Aspis Agent

Domitian Albercoft's page

224 posts. Alias of dwilhelmi.


Race

Human

Classes/Levels

Sorcerer 1 / Archmage 1 | HP 13/13 | MP 5/5 | AC 14, T 14, FF 10 | CMD 15 | F +5, R +4, W +3 | Init +10 | Perception +5

Gender

Male

About Domitian Albercoft

Domitian Albercoft
Male human sorcerer 1 VMC wizard / Archmage 1
CG Medium humanoid (human)
Init +10; Senses Perception +5
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 13 (1d6+7)
Fort +5, Ref +4, Will +3
Defensive Abilities hard to kill
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Offense
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Speed 30 ft.
Melee quarterstaff +0 (1d6+4)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks archmage arcana (wild arcana), mythic power (5/day, surge +1d6), trickster attacks (fleet charge), wild arcana[MA]
Spell-Like Abilities (CL 1st; concentration +6)
. . 1/day—flare (DC 15), prestidigitation, produce flame
Bloodline Spell-Like Abilities (CL 1st; concentration +6)
. . 9/day—elemental ray (2d6+1 fire)
Sorcerer Spells Known (CL 1st; concentration +6)
. . 1st (5/day)—burning hands (DC 16), grease
. . 0 (at will)—acid splash, dancing lights, detect magic, mending, message, prestidigitation, read magic
. . Bloodline Elemental (fire), Phoenix
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Statistics
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Str 13, Dex 18, Con 18, Int 17, Wis 13, Cha 20
Base Atk +0; CMB +3; CMD 15
Feats Additional Traits, Agile Maneuvers, Dual Path[M], Elemental Spell[APG], Eschew Materials, Improved Initiative
Traits adopted (warrior of old), magical lineage (burning hands), rostlander, well-provisioned adventurer (Arcane Adept Package)
Skills Appraise +3 (+5 for small or highly detailed items when using a magnifying glass), Bluff +9, Heal +5, Intimidate +9, Knowledge (arcana) +7, Linguistics +4, Perception +5, Sleight of Hand +5, Spellcraft +7
Languages Abyssal, Auran, Celestial, Common, Elven, Sylvan
SQ bloodline arcana (change energy damage spells to match bloodline energy), bloodline arcana (heal half damage with fire spells), finesse weapon attack attribute, mythic bloodline (power)[MA], mythic bloodline (selection)[MA], mythic spontaneous casting[MA], pyromaniac, specialized school (admixture[APG]), the unseen world
Combat Gear scroll of comprehend languages (2), scroll of detect secret doors, scroll of glitterdust, scroll of identify (2), scroll of mount, scroll of rope trick, wand of mage armor (16 charges), acid (2), thunderstone; Other Gear crossbow bolts (10), light crossbow, quarterstaff, ioun torch ioun stone[APG], backpack, bedroll, belt pouch, candle (5), chalk (5), flint and steel, journal[UE], magnifying glass, silk rope (50 ft.), spell component pouch, trail rations (5), waterskin, 3 gp
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Special Abilities
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Admixture Associated School: Evocation
Agile Maneuvers Use DEX instead of STR for CMB
Bloodline Arcana: Elemental (Ex) You may change any energy spell to use Fire energy.
Bloodline Arcana: Phoenix (Su) When casting fire spell, may deal no damage to heal living creatures half the damage normally dealt.
Elemental Ray (1d6+1 fire, 8/day) (Sp) As a standard action, ranged touch attack deals damage to foe.
Elemental Spell (Electricity) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Eschew Materials Cast spells without materials, if component cost is 1 gp or less.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Fleet Charge (Ex) As a swift action, use 1 power to move speed & attack (+1 bonus, bypass all DR).
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Mythic Bloodline (Power) (Ex) Bloodline becomes stronger
Mythic Bloodline (Selection) (Ex) Select an additional bloodline
Mythic Spontaneous Casting (Ex) The sorcerer does not take additional time to cast spontaneous metamagic spells.
Pyromaniac (Ex) +1 effective level for [Fire] spells and fire-related class abilities.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
The Unseen World Gain detect magic and read magic as spells known.
Wild Arcana (Su) Use 1 power, cast an arcane spell from your class list at +2 CL (doesn't need to be known/mem).

New Background:

You were raised by a phoenix
You were the child of merchant parent's whose caravan was destroyed by a dragon
But before the dragon could eat you the phoenix intervened and drove the dragon off
Since the phoenix never ventured near human lands the only choice she had was to raise you herself
And since she was a mythic phoenix she could shapeshift into human
So you were raised in a cabin deep in the mountains covered with heavy alpine forests
There was a village of elves a few days journey away that you and your adoptive mother would travel to for shopping
So you grew up playing with the elven children
You never understood why but the elves seemed to hold your mother in great reverence and never charged her for whatever she requested, always giving it for free
And always the best
And the elves always looked at you a little funny because you were growing up at the same rate as their children
Despite being a human
That was the influence of your mother
Her motherly love was so intense that she slowed your aging so you would not be considered an outsider among the other children
So you will age like an elf
And replace common with elvish as your base language
You will have to use a language point to gain common
You grew up speaking elvish
Now when you came of age and finally started to notice the feminine curves of the some of the female elves you had grown up with, so around 90 or so, the dragon that your mother had driven off returned
Only with an entire flight of dragons to destroy her
See she was a protector of the entire mountain range and all those who lived in the mountains, driving off all manor of evil beasts with her power since she was a Mythic 10 Phoenix
When the dragons unleashed their breath weapons all at once the forest was incinerated in a tsunami of flame
They weren't just going to destroy her they wanted to destroy everything she was protecting
Keep in mind you had no idea she was a phoenix
Only that she provided some kind of tremendous service for the region that all the intelligent races who lived there revered her
So as the forest burned around you, you discovered that the flames didn't touch you
You had been walking with one female elf that you had been sweet on (your creation) and she was clutching to you as her body began to blacken and fall apart as the dragon fire wiped her village from existence
And once her body turned into ashes that swirled away in the up draft from the forest fire all you were left with was a mithril bracelet that you had just given to her
At this moment the flames around you were blasted away as if being subjected to a tremendous wind and a colossal sized golden phoenix landed in front of you
She spoke to you with your mother's voice and with a shock of realization you knew the phoenix and your mother were one and the same
She transformed back into her human form to embrace you and apologize for hiding the truth as the dragons began to close in
She kissed you on the forehead and darkness swooped in before peeling back to reveal a rainy sky, your feet set on an unknown road heading towards a human city with adventuring pack at your feet. The only thing you had of your old life was the mithril bracelet that you still held in your hand. That was 10 years ago and in that time you have stayed in Restov to learn about these human lands and worked to earn enough money to support yourself.
When you had been teleported to the road your mother was gone
You have no idea where those mountains are
So 1) You are a human with elvish mannerisms
2) You HATE dragons with every fiber of your being
3) Your mother was a paragon of good

Old Sheet:

Male aasimar paladin 5/ranger (divine tracker) 5/gestalt 5/Marshal 2
LG Medium (outsider, native)
Init +6; Senses darkvision 60 ft.; Perception +9
Aura courage (10 ft.)
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Defense
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AC 21, touch 14, flat-footed 17 (+7 armor, +4 Dex; +2 deflection vs. evil)
hp 83 (5d10+33)
Fort +14, Ref +14, Will +12; +2 resistance vs. evil
Defensive Abilities hard to kill; Immune disease, fear; Resist acid 5, cold 5, electricity 5
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Offense
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Speed 60 ft.
Melee +1 adamantine falchion +14 (2d4+13/18-20) or
. . falchion +13 (2d4+12/18-20) or
. . handaxe +13 (1d6+8/×3)
Ranged akiivos +10 (1d8+9/×3) or
. . longbow +9 (1d8/×3)
Special Attacks advance[MA], channel positive energy 4/day (DC 18, 3d6), combat style (archery), favored enemies (humans +4, magical beasts +2), inspired spell[MA], mythic power (7/day, surge +1d6), smite evil 2/day (+6 attack and AC, +5 damage)
Spell-Like Abilities (CL 5th; concentration +11)
. . 1/day—daylight
Paladin Spell-Like Abilities (CL 5th; concentration +11)
. . At will—detect evil
Paladin Spells Prepared (CL 2nd; concentration +8)
. . 1st—divine favor, hero's defiance[APG], protection from evil
Ranger (Divine Tracker) Spells Prepared (CL 2nd; concentration +3)
. . 1st—gravity bow[APG] (2)
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Statistics
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Str 26, Dex 18, Con 18, Int 13, Wis 13, Cha 22
Base Atk +5; CMB +13; CMD 27
Feats Combat Expertise, Deadly Aim, Dual Path[M], Endurance, Fortified Armor Training[UC], Power Attack[M], Precise Shot, Quick Draw, Rapid Shot[M], Skill Focus (Heal)
Traits bastard, caretaker
Skills Acrobatics +4 (+16 to jump), Craft (armor) +6, Diplomacy +14, Handle Animal +14, Heal +15, Intimidate +14, Knowledge (dungeoneering) +5, Knowledge (nature) +6, Knowledge (nobility) +5, Knowledge (planes) +4, Knowledge (religion) +5, Perception +9, Ride +8, Sense Motive +9, Survival +8; Racial Modifiers +2 Heal, +2 Knowledge (planes), bastard
Languages Common, Sylvan
SQ amazing initiative, blessings, blessings (Good: Holy Strike, Plant: Creeping Vines), divine bond (weapon +1, 1/day), favored terrain (forest +2), finesse weapon attack attribute, heroic block[MA], impossible speed[MA], lay on hands 8/day (2d6), mercy (sickened), perfect aid[MA], scion of humanity[ARG], track +2
Combat Gear potion of enlarge person (CL 3rd); Other Gear +1 mithral breastplate, chain shirt, mwk chainmail, mwk full plate, buckler, +1 adamantine falchion, akiivos (+8 Str), arrows (76), falchion, handaxe, longbow, belt of giant strength +4, headband of alluring charisma +2, backpack, bear trap[APG], bedroll, blanket[APG], fishhook (5), hemp rope (100 ft.), trail rations (5), twine (50')[APG] (2), wooden holy symbol of Erastil, 338,348 gp, 23 sp, 10 cp
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Special Abilities
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Advance (Ex) As a swift action, use 1 power to grant allies in 30 ft a free move action or 5 ft step.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Blessings (5/day) (Su) Pool of power used to activate Blessing abilities.
Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Weapon +1, 5 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Favored Enemy (Humans +4) (Ex) +4 to rolls vs. humans foes.
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs. magical beasts foes.
Favored Terrain (Forest +2) (Ex) +2 to rolls when in forest terrain.
Finesse Weapon Attack Attribute Finesse weapons use Strength on attack rolls.
Fortified Armor Training Break armor or shield to turn critical hit into a normal hit
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Heroic Block (Ex) When melee attack targets ally, spend 1 power to move up to double speed and aid AC.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Impossible Speed (+20 feet) (Ex) Spend 1 power to increase speed by 10 ft/tier for 1 hour.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Lay on Hands (2d6 hit points, 8/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Magical Signs Your use of magic is obvious to all observers
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 3d6 (4/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Perfect Aid (Ex) When aiding another, aided ally adds tier to aid anothe bonus, plus surge result if used.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot [Mythic] Rapid shot allows 2 extra attacks, or 1 extra attack with no penalties.
Scion of Humanity Count as a human for any effect related to race. Pass as human without using disguise.
Smite Evil (2/day) (Su) +6 to hit, +5 to damage, +6 deflection bonus to AC when used.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Track +2 Add the listed bonus to Survival checks made to track.
Verbal Casting You must be able to speak aloud to use magic, and may be susceptible to ASF
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Akiivos
This thick limbed recurve bow is carved from the black heartwood of otherwordly trees and strung with unicorn hair.

+1 adaptable Composite Longbow that bestows the cold iron property on it's ammo with the Intelligent and Eagle Eye legendary abilities
Int 12, Wis 12, Cha 12
LG
Ego 19
Senses 30 ft
Telepathy
Speech
Surge 2/day (1d8)
Eagle Eye - No penalties to attack due to range

Wings of Hope (Su): You can summon wings of fire and light as a move action that give you a fly speed of 100 with good maneuverability. You can use this 1 hour at a time and you can use it a number of times per day equal to your Mythic Tier.


Old Appearance:

The man standing before you is obviously an experienced traveler; he is outfitted well for it. He wears good quality, but well used, traveling clothes; mostly in shades of green and brown, with a smattering of red thrown in, most clearly in his wide-brimmed hat. He is clearly outfitted for trouble should any arise - he wears a fine chain shirt armor, and strapped to his belt is a large falchion. In or near his hand is his longbow, always at the ready.

Physically speaking, the man is imposing, standing at almost six and a half feet tall and built like a tank. He has blond hair, which he keeps cut short, and a well groomed blond beard. His skin appears to have been pale originally, though it has seen significant tanning from his time on the road. There is something off about the proportions of his height, though the way he dresses in somewhat baggy and layered clothing seems to obscure whatever it is.

His face has some lines in it, a mixture of worry lines and laugh lines. It is clear he is easy to smile, and easy to frown. He tends to have a very expressive face, and it becomes relatively easy to see what he is feeling.

Old Background:

In order to understand Domitian, you have to understand his mother first. Komana Albercoft was a beautiful woman, both in body and in soul, and yet was humble for all that - she would always credit any comment about her beauty to her ancestor's angels-blood, rather than anything she did herself. This beauty led to her catching the eye of a local noble-born man from the Surtova family. He promised her the world, despite her common birth; the promises kept coming, until she became pregnant, causing him to cast her out. He was unwilling to soil the family name with a marriage to a pregnant commoner.

She raised him by herself, making ends meet working as a healer. She had a gift for really drawing out the potential out of any healing source. It was enough to keep them fed, if just barely. As Domitian grew, she taught him everything she knew about healing, and when his size and strength really became apparent, was able to apprentice him out to a local woodsman named Marcian. He learned the bow and the sword from him, as well as how to survive in the wilds and hunt for food. He led Domitian to follow Erastil, and ultimately to give his life to old deadeye. Domitian didn't have much family, but the family he did have he vowed to protect.

Domitian grew up feeling great anger towards his father, even though Komana refused to even tell him the man's name. That he would just abandom them to their fates made his blood boil. On the other side of that, though, was Komana's presence, her gentleness and forgiving nature, and Erastil's calming guidance.

That was all fine and well, though, until Komana's heart gave out. All those years, pushing herself for her son, sacrificing, they all caught up to her, and Domitian was left alone. Among her things, though, he found an old ring, something she held close to her all these years, something she had never shown her son before - the ring bore the crest of the Surtova family. His father was a Surtovan.

Perhaps it was fate, or Old Deadeye, or plain dumb luck, but it was shortly after this that Domitian learned of the quest to retake the stolen lands. Here was a mission that Erastil would need someone on, and it just so happened to have the potential of putting Domitian in direct contact with much of the nobility of Brevoy. Domitian began to study the politics of Brevoy, learning all he could about the intricasies of Brevoy nobility. He was determined to prove himself worthy, despite his bastard bloodline, by going forth and protecting those intending to settle in these new communities. And if Old Deadeye saw fit to allow it, he would find and confront the man who had abandoned them.