About Korian AllandeRogue 1/ Wiz 6 ** Negative Level:
–1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses. The creature is also treated as one level lower for the purpose of level-dependent variables (such as spellcasting) for each negative level possessed. Spellcasters do not lose any prepared spells or slots as a result of negative levels. St 10 DX 12 CN 14 IN 22 WS 12 CH 11 In Tarren's Tomb Of The Emperor Gods¨ HP:58 Current: 58(1d8 [rogue]+ 6d6 [wizard]+ 14[Con] +6 [fav class])
OFFENSE
SKILLS:
Skills 68 skill points: 14 (1*(8+Int Mod 5)+1) ROG + 54 (6*(2+Int Mod 6)+6) WIZ (+ 6 Human bonus incl.) Acrobatics +7: [+2 WIZ ranks, +1 ROG ranks, +3 Class, +1 Ability] Appraise +9: [+1 WIZ ranks, +0 ROG ranks, +3 Class, +5 Ability] Climb +9: [+0 WIZ ranks, +1 ROG ranks, +3 Class, +0 Ability] Craft(wondrous item) +18: [+1 WIZ ranks, +0 ROG ranks, +3 Class, +5 Ability, +2 Tools, +7 Dm Gift] Diplomacy +4: [+0 WIZ ranks, +1 ROG ranks, +3 Class, +0 Ability] Disable Dev +7: [+0 WIZ ranks, +1 ROG Ranks, +3 Class, +1 Ability, +2 Tools] Disguise +4: [+0 WIZ ranks, +1 ROG ranks, +3 Class, +0 Ability] Escape Artist +6: [+0 WIZ ranks, +2 ROG Ranks, +3 Class, +1 Ability] Fly +10: [+6 WIZ ranks, +0 ROG ranks, +3 Class, +1 Ability] Knowledge (Arcana) +14: [+6 WIZ ranks, +0 ROG ranks, +3 Class, +5 Ability] Knowledge (Dungeoneering) +10: [+2 WIZ ranks, +0 ROG Ranks, +3 Class, +5 Ability] Knowledge (Engineering) +10: [+2 WIZ ranks, +0 ROG Ranks, +3 Class, +5 Ability] Knowledge (Geography) +9: [+1 WIZ ranks, +0 ROG Ranks, +3 Class, +5 Ability] Knowledge (History) +13: [+5 WIZ ranks, +0 ROG Ranks, +3 Class, +5 Ability] Knowledge (Local) +9: [+1 WIZ ranks, +0 ROG Ranks, +3 Class, +5 Ability] Knowledge (Nature) +9: [+1 WIZ ranks, +0 ROG Ranks, +3 Class, +5 Ability] Knowledge (Nobility) +9: [+1 WIZ ranks, +0 ROG Ranks, +3 Class, +5 Ability] Knowledge (Planes) +11: [+3 WIZ ranks, +0 ROG Ranks, +3 Class, +5 Ability] Knowledge (Religion) +9: [+1 WIZ ranks, +0 ROG Ranks, +3 Class, +5 Ability] Linguistics +14: [+5 WIZ ranks, +1 ROG Ranks, +3 Class, +5 Ability] Perception +10: [+5 WIZ ranks, +1 ROG Ranks, +3 Class, +1 Ability] (+1 vs Traps) +2 with Jinx Sense Motive +6: [+1 WIZ ranks, +1 ROG ranks, +3 Class, +1 Ability] +2 with Jinx Sleight of Hand +5: [+0 WIZ ranks, +1 ROG Rank, +3 Class, +1 Ability] Spellcraft +14: [+6 WIZ ranks, +0 ROG ranks, +3 Class, +5 Ability] + school bonus or penalty Stealth +10: [+4 WIZ ranks, +2 ROG Ranks, +3 Class, +1 Ability] Swim +0: [+0 WIZ ranks, +0 ROG ranks, +0 Class, +0 Ability] Use Magic Device +6: [+2 WIZ Ranks, +1 ROG Ranks, +3 Class, +0 Ability] Languages Common, Kelish, Osiriani, Ancient Osiriani, Dwarven, Goblin, Orc, Elven, Draconic, Abyssal, Celestial, Infernal Feats: Spell Focus-conjuration (1st), Improved Initiative (Bonus Human), Augment Summoning (3rd), Craft Wondrous Items (5th), Improved Familiar (Bonus 5th), Metamagic-Extend Spell (7th) MAGIC:
Arcane School: -Chosen School: Conjuration (+3 bonus to identify, learn, and prepare spells.) -Forbidden School: Enchant & Necro ( -5 to identify, learn, and prepare spells) School Powers: -Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). -Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance. SPELLS: Cantrips-4, 1st-5, 2nd-5, 3rd-3 (X=Spell Already Cast)
(Plus Scrolls, Wands, Potions etc-See Gear!) Abilities:
Human Race: +1 Feat, +1 Skill point/level,
GEAR:
Combat Gear: (total weight-8lb)
Other Gear On Person: (total weight 23 lbs): C=Crafted *=Magic
Cold Iron light Mace (10gp, 2 lb); Case of 10 bolts (2) (2gp, 2 lb);
JINX- Celestial Weasel Familiar::
Size/Type: Tiny Magical Beast (Augmented Animal/Outsider) Hit Dice: 6d8 ( 25 hp) Initiative: +2 Speed: 20 ft. (4 squares), climb 20 ft. Armor Class: 16 (+2 size, +2 Dex, +2 Nat), touch 14, flat-footed 14 (+4 with Mage Armor) Base Attack/Grapple: +2/-10 Attack: Bite +6 melee (1d3-4) Full Attack: Bite +4 melee (1d3-4) x2 Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Attach, smite evil 1/day (+6 dam) Special Qualities: Low-light vision, scent, darkvision 60 ft., DR 5/magic, acid resistance 5, cold resistance 5, electricity resistance 5, spell resistance 11 Saves: Fort +2, Ref +5, Will +5 Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5 Skills: Acrobatics +10; Climb +10; Escape Artist +6; Stealth +14 Spot +3 Feats: Weapon Finesse, Improved Evasion Special Abilities: Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master Appearence:
Always a slight lad from birth onwards, Korian had nevertheless almost always been able to make up for his lack of might with his surplus of wit. He is slender and of average height for his clan. He has mush of the typical Keleshite look to him with dark black hair, swarthy skin, deeply tanned dark from constant exposure to the sun, and his teeth and the whites of his almond eyes are a perfect white. Those that know of these things can tell that the shade of dark blue tattooed underneath his eyes to protect him from the Sun also mark him as a Badawi desert nomad. A fellow Badawian could even distinguish the subtleties in colour to know exactly which clan he hailed from. He is not an unattractive lad yet most would still consider him a boy as he still has the smooth and hairless face of youth. One look in his eyes though is enough to reveal the active and insightful intelligence behind them. Personality:
Korian seems a quiet and introspective lad at first glance and indeed, he is. Yet far more goes on behind his deep brown eyes than most would imagine. Korian is possessed of an incredibly active and agile mind. He is constantly curious and his imagination knows no boundaries. His is also very aware though of his young age and physical disadvantages. He has gained enough confidence in his ability to defend himself now that he now longer stalks the streets in fear, but he does know that there are still many with much more power and ability than he, and he is wary in whom he puts his trust. Once he does give his trust to someone though it is absolute and complete. Those few he calls friends often have to endure the lad spouting out non-stop his many ideas, dreams and goals. As his sincerity and earnestness are clearly apparent in these lengthy ramblings of his though most take it in good spirit. Besides, quite often many of his ideas are brilliant and several of his friends have profited from them. As well, it never takes him much prompting at all to speak excitedly of his passion for wondrous magical items and the prospect of discovering some incredible artefact in the next set of uncovered ruins. Background::
Most who know him at all only know that Korian ran away from his desert tribe when he had but ten summers on him and has made his way on his own, surviving, learning and growing as best as he could on the streets of the great desert metropolis of Katepesh. Now that he is fast becoming a powerful Wizard in his own right, he has gained respect and few dare to ask him further details of his past. His friends however do know more about him (see background continued at bottom). Approximately two years ago though, without much warning or explanation to any of his long-time friends, Korian packed up and moved his base of operations to ‘the City at the Center of the World’, Absalom, where he currently resides and is known to be active in the Pathfinder Society. Auction Items & Notes:
-"Imivus? I never knew his full name. They called him 'Imivus the Mad,' 'Imivus the Sandcounter,' -"The runes themselves were symbols inside of circles. I will not say any more." -anyone who saw the four symbols would be forever transformed. -The snakeheaded bronze sculpture you have already deciphered. It has on it the words "up," "down," and "stop" in ancient Osirion. -The Payrus scrolls are star charts... Your check tells you that these are star charts detailing the path of Aucturn with the point at which it is closest to Golarion marked as "the time of opening". -The party laughed it off and ignored the first two symbols when they came across them on walls or doors; the third troubled them. When one of Raegos' uncles saw the fourth, he barely had time to avert his eyes before he was transformed into a walking, withered husk of a man like that of an embalmed body. -The charcoal rubbings will simply require more time. Since you will get the time to pour over them, you will have +6 on future Knowledge (history) checks pertaining to the pharoahs. The other stuff, you've already got pretty much everything you're going to get at this point.
Notes & Clues Inside Pyramid:
The Pharoah of Numbers predicts that in a certain year, the alignment will be so precise that a door can be opened between the two worlds allowing 'The Whisperers of Secrets' to cross over. The second panel that Korian deciphers warns of the encircled runes. The encircled runes, it says, are the symbols of the four pharoahs. Korian knows these symbols to be the hieroglyphs for subjugation, desert, fealty, and reckoning. You have not seen any of these hieroglyphs yet to the best of your knowledge. It cautions that those who intend to rob the tombs of the greatest of all Osirion's pharoahs will find themselves its guardians upon seeing the fourth rune. The last panel that Korian deciphers speaks again about Aucturn but with much greater enthusiasm. It describes the rapture of being spoken to by those beings who visited Golarion once before to prepare the way for their mightiest of lords. It also describes their mode of transportation as being a gate powered by elemental energy. One passage reads "and those who would open the tomb need serve she who is shown in the stone, a true descendent of the Pharoahs" followed by an image that looks similar to the statuette with Lonicera/Neferet's face that you saw in the auction and at the Crook Bearer's house. Korian easily detects this section as being illusory and can read the rather mundane text behind it.
Loot:
Scepter's spell book contained cat's grace, flaming sphere, invisibility, mirror image, mage armor, ray of enfeeblement, shocking grasp, true strike, all 0 level except abjuration and enchantment schools, comprehend languages, enlarge person, magic missile, silent image, summon monster I, scorching ray, see invisibility. The Radiant Pharoah's spell book contains: all 0 level except enchantment and illusion; alarm, comprehend languages, grease, protection from chaos, ray of enfeeblement, unseen servant, acid arrow, arcane lock, eagle's splendor, false life, fog cloud, resist energy, web, fly, haste, phantom steed, stinking cloud, tiny hut, enervation, stone shape, black tentacles, summon monster IV, dispel magic, gentle repose, lightning bolt, summon monster III, bull's strength, glitterdust, scorching ray, see invisibility, summon monster II, mage armor, magic missile, rope trick, shield the sarcophagus contained a rod of writhing, a gold circlet worth 1375 gp, 2 moonstone studded rings (75 gp each), a pair of bracers of defense +3, two deep blue spinals 500 gp, and an ancient gold coin that sat on his tongue 100gp.
Background cont:
**Warning, it’s a bit Long :~P *** Korian was well known as a clever boy ‘Too clever for his own good by half!’ was a common expression and sentiment amongst his kinsmen. And indeed, his quick and questioning mind often got him into trouble. Fortunately it was usually able to get him back out of it as well. Korian descended from, and grew up in a small nomadic desert tribe. Children were considered a group responsibility in this tribe so Korian never had any particular attachment to his mother and father. He was not actually sure who his father even was as the tribe also did not have any particular notions of marriage or attachment. Life is the desert was far too harsh to worry about such trivialities. Indeed his father may not have even been a member of the tribe because the elders encouraged those of breeding age to lie with the merchants or occasional stranger who passed by to ‘Strengthen the Blood of the Clan’ as they said. And all the children of the tribe were his brothers and sisters. From as early as he could remember Korian had dreamed about Magic. The casting of it, the discovering of new aspects of it, the beauty of it. As well were his dreams filled with visions of far off and exotic places and peoples, monsters and treasures. Whenever he spoke of such dreams though he was ridiculed and beaten by his elders and peers. The young child soon learned to keep his dreams silent. Never did he give them up though. Something else which had been in his memory for as long as he could recall was the annual arrival of a special stranger. This one always arrived by himself, swathed in deep velvet robes despite the heat which forced most to wear only white and seated on a magnificent camel. Immediately would the village elders gather about this one, each eagerly trying to gain his attention. The stranger came to Korian’s camp to trade for some of the rare desert spices and ingredients which he claimed were very valuable to him. In return he would provide special items or favours and, on very rare occasions, put on a spectacular show of magic. Korian guessed that it was from the stranger’s shows that his obsession with magic first began. Korian had never even exchanged one single word with the man and the only information he had been able to glean of himwas a single part of his name, Tha’alan. Yet it seemed to Korian, in the past few years especially, he had caught the stranger looking at him oddly several times. And Korian swore to himself he could see the man smirking underneath his veil. He knows of my dreams! thought Korian one day He knows of my dreams and he mocks me! For how could a desert rat such as I ever aspire to Magic! For a long time after he first had this thought Korian was mightily depressed and his dream of magic almost died within him. Yet the next year, when the stranger came again, something snapped inside the young boy and he swore to himself I shall show him! I shall show them All! That very same night, attempting by far his boldest deed ever, yet more terrified than he had ever been in his life, Korian snuck over to the guest tent the elders had given over to the stranger while he was with them. Thinking all of the desert surely must be able to heat the thunderous thudding of his heart in his chest, the young lad waited until the dinner gathering by the fire was at it’s most rowdy before slicing a small tear in the tent wall and slipping inside. Ready to bolt at a moment’s notice, the boy spied around the stranger’s tent. And There! Yes! Right there was the thing Korian most sought! The Fool! The fool of a mage had left his spellbook out! For surely that weighty tome must be it. Not daring to tarry any longer Korian snatched up the book and threw it, some scrolls he found lying around and a small purse filled with coin into the sack he had brought for the purpose. Slipping back out of the tent the boy stealthily then made his way over to one of the elders’ camels, along the way picking up the small sack of provisions he had already prepared ahead of time. Deciding that the theft of an elders camel was nothing much to add to his list of dangerous deeds already accomplished that night, Korian boldly cut the camel’s tethers and stole off into the desert darkness. In the days, weeks, months and even years which followed, it, somewhat surprisingly for one of his intelligence, never really occurred to Korian to question why the strange mage would have left such valuable items simply lying about or why none of his tribe had ever come after him for the direst sacrilege of stealing from an elder. In the years that followed Korian eventually made his way to the Katapesh City. He had dutifully studied and absorbed all that was to be learned from what was contained in the items of his original theft and, as always, he was constantly on the search to ever expand his mind and knowledge. He had finally begun to grow swiftly in the ways of magic and, though he was in reality still but a young lad, he had been on his own for many years and he felt like a man inside. He knows though that he has his whole life ahead of him and his thirst for new adventure is unquenchable. Oddly enough, Korian has never again thought of the Stranger since the day the boy he was stole away from his village and home, never looking back. Party Initiatives:
Sykala Initiative: [dice]1d20+2[/dice] Ixius Initiative: [dice]1d20+11[/dice] Refina Initiative: [dice]1d20+7[/dice] Korian Initiative: [dice]1d20+5[/dice] Ovirid initiative: [dice]1d20+2[/dice] Possible spells to learn:
SPELLBOOK: 8 1st +10 other spells (+found & bought scrolls) Cantrips: All Level 1: Protection from Evil, Endure Elements, Comprehend Lang, Identify, Color Spray, Grease, Mage Armor, Magic Missile, Feather Fall, Summon Monster I, Alarm, Protection from Chaos, Ray of Enfeeblement, Unseen Servant, Shield Level 2: Alter Self, Cat's Grace, Knock, Mirror Image, Spider Climb, Summon Swarm, Whispering Wind, Acid Arrow, Invisibility, Levitate, Web, Flaming Sphere, Ray of Enfeeblement, Shocking Grasp, True Strike, Arcane Lock, Eagle's Splendor, Fog Cloud, Resist Energy, Bull's Strength, Glitterdust, Scorching Ray, See Invisibility, Summon Monster II, Rope Trick, Level 3: Protection from Energy, Fly, Gaseous Form, Dispel Magic, Fireball, Slow, School Spell-Summon Monster III, Enervation, Stone Shape, Lightning Bolt, Haste, Phantom Steed, Stinking Cloud, Tiny Hut Level 4: black tentacles, summon monster IV Knowledge Checks:
Knowledge (Arcana) [dice]1d20+14[/dice Knowledge (Dungeoneering) [dice]1d20+10[/dice Knowledge (Engineering) [dice]1d20+5[/dice Knowledge (Geography) [dice]1d20+9[/dice Knowledge (History) [dice]1d20+13[/dice +6 for checks re: Pharoahs Knowledge (Local) [dice]1d20+9[/dice Knowledge (Nature) [dice]1d20+9[/dice Knowledge (Nobility) [dice]1d20+9[/dice Knowledge (Planes) [dice]1d20+11[/dice Knowledge (Religion) [dice]1d20+9[/dice |