Ancient Dream Dragon

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Organized Play Member. 3 posts (57 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 3 aliases.


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Writing sample and items for Iroko the Arcanist Magaambyan Initiate

15 Items:

Dagger
light crossbow
10 bolts
spellbook
rope
trail rations
quarterstaff
backpack
spell component pouch
flint and steel
Bed roll
Journal
Ink
Ink Pen
Waterskin

Writing Sample:
Iroko felt the warmth of the sun beaming down. He felt the warmth of the dark wood on his back as he drifted in and out of sleep. “This,” he thought “is what it means to be in tune with nature.” As he settled in to go back to sleep a shadow suddenly blocked his connection to the sun.

“Iroko, I’d like to thank you for your assistance in answering questions I had about the Expanse’s flora,” Ieana said staring down at him.

Slowly blinking his eyes open Iroka stared up at the Varisian scholar. “After naps, the Mwangi flora is my next area of expertise. Honestly, I’m just happy to see you outside of that stuffy room taking in the sun and sea spray. It's a rare sight!”

“Yes, well there’s a lot to prepare for before we dock. There is still so much I do not know. So much I must prep for if my exploration is to be successful. I should actually go back and finish plotting my course through the wilds to the ruins. I just thought it would be rude of me not to thank you in person for your help. I should be…"

“Wait. Could you just do me a favor."

“Umm… Yes, it would be ridiculous of me not to at least attempt to return the favor. How can I help you? Do you have conflicting sources that you wish for me to help you consider? I've been have such a hard time reconciling John Jackson's personal safari accounts with Jack Johnson's interviews with native Mwangi.”

"No. Could you just sit here with me?"

"What! I don’t know… I have so much to do… Fine. I can spare a minute, but only a minute. Then, it's back to my studies."

Iroko moved to a sitting position and sat crossed leg on the deck. He patted a space on the deck right next to him. “Perfect. A minute is all it takes.”

Hesitantly, Ieana took her place next to Iroko. “What good is any of …”

Putting a finger to his lips, Iroko continued to stare off into the distance.

A quiet swept over the two of them.The sound of the sea breeze and waves washed over the two seated scholars.It seemed to swallow the din of sailors working, swearing, and fighting. After a minute Iroko stood up and stretched up towards the sun. He reached out and helped Ieana up to her feet.

"I know it all seems like a lot, but it’s always nice to take a moment and enjoy Gozreh’s bounty. With that said there’s also a map in my bag that I’ve been neglecting. I might not be the best person to take advice from,” Iroko finished with a shrug. “Let us part ways and consider each other’s strengths, and in need strengthen the other’s weakness.”

With that they parted ways. As Iroko walked back to his cabin he thought, “We have a few more days I can probably get to that map tomorrow.”


Cutting it close but I'm submitting Iroko the young Magaambyan Initiate.

5 Minute Background:
1. I'd like 5 points that capture the concept and story of the character. More are welcome, but no less than five.
. Current student at the Magaambya Academy in Nantambu, where he has started to specialize in herbology.
. Orphan who was taken in by a traveling Druid. The druid noticed his magical talent and took him to the Academy.
. Initiate who has taken time off from school to search for a legendary Tobongo/Treant said to have been planted by Old Man Jatembe.
. He is the Mwangi Johnny Appleseed. He tries to plant seeds in any area that looks to be deforested or had its plant life heavily harvested.
. Is on this journey to find a way to become more powerful and in tuned with nature

2. Two goals that you'd like the character to accomplish in-game.
. Discovering an ancient and magical Treant/Tobongo or similar magical creature/item linked to Old Jatembe that he can tell his teachers about and get in their good grace.
. Learning the Treant’s/Tobongo’s rumored magical secrets.
. Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.
. Has been temporarily suspended from the Academy for being in a restricted area and injuring two of his fellow students.
. Nganda who helped take care of him and helped him make his way to the academy has a cursed plant attached to him that is slowly driving him crazy.

4. 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five. PLEASE consider the players reference guide for ideas.
. Nganda: Father figure. Old druid who took him in when his village was destroyed and helped him make his journey across the Jungle to the Academy. Never stays in once place long, but can always be found walking the Jungles of the Expanse with his ape companion
. Ieana: Friend/Colleague Fascinated with the Mwangi Expanse, Ieana, reached out to several teachers at the Academy. They all politely ignored her correspondence. However, she didn’t give up and asked the professors to put her in contact with any high aptitude students who wished to correspond with her. They all said no except for Iroko. Iroko excitedly talked at length with her and even encouraged her to make her journey to the Mwangi Expanse.
. Oloh: Classmate and Friend. Not the best student but not the worse. Currently, recovering from wounds caused by a wizard battle between Iroko and his rival/enemy Macoute.
. Macoute: Classmate/Rival/Bully/Enemy. Has made Iroko’s life miserable since he arrived. Macoute has an interest in necromancy which is frowned upon in the Academy. Iroko catching Macoute raising dead rodents attempts to stop him and breaks Macoute’s arm and pierces Oloh in the stomach in the process. Causing Iroko to be suspended.

5. Three key memories that define your character as the person they are at the time of submission.
. Seeing his village ransacked and pillaged by colonials and the Aspis Consortium
. Iroko unintentionally causing a sapling to grow into a full-sized tree
. Sharing a Kiwano melon with Nganda as they approached the beautiful mosaic towers of Nantambu.

6. Finally, I'd like you to include with your submission a fear or paranoia that causes your character to shiver, cower, or panic.
. The idea of contracting a rotting disease where he is perfectly presentable on the outside but is dying of rot on the inside.

7. Three bad traits.
. Slothful: Iroko is content to sleep the day away under a tree.
. Arrogant: Thinks he’s so naturally good at magic he doesn’t have try hard or study. Thinks he can instantly be good at anything he tries.
. Would let a person he judged as evil die.

Character Sheet:

Rough draft of character

Iroko

Male Human Arcanist 1

N medium humanoid

Init +1 Senses Normal Vision Perception +3

DEFENSE

AC 11, touch 11, flat-footed 10

hp 8

Fort 2 Reflex 1 Will 2

OFFENSE

Speed 30 ft

Melee

Touch -1 (Varies x2)

Ranged

Ray +1 (Varies x2)

or Ranged Touch +1 (Varies x2)

Space 5 Reach 5

STATISTICS

STR 8 DEX 12 CON 12 INT 18 WIS 11 CHA 15

BAB 0 CMB -1 CMD 10

Feats Combat Casting, Extra Arcanist Exploit

Skills Acrobatics 1, Appraise 4, Bluff 2, Climb -1, Diplomacy 5, Disguise 2, Escape Artist 1, Fly 1, Heal 0, Intimidate 2, Knowledge (arcana) 8, Knowledge (geography) 8, Knowledge (history) 8, Knowledge (local) 8, Knowledge (nature) 8, Perception 3, Ride 1, Sense Motive 2, Stealth 1, Survival 1, Swim -1

Languages Common, Grippli, Orc, Elven, Halfling, Polyglot

Prepared Spells:
1. Magic Missile, Mage Armor, Entangle*(Spell Lore)
0. Read Magic, Detect Magic, Prestidigitation, Acid Splash

Aura of Good (Ex): A Magaambyan arcanist radiates an aura of good as if she were a cleric of a level equal to her class level (see the detect good spell). Halcyon

Spell Lore (Su): A Magaambyan initiate’s studies of the philanthropic teachings of Old-Mage Jatembe allow her to cast a limited number of spells per day beyond those she could normally prepare ahead of time. At each class level, she chooses one spell from the druid spell list or one spell with the good descriptor from the cleric spell list. The spell must be of a spell level that she can cast, and cannot be a spell that already appears on her arcanist spell list. A Magaambyan initiate can cast a spell that she has chosen with this ability as if it were on her spell list and prepared by expending a number of points from her arcane reservoir equal to half the spell’s level (minimum 1) and expending a spell slot of the spell’s level. At 4th level and every 2 levels thereafter, a Magaambyan initiate can choose to lose a spell that she has chosen with this ability in exchange for a new spell of the same spell level that meets the same requirements. This ability replaces the arcanist exploits gained at 1st, 9th, and 17th levels.

School Understanding (Advanced Class Guide pg. 11): The arcanist can select one arcane school from any of the schools available to a character with the arcane school wizard class feature, but does not have to select any opposition schools. The arcanist gains one ability of that arcane school as though she were a 1st-level wizard, using her Charisma modifier in place of her Intelligence modifier for this ability. The ability must be one gained at 1st level and is limited in its use per day to 3 + the arcanist’s Charisma modifier. As a swift action, the arcanist can expend 1 point from her arcane reservoir to bolster her understanding, allowing her to treat her arcanist level as her wizard level for the purpose of using this ability for a number of rounds equal to her Charisma modifier (minimum 1). During this time, she also gains use of the other ability gained at 1st level for her selected school. She does not gain any other abilities when using this exploit in this way, such as those gained at 8th level.

"• Weapon Proficiency: You are proficient with all Simple weapons.

• Arcane Reservoir (Su) (ACG 9): You have a pool of magical energy that you can draw upon to fuel your exploits and enhance your spells. This reservoir can hold a maximum of 4 points. Each day, when preparing spells, your reservoir starts with 3 points. When casting an Arcanist spell, you can spend 1 point to increase either the caster level or the DC by 1. You cannot spend more than 1 point on a given spell in this way.

• Exploits (ACG 9): By bending and breaking the laws of magic, you have learned to exploit gaps and exceptions. (Unless otherwise noted, save DC is 12)

• School Understanding (ACG 11): You gain access to the Splintered Spear power of the Wood arcane school as though you were a 1st level wizard.As a swift action, you can expend 1 point from your arcane reservoir to boost your understanding to your Arcanist level for 2 rounds, also gaining the other 1st level power for this period.

• Splintered Spear (Su) (normal) - As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack (using your Intelligence modifier instead of Dex/Str). against one target. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. You can use this ability 6 times a day.

• Flexible Enhancement (Su) (boosted) - You gain a +1 enhancement bonus to . You can change this bonus to a new ability score when you prepare spells.

• Splintered Spear (Su) (boosted) - As a standard action, you can create a wooden shortspear appropriate to your size, which hurls itself as a ranged attack (using your Intelligence modifier instead of Dex/Str). against one target. The spear deals normal damage according to its size, plus your Intelligence modifier, then breaks into countless splinters; the target takes 1 point of bleed damage each round on its turn. You can use this ability 5 times a day.

• Consume Spells (Su) (ACG 13): 2 times per day, you can expend an available Arcanist spell slot as a move action, making it unavailable for the rest of the day. Doing this adds a number of points to your arcane reservoir equal to the level of the slot consumed."

Spellbooks: An arcanist must study her spellbook each day to prepare her spells. She can’t prepare any spell not recorded in her spellbook, except for read magic (which all arcanists can prepare from memory).

An arcanist begins play with a spellbook containing all 0-level wizard/sorcerer spells plus three 1st-level spells of her choice. The arcanist also selects a number of additional 1st-level spells equal to her Intelligence modifier to add to the spellbook. At each new arcanist level, she gains two new spells of any spell level or levels that she can cast (based on her new arcanist level) for her spellbook. At any time, an arcanist can also add spells found in wizards' or other arcanists' spellbooks to her own (see Arcane Magic Writings).

Arcane Reservoir (Su): An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist’s arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist’s level. Each day, when preparing spells, the arcanist’s arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist’s powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell’s DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Going to add writing sample and item list later today


I'd be interested in playing an archivist bard who's good at disabling devices and a lot of knowledge checks if you don't mind a player who is very new to the game.