Colony character proposal
A potential replacement for "Elvira," my proposed Battle Sorcerer / Spontaneous Casting Cloistered Cleric.
Karl Arisoc
Lawful Neutral Human Gestalt Rogue 11 / Wizard 11 (Diviner Specialist/ necromancy prohibited)
HP 89 (min 86--53+36) HP min 70% try 1 roll #2
+3 Keen Rapier +17/+12 d6+3 (15-20/x2+6d6 unless immune to critical hits)
---(ghost-touch and does +1d6 and scores critical hits against undead)
Saves: F+9(+4+3+2)/R+13(+8+5)/W+8(+8+0)
AC 26 (+5 Dex)(+6 Mage Armor, Greater)(+5 Spiderskin)
11 Str +0
20 Dex +5 (17+1+1+1)
16 Con +3
17 Int +3 (Languages: Confederation, Trade Language, Southern Illum, Southern Gaullic)
11 Wis +0
11 Cha +0
Karl Arisoc has cast Tongues on himself using Permanency, so he can speak and understand the language of any intelligent creature. (cost 1500 XP).
Karl is preparing to do the same with See Invisibility (1000XP) and Arcane Sight (1500XP).
When first seen on that lonely road, Karl Arisoc, 30 years old, 6' 1", 160 lbs, was dressed as a well-to-do merchant with a pair of daggers showing the family crest and several rings, but no visible armor or other weapons. When the band of thieves attacked, Karl seemed to suddenly transform into a lightly armored, rapier-armed fighting machine. The first two thieves died quickly from rapier strikes from the deft flicks of Karl's wrists. As the next three charged from the left, ice from his hand froze them. The incantations of their leader, a sorcerer, ended with a lightning bolt jumping at Karl, but the bolt seemed to circle Karl and deflect back, leaving the sorcerer blackened and weak. Karl quickly closed with the sorcerer and ended his life. The remaining thieves fled, leaving enough booty to make the inconvenience of being "robbed" strangely worth the effort.
The Arisoc family has always been known for their jewelry-making and their attention to presentability (which uses arcane magic). The family crest is crossed swords piercing interlinked rings, representing the marriage long ago that united two warring families. A strange symbol of the old religion sits between the blades, but most viewers think it is just frilly scrollwork to fill the space. Most details of the wizarding family (Ari-something Family)-sorcerer family (something-soc Family) feud that was ended by the marriages of the twelve are now forgotten, but loyalty to family runs extremely high for the Arisoc clan. Family lore says that at a time when the feud had caused the deaths of many on both sides, 6 cousins on each side chose to marry and take a blended name so as to so bind the families together that the fighting would have to end.
The Arisoc family migrated from the northlands generations ago and settled in the Valley. When the great purge occurred, they fled to the border region between Kell and the Grand Dutchy of ______ in the Confederated States. The Arisoc family has learned to hide well in the wizard-hating land of Kell, due to the sorcerer blood running through the family from the intermarriages long ago. Wizarding is a tightly controlled family secrets now with all members of the family being able to cast at least one cantrip, Presentability, cast by the motion from signing the Arisoc name in a stylized way taught to all children in the family. In some it is through wizardry, and in others it is through sorcerery. This cantrip is a modified version of Prestidigitation that cleans up the caster and others in his party to make them presentable to guests, customers, etc. The Arisoc family is well-known for always being presentable.
This branch of the Arisoc family has for four generations now specialized in rings, both fine jewelry and magical. Karl is a middle child of 8 children of Lewellen and Marc Arisoc. Marc’s grandfather Yorgi mastered the art of making Rings of Spellbook Storing for the Arisoc family members, allow them to hide their spellbooks yet keep them at hand. The Ring is enchanted so that if the wearer is under enchantment or extreme duress, the spellbook cannot be summoned. Summoning spellsbooks from the ring requires a clear mind and free will. The rings also cast Light 5-times a day (at 12th level), and that is the ring’s stated purpose.
The Arisoc family are jewelry merchants. Karl Arisoc has for several years been a captain in the family guard, protecting shipments and clients from all sorts of thieves. Karl is especially known for defeating undead used to waylay caravans travelling through areas of dark magic. Using his rings and his rapier, Karl has travelled to most of the lands in the known world. It has been 6 months since Karl returned home from several years of travelling and has now finally learned to make magic rings. The messenger arrived at the Arisoc homested right at dawn, having been riding hard all night....
[sblock=5 Magic Items: ]
+3 Keen Rapier (+3 to hit & damage; 15-20/x2)(32320 gp)
Greater Truedeath Crystal (on Rapier--ghosttouch, crit/sneak attacks+extra 1d6 damage to undead)(10000 gp)
Ring of Arming (stores armor and arms)(5000 gp)
Ring of Light & Spellbook Storing (5500gp)
Ring of Spell Battle (knowledge of all spells cast w/in 60', know spell? spellcraft DC15+lvl, redirect one known spell per day)(12000 gp)
[/sblock]
[sblock=Feats: ]
1st-Weapon Finesse; Combat Reflexes (Karl gets up to 5 AoO per rd); Alertness (from familiar)
3rd-Telling Blow (add sneak attack damage to critical hits)
5th-Eschew Materials
6th-Sneak Attack of Opportunity (1st AoO per round is a sneak attack)
9th-Precise Strike (per round, each SA die of damage can be exchanged for a +1 to hit)
10th-reserved until 12th (Karl has been travelling and could not learn)
12th-Forge Ring (10th); Extra Rings (wear 4 rings)
Rogue Special Ability: Opportunist (once per round, can make an AoO on a foe hit in melee by another)
[/sblock]
[sblock=Skills: ]
13/Appraise (Int) 10+3 (+2 jewelry)
12/Balance (Dex) 5+5 +2 (tumble)
5/Bluff (Cha) 5+0
0/Climb (Str) 0+0
18/Concentration (Con) 15+3
18/Craft Jewelry (Int) 15+3
4/Decipher Script (Int) 1+3
16/Diplomacy (Cha) 10+0+2 (bluff)+2kn(n&r)+2 (sense motive)
13/Disable Device (Int) 10+3
0/Disguise (Cha) 0+0
5/Escape Artist (Dex) 0+5
8/Forgery (Int) 5+3
5/Gather Information (Cha) 5+0
10/Hide (Dex) 5+5
2/Intimidate (Cha) 0+0+2(bluff)
0/Jump (Str) 0+0
12/Knowledge (arcana) (Int) 9+3
8/Knowledge (history) (Int) 5+3
8/Knowledge (geography) (Int) 5+3
8/Knowledge (nobility and royalty) 5+3
5/Listen (Wis) 5+0
10/Move Silently (Dex) 5+5
15/Open Lock (Dex) 10+5
0/Perform (Cha)
0/Profession (Wis)
8/Search (Int) 5+3
10/Sense Motive (Wis) 10+0
12/Sleight of Hand (Dex) 5+5+2(bluff)
20/Spellcraft (Int) 15+3+2 Kn(arcana)
5/Spot (Wis) 5+0
0/Swim (Str) 0+0
10/Tumble (Dex) 5+5
5/Use Magic Device (Cha) 5+0
5/Use Rope (Dex) 0+5
TOTAL 180
Magnifying glass +2 appraise
Merchant’s scale +2 appraise
[/sblock]
[sblock=Spell List: ]
NOT QUITE COMPLETE
0:Cantrips:
Arcane Mark (Univ)
M-Detect Magic (Div)
M-Detect Poison (Div)
Fleeting Fame
Mage Hand
Read Magic (Div)
Prestidigitation (Univ)
M/M-Presentability (Univ)
1st
M-Appraising Touch (Div)
M-Comprehend Languages (Div)
Critical Strike (Div)
Indentify (Div)
Know Protection (Div)
Magecraft (Div)
Master’s Touch (Div)
Shocking Grasp
M-Spontaneous Search (Div)
M-Sniper’s Shot (Div)(next shot can be a sneak atk at any range)
2nd
Cat’s Grace
Detect Thoughts
Eagle’s Splendor
M-Familiar Pocket (Univ)
M-Insidious Insight (Div)
Marked Man (Div)
Mirror Image
M-Phantom Foe (F:10gp pewter figure)
M-See Invisibility (Div)
3rd
Arcane Sight (Div)
Dispel Magic
Haste
Lightning Bolt
M-Mage Armor, Greater (F:25gp tiny platinum shield)
M-Reverse Arrow
M/M-Spiderskin
Steeldance (F:2 daggers)
Tongues (Div)
Weapon of Impact
4th
Detect Scrying (Div)
Fortify Familiar (Univ)
M-Greater Invisibility (Div)
M-Leomund's Secure Shelter
M-Orb of Electricity
Scrying (Div)
Stoneskin (M:250gp diamond)
5th
Arc of Lightning
Cone of Cold
M-Firebrand
Major Creation
Permanancy (Univ)(X)
M-Prying Eyes (Div)
M-Vitriolic Sphere
6th
M-Analyze Dweomer (Div) (Focus 1500gp)
True Seeing (Div) (M:250gp ointment)
Heroism, Greater
M-Starmantle (M:20gp pixie dust)
[/sblock]
[sblock=Familiar-Bryce]
Race: Rat
Size/Type: Tiny Animal
Hit Dice: 12 (44 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 20 (+2 size, +2 Dex, +6 nat), touch 14, flat-footed 18
Base Attack/Grapple: +9/+4 /-12
Attack: Bite +13 melee (1d3-4)
Full Attack: Bite +13/+8 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: none
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +10, Will +9
Abilities: Str 2, Dex 15, Con 10, Int 11, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +16, Move Silently +10, Swim +10
Feats: Stealthy, Weapon Finesse (bonus), Alertness (for master), Improved Evasion
Special Abilities: Share Spells, Empathic Link, Deliver Touch Spells, Speak with master, Speak with animals of its kind, Spell Resitance (DC17)
Skills
Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
[/sblock]
[sblock=equipment]
MW Studded Leather Armor (175sp)(20lbs) AB 3 Max Dex 5 ACF 15%
MW light crossbow (sp)
magnifying glass
merchant's scale
[/sblock]
A potential replacement for "Elvira," my proposed Battle Sorcerer / Spontaneous Casting Cloistered Cleric.
Karl Arisoc
Lawful Neutral Human Gestalt Rogue 11 / Wizard 11 (Diviner Specialist/ necromancy prohibited)
HP 89 (min 86--53+36) HP min 70% try 1 roll #2
+3 Keen Rapier +17/+12 d6+3 (15-20/x2+6d6 unless immune to critical hits)
---(ghost-touch and does +1d6 and scores critical hits against undead)
Saves: F+9(+4+3+2)/R+13(+8+5)/W+8(+8+0)
AC 26 (+5 Dex)(+6 Mage Armor, Greater)(+5 Spiderskin)
11 Str +0
20 Dex +5 (17+1+1+1)
16 Con +3
17 Int +3 (Languages: Confederation, Trade Language, Southern Illum, Southern Gaullic)
11 Wis +0
11 Cha +0
Karl Arisoc has cast Tongues on himself using Permanency, so he can speak and understand the language of any intelligent creature. (cost 1500 XP).
Karl is preparing to do the same with See Invisibility (1000XP) and Arcane Sight (1500XP).
When first seen on that lonely road, Karl Arisoc, 30 years old, 6' 1", 160 lbs, was dressed as a well-to-do merchant with a pair of daggers showing the family crest and several rings, but no visible armor or other weapons. When the band of thieves attacked, Karl seemed to suddenly transform into a lightly armored, rapier-armed fighting machine. The first two thieves died quickly from rapier strikes from the deft flicks of Karl's wrists. As the next three charged from the left, ice from his hand froze them. The incantations of their leader, a sorcerer, ended with a lightning bolt jumping at Karl, but the bolt seemed to circle Karl and deflect back, leaving the sorcerer blackened and weak. Karl quickly closed with the sorcerer and ended his life. The remaining thieves fled, leaving enough booty to make the inconvenience of being "robbed" strangely worth the effort.
The Arisoc family has always been known for their jewelry-making and their attention to presentability (which uses arcane magic). The family crest is crossed swords piercing interlinked rings, representing the marriage long ago that united two warring families. A strange symbol of the old religion sits between the blades, but most viewers think it is just frilly scrollwork to fill the space. Most details of the wizarding family (Ari-something Family)-sorcerer family (something-soc Family) feud that was ended by the marriages of the twelve are now forgotten, but loyalty to family runs extremely high for the Arisoc clan. Family lore says that at a time when the feud had caused the deaths of many on both sides, 6 cousins on each side chose to marry and take a blended name so as to so bind the families together that the fighting would have to end.
The Arisoc family migrated from the northlands generations ago and settled in the Valley. When the great purge occurred, they fled to the border region between Kell and the Grand Dutchy of ______ in the Confederated States. The Arisoc family has learned to hide well in the wizard-hating land of Kell, due to the sorcerer blood running through the family from the intermarriages long ago. Wizarding is a tightly controlled family secrets now with all members of the family being able to cast at least one cantrip, Presentability, cast by the motion from signing the Arisoc name in a stylized way taught to all children in the family. In some it is through wizardry, and in others it is through sorcerery. This cantrip is a modified version of Prestidigitation that cleans up the caster and others in his party to make them presentable to guests, customers, etc. The Arisoc family is well-known for always being presentable.
This branch of the Arisoc family has for four generations now specialized in rings, both fine jewelry and magical. Karl is a middle child of 8 children of Lewellen and Marc Arisoc. Marc’s grandfather Yorgi mastered the art of making Rings of Spellbook Storing for the Arisoc family members, allow them to hide their spellbooks yet keep them at hand. The Ring is enchanted so that if the wearer is under enchantment or extreme duress, the spellbook cannot be summoned. Summoning spellsbooks from the ring requires a clear mind and free will. The rings also cast Light 5-times a day (at 12th level), and that is the ring’s stated purpose.
The Arisoc family are jewelry merchants. Karl Arisoc has for several years been a captain in the family guard, protecting shipments and clients from all sorts of thieves. Karl is especially known for defeating undead used to waylay caravans travelling through areas of dark magic. Using his rings and his rapier, Karl has travelled to most of the lands in the known world. It has been 6 months since Karl returned home from several years of travelling and has now finally learned to make magic rings. The messenger arrived at the Arisoc homested right at dawn, having been riding hard all night....
[sblock=5 Magic Items: ]
+3 Keen Rapier (+3 to hit & damage; 15-20/x2)(32320 gp)
Greater Truedeath Crystal (on Rapier--ghosttouch, crit/sneak attacks+extra 1d6 damage to undead)(10000 gp)
Ring of Arming (stores armor and arms)(5000 gp)
Ring of Light & Spellbook Storing (5500gp)
Ring of Spell Battle (knowledge of all spells cast w/in 60', know spell? spellcraft DC15+lvl, redirect one known spell per day)(12000 gp)
[/sblock]
[sblock=Feats: ]
1st-Weapon Finesse; Combat Reflexes (Karl gets up to 5 AoO per rd); Alertness (from familiar)
3rd-Telling Blow (add sneak attack damage to critical hits)
5th-Eschew Materials
6th-Sneak Attack of Opportunity (1st AoO per round is a sneak attack)
9th-Precise Strike (per round, each SA die of damage can be exchanged for a +1 to hit)
10th-reserved until 12th (Karl has been travelling and could not learn)
12th-Forge Ring (10th); Extra Rings (wear 4 rings)
Rogue Special Ability: Opportunist (once per round, can make an AoO on a foe hit in melee by another)
[/sblock]
[sblock=Skills: ]
13/Appraise (Int) 10+3 (+2 jewelry)
12/Balance (Dex) 5+5 +2 (tumble)
5/Bluff (Cha) 5+0
0/Climb (Str) 0+0
18/Concentration (Con) 15+3
18/Craft Jewelry (Int) 15+3
4/Decipher Script (Int) 1+3
16/Diplomacy (Cha) 10+0+2 (bluff)+2kn(n&r)+2 (sense motive)
13/Disable Device (Int) 10+3
0/Disguise (Cha) 0+0
5/Escape Artist (Dex) 0+5
8/Forgery (Int) 5+3
5/Gather Information (Cha) 5+0
10/Hide (Dex) 5+5
2/Intimidate (Cha) 0+0+2(bluff)
0/Jump (Str) 0+0
12/Knowledge (arcana) (Int) 9+3
8/Knowledge (history) (Int) 5+3
8/Knowledge (geography) (Int) 5+3
8/Knowledge (nobility and royalty) 5+3
5/Listen (Wis) 5+0
10/Move Silently (Dex) 5+5
15/Open Lock (Dex) 10+5
0/Perform (Cha)
0/Profession (Wis)
8/Search (Int) 5+3
10/Sense Motive (Wis) 10+0
12/Sleight of Hand (Dex) 5+5+2(bluff)
20/Spellcraft (Int) 15+3+2 Kn(arcana)
5/Spot (Wis) 5+0
0/Swim (Str) 0+0
10/Tumble (Dex) 5+5
5/Use Magic Device (Cha) 5+0
5/Use Rope (Dex) 0+5
TOTAL 180
Magnifying glass +2 appraise
Merchant’s scale +2 appraise
[/sblock]
[sblock=Spell List: ]
NOT QUITE COMPLETE
0:Cantrips:
Arcane Mark (Univ)
M-Detect Magic (Div)
M-Detect Poison (Div)
Fleeting Fame
Mage Hand
Read Magic (Div)
Prestidigitation (Univ)
M/M-Presentability (Univ)
1st
M-Appraising Touch (Div)
M-Comprehend Languages (Div)
Critical Strike (Div)
Indentify (Div)
Know Protection (Div)
Magecraft (Div)
Master’s Touch (Div)
Shocking Grasp
M-Spontaneous Search (Div)
M-Sniper’s Shot (Div)(next shot can be a sneak atk at any range)
2nd
Cat’s Grace
Detect Thoughts
Eagle’s Splendor
M-Familiar Pocket (Univ)
M-Insidious Insight (Div)
Marked Man (Div)
Mirror Image
M-Phantom Foe (F:10gp pewter figure)
M-See Invisibility (Div)
3rd
Arcane Sight (Div)
Dispel Magic
Haste
Lightning Bolt
M-Mage Armor, Greater (F:25gp tiny platinum shield)
M-Reverse Arrow
M/M-Spiderskin
Steeldance (F:2 daggers)
Tongues (Div)
Weapon of Impact
4th
Detect Scrying (Div)
Fortify Familiar (Univ)
M-Greater Invisibility (Div)
M-Leomund's Secure Shelter
M-Orb of Electricity
Scrying (Div)
Stoneskin (M:250gp diamond)
5th
Arc of Lightning
Cone of Cold
M-Firebrand
Major Creation
Permanancy (Univ)(X)
M-Prying Eyes (Div)
M-Vitriolic Sphere
6th
M-Analyze Dweomer (Div) (Focus 1500gp)
True Seeing (Div) (M:250gp ointment)
Heroism, Greater
M-Starmantle (M:20gp pixie dust)
[/sblock]
[sblock=Familiar-Bryce]
Race: Rat
Size/Type: Tiny Animal
Hit Dice: 12 (44 hp)
Initiative: +2
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 20 (+2 size, +2 Dex, +6 nat), touch 14, flat-footed 18
Base Attack/Grapple: +9/+4 /-12
Attack: Bite +13 melee (1d3-4)
Full Attack: Bite +13/+8 melee (1d3-4)
Space/Reach: 2½ ft./0 ft.
Special Attacks: none
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +10, Will +9
Abilities: Str 2, Dex 15, Con 10, Int 11, Wis 12, Cha 2
Skills: Balance +10, Climb +12, Hide +16, Move Silently +10, Swim +10
Feats: Stealthy, Weapon Finesse (bonus), Alertness (for master), Improved Evasion
Special Abilities: Share Spells, Empathic Link, Deliver Touch Spells, Speak with master, Speak with animals of its kind, Spell Resitance (DC17)
Skills
Rats have a +4 racial bonus on Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always choose to take 10 on Climb checks, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
[/sblock]
[sblock=equipment]
MW Studded Leather Armor (175sp)(20lbs) AB 3 Max Dex 5 ACF 15%
MW light crossbow (sp)
magnifying glass
merchant's scale
[/sblock]
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