Cave of Spiders - Characters

Shayuri

First Post
[sblock]Name: Alexandra "Alex" Percival Howard Rammikin the Third
Race: Human
Class/Level: Wizard 7 / Effigy Master 4
Gender: Female
Exp:

Desc: Slim and tall, with mouse brown hair cut in a short pageboy style, blue eyes staring out from behind wire spectacles, and wearing her usual vest, shirt and breeches, Alexandra can pass for a young boy, if a somewhat obnoxiously effeminate looking one. Her cheeks are a little round, with a thin pattering of freckles. Despite her impressive manual dexterity and sure fingers, she always LOOKS a bit awkward, as if she might trip over her own longish legs. Her glasses magnify her already naturally large eyes so that she seems to have an expression of perpetual amazement at everything she looks at. A leather satchel full of her magical supplies hangs over her right shoulder, and a pack over her left. Occasionally a beautiful blue-violet dragon can be seen poking its head out of the pack, or coiled up near or on Alex in one of its many naps.

Strength (STR) 8 0
Dexterity (DEX) 14 6
Constitution (CON) 14 6
Intelligence (INT) 22 10
Wisdom (WIS) 12 4
Charisma (CHA) 10 2

Alignment: Neutral Good
AC: 13 (10 + 2 Dex + 1 Deflection) Touch 13, Flatfoot 11
Hit Points: 51/51
Movement: 30'

Init: +2
Base Attack Bonus: +5
Melee Attack: +4
Ranged Attack: +7
Fort: +8
Reflex: +8
Will: +13

Race Abilities
Bonus feat
Bonus skills

Class Abilities:
Scribe Scroll
Familiar
Bonus feat
Craft Effigy (up to 14 HD)
Improve Effigy

Skills: 70
Concentration (Con) +16 (14 ranks +2 Con)
Craft (Alchemy) (Int) +17 (11 ranks +6 INt)
Craft (metalwork) (Int) +17 (11 ranks +6 Int)
Knowledge (arcana) (Int) +16 (10 ranks +6 Int)
Knowledge (architecture/engineering) (Int) +16 (10 ranks +6 Int)
Spellcraft (Int) +16 (10 ranks +6 Int)
Use Magic Device (Cha)(CC) +2 (2 ranks (4) + 0 Cha)

Languages - Common, Gnome, Dwarf, Giant

Feats
1 - Point Blank Shot
1 - Precise Shot
3 - Brew Potion
5B - Craft Wondrous Item
6 - Craft Wand
9 - Improved Familiar

Spellcasting (CL 10, Base DC 16+lvl)

Prepared
0 - Resistance, Detect Magic, Mage Hand, Mending
1 - Shield, Magic Missile, Repair Light Damage, Grease, Ray of Enfeeblement, Feather Fall
2 - Bull Strength, Cat's Grace, False Life, Repair Moderate Damage, Glitterdust, See Invisibility
3 - Dispel Magic, Haste, Stinking Cloud, Lightning Bolt
4 - Dimension Door, Mass Resist Energy, Repair Critical Damage, Secure Shelter
5 - Greater Blink, Cloudkill, Overland Flight

Spellbook
0 - Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Ghost Sound, Mage

Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation
1 - Mage Armor, Shield, Magic Missile, Repair Light Damage, Unseen servant, Identify, Grease, Ray of Enfeeblement, Feather Fall, Comprehend Languages, Endure Elements, Hold Portal, Alarm
2 - Bull's Strength, Cat's Grace, Scorching Ray, See Invisibility, Rope Trick, Darkvision, Knock, Mirror Image, Invisibility, Glitterdust, False Life, Repair Moderate Damage
3 - Dispel Magic, Magic Circle vs Evil, Lightning Bolt, Haste, Slow, Shrink Item, Wind Wall, Heroism, Stinking Cloud, Explosive Runes, Bands of Steel, Stony Grasp
4 - Arcane Eye, Resiliant Sphere, Black Tentacles, Dimension Door, Secure Shelter, Greater Invis, Mass Resist Energy, Repair Critical Damage, Orb of Force
5 - Telekinesis, Overland Flight, Teleport, Summon Monster V, Waves of Fatigue, Greater Blink, Cloudkill, Mage's Private Sanctum, Wall of Stone,

Money - 220gp 9sp

Spells
4500 (purchased at 50gp x spell level)

Weapons -
Fire Magebolt +1, 1d6+1, 2400

Armour -
Ring of Protection +1, 2,000

Gear -
Spell component bag, 5gp, 2lbs
Everburning torch, 110gp, 1lb
Acid flasks x2, 20gp, 2lbs
Alchemist's fire x2, 40gp, 2lbs
Sunrod, 2gp, 1lb
Smokestick, 20gp, .5lb
Bedroll, 1sp, 5lbs
Scroll cases x5, 5gp, 2.5lbs
Small bound journal, 5gp, 2lbs
Ink and pens, 10gp
Belt pouch, 1gp, .5lb
Tent, 10gp, 20lbs

Magic -
Blessed Book, 12500
Headband of Intellect +4, 16,000
Vest of Resistance +3, 9,000
Hat of Disguise, 1800
Handy Haversack, 2,000
Wand of Mage Armor 50/50, 750gp
Potion of Cure Light Wounds, 100gp

Background:
As her name suggests, Alexandra is the scion of the Rammikin family; a 'noble' family in terms of royal lineage, though one fallen on hard times both politically and economically in the wake of Illium's fall. Born at a time when her House is seeking an heir, Alexandra was an embarrassment to her father in almost every concievable way. For one, a daughter for a first-born...certainly not a fate worse than death, but still an irritation to the highly patriarchal family head. Second, her intellectual brilliance paired with her complete lack of regard for the nuance of political ambition or interpersonal relationships made her precisely the opposite of everything the Senior Rammikin felt a person of noble heritage SHOULD be. It wasn't that she disliked people, or was even disliked BY them...she simply failed to inspire loyalty and/or terror in those she met. To most she came across as a vaguely pleasant young woman with a sunny disposition, but easily forgettable. To the few that spoke to her on matters of interest to her, she came across as incredibly excitable and knowledgeable...even to the point of comical incoherence.

Tragand Boyle Rammikin the Second did not wish his heir's older sister (for by this time his wife had borne him a boy at last) to be remembered as forgettable (Alexandra tried pointing out the obvious problem with this position, but it only made things worse) or worse, a laughingstock. However, there was no explosive row, no midnight escape brimming with tears. For all his faults, Tragand loved his family and Alex as well...he just came from a time and tradition where expressing love meant "beating periodically and being hardass to" for sons and "more or less ignoring until married" for daughters. And, for what it was worth, Alex fully recognized that she was not well suited for the noble lifestyle, anymore than the noble lifestyle was well suited to her.

Thus, Alexandra left the rather rural estates of her family's land to Linnburg; a mighty river city and center of trade and learning in the fledgeling state of Osserick. While the Rammikin family was, by fealty, part of the Osserick nobility; their ties to the hated Emperor had contributed greatly to their fall in fortunes, though had not been sufficient to justify 'purging' them. Nevertheless, Alex knew better than to throw her family name around and expect it to get her anywhere. This was in fact something of a relief.

In Linnburg she managed to apprentice herself to an alchemist, and spent long hours mixing odd-smelling, volatile ingredients to make such saleable sundries as tindertwigs and sunrods. It also put at her disposal large amounts of varying gauges of copper and bronze wire, as well as small plates that could easily be bent, heated, and cut. She started by simply making little racks and holders to organize the ingredients. Inside a year, she was using simply springs, coils, and alchemy to make small articulated arms that could select and retrieve items from the racks.

Her master, an alchemist by the name of Tofan Fredry, saw in her a talent that transcended his pedestrian arts, and introduced her to his brother; the owner of a local inn...and practitioner of magical secrets in an underground cabal...one of several that operated in Linnburg. While at first intimidated by the idea of it, Alex quickly came to realize that the cabal had two main goals. The first was to preserve magical lore and secrets from the dissolution of the Illium Empire. Long associated with the Empire, many magical tomes, techniques, and yes...people as well...had been lost in the hysteria of the Empire's collapse. The second goal was to -recover- as many of these techniques and powers as they could. Eventually, when civilization had reached an appropriately stable moment, they would work to re-integrate magic again...and return humankind to its golden age.

While privately dubious that the cabal's members were as high-minded as their collectively declared goal, Alex found, perhaps for the first time, an array of minds the equal or even superior of her own. That alone justified her involvement with the group in her estimation. Not to mention the opportunity to master mysteries that few could, or would ever have the chance to.

Yet, her particular obsession with the old Empire's use of animated objects and constructs set her apart from her colleagues in the cabal. Far more than merely seeing magic as a way to throw energy around, she believed magic could be used as an animus; a life-giving force. To that end, she worked with fragments of destroyed Imperial constructs, pored in libraries for long forgotten papers and treatises, and finally applied some of her own experiences with alchemical and mechanical techniques. She visited the razed cities of the Empire, sought out old masters of long forgotten secrets...becoming quite the adventurer in the process. The result was a form of construct very different from contemporary golems. More fragile, yes...but also infinitely simpler and less expensive to create and empower. Like golems, these 'effigies' were animated by bound elemental spirits. Unlike golems, they were created to appear very lifelike, using clockwork articulation to make its movement seem natural, and outer layers of hide and leather made to look like fur and skin. Using the cabal's extensive access to bestiaries, Alex chose a bizarre creature that had a combination of physical traits she found nearly ideal, to emulate. It was here that she erred.

The creature she created, while as mindlessly obedient as any construct, was strange and terrible...looking like a pony-sized combination of a crab, tailless scorpion, centaur and insect. Alex, for all her intelligence, could be naive at times, and simply hadn't banked on people being afraid of the monster. Which, of course, they were. She managed, with some luck, to prevent the effigy from causing serious hurt or damage. However, the blatant display of otherworldly knowledge and power she had to indulge in caused scrutiny that compromised the cabal's secrecy.

Though they managed to contain the damage, they made it clear too that Alex would not be welcome there anymore. She said farewell to her friends...not all the wizards felt that her transgression had been so terrible...and left Linnburg, after spending only two days in her old alchemy lab, creating an object of power that she wove into the subtle magics of the effigies animation. An object that could project an illusion around her creation, protecting it, and her, from the consequences of its actual form.

Now, seeking the next phase in her life, she has arrived in Highdale; at the very mouth of the Linn river, in the shadow of mighty mountains.

Effigies:

"Max"
Effigy CHUUL
Large Construct
Hit Dice: 12d10+30 (96 hp)
Initiative: +2
Speed: 30 ft. (6 squares), swim 20 ft.
Armor Class: 23 (–1 size, +2 Dex, +12 natural), touch 11, flat-footed 20
Base Attack/Grapple: +9/+20
Attack: Claw +17 melee (2d6+9)
Full Attack: 2 claws +17 melee (2d6+9)
Space/Reach: 10 ft./5 ft.
Special Attacks: Constrict 3d6+9, improved grab
Special Qualities: Construct traits, darkvision 60 ft., low light vision, DR 5/adamantine
Saves: Fort +6, Ref +8, Will +6
Abilities: Str 24, Dex 14, Con -, Int -, Wis 11, Cha 1
Skills: -
Feats: -
Cost: Market 29000. Creation: 14500, 960exp

"Isis"
Familiar:
PSEUDODRAGON
Tiny Dragon
Hit Dice: 2d12+2 (25 hp)
Initiative: +2
Speed: 15 ft. (3 squares), fly 60 ft. (good)
Armor Class: 22 (+2 size, +2 Dex, +8 natural), touch 14, flat-footed 20
Base Attack/Grapple: +5/–3
Attack: Sting +9 melee (1d3–2 plus poison)
Full Attack: Sting +9 melee (1d3–2 plus poison) and bite +4 melee (1)
Space/Reach: 2-1/2 ft./0 ft. (5 ft. with tail)
Special Attacks: Poison
Special Qualities: Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft, Grant alertness, improved Evasion, share

spells, empathic link, deliver touch spells, speak with master, speak with own kind
Saves: Fort +4, Ref +5, Will +10
Abilities: Str 6, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Skills: Diplomacy +2, Hide +20*, Listen +9, Search +6, Sense Motive +7, Spot +9, Survival +1 (+3 following tracks)
Feats: Alertness, Weapon FinesseB[/sblock]
 

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