Akron Erix

Sampson Klein's page

161 posts. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).


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HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Thirded.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

I wouldn't mind a +1 on my chain shirt and/or falcata. I've got 1000ish GP.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Heil Brimley!


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5
Brimleydower wrote:

Before I lay down a verdict on your roll, I suppose I should mention that I'll allow Hero Point rerolls. Once only per roll, but it's a little insurance against losing, say, 500gp overnight. Also, I would like to stress that you should not feel beholden to items that already exist. You can go through the process with a loose concept of what you want: "I want to make a pair of bracers that protect me from harm" rather than flipping through the manual for a specific item, etc.

Speaking of the bracers, how specifically are you incorporating the bits of the robot into the item? You've basically got a small handful of titanium bolts, nuts, shavings (that belonged to a robot, of course).

The pearl is not on the basic list of formulae, so it would require experimenting to achieve. After successfully making such an item, you can add it to your list of known formulae, however.

As to the sleeves and items in general, I would vastly prefer that something going into the equation actually relate to the item being made. You can go with the specific spell already listed, of course, or try to run down an exotic ingredient tied to illusion (or true shapechangers). The purpose of the system in general is to put distance between the min/max cookie-cutter approach to magic items according to RAW. Should result in more interesting results, if less dependable.

Sampson: Would you be cool with replacing your trait with various kata you could perform in the first hour of the day (while others prepare spells, conveniently) to grant various bonuses? I'm modeling this after the Propitiation trait mostly; can delve further if that interests you.

Eldred: Yes to all questions. You can actually take advantage of the alternate crafting rules where guns/ammunition are concerned (also, dependent on rare reagents). Any unique creations will likely be subject to that process, but you can craft the normal stuff in the books as usual.

Arzazel: bird feather token; all items are sold at the normal...

Sure, sounds cool.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Assuming we can buy/order anything mundane this is what Sampson goes for...

Sampson's time in Braganza had given him some insights into his fighting. While he was skilled, there were certainly things out there equally skilled or simply more dangerous than a normal human could ever hope to be. Betrayal was too unwieldy a blade as currently conceived, and his smaller falcata lacked the stopping power he really needed. His armor was also lacking in quality. With a better fitted suit he could move more freely on the battlefield.

Sampson seeks out a mastersmith and trades him both his current blades and several stacks of gold coinage in exchange for the commission of a new sword. It is modeled after Betrayal except lighter and slightly shorter, with a thicker spine. The new blade would be easier to wield, and would be Sampsons new mainstay. After ordering his sword, he visits the Order's armorers, and orders a new set of chain that fits him perfectly.

Once these two essential tasks are done, Sampson sets about the work of ridding his new home of unnecessary ornamentation. When he is finished with the place it represents a Minkaian dojo - empty, simple and clean.

Selling betrayal and my other falcata for 18 GP, then my chain shirt for 50 GP. That gives me 1,061 GP to work with.

Then buying a masterwork chain shirt (250 GP) and a masterwork large falcata (368 GP).


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

I essentially just want to strip out my house and make it all spartan and zen. Then set up a practice space with some dummies etc. Should be pretty straightforward.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Sampson strips his home of all decoration, and fills it with weapons and trophies from people he's killed. Upstairs is all one giant bedroom except for the stairwell. Backyard is his new practice yard.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Sampson raises one eyebrow at the general. "What are you suggesting, sir?" The slayer calmly takes another bite of his food, displaying perfect etiquette. "I am a skilled killer, if that's what you're asking. Have you need of my services?"


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Swear I posted this already, but I'm fine with moving on now. Sampson has no interest in torturing anyone unless his shadowy Nidalese ghost-patron guy tells him to.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Okay, I am reborn a slayer. What about my custom trait, Brimley?


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

I have been wanting to play a slayer....

Let me take a gander that way and see what I come up with. If I like it, then I'll make the switch.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Samurai is feeling less badass than I want it to, but I guess I'll stick with it for now. The braggart thing is nice, but my main class feature only works once a day, which is really really lame (except once a day).

I just feel like a fighter without enough feats most of the time. I suppose I should multiclass or something.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Cool :) Maybe someone else can knock him out now.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Easier said than done, Teldas, Sampson thinks, ignoring the noble officer. I can't even land a blow on these freaks without pulling my strikes. On top of that, Zelthresh apparently doesn't know what stay back means.

Sampson swings his falcata again this time, hitting the acolyte right in the face.

Attack (Braggart, Inspiring Word, IC): 1d20 + 7 + 2 + 2 + 1 ⇒ (20) + 7 + 2 + 2 + 1 = 32
Confirm: 1d20 + 7 + 2 + 2 ⇒ (7) + 7 + 2 + 2 = 18
Damage: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Crit damage: 2d8 + 8 + 1 ⇒ (1, 4) + 8 + 1 = 14


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Sampson stands his ground against his two foes, calmly dodge out of the way. He can see that his words have shaken them, and he cracks a smile as the Thrill continues to rise within him. These are no untrained fools, they have skill, he thinks, slashing again at the one who injured him.

Attack (Braggart, IC): 1d20 + 7 + 2 + 1 ⇒ (5) + 7 + 2 + 1 = 15 Miss :(

The blow clangs harmlessly off the acolyte's armor.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Charges are safe for the moment. Time to pay this gnat back for his insolence. Sampson whips out with his falcata against the "acolyte" who hit him with the morningstar. "You will die today. I am Sampson Klein, slayer of countless men." he states, the thrill rising in him. He steps back and raises his guard.
______________________________

Activate braggart to get dazzling display.
Intimidate: 1d20 + 10 ⇒ (10) + 10 = 20
I get +2 on attack rolls against them if they are demoralized.
5' step back.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Sampson charges forward towards the two acolytes, whipping his smaller falcata from its sheathe. "Stay back!" he cries to Zeltresh and Rutlius. Finally, a challenge!

Move towards the acolytes.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Sampson looks bored...or tired...or whatever it is he normally looks like. The statuesque man does his usual bit of standing with arms crossed, slightly frowning and follows his two charges silently around.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Sampson salutes the Prince-Archbanker, then steps forward and bows. "I am Sampson Klein. A member of the Imperial Directorate."


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Sampson stays close to Rutilus and Zeltresh as the group makes their way to the cathedral. "I've been tasked with protecting you two. Don't stray far from my side," he remarks to the two magic users, in his typical monotone. He keeps his eyes peeled for danger as well.

Taking 10 on perception for a 13.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Sampson prefers combat, as he's socially weird. I as a player don't mind either way. Talking sometimes is fine too.

Bonds: Sampson sees everyone equally. That is, as lesser beings. He doesn't care about them one way or the other, other than to follow his mission of protecting Zeltresh and Rutilus.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Sampson looms behind Zeltresh and Rutilus, frowning, but remaining stoically silent. He seems to be completely unfazed by the dramatics and revelation that they will serve as bait. Instead he keeps his eyes on the corners of the room, entrances, exits, windows and his two charges.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Sampson enters the court with the grace of a hunting cat that those who know him have come to expect from the duelist. He bows to the the Baliff once they are addressed, then nods to indicate that he has indeed been well. He stands, "at ease" waiting for the others to respond verbally to the Baliff's greeting.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

In less than 24 hours I'll be heading out for three weeks of international travel. There will be times when I'll be able to post, but other times I may not be able to. Please bear with me, and/or bot me as necessary.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

"Understood, m'am. Do you have any further instructions for me?" Sampson asks his commanding officer. Finally, something to do other than taking out the bloody trash of this city. Those two magical freaks seemed like the type to get into interesting trouble often.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5
Brimleydower wrote:

** spoiler omitted **

Sampson's departure from the entryway is followed by a brief "good luck" from Vinfarel. 

As Sampson steps into his dormitory, he finds Commissar Kathlyn standing rigid, practically at attention, in the center of the room. He recalls Vincent and Adurus mentioning her the night they descended into Rud's facilities, but this is the first time he has shared anything approaching a close proximity with her. Much as Vinfarel had claimed, she carries a small folder of papers in the fold of her left shoulder. While Vinfarel's appraisal of her womanly figure are no doubt accurate, Sampson instead notes the physical conditioning her frame indicates: small, powerful, and lithe.

She notes Sampson's arrival immediately, regarding him with emerald eyes as she says "Sergeant Klein. I am Commissar Kathlyn. We must speak." Her words are direct. Sampson has heard of the Commissariat's agents before, enough to know that they usually are only encountered where treason (alleged or otherwise) is concerned. She gestures to a pair of chairs on either side of a squat, square table. Affixed to a cord on her left breast are a small collection of medals. Many are various commendations and badges of office that Sampson recognizes. One he does not: a silver bird of prey grasping the sigil of Imperial Governor Markwin Teldas in its talons.

Sampson salutes, saying "Commissar!" before sitting in the indicated chair. "How might I help you, m'am?" he asks, spreading his broad hands out flat on the surface of the table, and leaning back in his chair until it creaks a little under his weight.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Sampson nods to the elf. "Thank you for informing me." The Hermean makes his way into the dormitory, looking for this purported woman.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Well, he's fine with following along as long as he's getting paid, and getting to fight. That's all he wants. There is no other way to motivate him.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Merr. I guess if some of you come find Sampson and give him paying wetwork he'll keep running with y'all. But he's not going to come looking for you.

Only other thing that would get him back in is orders from his superiors.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

What is the story though? Seems like it ended at Rud's.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

I'm going to withdraw from this I think. The pacing's poor and I've essentially written myself into a corner with Sampson. He's a horrible team player, and now he's working for Zon Kuthon so his only drive is to murder people and steal their blood. I don't care about Molthune, and there's nothing that would interest Sampson that's going to unite us all as a group. Soooo...yeah, I have nothing to post at the moment and can't see that changing in a sandbox type game. Thanks Brimley for the chance to play!

Good luck guys~


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

S'cool man. Shit happens. I haven't really known what to do in this game so I haven't posted. Sandbox is all good, but our characters all have widely varying motivations and allegiance, so without a plot to unite us I fear there is no real party. More like six solo quests running side by side or something.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Your familiar. (^_~)


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

I'll work as a mercenary guard for a week and try to earn some cash. Unless my commanding officers have other orders for me.

Sampson is pleased with the bargain struck. The ability to see perfectly in darkness is invaluable, and that's just the beginning. Any thoughts about the effects this might have on his eternal soul are far from the Hermean's mind. He seeks out work during the chaos after the Storm of Madness, hoping that the constant need for large violent men will be particularly strong in the aftermath of the event.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

I remember Ragathiel's is killing a proven evil doer every day. Cause I am playing someone who's going to become a Mystery Cultist in Wrath of the Righteous. But that was in a different book, the Empyreal Lords one.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Evangelist is pretty sick. I like the aligned class and flexible entry requirements a lot.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

The cleric archetype?


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Sampson will grab a bucket and make his excuses, saying he needs to go check on his dog. He then goes out into the streets, finds a freshly dead corpse and picks it up, taking it home. If anyone stops him, he says it's a family member he's taking to bury. Once home he strings the corpse up feet first and slits its neck, letting the blood drain into the bucket. Then he conducts the ritual he saw in his head from the Kuthite spirit.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Does it have to be from a freshly killed corpse?


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Excellent, I shall feed you his blood.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Sampson follows behind the others. What place is this? How can I use this information? He crosses his arms over his chest in his typical silent manner and watches the social interactions of the lesser beings.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Level up:

+2 BAB
+1 Fort, +1 ref, +1 will
+18 HP

+12 skill points

Also gained Braggart, weapon expertise and power attack.

Can I take Falcata for my weapon expertise, since I don't use any of the weapons listed?

Weapon Expertise wrote:
At 3rd level, a samurai gains an unparalleled expertise with his chosen weapons. At 3rd level, the samurai selects either the katana, longbow, naginata, or wakizashi. The samurai can draw the selected weapon as a free action as if he had the Quick Draw feat. In addition, whenever he threatens a critical hit with the selected weapon, he gains a +2 bonus on the confirmation roll. Finally, his samurai levels stack with any fighter levels he possesses for the purposes of meeting the prerequisites for feats that specifically select his chosen weapon, such as Weapon Specialization.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Anniversary today. I'll level up later.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5
Zeltresh Turenek wrote:
All done except for selecting a new 1t level spell. Here's a random one: does Crafters Fortune give the +5 bonus if I am making Spellcraft checks for item creation?

By rules as written, no. Maybe Brimley will be nice.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Sampson nods moving up to the entrance of the globe and peering in.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

"We should look inside this thing at least. Maybe Rud is there," Sampson says, motioning to the suspended sphere with his blade.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

To hit: 1d20 + 5 ⇒ (12) + 5 = 17
Damage: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8

Sampson stands his ground, swinging his falcata at the metal monstrosity once again.


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

For some reason this campaign's map is the only part of google drive I can access now. Weird, but also awesome.

Sampson lashes out at the robot with his falcata again.

Attack: 1d20 + 5 ⇒ (2) + 5 = 7

-face palm-


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

I used my hero point to hit last time Sampson fought. That big smoke demon ogre thing. We haven't leveled, so no more HPs for me. It's just annoying because he's supposed to be so badass, but I think he's only hit once the whole game so far. No, twice. In the tent at the very beginning, and then the crit when he used the hero point. -sigh-


HP: 31/31
Stats:
AC 18 T 14 FF 14 / Fort +6, Ref +7, Will +1 / Percep. +7 / Init +5

Sampson whips his falcata from its sheathe with blinding speed, executing a single upward slash with all his considerable power behind it into the metal monster's belly. The construct easily jumps back out of the way.
_______________________________

Iajutsu Strike it.

Attack: 1d20 + 5 ⇒ (5) + 5 = 10

Ah, the dice's hatred of Sampson continues unabated.

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: 5/7 | 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
======
DEFENSE
======
AC 10, touch 10, flat-footed 10
hp 26
Fort +2, Ref +1, Will +7
======
OFFENSE
======
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
3rd level - lightning bolt
2nd level - blindness/deafness, eagle's splendor, fox's cunning, glitterdust, gust of wind,see invisibility, summon monster 2, summon swarm, web
1st level - alarm, burning sands, cure light wounds, detect undead, erase, feather fall, grease, hydraulic push (CMB +5), jump, mage armor, mount, positive pulse (DC 16), protection from evil, shield, shocking grasp, sleep, summon monster 1
0th level - all
Wizard Spells Prepared (CL 4th; concentration +8)
2nd level - eagle's splendor, glitterdust, web
1st level - burning sands, detect undead, grease, hydraulic push
0th level (at will) - detect magic, disrupt undead, read magic, resistance

Learning New Spells From Another Spellbook: Requires read magic and Spellcraft check (DC 15 + spell's level)
======
STATISTICS
======
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, 2 potions of cure light wounds, rod of lesser metamagic extend (5 lbs), enemy spellbook (1 lb) (carrying 38.5 lbs), 12 gp, 7 sp
======
SPECIAL ABILITIES
======
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.
======
PHYSICAL DESCRIPTION
======
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.
======
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.