Ral Irothu
Currently Under Construction
DESCRIPTION
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Ral Irothu stumbled as he climbed across the huge rock. Once, it had been part of the roof of this temple, but some disaster or war long ago had turned this place of worship into one big wreck. He scrambed up and over the carved piece of ceiling and approached the altar. His companions, old associates of his from Morgrave University, had for the moment disappeared, but he was unconcerned. They were all quite capable, and spread out to help him search.
Fortunately, the ancient clerics of this temple had done a good job of protecting their altar: when the roof had collapesed, they had managed, through some long-lost magic, to protect the altar from damage. Ral was here to obtain that knowledge, and as he absently stroked his darkish blond hair, he spied what he had came for: a large book on the altartop carved with Lillends, glimmering with magic.
Carefully making his way up the stairs of the dais, Ral approached the altar cautiously. Who knew what ancient curses protected this holy place from non-believers like himself? But the runes stayed dark, and allowing himself a smile, he scampered to the other side of the altar and carefully opened the book.
He frowned as he flipped through the pages of fading ink and yellowing parchment. The spell he was looking for wasn't there. But as he began to turn back the way he came, a passage caught his eye. Ral set his glasses on his nose and read:
"And lo, for as soon as Kynthi had spoken the Holy Words and offered his hands in benediction to the Silver Flame, the afflicted townspeople were freed from the grips of the medusa's stony gaze. And the town rejoiced, and offered many wheat portions to the Flame in thanks."
Ral flipped back a few pages. Once he had found the words and motions, he took out a dog-eared prayerbook filled with blank pages. Carefully, he copied every word into his book, then smiled. Even though he hadn't gotten the protection spell he had hoped for, he'd found an easier and faster way of lifting curses on creatures. Besides, this would allow him an additional opportunity to earn admiration back at the University.
A seeker of knowledge, he is constantly trying to understand the dark dangers surrounding the people of Khorvaire, dangers he believes were far better understood by the ancient peoples of the past. The giants of Xen'drik, the dragons, even the hobgoblins, all posses secrets neccessary to preserving civilization as he knows it. Toward that understanding, he haunts mouldering libraries, risks his life hacking his way through steaming jungles to search time-haunted ruins, and takes apart cursed artifacts to learn awful secrets. All of this he is certain will be needed to avert some awful catastrophe, he is certain. If only he could convince others...
Ral Irothu holds the extremely important position of Curator of Antiquities at Morgrave University, and works closely with acquaintences who have frequently proven resourceful in his travels around the world. While influential at the University, he had to constantly fight the negative perceptions of the other great centers of learning in Khorvaire, who respected him personally, but could not accept his theories due to his affiliations. He continues his quests for knowledge anyway, certain that digging up sufficient truths will convince his brothers and sisters in academia.
Unlike many academics, Ral is rugged and sturdy, with a practical nature that comes from being in the field frequently. He is young for his relative position, being only 35. He has a passionate crush on Ziv, the General Studies Chair of Metamagical Physics.
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Ral Irothu
Archivist 8 AND Ranger 1/Artificer 7
Male Brelandian Human
Lawful Neutral
Str: 10 (+0)
Dex: 12(+1)
Con: 14 (+2)
Int: 22 (+6) = 18 +2 level +2 enhancement
Wis: 16 (+3) = 14 +2 enhancement
Cha: 12 (+1)
BUILD INFORMATION
Archivist 1/Ranger 1: Track, wild empathy, Dark knowledge (tactics) 3/day, Scribe Scroll
Archivist 2/Artificer 1: Artificer Knowledge, artisan bonus, disable trap, item creation, Scribe Scroll, Lore mastery
Archivist 3/Artificer 2: Brew Potion, Dark knowledge 4/day
Archivist 4/Artificer 3: Craft Wondrous Item, Still mind
Archivist 5/Artificer 4: Craft Homonculus, Dark knowledge (puissance),
Archivist 6/Artificer 5: Craft Magic Arms and Armor, retain essence, Dark knowledge 5/day
Archivist 7/Artificer 6: Metamagic spell trigger, Lore mastery
Archivist 8/Artificer 7: Craft Wand, craft reserve 200, Dark knowledge (foe)
Hit Points: 1d8+7d6+Con (52 hit points)
BAB +6
AC: 17 (10 + 1 Dex, +5 armor, +1 enhancement)
SAVES
Fort +6 base +2 Con
Ref +4 base +1 Dex
Will +6 base +2 Wis
ATTACKS
+2 Longsword melee +8/+3 (1d8 +2,19-20/x2)
Wand of Scorching Ray ranged touch +7 (4d6 fire, 20/x2)
LANGUAGES
Common, Draconic, Drow, Giant, Goblin.
SKILLS
+7 Appraise (Int) (1) +6 Int
+12 Concentration (Con)(10) +2 Con
+17 Disable Device (Int) (11) +6 Int
+18 Knowledge (arcane) (Int) (10) +6 Int +2 mastery
+9 Knowledge (arch & engrng) (Int) (3) +6 Int
+14 Knowledge (dungeoneering) (Int) (8) +6 Int
+9 Knowledge (history) (Int) (3) +6 Int
+9 Knowledge (geography) (Int) (3) +6 Int
+14 Knowledge (the planes) (Int) (8) +6 Int
+18 Knowledge (religion) (Int) (10) +6 Int +2 mastery
+10 Profession (academic) (Int) (4) +6 Int
+17 Search (Int) (11) +6 Int
+17 Spellcraft (Int) (11) +6 Int
+7 Survival (Wis) (4) +3 Wis
+15 Use Magic Device (Cha) (11) +1 Cha +3 skill focus
FEATS
Skill Focus (UMD) (Human)
Energy Substitution (sonic) (lvl1)
Reach Spell (lvl 3)
Extend Spell (Art4)
Legendary Artisan (lvl 6)
HUMAN RACIAL ABILITIES
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• Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
• Human base land speed is 30 feet.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
• Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.
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CLASS FEATURES
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ARCHIVIST
Weapon and Armor Proficiency: Archivists are proficient with all simple weapons and with light and medium armor, but not with shields.
Spellcasting: An archivist casts divine spells, drawn primarily from the cleric spell list although he can eventually uncover, learn, and prepare noncleric divine spells spells. Unlike clerics, archivists prepare spells from a prayerbook, a collection of copied divine spells. To learn, prepare, or cast a spell, an archivist must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist's spell is 10 + the spell level + the archivist's Int modifier.
Prayerbook: Unlike a cleric, an archivist does not receive his daily spell complement from whatever deity or cosmic force he worships. Rather, he must seek out and collect new spells much as a wizard does, but from such esoteric sources as holy tablets, ancient steles, or other magical scriptures. He cannot prepare any spell not recorded in his prayerbook except for read magic, which archivists can prepare from memory.
An archivist begins play with a prayerbook containing all 0-level cleric spells plus three 1st-level cleric spells of the player's choice. For each point of Intelligence bonus the archivist has, the prayerbook has an additional 1st-level cleric spell. At each new class level, the archivist gains two new cleric spells for his prayerbook; these can be of any spell level or levels that he can cast (based on his new archivist level). At any time, an archivist can also add spells found on scrolls containing divine spells to his prayerbook, but he must make any rolls and spend the time required (see Adding Spells to a Wizard's Spellbook on page 178 of the Player's Handbook). The archivist can learn and thus prepare nonclerical divine spells in this fashion but the two free spells he gains for advancing in class level must be selected from the cleric spell list.
Dark Knowledge: Three times per day, an archivist can draw upon his expansive knowledge of monsters, granting his allies benefits against the creatures they face. Doing this counts as a move action. The secrets of dark knowledge pertain only to aberrations, elementals, magical beasts, outsiders, or undead.
An archivist unlocks new dark knowledge abilities as his level increases and can also call upon his dark knowledge more often, gaining one additional daily use for every three archivist levels (4/day at 3rd level, 5/day at 6th level, and so forth).
Using dark knowledge requires a Knowledge check of a type appropriate to the creature faced. A Knowledge (arcana) check reveals secrets of magical beasts, Knowledge (dungeoneering) pertains to aberrations, Knowledge (religion) covers undead, and Knowledge (the planes) applies to outsiders and elementals. The DC of the check is 15. Most of the archivist's dark knowledge abilities increase in effectiveness if he succeeds on his Knowledge check by 10 or more. Dark knowledge can only be used once against any given creature.
The archivist's dark knowledge can affect a single creature or all creatures of the same race, depending on the effect used. A target creature must be within 60 feet, and the archivist must be aware of the creature's presence, although he need not have a line of sight to it. The effects of dark knowledge last for 1 minute, unless stated otherwise.
Tactics: The archivist knows the general combat behaviors of creatures of that race, granting his allies a +1 bonus on attack rolls made against them. For example, an archivist confronted by corruption eaters* who succeeded on his Knowledge (dungeoneering) check would grant his allies the attack bonus against all the corruption eaters they fought in that encounter. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to +3.
Puissance: Starting at 5th level, the archivist can use his dark knowledge to help his allies fight off the corrupting influence of other creatures. Allies within 60 feet of the archivist gain a +1 bonus on saving throws against the affected creature's abilities. If the archivist succeeds on his Knowledge check by 10 or more, this bonus increases to +2. If the archivist succeeds on his Knowledge check by 20 or more, this bonus increases to +3.
Foe: Starting at 8th level, an archivist can direct his allies to attack vital spots of his enemies. On a successful Knowledge check, he grants them a bonus to weapon damage rolls made against the target creatures equal to 1d6 points of damage. If the archivist succeeds on his Knowledge check by 10 or more, then this bonus increases to 2d6. If the archivist succeeds on his Knowledge check by 20 or more, then this bonus increases to 3d6.
Scribe Scroll: Archivists gain Scribe Scroll as a bonus feat.
Lore Mastery: Upon reaching 2nd level, an archivist gains a +2 bonus on all Decipher Script checks and on all checks of any one Knowledge skill of his choice. Once this choice is made, it cannot be changed. At 7th, 13th, and 17th level, the archivist can choose an additional Knowledge skill on which to gain the +2 bonus.
Still Mind (Ex): Starting at 4th level, an archivist gains a +2 bonus on saving throws against spells and effects from the school of enchantment, due to his rigorous focus and intense mental discipline.
ARTIFICER
Infusions: Ral has access to every infusion on the list that is a level that he can use. Infusions are Intelligence based. His infusions can only be imbued into an item or a construct. He can spend 1 action point to imbue any infusion in 1 round, if the normal casting time is longer. He can apply metamagic feats to his infusions spontaneously. He needs to have 8 hours of rest, after which he spends 15 minutes concentrating to hold his daily allotment of infusions.
Craft Reserve: His current craft reserve is 200 points.
Artificer Knowledge: He can make a special artificer knowledge check with a bonus equal to his artificer level + Int modifier to detect whether a specific item has a magical aura. He must hold and examine the object for 1 minute. A successful check against DC 15 determines that the object has magical qualities, but does not reveal the special powers of the item. He cannot take 10 or 20 on this check, and may only perform it once on any item.
Artisan Bonus: Ral gains a +2 bonus on Use Magic Device checks to activate an item of a kind for which he has the prerequisite item creation feat.
Disarm Trap: Ral can use Search to locate taps when the task has a difficulty class of higher than 20. He can use the Disable Device skill to disarm magical traps just like a rogue.
Item Creation: Ral can create a magic item even if he does not have access to the spells that are prerequisites for the item. His effective caster level is considered to be equal to his artificer level +2 for purposes of meeting caster level requirements for item creation. He can also make a UMD check to emulate nonspell requirements, including item creation feat prerequisites.
Craft Homunculus: He can craft a homunculus as if he had the Craft Construct feat.
Retain Essence: Ral can salvage XP from magical items and add them to his Craft Reserve. After spending a day with the item, it is destroyed, and Ral adds the XP it took to create the item to his Craft Reserve.
Metamagic Spell Trigger: Ral can apply a metamagic feat he knows to a spell trigger item. He expends additional charges equal to the level adjustment for the metamagic feat. If the item does not have charges, he cannot use this feature.
RANGER
Favored Enemy-Aberrations (Ex): Ral gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against aberrations. Likewise, he gets a +2 bonus on weapon damage rolls against such creatures.
Track: Ral gains Track as a bonus feat.
Wild Empathy (Ex): A ranger can improve the attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result.
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SPELLS
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ARCHIVIST SPELLS
Caster Level 8
DC 15 + spell level
Prepared Spells are
Underlined
Prayerbook Spells Known
0-level (4): Create Water, Cure Minor Wounds,
Detect Magicx2, Detect Poison, Guidance, Inflict Minor Wounds,
Light, Mending, Purify Food and Drink,
Read Magic, Resistance, Virtue
1-level (6): Bless,
Comprehend Languages, Cure Light Wounds, Detect Evil,
Disguise Self,
Divine Favor, Endure Elements, Hide from Undead, Nystul's Magic Aura, Pass Without Trace,
Sanctuary,
Shield of Faith,
Silent Image,
2-level (5): Augury,
Invisibility,
Lesser Restoration,
Locate Object,
Silence,
Zone of Truth
3-level (5):
Clairaudiance/Clairvoyance, Create Food and Water, Cure Serious Wounds,
Darkvision,
Dispel Magic, Fly, Locate Object,
Meld into Stone, Remove Disease,
Vigor, Vigor-Lesser Mass, Weather Eye
4-level (3): Air Walk,
Dimension Door, Divine Power, Fireball,
Freedom of Movement, Holy Sword, Otiluke's Resiliant Sphere, Phantasmal Killer, Spell Immunity,
Summon Monster IV
ARTIFICER INFUSIONS
Caster Level 8
DC 15 + spell level
Spells Known
1-level (5): Armor Enhancement-lesser, Energy Alteration, Enhancement Alteration, Identify, Inflict Light Damage, Light, Magic Stone, Magic Vestment, Magic Weapon, Repair Light Damage, Resistance Item, Shield of Faith, Skill Enhancement, Spell Storing Item, Weapon Augmentation-Personal
2-level (4): Align Weapon, Armor Enhancement, Bear’s Endurance, Bull’s Strength, Cat’s Grace, Chill Metal, Fox’s Cunning, Heat Metal, Inflict Moderate Damage, Owl’s Wisdom, Repair Moderate Damage, Toughen Construct, Weapon Augmentation-lesser
3-level (3): Armor Enhancement-Greater, Construct Energy Ward, Inflict Serious Damage, Magic Weapon-Greater, Metamagic Item, Power Surge, Repair Serious Damage, Stone Construct, Suppress Requirement
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EQUIPMENT
ARMS AND ARMOR:
+2 Longsword (4,350 gp)
+1 Mithril Breastplate (4,900 gp)
MAGICAL ITEMS:
Aureon's Spell Shard (3,125 gp)
Bag of Holding IV (5,000 gp)
Belt of Hidden Pouches (2,500 gp)
Headband of Intellect and Wisdom +2 (5,000 gp)
Homunculus-Dedicated Wright (2,100 gp)
Homunculus-Expeditious Messenger (1,650 gp)
Wand of Scorching Ray (CL 3) (2,250 gp)
1st-level scrolls copied into prayerbook
- Disguise Self (12.5 gp)
- Nystul's Magic Aura (12.5 gp)
- Pass without Trace (12.5 gp)
- Silent Image (12.5 gp)
2nd-level scrolls copied into prayerbook
- Invisibility (75 gp)
- Locate Object (75 gp)
3rd-level scrolls copied into spellbook
- Clairaudiance/Clairvoyance (187.5 gp)
- Darkvision (187.5 gp)
- Fly(187.5 gp)
- Meld into Stone(187.5 gp)
- Remove Disease (187.5 gp)
- Vigor(187.5 gp)
- Vigor-Lesser,Mass(187.5 gp)
- Weather Eye (187.5 gp)
4th-level scrolls copied into prayerbook
- Dimension Door (350 gp)
- Fireball (350 gp)
- Holy Sword (350 gp)
- Otiluke's Resiliant Sphere(350 gp)
- Phantasmal Killer (350 gp)
- Spell Immunity(350 gp)
Starting Gold: 36,000
Gold Spent: 34,675 gp
Gold Remaining: 1,325 gp
All sources can be provided to the DM upon request.
Archivist (from Heroes of Horror) can also be found at:
http://wizards.com/default.asp?x=dn...0051007a&page=3