Lord Vardak

Rupur Kettletop's page

1 post. Alias of Set.


Full Name

Sage Rupur Kettletop

Race

Gnome

Classes/Levels

Wizard 5 (Universalist)

Gender

M

Size

S

Age

44

Special Abilities

spellcasting, gnomish SLAs

Alignment

N

Deity

Nethys

Location

Absalom

Languages

Common (Taldan), Gnomish, Sylvan, Draconic, Dwarven, Elvish, Azlant, Osirioni

Occupation

Spellcrafter of the Arcanamirium

Strength 10
Dexterity 13
Constitution 16
Intelligence 16
Wisdom 10
Charisma 10

About Rupur Kettletop

ARCANAMIRIUM PATRON: Sage Rupur Kettletop
XP 1200
Gnome wizard 5
N Small humanoid (gnome)
Init +1; Senses low-light vision, Perception +2
DEFENSE
AC 13, touch 12, flat-footed 12; (+1 size, +1 Dex, +1 bracers of armor)
hp 32 (5d6+15)
Fort +4, Ref +2, Will +4; +2 vs. illusion
Defensive Abilities defensive training
OFFENSE
Speed 20 ft.
Melee club (1d4 B), dagger (1d3 P)
Special Attacks hand of the apprentice 6/day, hatred
Gnome Spell-like Abilities (CL 5th, Concentration +8)
1/day – dancing lights, ghost sound (DC 10), prestidigitation, speak with animals
Spells Prepared (CL 5th, Concentration +8)
3rd – clairaudience/clairvoyance, dispel magic
2nd – arcane lock hypnotic pattern (DC 16), make whole
1st – color spray (DC 15), comprehend languages, mage armor, unseen servant
0 (at will) – detect magic, mending, message, read magic
STATISTICS
Str 10, Dex 13, Con 16, Int 16, Wis 10, Cha 10,
Base Atk +2; CMB -2; CMD 10
Feats Scribe Scroll (B), Craft Wondrous Item (B), Eschew Materials, Magical Aptitude, Spell Focus (illusion),
Skills Appraise 5 (+11), Craft (alchemy), 5 (+11), Fly 0 (+1), Knowledge (arcana) 5 (+11), Knowledge (history) 1 (+7), Knowledge (local) 1 (+7), Knowledge (the planes) 1 (+7), Linguistics 2 (+8, Azlant, Osirioni), Spellcraft 5 (+13), Use Magic Device (CC) 5 (+7)
Languages Common (Taldan), Gnomish, Sylvan, Draconic, Dwarven, Elvish, Azlant, Osirioni
SQ Arcane Bond (amulet), gnome magic, weapon familiarity
Combat Gear club (appears as ornamental walking stick w/ concealable continual flame), dagger, scroll of protection from evil (CL 1), wand of scorching ray (CL 3, 10 charges), bracers of armor +1, 3 elixirs of escape (see below); Other gear book half-full of scribbled notes, several ink pens, shoulder-slung heavy pouch (sized for a human) holding a pet rat that he pretends is his familiar and dotes on lovingly (2400 gp)

Spellbook (all cantrips, 5+ 2 1st at 2nd, 2 2nd at 3rd, 2 2nd and 1 1st at 4th, 2 3rd at 5th. Add glitterdust. Add alarm, identify, mount and ray of enfeeblement.

Rupur doesn’t even remember life before he became a fresh-faced apprentice in the Arcanamirium, and sometimes forgets that there is a world outside of the complex, let alone outside of Absalom proper. Indeed, he hasn’t even seen much of the city, despite living there all of his life.

Lacking in personal initiative, Rupur spent several years providing spellcasting services for Arcanamirium clientele, until he began to notice the white hairs, and the blotchy pale patches on his formerly dark skin. The mind-numbing drudgery of casting utilitarian spells and translating documents for high-paying clients was eroding his spirit, and he seized upon a dozen or more ‘favors’ owed him to be shuffled into a research position. He has found new purpose in crafting spells that the world has never seen before. Since then, his skin condition has arrested, and he no longer finds fresh white hairs on a weekly basis, but he still has a few white streaks and mottled skin, appearing as if he had suffered some sort of skin disease.

Because of the nature of his research, he regularly requires expensive reagents of all sorts, many fantastical in nature, and few, if any, native to the Isle of Kortos. As a result, he feels that he has to ‘waste’ entirely too much time wandering around Absalom, knocking on doors and chatting up factors and tradesmen, trying to locate either the rare materials he needs for his research, or retain the sorts of people who can go fetch said materials. While he generally tries to make these excursions quick and to the point, he has, on occasion, been sidelined into wandering around Absalom, seeing marvels that he never knew existed only blocks away from where he spent his childhood in training and spellcraft.

He had recently found himself in need of components, and so has been forced into the streets again, to find some bold souls willing to fetch him a half dozen tiefling horns and at least a half-gallon of blood from three different bugbears.

Boon: Rupur is hard up for cash, generally having expended most of his operating capital on rare components for his research. Anyone who helps him may benefit from temporary access to Arcanamirium research materials, allowing them a +4 to a single knowledge – arcana or spellcraft check (Rupur cannot, or, in this case, will not, escort someone into the libraries, but will instead go into the library to look up the requested information, and then report back to the petitioner).

He can also give an arcane caster training that allows them to use one of the special spells he has crafted, Kettletop’s Efficacious Escape, scribing it for free into a spellbook, or allowing a spontaneous arcane caster to replace one of his current 1st level spells with this spell, even if he would not be able to make such a replacement at this time.

Finally, he can create single-use Elixers of Kettletop’s Efficacious Escape (which are thrown to the ground, never consumed!) to reward non-arcane casters.

Quote:

Kettletop’s Efficacious Escape

School conjuration (teleportation); Level sorcerer/wizard 1
Casting Time 1 standard action
Components S, M (an empty flask or phial)
Range personal
Target you
Duration instantaneous
Saving Throw none; Spell Resistance no

This spell conjures a swirling inky liquid into a small flask in the casters hand that can immediately be thrown to the user’s feet or crushed in the users hand as part of the spellcasting. This action conjures a puff of sulfurous-smelling black smoke that obscures all vision in the target hex for 1 round, while teleporting the user up to a double move away to anywhere within line of effect and line of sight. If the flask is not thrown to the ground by the end of the round, or is broken in any square other than the one the caster is occupying, the spell is wasted to no effect. The only other action you can take in the round you cast this spell is a single 5 ft. step (which can occur before the teleportation, or after, usually to leave line of sight by stepping around a corner and complete the illusion of having vanished), even if you would have had a move action remaining.

Quote:

Elixer of Escape

Aura faint conjuration; CL 1st
Slot –; Price 150 gp; Weight
DESCRIPTION
This ‘elixir‘ is stored in a hard gourd feels like it only contains a small quantity of fluid. If the gourd is thrown to the ground or crushed in the users hand (a standard action that does not provoke an attack of opportunity) a black cloud of smoke appears in the user’s square, obscuring all vision for 1 round, while the user is simultaneously teleported to anywhere within a double move action, so long as the destination square is within both line of sight and line of effect. Even If the gourd was already in hand when used, the user can only take a single 5 ft. step after the teleportation occurs. Despite being (mis)named as an elixir, the 2 oz of inky black fluid at the bottom of the gourd is not to be consumed, and will evaporate to no effect at the end of the first round it is uncorked. If consumed, the drinker is blinded and sickened for 1 round, and is sickened for 1d4 rounds thereafter, belching up amazing quantities of black smoke in the process.
CONSTRUCTION
Requirements Craft Wondrous Item, kettletop’s efficacious escape; Cost 75 gp