Roslar's Coffer, Lastwall

Languages

Celestial, Common, Dwarven, Necril, Orc

Occupation

Architect

Strength 10
Dexterity 11
Constitution 12
Intelligence 18
Wisdom 14
Charisma 12

About Artyom Julum

Artyom Julum
Male Human (Taldan/Varisian) Wizard (Pact Wizard) 4
NG Medium Humanoid (human)
Init: +0 Senses: Perception +2
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DEFENSE
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AC 10, touch 10, flat-footed 10
hp 26
Fort +2, Ref +1, Will +7
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OFFENSE
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Spd 30 ft
Melee club +1 (1d6/x2)
dagger +1 (1d4/19-20)
quarterstaff +1 (1d6/1d6;x2)
Special Attacks hand of the apprentice (7/day)
Space 5 ft.; Reach 5 ft.
Wizard Spells Known
2nd level - blindness/deafness, eagle's splendor, fox's cunning, glitterdust, summon monster 2
1st level - burning sands, cure light wounds, detect undead, grease, hydraulic push (CMB +5), mage armor, positive pulse (DC 16), protection from evil, shield, summon monster 1
0th level - all
Wizard Spells Prepared (CL 4th; concentration +8)
2nd level - eagle's splendor, fox's cunning, glitterdust
1st level - burning sands, cure light wounds, grease, hydraulic push
0th level (at will) - detect magic, disrupt undead, read magic, resistance
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STATISTICS
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Str 10 (+0), Dex 11 (+0), Con 12 (+1), Int 19 (+4), Wis 14 (+2), Cha 12 (+1)
Base Atk +1; CMB +1; CMD 12
Feats Alertness (when familiar is in 5 feet), Planar Infusion (Boneyard), Spell Focus (conjuration), Spell Focus (necromancy)
Traits Dangerously Curious, The Artisan
Skills
Heal +2 + 1 + 1 + 3 = +7 (+9 to stabilize a dying character)
Knowledge (arcana) +4 + 3 + 3 = +11
Knowledge (dungeoneering) +4 + 3 + 3 = +11
Knowledge (planes) +4 + 2 + 3 = +10
Knowledge (religion) +4 + 3 + 3 = +11
Spellcraft +4 + 3 + 3 = +11
Use Magic Device +1 + 1 + 3 + 3 = +9

Appraise +4 + 3 + 1 = +8
Knowledge (history) +4 + 3 + 3 = +11
Profession (architect) +2 + 3 + 3 = +9

Languages Celestial, Common, Dwarven, Necril, Orc
SQ arcane bond (raven), effortless magic, patron (mercy), planar infusion (+4 bonus on Constitution checks to stabilize yourself when your hit points are reduced below 0)
Gear quarterstaff (free, 4 lbs), club (free, 3 lbs), dagger (2 gp, 1 lb), traveler’s outfit (free, 5 lbs [currently wearing]), wizard’s kit (21 gp, 21 lbs), 2 sunrods (4 gp, 2 lbs), journal (10 gp, 1 lbs), Book Lariat (3 sp, 1/2 lbs), potion of mage armor, potion of cure light wounds, rod of lesser metamagic extend (5 lbs) (carrying 37.5 lbs), 12 gp, 7 sp
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SPECIAL ABILITIES
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Arcane Bond (Ex) Gain a familiar
Arcane School Gain school powers
Dangerously Curious You have always been intrigued by magic, possibly because you were the child of a magician or priest. You often snuck into your parent’s laboratory or shrine to tinker with spell components and magic devices, and frequently caused quite a bit of damage and headaches for your parent as a result. You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you
Effortless Magic Although a pact wizard still uses a spellbook to prepare his wizard spells, his close ties with his otherworldly patron allow him to do so nearly effortlessly. A pact wizard can prepare all of his spells in only 15 minutes, and his minimum preparation time is only 1 minute.
Patron Spells At 1st level, a pact wizard must select a patron. This functions like the witch class ability of the same name, except the pact wizard automatically adds his patron’s spells to his spellbook instead of to his familiar. In addition, the pact wizard can expend any prepared spell that isn’t a spell prepared using the additional spell slot the wizard receives from his arcane school in order to spontaneously cast one of his patron’s spells of the same level or lower. This ability replaces Scribe Scroll. Mercy Patron
Planar Infusion (Boneyard) The knowledge that the Boneyard awaits us all bolsters your ability to resist the pull of death and to aid others in doing the same. You gain a +1 bonus on Will saves, a +2 bonus on Heal checks to stabilize a dying creature, and a +4 bonus on Constitution checks to stabilize yourself when your hit points are reduced below 0.
The Artisan Precision is important in getting exactly what you want, and you give careful consideration in building everything from homes and vases to roads and empires. Your own attention to detail has proven vital in rebuilding Roslar’s Coffer from the orc occupation a decade ago, whether you are an accountant, architect, engineer, or herbalist. Your attention to detail provides you a +1 trait bonus on Appraise and Heal checks, and one of these skills becomes a class skill for you. Once per day, you can spend a full round casting a spell you can cast that has a normal casting time of 1 standard action to increase your effective caster level for that spell by 1. This ability has no affect on spells with a casting time other than 1 standard action.
Wizard’s Kit This kit includes a 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. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one.
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PHYSICAL DESCRIPTION
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Age: 25
Height: 5’5”
Weight: 113 lbs
Skin Tone: Tanned olive
Hair Color and Style: Deep red; worn short
Eyes: Amber; when casting magic, eyes glow with a pale yellow light

Before you stands a thin man of a shorter stature. However, he does show a professional and (somewhat) regal appearance. His traveling clothes (comprising of a red shirt with a brown vest, black wool breeches, a sturdy black belt, black boots, and a white cloak with a hood) are neat and tidy. His skin is tanned olive in color, contrasting with his deep red hair, which is kept short so as not to get in the way. His amber eyes glance at you, the look in them show that he’s studying and judging you. A simple club and dagger hang off his belt and in his hand is a quarterstaff. Resting on top of this quarterstaff is a raven. It turns its head inquisitively. It seems to be very curious about its surroundings.
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BACKSTORY
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Artyom was born in the city of Vellumis. His father, Aerodus, and mother, Leyli, were blacksmiths. His family was on the large side, with his parents having children from previous marriages. He also grew up with his uncle Dolin, who was a well known architect.

Throughout his life, Artyom was influenced by the trades of his parents and uncle. His interest leaned more towards his uncle’s craft, with him explaining that buildings and walls were like the crusaders of Lastwall and the laws of good civilizations. They provide shelter and protection for all. And when they are perfect, they can withstand anything. This inspired Artyom to become a crusader and an architect. To build the walls and defend them. He began to train and began to worship the gods. His primary deities to worship were Iomedae, Abadar, Irori, and Torag.

However, as he grew older, Artyom began to realize that his body wasn’t meant for the ordeals of becoming a crusader. He wasn’t strong or hardy like his older brother, Samuel. His true strength lied in his intelligence. However, smarts wouldn’t let him become a crusader. Depressed over this, he became lethargic. His family became concerned over him. His uncle, eventually, got him a pet: a small little raven. This cheered up Artyom as he raised his new pet, Ricky, and continued his path to becoming an architect.

When Artyom was 16, while at his sister’s bookstore looking for books to help him, he found this odd book. Drawn to it, he picked it up and opened it. To his surprise, it was a spellbook. He then felt a connection to… something. Some force… It spoke to Artyom in his head, saying that it grant him power to be on the same level as a crusader. With some hesitation, Artyom agreed and a pact was formed, with Ricky acting as a catalyst for the pact. As he learned, he had gained the magic powers and abilities of a wizard.

When he shared this with his family, they had mixed reactions. His parents were concerned, confident of their son’s abilties, but wary of what this would cost him. His older brother, Samuel, was livid at this. As a newly inducted crusader, he believed that this pact was some demon or agent of the Whispering Way trying to corrupt Artyom. His older half sister, Marigold, was wary of this as well. But, she was more openminded about this. His half brother, Ausk, just shrugged it off. In his mind, it wasn’t his business. But, he would support his brother. Artyom’s younger twin, Vibia, who had always looked up to her older brother, wholeheartedly supported this decision.

Artyom, with the support of his family, began to experiment with his new magical abilities, expanding his studies to history, the arcane, religion, medicine, and various other studies. When he turned 19, Artyom left Vellumis for Vigil to expand his studies, to learn more about Nethys, and to apply for positions as an architect. His approach to magic was the same as his philosophy towards everything: perfection and defense are everything. When your spellcraft, casting, and technique are in sync and at their best, there’s nothing one can’t do. When perfection is attained, you can defend everyone from the unknown and those who wish to bring harm. After years of studying and proving himself, he became a well known architect. He eventually got his first assignment: to inspect the defenses of Roslar’s Coffer, evaluate them, send a report to his superiors, and repair them with resources and materials brought in from Vigil. He had an advantage since Vibia had moved to Roslar’s Coffer with and is running a tavern.
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DETAILS ON FAMILY
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Aerodus Julum - Artyom’s father; a man in his 50s with strong Taldan features and strength from working the forge of his blacksmith shop; 5’7”; is friendly and caring to his children, possibly overprotective; came to Lastwall from Taldan to provide weapons and armor for the crusaders
Leyli (Cozma) Julum - Artyom’s mother; a woman of Varisian descent with fiery hair in her early 50s with considerable strength; 5’11”; she came to Lastwall on a caravan and met Aerodus; she works the blacksmith shop with him; tries to teach her children important lessons, but she can be very stern when needed
Dolin Julum - Artyom’s uncle; architect; a man in his late 40s with Taldan features; 6’0”; supportive, nurturing, wise, and thoughtful
Marigold Julum - Artyom’s half sister on his father’s side; half-elf; 30 years old; silver hair with amber eyes; 5’8”; owns a bookstore; she can be a bit overbearing, but she means well
Ausk Julum - Artyom’s half brother on his mother’s side; half-orc; 31 years old; dark red hair with greenish skin and small tusks; 6’5”; works as a bartender and a bouncer in a tavern; cynical and sarcastic, he does show he cares deep down (despite him saying otherwise)
Samuel Julum - Artyom’s brother; 27 years old; has Taldan and Varisian features (brown hair, olive skin, amber eyes); 6’0”; a soldier and crusader stationed in Vigil; zealous, dedicated, and serious; believes Artyom is making a mistake by accepting that pact; their relationship is rocky
Vibia Julum - Artyom’s younger twin sister; 25 years old; tanned skin with short curly red hair and light amber eyes; 5’10”; owns a tavern in Roslar’s Coffer; upbeat, supportive, proud of her family, inquisitive, curious, openminded
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PERSONALITY
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Artyom is a serious minded and prideful man. He’s also analytical, preferring to have a plan or a strategy rather than just rush into things. He’s also very obsessive, wanting to have things looking and done perfectly, from his appearance to his work. His philosophy is that perfection and laws are the keys to society and the whole. He is very passionate about magic and architecture. When he comes across a situation where those have a place, his passion comes out fully. Ricky, on the other hand, is laid back, inquisitive, and supportive, always trying to help and trying to prevent Artyom from being such a stick in the mud.

Ricky the Raven
N Diminutive magical beast
Init +2; Senses low-light vision; Perception +9
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DEFENSE
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AC 16, touch 15, flat-footed 13 (+2 Dex, +2 natural, +2 size)
hp 13 (4 HD)
Fort +2, Ref +5, Will +5
Defensive Abilities improved evasion
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OFFENSE
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Spd 10 ft., fly 40 ft (average)
Melee bite +6 (1d2-5)
Space 1 ft.; Reach 0 ft.
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STATISTICS
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Str 2 (-4), Dex 15 (+2), Con 8 (-1), Int 7 (-2), Wis 15 (+2), Cha 7 (-2)
Base Atk +1; CMB -1; CMD 5
Feats Skill Focus (Perception), Weapon Finesse
Skills Appraise -2, Fly +6, Heal +2, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (history) +1, Knowledge (planes) +0, Knowledge (religion) +1, Perception +9, Profession (architect) +5, Spellcraft +1, Stealth +10, Use Magic Device +1
Languages Common
SQ empathic link, share spells
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SPECIAL ABILITIES
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Alertness (Ex) When the familiar is within 5 feet of it’s Master, the Master gains +2 on Perception and Sense Motive skill checks
Deliver Touch Spells If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Empathic Link (Su) The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Familiar Bonus Master gets +3 on Appraise checks

Journal Page 1:
Arrived at Roslar's Coffer. Defenses and the reconstruction seem to be sound from cursory glances. Will need to examine further to be sure.
Arrived at Lucky Cup. Construction and architecture is sound. Could be improved and made better. Vibia refusing help with this. Remember to put this into plan.

North walls seem sound. Noticed that foundation is soft under them. Possible risk in future?

Western walls seem to have some weakness and damage. Need to get these walls repaired and fortified as soon as possible.

Southern walls and Eastern walls have little damage. Mostly from animals scratching walls and underneath. Will fix this and discuss fortification.

Buildings seem to be mostly fine. Some seem to be beginning to run down. Shouldn't be a problem to fix.

Vibia's been talking about a festival happening in town. Wants me to come along and have fun. I believe that I need to continue my work before something terrible happens.

Journal Page 2:
Woke up in a sarcophagus. No memory about how I got here. There are four other people here as well within other sarcophagi. Crate with supplies here as well. Vibia doesn't seem to be around. Need to find her as soon as possible!

From the architecture, it appears to be a crypt. Various carvings on north wall, heroic in nature. Halfling on wolf, elf crouching in shadows, human with great sword beneath a tree, an older cleric, and a man with a raven casting magic. They seem to resemble myself and the others. However, these are not us.

Above carvings: "Red Shrikes - Noble Companions in the War Against Evil, Rest Well, my Friends." Red Shrikes have connection to Roslar and the Shining Crusade. Need to research. Possible death? Joke?

Equipment on carvings are what was being used during Shining Crusade (900 years ago). A sixth sarcophagus is in room. Empty. Carving above is too worn and faded (ours seem to be newer. Look into?). Can make out religious eye symbol. Relates to Arazni, Herald of Aroden and central figure during Shining Crusade. Symbol of Sarenrae on shield of priest carving. Possible patron god? If so, is this connected? Or mere coincidence? Priest is a member of Sarenrae's church.

Others have said that they don't remember much. Just being at the festival; then waking up here.

Halfing is called Malvo, master sergeant. Priest is named Tornell.
Entered next room. contains several low shelves covered with rags and loose bones. A hallway extends to the southeast, while a stone door to the east is carved with the image of several heroic figures standing solemnly together. Who are these figures?

Attacked by skeleton. Killed in one hit. Seems to be unnatural with how it looked and moved. Rather than approaching in a bipedal fashion, it is approaching on all fours with the wrists bent inwards and the head at a strange, impossible angle.

Skeletons seem to have passed due to natural causes or old age. No necromancy or conventional magic used for reanimation. What is this?
Some sort of skeleton bug escaped out of skeleton after destruction. Odd. What is this?

Found some supplies and gear. Beneficial to us. But, who left it here?
Went to next hall. Walls carved with images of battle, each featuring a knight astride a lean horse. The knight wears no helmet and has long hair and a wide mustache. In each of the images, the knight is charging at undead horrors with a rapier in hand. Carvings depict Arazni. Her's is a tragic tale. After the Whispering Tyrant captured and killed Arazni, her body was stolen and she was animated as a lich bride by the evil ghost wizard Geb during the failed Second Crusade. She now rules as the Harlot Queen along with Geb.

Two halls lead out of the western portion of this room, one to the north and one to the south. Three large archways lead out of the room to the east.

The archway to the northeast is carved with the words “At My Right Hand, Peace for Years of Righteous Labors”

Archway to the east is carved with the words, “Roslar: Hero and Paladin at His Well-Earned Rest”. Roslar is a hero of the Shining Crusade. Roslar was enamored with Arazni, the herald of Aroden and patron saint of the Knights of Ozem. Furthermore, Roslar's death was shrouded in some sort of unidentified scandal.

Archway to the southeast reads, “Loyal Abdell, Support Thy Master Always.” Abdell was Roslar's favorite horse.

Sprawled in the center of this room is a human-sized metal figure that resembles a skeleton wrapped in robes. The limbs of the figure are askew and melted, as though with acid.

Attacked by skeleton-bug, as well as another one. They spoke to each other in some language that I didn't know. Need to identify. Bites seem to be acidic.

Apparently, this Alara has been trained by her parents in ninjutsu: infiltration, exfiltration, reconnaissance, and combat. Need to learn more on this.

In sarcophagus was a bone cobra construct. Has mild spell resistance and binding bite; weak to bludgeoning. Purpose for being in there? Roslar’s body isn’t in sarcophagus. Makes sense given scandal.

In collapsed room, a wedding ring and a bead were found. Bead radiates magic. A bead of blessing from a lesser strand of prayer beads. Wedding ring has: "For Aloisius; my love, my heart, my morning dove” inscribed on it. Wedding ring is worth 85 gold.

Ridill seems to be an… interesting conversationalist. Especially with Ricky. Found out that Ridill can speak to insets. Hwo is this possible. Need to know.

One of the skeleton-bugs had possessed the horse skeleton of Abdell. My hand of the apprentice seems to be very effective against these creatures. Any reason? Need more information.

Tunnel in Abdell’s tomb. 1 foot wide. Bug thing was trying to escape. In sarcophagus, there are acid scars from the creature eating its way through. Tunnel is 20 feet long and goes upwards. Crypt has another level above us. Adornments on chariot are worth 65 gold.

Found cleaning supplies in alcove. Not much else.

Next room to south: This wide room has a hallway leading out of the north wall and a set of stairs leading up to the east. An elaborately lifelike image carved into the south wall depicts a mustachioed knight kneeling before a slender woman with feathery wings. The woman holds a rapier above her head with one hand while the other is extended to the knight, who is kissing it. Lettering above the image reads, “Faithfulness Always to the Red Crusader.” The scene of Roslar meeting with (who I believe) to be Arazni is done in an art period of the time that is normally reserved for scenes of passion or intimacy. Source of scandal, perhaps? Statue is amazing and the craftsmanship is top quality.

Room is guarded by Fire Beetles. Unusual. Easily bribed by food and allowed us to head up the stairs.

This room contains a row of four marble busts with a strong family resemblance. Each bust rests atop a narrow stone pillar. The bust farthest to the north—of a proud man with a wide mustache—wears an elegant wig of actual hair. This has been revealed to be animated hair - a strange creature that comes of the souls of exceedingly vain individuals. Although they survive on small prey like rabbits, animate hair are happiest when they can attach themselves to a humanoid host where they can compel thoughts - such as murder.

An archway opens into another room to the north, while a set of stairs descends to the west, which is the only exit. A group of strange creatures which are trying to knock over one of the pillars and the bust on it are in the room. The creatures are small humanoids, a little smaller than goblins with blue skin, hideous faces, and ludicrously large heads. Ridill identified them as Mites.

This cavernous chamber has two doors to the north and two to the south. The west end of the room contains an altar with a symbol of a winged rapier burning with bright light. Several tiles on the floor in front of the altar bear large symbols. The east end of the room contains a large crack, defacing a mural of armored figures staring resolutely forward, with beams radiating behind them.
Several corpses of small, bug-eyed blue creatures slump in three piles throughout this room. One mite was alive and there are cockroaches. We managed to get by them with Ridill’s ability.

Ridill claims to be some fey knight under service to Ragadahn. Highly doubtful. Ragadahn is a divine fey or one of the Eldest and lays claim to the deep oceans of the First World. He is a notoriously evil deity and quick to anger with grand claims such as being the Father of Dragons - something dragons tend to disagree with. Ridill serving under him isn't necessarily an indication of Ridill's motivations as for some people - a job is a job. But Ragadahn is certainly not a benevolent presence in the First World.

In the next room, we found 10 pounds of silver, ivory, and gold leaf and a bandolier with four blue potions. Potions are cure moderate wounds.

The room the mite druid was holed up in looks like it was displaying accolades, although these appear to have destroyed and their constituent parts piled up.
The larger room contains an interesting 3x3 grid in front of the altar with "Follow Along Roslar's Devotion" carved above the grid.
The nine symbols are organized as follows:
Row 1: A mailed fist, a tree, and a tower.
Row 2: A heart, a rapier, and a skull.
Row 3: A horse’s head, a round helm, and a pair of feathery wings.

Fairly obvious that the squares need to be depressed. It is unclear from the manufacture of the puzzle what happens if the wrong squares are pressed, and if order is relevant. They are also before an altar to Arazni with the words "Follow Roslar's Devotion" clearly indicating symbols that represent Roslar's devotion should be pressed.