User:DanielDraco/Varbolna

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Varbolna

CR 5

Male Shæné Artificer 5
N Medium Outsider (Native)
Init/Senses +4/darkvision 120 ft.; Listen +0, Spot +0
Languages Common, Ogre, Imperial, Mane, High Elven
AC 19, touch 14, flat-footed 15
(+4 dexterity, +4 chain shirt, +1 buckler)
hp 30 (5 HD)
Fort/Ref/Will +2/+3/+4; Umbral Resistance (1/4 character level as racial bonus to saves against mysteries and shadow subschool)
Weakness Frail flaw (-1 hp per level), Feeble flaw (-2 to physical checks)
Speed 40 ft. in light or no armor, base speed 30 ft.
Melee morningstar +3 (1d8)
Ranged mwk light crossbow +6 (1d8/19-20)
Base Atk/Grp +3/+3
Combat Gear wand of magic missile (CL 5), wand of enlarge monster
Abilities Str 10, Dex 14, Con 12, Int 19, Wis 10, Cha 14
SQ Shadow Aptitude (+1 to CL with mysteries and shadow subschool), Infusions (3 1st-level, 3 2nd-level, and 1 3rd-level per day), Artificer Knowledge, Artisan Bonus, Disable Trap, Item Creation, Summon Familiar, Retain Essence
Feats Cross-class Training (Use Magic Device, Knowledge [Nature]), Graft Flesh (Undead), Scribe Scroll, Brew Potion, Legendary Artisan, Craft Wondrous Item, Rapid Infusion, Extraordinary Artisan, Craft Magic Arms and Armor, Craft Construct
Skills Appraise +4 (+6 related to alchemy), Balance 2 + 2 racial - 3 armor - 2 flaw = -1, Craft (Alchemy) +10, Disable Device 10 + 2 cirumstance from tools = +12, Heal +4, Knowledge (Arcana) +12, Knowledge (Nature) +12, Open Lock 8 + 2 circumstance from tools - 2 flaw = +8, Search +12, Spellcraft 12 + 2 racial = +14 (+16 to decipher scrolls), Survial +0 (+2 in above-ground environments), Tumble 2 + 2 racial - 3 armor - 2 flaw = -1, Use Magic Device 10 + 2 racial = 12 (+14 involving scrolls)
Possessions combat gear plus 50 bolts, masterwork thieves' tools, 237 gp
Artificer Knowledge Varbolna can make a special artificer knowledge check with a bonus equal to his artificer level + his Int modifier (4 + 4 = 8) to detect whether a specific item has a magical aura. Varbolna 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 specific powers of the item. Varbolna cannot take 10 or take 20 on this check. A particular item can only be examined in this fashion one time; if the check fails, Varbolna can learn no more about that object.
Artisan Bonus Varbolna 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 (undead grafts, scrolls, potions, wondrous items).
Disable Trap Varbolna can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap. Varbolna can use the Disable Device skill to disarm magic traps. Usually the DC is 25 + the level of the spell used to create the trap. If Varbolna beats a trap’s DC by 10 or more with a Disable Device check, he can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
Item Creation Varbolna can create a magic item even if he does not have access to the spells that are prerequisites for the item. Varbolna must make a successful Use Magic Device check (DC 20 + caster level) to emulate each spell normally required to create the item. Thus, to make a 1st-level wand of magic missile, Varbolna would need a Use Magic Device check result of 21 or higher. To create a bottle of air (caster level 7th), he would need a check result of 27 or higher to emulate the water breathing prerequisite. Varbolna must make a successful check for each prerequisite for each item he makes. If he fails a check, he can try again each day until the item is complete (see Creating Magic Items, page 282 of the Dungeon Master’s Guide). If he comes to the end of the crafting time and he has still not successfully emulated one of the powers, he can make one final check—his last-ditch effort, even if he has already made a check that day. If that check also fails, then the creation process fails and the time, money, and XP expended to craft the item are lost. For purposes of meeting item prerequisites, Varbolna’s effective caster level equals his artificer level +2 (4 + 2 = 6). If the item duplicates a spell effect, however, it uses Varbolna’s actual level as its caster level. Costs are always determined using the item’s minimum caster level or Varbolna’s actual level (if it is higher). Thus, a 3rd-level artificer can make a scroll of fireball, since the minimum caster level for fireball is 5th. He pays the normal cost for making such a scroll with a caster level of 5th: 5 × 3 × 12.5 = 187 gp and 5 sp, plus 15 XP. But the scroll’s actual caster level is only 3rd, and it produces a weak fireball that deals only 3d6 points of damage. Varbolna can also make Use Magic Device checks to emulate nonspell requirements, including alignment and race, using the normal DCs for the skill. He cannot emulate skill or feat requirements, however, including item creation feat prerequisites. He must meet the caster level prerequisite, including the minimum level to cast a spell he stores in a potion, wand, or scroll. Varbolna’s infusions do not meet spell prerequisites for creating magic items. For example, Varbolna must still employ the Use Magic Device skill to emulate the light spell to create a wand of light, even though light appears on his infusion list.
Summon Familiar Varbolna can obtain a familiar (see below). Doing so takes 24 hours and uses up magical materials that cost 100 gp. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. Varbolna chooses the kind of familiar he gets. As Varbolna advances in level, his familiar also increases in power. If the familiar dies or is dismissed by Varbolna, Varbolna must attempt a DC 15 Fortitude saving throw. Failure means he loses 200 experience points per artificer level; success reduces the loss to one-half that amount. However, Varbolna’s experience point total can never go below 0 as the result of a familiar’s demise or dismissal. A slain or dismissed familiar cannot be replaced for a year and day. A slain familiar can be raised from the dead just as a character can be, and it does not lose a level or a Consitution point when this happy event occurs.
Retain Essence Varbolna has the ability to salvage the XP from a magic item and use those points to create another magic item. Varbolna must spend a day with the item, and he must also have the appropriate item creation feat for the item he is salvaging. After one day, the item is destroyed and Varbolna adds the XP it took to create the item to his craft reserve. These points are lost if Varbolna does not use them before gaining his next level. For example, Varbolna wants to retain the essence of a wand of summon monster IV that has 20 charges. Originally created (like all wands) with 50 charges, it required 840 XP when initially made, or 16.8 XP (840 ÷ 50) per charge. Varbolna is able to recover the XP from the remaining charges. He puts 336 XP (16.8 × 20) into his craft reserve.
Tiny, Varbolna's owl familiar (not finished)
Size/Type: Tiny Magical Beast
Hit Dice: 1d8 (15 hp)
Initiative: +3
Speed: 10 ft. (2 squares), fly 40 ft. (average)
Armor Class: 20 (+2 size, +3 Dex, +5 natural), touch 15, flat-footed 14
Base Attack/Grapple: +3/–11
Attack: Talons +5 melee (1d4–3)
Full Attack: Talons +8 melee (1d4–3)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks:
Special Qualities: Low-light vision, Alertness granted to master, improved evasion, share spells (might apply to infusions?), empathic link, deliver touch spells (might apply to infusions?), speak with master
Saves: Fort +2, Ref +5, Will +6
Abilities: Str 4, Dex 17, Con 10, Int 8, Wis 14, Cha 4
Skills: Listen +16, Move Silently +17, Spot +8
Feats: Alertness, Weapon Finesse
Environment: Any
Organization: Any
Challenge Rating:
Treasure: None
Alignment: Neutral
Advancement:
Level Adjustment:

Action Points: 7

Varbolna was born in a small Shæné village on an inner ring shard that was, until the Imperial invasion, mostly unpopulated. The invasion was very peaceful, however, and the Shæné were accepting of the Imperial rule. As a result, the village started expanding, soon becoming a small thriving city. An arcane compound was built, and started looking for young apprentices. Volbolna was one of those apprentices, and soon discovered a talent for magic item creation. He excelled, and was well on his way to becoming a journeyman, but then he developed strange interests. He became fascinated with grafting the flesh of one creature onto another, but the only flesh he had available was dead flesh, which he could only attach to living creatures by utilizing necromantic processes. The compound, wanting to remain in good standing with the city, immediately kicked him out when they learned of his experimentaion. However, the Empire secretly offered him a position as a government-emplyed researcher, so that he could continue conducting his research. Excited to continue his work and no longer welcome in his own home, he eagerly accepted the offer.