Creeping Death

Ladrengil Annúmben's page

10 posts. Alias of Gilpozo.


Full Name

Ladrengil Annúmben

Race

Elf

Classes/Levels

Magus Bladebound 1

Gender

F

About Ladrengil Annúmben

Regards to Enlightenment:

Elves in purple garments utter a song both solemn and sad. This is a farewell song in Kyonin, the music that marks the departure into the afterlife, the music that would mark Ladrengil on her decision of leaving the homeland to discover a new one. The funeral ritual on that winter afternoon in Calistril, that marked the way out of her father in his next life.

Now, the life, the pursuit, the other way opens to me, finally I got rid of my last, of my fate. She thought looking to that full moon.

Since her early childhood the life of Ladrengil was marked by changes and traumas that followed, and, because this she became an awkward between other elven children in Kyonin, and decades after in Erages. Unlike the others, the time of transition and understanding of revelation, "The Brightness", never start in a overflowing way.
Her mother and maternal uncles died violently by Shevaroth forces during military conflict a long lost years. At this point, her father had left his little daughter alone after that event to take up a surveillance post on border of Tanglebriar with a high rank among the rangers.
Alone in the village of Erages, Ladrengil studied and understood the world around her, the magic that shaped the world of elves and all Golarion. Lonely she ventured yourself among the ruins of several great stone towers of ancient elven origin and discovered forgotten entrances beneath the rubbles that steered her via subterranean passages.
Gradually she specialized in magic items and artifacts, legends and arcane knowledge, and in the small fishing village her knowledge became known. She didn't anything more than that recognition and "pride" conquered.
The destinations were crossed on a night that Ladrengil investigated the ruins far away from village. In one of the forgotten tombs, a countless centuries buried, she found something that hitherto was not ready to understand. Something caught her attention and her desire was awakened. A precious scimitar notched with nobility runes from lost elven dynasties that recount back the Age of Darkness.
In that same night her father perished in combat.
In Greengold, the second largest settlement in Kyonin and the only official entry point into the elvish kingdom for non-elves, Ladrengil embarked, said goodbye of the place where she was born, grew up, and saw her entire family die. She no longer felt part of that world, that place. She was alone at last, the only companion now was the strange scimitar found in the ruins of Erages. She named the sword of Aimee, her only companion on her journey.

(...)

In the fog-shrouded streets of Caliphas one of the few elvish woman in Ustalav night roads looking for clues to better understand the world around her. A tip led Ladrengil Annúmben to an old antiquary in Barragoro Road, a place that maybe she could find ancient books with elven runes inscribed.
A few months passed away to she get used to the city dominated by humans, but she didnt figure on much future in this place, so, she will trying to follow on the coming weeks to Karcau, where, thinks, her tattoo skills could be more valued, a new place to continue her martial and arcane studies. Therefore, she aim to collect as soon as possible, the objects of interest for her researchs.
But dont on that night...

The fog is so heavy, I cant even note where I step ... this air is thick and hot, it´s reminds me arcane signs ... someone ... She stops.

Steps into darkness, she knows she isnt alone. So, she turn in the opposite direction, knows that an night when the fog hides the moon the danger may be on peeks.
Claws and blood cross the fog, the elf is hit and suffers with the consequences of her foolish attitude on that night. Rapid movements hides a, icy, wet, strange creature.
But isnt on that way she will perish. Ladrengil doesnt scream, doesnt manifest any sound, just quickly draws her scimitar on a moviment and strikes a very strong blow against the monster that lurks in the fog. She sees a stinking and clotted blood that trickles down by the sword on her fist.
She waits prepared for the next attack, and this did not delay. But on this time the reply from Ladrengil is mixed with a sign-mystic movement.

"మోర్టె ద్వారా మోర్టె అల్మాస్ మోర్టె ద్వారా మోర్టె"

At the moment of her scimitar hits the target a touch from her hand, which glows with blue energy, makes the target suffer with the spell cast.
Slapped, the creature runs away with fear, now, the monster become the prey. The stench of his blood is that tab the elf, on seconds Ladrengil reaches and strikes the ultimate blow with her ancestor scimitar, tearing the throat of the monster.
The Ladrengil´s curiosity made ​​her take the remains of the creature to the rented room in the city. On the next day she sought information in Quarterfaux Archives about what had attacked him. It was when she met Professor Lorrimor. He helped her for a few weeks to analyze and conserve the body, in this meantime the two were able to share experiences and discover that the creature, a type of undead, deformed, and with animal traits, apparently had no logical reasoning. So, the undead was acting on impulse, or sent by someone!

Sheet:

Ladrengil Annúmben
High Fantasy (20 point)
Valley of Stars of West Sunset
Female Elf Magus Bladebound 1
LN Medium
Init +3; Senses Low-Light Vision, Perception +1
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 dex)
hp 9 (1d8+1 Favored Class)
Fort +2, Ref +3, Will +1 {+3 vs enchantment, immune to magic sleep}
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Offense
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Speed 30 ft.
Melee Scimitar +2 (1d6+2/18-20x2) {+1 to confirm critical hits}
Ranged Longbow +3 (1d8/x3) {+1 to confirm critical hits}
Special Attacks
Special Abilities Arcane Pool 5, Malleable Magic
Magus Spells (CL 1st; concetration +6)
1st [3]- Shield, Feather Fall, Blend
0st (at will) [2] - Detect Magic, Disrupt Undead
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Statistics
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Str 15, Dex 16, Con 10, Int 17, Wis 09, Cha 10
Base Atk +0; CMB +2; CMD 15
Feats Skill Focus (Use Magic Device)
Traits Subject of Study [Undead], Anatomist
Skills Craft Tattoos (Int) 3 [3], Intimidate (Cha) 4 [1+3], Knowledge (arcana) 7 (Int) [1+3+3], Knowledge (dungeoneering) (Int) 7 [1+3+3], Spellcraft (Int) 7 [1+3+3] {9 to identify magic items}, Use Magic Device (Cha) 7 [1+3+3]
Languages Common, Elven, Draconic, Sylvan, Celestial
Gear Scimitar (15gp/4lbs), Longbow (75gp/3lbs) and Quiver (20 arrows) (1gp/3lbs), Leather armor (10gp/15lbs), Traveler´s Outfit (1gp/5lbs), Pouch, belt (1gp/0,5lb), Backpack (2gp/2lbs), 17gp
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Special Abilities
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Arcane Pool (Su) At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.
At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 17th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement 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 weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal.
Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus.
A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Spell Combat (Ex) At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.
Black Blade (Ex) At 3rd level, the bladebound magus’ gains a powerful sentient weapon called a black blade, whose weapon type is chosen by the magus (see sidebar). A magus with this class feature cannot take the familiar magus arcana, and cannot have a familiar of any kind, even from another class.
Instead of the normal arcane pool amount, the bladebound magus’s arcane pool has a number of points equal to 1/3 his level (minimum 1) plus his Intelligence bonus.
This ability changes the Arcane Pool class feature and replaces the magus arcana gained at 3rd level.
Spells
_____________Cantrips A magus can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Magus under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
_____________Spellbook A magus must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook except for read magic, which all magi can prepare from memory. A magus begins play with a spellbook containing all 0-level magus spells plus three 1st-level magus spells of his choice. The magus also selects a number of additional 1st-level magus spells equal to his Intelligence modifier to add to his spellbook. At each new magus level, he gains two new magus spells of any spell level or levels that he can cast (based on his new magus level) for his spellbook. At any time, a magus can also add spells found in other spellbooks to his own.
0º Spells [All] - 8 pages
1º Spells [7] - 7 pages
Blend, Enlarge Person, Chill Touch, Feather Fall, Grease, Mirror Strike, Shield
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Traits
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Subject of Study Professor Lorrimor approached you as part of his studies, as he had heard that you had survived a recent encounter with a strange monster or had another fateful encounter. Interested in the conditions of the runin and the means by which you avoided death or injury, he met with you and maintained frequent correspondence until several months ago. The scars of your experience and his continual reminders of the encounter prompted you to hone your skills lest you someday face the same type of creature again. The professor assisted you in this endeavor, providing you with insight into the anatomy and defenses of the creature that attacked you.
Years of study have improved your combat effectiveness against your chosen foe. Choose a non-humanoid creature type: Undead. You gain a +1 bonus on damage rolls against creatures of this type.
Anatomist You have studied the workings of anatomy, either as a student at university or as an apprentice mortician or necromancer. You know where to aim your blows to strike vital organs. You gain a +1 trait bonus on all rolls made to confirm critical hits.
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Racial
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Elven Immunities Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Keen Senses Elves receive a +2 racial bonus on Perception checks.
Elven Magic Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Arcane Focus Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Low-Light Vision Elves can see twice as far as humans in conditions of dim light.