Wednesday, April 19, 2017

Sunday, February 19, 2017

Gold Pillar Academy of Arcane Research and Application




The main halls of Gold Pillar Academy

The main thorough-fare of Gold Pillar Academy is the massive open hallway, supported by the namesake golden pillars. Spells keep the halls well lit, dimming in the evenings just slightly. Tables and chairs sit throughout the halls, allowing students to meet for discussions. Opposite the great hall is a bronze statue of an open spellbook, etched onto it's open pages, and glamered to adjust to the reader's native language is the school's mission,

 "The purpose of arcane magic should be to improve the mortal condition by providing a defense against those who encroach onto civilization, aiding the worthy who themselves lack the capacity for magic, and improving the overall quality of life for those who seek to cooperate for a better future. Within these erudite halls, no caster shall brook or tolerate the study or use of necromancy, infernism, diablorie, demonism , nor any other form of black magics which exist solely to corrupt and destroy. Magic is to remain pure."

Three levels overlook the main hall with numerous doors leading off to other rooms. The first floor rooms provide rooms for practical applications of magic, primarily places where students can cast spells in relative safety. Second level caters to studying, including libraries, quiet rooms, and two alchemy labs, as well as a room for construction of magical items. The third floor is primarily living quarters, along with an additional library wing, and a kitchen that produces average quality meals.

Gold Pillar has a heavy focus on evocation magic. Necromancy is forbidden from being studied or taught.

Kothac, the Sculpted Sage

This creature has the body and head of a wolf, but is the size of a large mastiff, with what looks like blue and silver fur that appears as if it was crafted from stone. It's wings are made of white feathers, and look downy soft. It's limbs are dulled claws with reptilian like scales, the front ones appearing a bit more like hands. It smiles impossibly wide, showing that it's jaws are lined with metal fangs, more akin to a bear trap than teeth.


Kothac,  the Sculpted Sage
Snapjaw Homunculi
Medium Construct
HP:15D10+20 HP (95 HP)

Str:10     Int:13
Dex:17   Wis:12
Con:-      Cha:7

A.C. 17  (+3 Dex, +3 Nat, +1 Dodge)
B.A.B. +11
Speed: 30 ft, 50 fly

Attacks:
Bite (+15/+11/+6) 2D6+Poison (DC 25, Freq.1 Minute/60 Minutes, effect:Sleep for 1 Minute, cure 1 save.) +1 Acid damage (DC 15 save or nauseated for 1 round) /x3

Breath Weapon - 15 ft. cone 5D6 Acid, Ref. DC 15 for half.

Saves (Poor)
Fort:+5
Ref:+10
Will:+7


Skills
Spellcraft 7 (+8)
Perception 6 (+11)
K:Arcana 5 (+8)
K:Local 5 (+8)
K:Nobility 5(+8)
K:Engineering 5 (+8)
K: History 5 (+8)
Fly 3 (+6)

Feats
  • Combat Advice As a move action, you can offer useful advice to an ally engaged in combat at just the right moment. Designate an enemy; your ally gains a +2 competence bonus on her next attack roll against that enemy. For your ally to benefit from this feat, you must be able to clearly see your ally and the designated enemy, and your ally must be able to hear you.
  • Scholar x2 - For known Knowledge skills.
  • Dodge- +1 Dodge bonus to AC
  • Lightning Reflexes- +2 to Reflex saves.
  • Noxious Bite- Your bite attack deals 1 point of acid damage in addition to its normal damage. Living creatures you bite must make a Fortitude save (DC equal your breath weapon‘s DC) or be nauseated for a number of rounds equal to 1 + your Constitution modifier (minimum 1 round).

Special QualitiesVoice-Unlike most homunculi, this construct has a audible voice.
Telepathic Link-This homunculi has a telepathic link with it's creator, that works within 1,500 feet.
Extra Eyes - The homunculi has an extra set of well hidden eyes, granting it +4 on Perception checks and the all around vision special quality.
Potion-Infused Spell-Like Ability: Invisibility, usable 1x/daily, 11 minutes.
Dislocating Jaw-A snapjaw homunculus’s jaws can open very wide, giving its bite attack a ×3 critical multiplier.



Cost to create:
A snapjaw homunculus is a 3 HD improved familiar, with a base cost of 1,575 GP with a Craft (Sculpting) DC of 14.
Adding 8 HD to it costs 2,000 GP per HD, or 16,000 GP total. This does not effectt the craft DC.
 -This grants it 4 total additional feats, additional skill points, and 2 ability points, and allows the creature to be created up to medium size, pending DM approval.

The Extra Eyes feature adds 4,000 GP to the crafting price, and increases the Craft check by 4.
The Acid Breath and Voice quality combined add 2,000 GP to the crafting price, and increases the Craft check by 2.
The Potion-Infused Spell-Like Ability quality adds 3,000 GP to the crafting price, and increases the craft check by 3.
The Tough Hide (+3) quality adds 9,000 GP to the crafting price and increases the check by 9.

Total Cost:43,050 Craft Check:34

Steward and Sage of Gold Pillar Academy, Kothac is an unbound homunculi who sees to the day to day operations of Gold Pillar. Tolerant to a point, he does not suffer a fool, and is quick with a harsh rebuke for anyone in Gold Pillar who takes actions that would endanger themselves, others or Gold Pillar property. He is a capable combatant if neccesary, but follows Flynn's orders to not risk his life in defense of the school.

Kothac is assisted by 8 homunculi, nicknamed The Fixits, small roughly humanoid constructs with layers of fur added over their clay-like skin, their eyes are wide and bright, and they have oversized membraneous ears. These are standard homunculi with ranks in Spellcraft, 2 extra HD, the voice quality, and Make Whole, usable as a spell-like ability, once per day. They help repair any damage to Gold Pillar caused by careless students.

Sunday, January 29, 2017

Ascension Civic Cabal

-Cabal Team-

A group of refugees fleeing from a hag witch in service to Gyronna, the Angry Hag goddess, these wizards and their sage friend left the River Kingdoms behind them. They now work in Ascension, providing alchemical remedies and discount potions to the common folk, at the order of Magister Magnomir.

Maven Junewin-Female Human Wizard 3rd lvl [Universalist]
-Mage-

Hendrix Goldtorch- Half-Elf Male Expert 3rd lvl [Specialty:Appraise K:Arcane, Heal]
-Sage-


Timothy Bhaddecker - Human Male Wizard 1st lvl [Universalist]
Krinkle Kristoff Kinsington - Gnome Male Wizard 1st lvl [Universalist]
Xavneiros Missippi- Human Male Wizard 1st lvl [Universalist]
Davril Whiteharp- Human Male Wizard 1st lvl [Universalist]

Wednesday, January 25, 2017

The Mage's Sword

A private army that serves at the behest of Magister Magnomir, the Mage's Sword serves as auxillary forces to the nation's armies.

A company is 102 individuals led by a Lieutenant, broken down into 6 squads. Each squad consists of 5 Elite Archers, 10 Elite Soldiers, and 1 Cleric, or sometimes an Adept, as well as 1 wizard who's spells tend towards evocation magic. Frequently, the squads will have some sort of consumable magical items on hand, either potions, scrolls, or rarely a wand.


Snow Company
Ken-Lu "The Shiver" Aritole
LN Human Magus 3 (Staff Magus)
Manager - Lieutenant

A half Tian man, Ken-Lu is a battle-minded magus, with an eye for scrutinizing the smallest flaw in a plan. He has a penchant for cold based magic and the martial preference for the quarterstaff. He is ruthlessly efficient in leading his military forces, Snow Company and demands discipline from every troop.

Snow Company uses straight forward tactics - hit the enemy hard, and fast. They blast enemies with cold magic, and hack them to bits.

Worg Company


Llanowar Evenkeen
CG Elf Fighter 3rd [Eldritch Guardian]
Manager - Lieutenant

Long ago slighted by being passed over once too often for promotions, Llanowar left his people's Elven lands in search of recognition for his martial prowess. After spending time amid human militias, Llanowar found his Elven acumen for battle greatly appreciated. He brought to the battlefield new approaches not thought of by humans who had little interaction with outsiders. He rose quickly in rank and caught the attention of Flynn's father. By using his connections, Flynn's father gained Everkeen's squad as personal guards, and has transfered command of them over to his son.



Like their namesake,  Worg Company prefers an ambush method of attack, using deceptions to draw their enemy out of safe places, then picking them off once they are out of the reach of their allies. They rely heavy on any method of ranged attacks, as well as spells that help keep them unnoticed, including silence and invisibility.


Thursday, January 5, 2017

Recruits

Archimedes of the Runeforge Clan
LN Dwarf Wizard 4 (Abjurer)



A young dwarf, Archimedes spent his early years apprenticing in his families protected clan vaults, learning the ways of tallying coins. His curiosity lead him to taking great interest in the abjuration magic which protected the money houses, as well as the constructs built to stand as silent guardians in the abscence of dwarves. Tasked by his clan to explore the world and increase his   knowledge of magic, as well as discovering new arcane blueprints for golem crafting and bringing that knowledge back to his clan. Archimedes traveled to the wizarding college, The Arcanum, where he was too late to enroll. Instead, they offered him credit by studying abroad, telling the dwarf that a respected wizard from a noble family was in need of apprentices.
Skills: Profession [Banker], Knowledge: Engineering, History
Craft: Sculpting, Clockwork, Stonemasonry
Arcane Bond: Ioun Wyrd Familiar (This is a chunk of porous rock with broken shards of ioun stones embeded in it.)

Archimedes spends much of his time at the Magnimar Villa, either double-checking Flynn's business expenses, or studying his arcane research.

Personality Traits: Suspicious, meticulous.
Likes: Quiet, Anything clockwork, the smell of machine grease, fruit-stuffed pastries.
Dislikes: Rain, Thieves, Soup
Forbidden Schools: Necromancy, Conjuration



Zapeta De La Croix
A.K.A "Zap"
CG Human Alchemist 4 [Chirurgeon]



A young girl raised from a merchant family in New Stetven, Zapeta thrived in the shadow of The Arcanum's ivory tower as a healer and herbalist, even as the Council refused to acknowledge Alchemy as anything other than "a peddler's magic of useful trinkets for the peasantry". Working as support staff in The Arcanum Infirmary, Zapeta spent much of her free time helping common folk with homemade cures, and potions brewed using " borrowed" Arcanum components. She also lobbied multiple times to have the Arcanum acknowledge Alchemy as a legitimate branch of arcane studies, only to be dismissed each time. As Zapeta grew older, her skill flourished, her lobbying intensified, and word spread of how she helped those who normally be unable to afford magical care.
By her 20th birthday, Zapeta's passions got the better of her. After she leveled harsh words at the Council, accusing them of mageocratic supremacy by refusing to acknowledge Alchemy's contributions, they launched a full investigation into the young woman's life. Picking up on rumors of her good deeds, they traced the stolen materials back to her. And after years of thieving, her debt was far too high to pay back. Not wanting to completely excommunicate such a talented healer from their organization, they presented her with two options- be turned over to the authorities, or travel to the Stolen Lands, and provide services to a wizard who was building a thriving town.
Zapeta is a mousy looking girl, easy on the eyes but far from gorgeous. She has a slight build, with delicate features and small hands. She keeps her brown hair neck-length, except for two long braids near the front that dangle in front of her face. Her eyes are a soft purple.
Normally, Zapeta is calm and a quiet, easy to approach and always willing to educate on the merits of cleanliness and good health.
Zapeta has a fiery temper when it comes to discussing the legitamacy of Alchemy as an arcane discipline, or whenever she percieves an injustice where the strong oppress the weak. When these triggers rile her up, she turns into a different person, speaking heatedly, and berrating anyone she sees as a bully.

Zapeta spends much of her time at the Alchemy Lab, crafting alchemical remedies and potions which she uses to help those who could not normally afford them.


Skills: Heal, Sleight of Hand, Stealth, Disable Device, K:Nature, K:Local, Perform: Dance
Likes: Buttermilk. The smell of stetalization alcohol. Dancing.
Dislikes: Bullies. Seeing others suffer. Poor hygiene.


Veragus the Broken
N Human (Shoanti) Wizard 5 (Evoker [Admixture])


A pure-blooded Shoanti blessed with all of the impressive physical features of the warrior race, Veragus suffered a life-changing injury as a young child which resulted in massive trauma to his upper arms and shoulders. Although he recovered, the damage left him unable to raise his arms more than chest level. Early in his childhood, he knew that he would never be able to wield weapons in battle,or even wear armor. He was shunned, even by his own family, who treated him as little more than a burden. When he became of age to claim manhood, he took his few posessions and fled, much to the relief of his clan. Knowing that his inability to defend himself from the wilds of the Cinderlands placed him at great risk, he resigned himself to seeking out refuge in one of the cities of tge "soft folk". While traveling in the general direction of the only settlement he knew of, the town of Abken, he noticed Shoanti writing (such as it is), often in hard to see locations. Piecing the messages together, it dawned on him that these were left intentionally for Shoanti outcasts, promising them refuge in Abken. Once arrived in the town, Veragus discovered a small sub-community of Shoanti who had been excommunicated by various tribes. The deformed, the crippled, the political dissidents, many had ended up living under the leadership of Kraven, a Shoanti himself. Taking the mantra of Hartha-qua, The Hearth Clan, for their willingness to give a home to the lost, they accepted all of the Shoanti refugees. While living amongst these Shoanti, their leader Kraven  noticed Veragus' sharp intellect, and willingness to learn. Astounded by the young man's ability to pick up reading, Kraven began advanced 'reading lessons', wherein he actually educated Veragus in the basics of arcane principels. When Veragus realized he was actually forming words into formulae and formulae into simple cantrips, he was amazed and frightened. Although not unknown to the Shoanti, wizards were extremely aware, and shrouded in negative superstition. Kraven educated Veragus in the truth of wizardy. Kraven taught that a spellbook held a strength all it's own - while an axe might cleave down a mighty warrior, a properly placed spell could bring an entire hunting party to ash and cinder. Veragus learned all that he could from Kraven, studying from him for several years. In time, Veragus learned all that he could from Kraven, unable to proceed any further given his town's limited access to magic. Kraven was unwilling to leave Abken, believing his presence was neccesary in providing a home and tribe to outcast Shoanti. Kraven encouraged Veragus to travel east, to a place of arcane enlightenment he had only himself read about- The Arcanum.

Born of warrior stock, Veragus is a physically intimidating man at 6'3, 240 lbs. In keeping with Shoanti tradition to decorate their bodies with tatoos, he has inked his body with magic formulae for several evocation spells. He keeps his head shaved, and prefers clothing that is cleverly disguised to look like leather studded armor. His bonded item is a cudgel, which is fashioned from Cinderwood of his native residence. Veragus is well aware of how his people are percieved, and tries to play up this preconception in order to help mask his physical disability.
Veragus is less of the raging, screaming beserker type when mad, and much more prone to quiet threats of violence. While still hot-headed and quick to anger, his travels and studies have muted his chaotic temperment and made him more tolerant of others. For Veragus, magic is a mighty weapon that allows him to "be Shoanti", even if his people refuse him.
He has a strong affinity for fire magic, but has trained in the art of admixture, in order to be more versatile against his foes.
Skills: Intimidation, K:History, K:Geography Craft:Weaponsmithing, Armorsmithing, Heal
Petsonality Traits: Intense. Observant.
Arcane Bond: Cudgel
Likes: Hot days. Crackling of a bonfire. Cactus fruit.
Dislikes: Cowards. Snakes. Weak ale.
Forbidden schools: Illusion, Enchantment


Delylah Fairmoon
N Half-Elf Wizard 4 (Enchantress[Manipulator])



Master manipulator, heartbreaker troublemaker, all are accusations leveled against Delylah that she would deny, even as she plots her next scheme. Believed by many to be descended from nymphs, Delylah certainly posess much of a fey's beauty. Delylah is a cosmopolitan girl in every sense, reveling in what cities have to offer her - the newest trends, luxurious comforts, and exotic perfumes. Delylah would much rather seduce these things from others than work for them herself. For her, wizardy is a path to get what she wants from others with minimal effort on her part. After several infractions at The Arcanum involving questionable use of her magic, she was faced with an ultimatum- travel south to assist with a fledgling city, or have her spellbook confiscated, destroyed, and then be expelled.

Unbeknownst to all but the most knowledgeable of sages versed in noble lineage, but Delylah is a semi-legitimate princess of a Rostlandi dynasty,  which existed prior to the noble houses that rose in the wake of Choral.

Skills: Bluff, Diplomacy, K:Local, K:Nobility, Perception
Arcane Bond: Lavender (Pig Familiar)
Personality: Seductive. Pouty.
Likes:Mirrors. Revealing Clothing. Jewelry.
Dislikes: Anyone with high will saves. Hard work. Poorly dressed people.
Forbidden Schools:Necromancy, Evocation.
Character Traits: Charming,  Brevoy Princess


Pericles Magnimar
LN Human Wizard 4 (Conjurer)

First cousin to Flynn Magnimar, Pericles was childhood friends with Flynn for many years, and the two shared a close bond, more akin to brothers. Having heard of Flynn enormous success as a wizard and as a leader, Pericles abandoned his apprenticeship as a gemcutter and ring maker, in order to study arcane magic. Finding the subject of extraplanar studies to his preference, he excelled in the field of conjuration. Upon learning of Ascension's magical academy being built after the Battle of Scale and Feather, Pericles contacted his cousin, asking if he might join and lend his aid. Flynn happily accepted, eager to surround himself with family in light of the recent tragedy.

Skills: K;The Planes, Craft:Gemcutting, Craft:Jewelry, Linguistics, P:Bookkeeping
Arcane Bond: Staff
Personality Traits: Outgoing, Ambitious
Likes:Beautiful women, warm homes, beer.
Dislikes: The Wild, being caught unprepared.
Forbidden Schools: Necromancy, Enchantment

Bo
CN Kobold Wizard 4 (Transmuter [Shapechanger])



Merely a hatchling when he first observed Flynn and his compatriots storming their tunnel warrens, Bo stared in awe at the power commanded by wizards. He knew that in his little kobold heart, that should he survive the invasion by the adventurers, he would study and unlock the secrets of wizardry. Much to his surprise, the adventurers did not slaughter his entire tribe, but instead saved them from the evil machinations of Tartuk the Gnome. Bo looked to the wizard as a great hero and sought to follow in his footsteps. Spending a lifetime of savings and earnings from working in the mines, he was able to buy a beginners spellbook, and started the arduous task of unlocking the arcane. Studying the various types of magic, he found transmutation to be most to his liking, that he might overcome his race's inherit physical frailty and make himself into something stronger.

Skills:P:Miner, K:Dungeoneering, Perception, Stealth, Acrobatics, K;Engineering, C:Stonemasonry
Personality Traits:
Arcane Bond:Familiar, Smashtail, Black Lizard
Likes:Flynn, Coins, Crunchy bugs
Dislikes: Gnomes, Gnomes, Gnomes


Ethros Blackskies
NE Human Wizard 4 (Diviner [Scryer])



A once promising wizard of the Nidal's Dusk Hall, Ethros survived a long childhood of one horror after another. He remembers nothing before the age of 11, any pleasent memories of his family having long since been stripped and replaced with nightmares. A competent shadowcaster, Ethros' talent lay in scrying, a talent he kept to himself. Twisted by years of mental and physical torture, he was never quite broken. Ethros did develop his own perversions, a result of a badly bruised psyche. One night, while using his powers to pry into a senior wizard's chambers, his scry was noticed, and the magess came after Ethros with a cold fury. Ethros escaped with just his spellbook and life intact, but knew his time among Nidal was done. He traveled across Golarion, hoping to find a place far enough away to escape the shadowy reach of the Dusk Hall. After studying at The Arcanum for some time, he agreed to travel south, in the hopes of further obscuring his whereabouts.

Forbidden Schools:Transmutation, Enchantment
Personality traits: Creepy. Dishonest.
Skills: K:Local, Stealth, Bluff, Disable Device, C:Poisonmaking, Appraise, Sleight of Hand
Familiar: Greenli (Lizard)
Likes: Mushrooms, Hallucinagenics, Spying on others.
Dislikes:Sweets, Paladins, Loud noises.





Harper Chattanooga Silverpenceworth Brighteyes
CG Gnome Wizard 4 (Illusionist)




Harper is ever the pessimistic view of any situation, instead choosing only to find the silver lining. Harper revels in the new experiences, as most gnomes do, but his passion lies in the dual nature of his skill set- his mind allows him to create impermanent illusions, while he uses his hands to build long-lasting creations. Harper has been a visiting honorary member of The Arcanum for several decades, his wanderlust never allowing him to remain a formal student or teacher. He agreed to travel south and work in a flourishing new kingdom with the belief that helping build a human city would be a grand new experience.
Slighty different iis a living embodiment of gnomish joy and zeal for life. Eternally hopeful, Harper refuses to ever consn his outlook for his kind, Harper has little concern for his outward, physical appearence. Harper would much rather stand out in the way he expresses himself through his magical illusions and creations. He dresses conservatively, the only eccentricities being the occasional bit of flair.
Skills: K:Local, K:Engineering, C:Clockwork, Stonemasonry, Gemcutting, Perception
Familiar: Blurple (Faerie Dragon)
Personality Traits: Optimistic, Creative.
Likes: Everything that isn't evil
Dislikes: Everything that is evil.
Forbidden Schools: Necromancy, Evocation



**DECEASED**

Hogarth
NG Half-Orc Wizard 3 (Conjurer / Familiar Adept)



Born to an uncaring Half-Orc mother, Hogarth was sold to a poverty-stricken human couple unable to bear their own children. Good fortune befell Hogarth, for the couple was so eager to raise a child,  that they looked beyond the baby's hideous facade and raised him with love. Posessing a keen intellect, Hogarth was very aware that other's looked upon his ugly face, and bulky size with disdain. Hogarth's only comfort was found with his parents. As fate would deem, a series of events brought Hogarth into contact with a city squirrel who had been magically infused with a hint of the arcane and basic sentience. Realizing he could communicate with the squirrel, Hogarth was delighted at having made a friend. As the two bonded, each recognized the arcane potential the other had, and together began to research magical formulae. Shocking his adoptive parents with his new found magical abilities, they pushed him to try and continue his education at The Arcanum.  Doubting that he would be accepted, let alone be able to afford tuition. During his interview process, the council was in awe. A Half-Orc who was undoubtedly a wizard, drawing his magical knowledge from his familiar rather than a spell book? The Arcanum could not pass up such a student. Hogarth was drawn to conjuration magic early in his studies. Having very few possessions of his own, and even fewer friends, the ability to conjure whatever, or whoever, he wanted out of æther held great appeal and so Hogarth became a conjurer. Now, he accepts his assignment to train under the tutelage of a rising wizard, Flynn Magnomir. Hogarth secretly hopes that he can help settle this wild frontier, and give his parents a place to reside.

Hogarth spent much of his spare time exploring the deep forests, trying to find new herbs and components for the Alchemy Lab, or in the Herbalist shop, tending to the gardens.

Hogarth was killed in the Battle of Scale and Feather, after being overcome by a pack of lizardfolk. In the last few moments of his life, he fought side by side with 2 conjured wolves, and his squirrel familiar, helping to give a father and his two sons time to escape to safety. His body was recovered, badly bludgeoned and was given a burial at a unnamed site deep in the woods, where he felt most at home. 

Skills: Handle Animal, Ride, K:Nature, K:The Planes, Sleight of Hand
Arcane Bond: Squirrel
Personality Traits:Shy, Warm-Hearted.
Likes: The smell of hay. Celestial creatures. Apples.
Dislikes: Large crowds. People with loud voices. Mirrors.
Forbidden Schools: Necromancy, Enchantment, Illusion

Gideon Stream
CN Human Wizard 3nd (Trasmuter [Shapechanger])



Mysterious and unknowable in the extreme, Gideon's past before coming to The Arcanum remains a mystery, although he already posessed a great amount of skill at transmutation when he arrived. He remained a quiet pupil, never demonstrating his skills flamboyantly, only performing what was directed of him by his professors. If not for a shrewd wizard, recognizing his intentionally disguised talent, Gideon may have fooled them for years, passing himself of as only a capable wizard, instead of the true master of forms that he is. Why the wizard would want to enter a college only to appear as average baffled his professors, but seemed to greatly amuse Gideon. The only thing that could be said about Gideon is that he never remains dedicated to any one interest once he has discovered it's basic nature. However, he seems to take great delight in confounding and confusing anyone who trys to pin a label on him.
Gideon's true form is all but unknown. His common disguise, part magical, part mundane, part skill, is that of a slighty attractive male, in his early 20s, with no facial hair, and slightly delicate features. Gideon alters his identity with very minor cosmetic changes, a tiny bit each day, just enough to go unnoticed by casual observers.


Gideon died in the Battle of Scale and Feather. Having been sent a wand of burning hands by Flynn's familiar, Aykus, he moved quietly throughout the town disguised as a lizardfolk, and unleashing unexpected attacks on groups of them. He fell victim to a lizardfolk archer who witnessed him unleashing arcane fire on a group of attackers. His body was recovered, and buried in a cemetery. 

Skills: Disguise, K:The Planes,K:Nature, K:Dungeoneering, Bluff, Perform:Acting, Stealth,
Arcane Bond: Amulet of Natural Armor
Personality Traits: Untrustworthy, Mysterious.
Likes:Fooling others. ???
Dislikes: Perceptive people.
Forbidden Schools:Illusion, Abjuration

Magnimar Villa

Mendell Penwright
Manager-Accountant Cost covered by Magnimar holdings.
(LN Human Expert 3rd lvl {Profession:Accoutant, Appraise, K:Local, Linguistics})



A second cousin to Flynn through marriage, Mendell is from a lesser noble house that falls under the Magnimars. He is well past his prime, in his late 50s with a balding pate, and gray eyes hidden behind spectecles . He is blatantly honest when his opinion is asked, and even more honest when dealing with coin. He was more than a little eager to move someplace a little warmer than New Stetven.

Wooster Praiseworthy
Manager-Steward- 60 GP a month. In charge of Magnimar Noble Villa entourage.
(N Human Adept 3rd lvl {Diplomacy, K:Local, K:Nobility, Sense Motive, Perception})


An aged, mustached man from Brevoy, Wooster has spent his entire life serving as a steward to noble families. Learning of a foreign deity brought from the lands of Osirion, early in life, Wooster took an interest in this god which seemed a patron of all that Wooster had been taught in life - to serve, and to protect the household. In time, Wooster's interest grew to faith and devotion, and Bes began to grant the man spells.Wooster serves his master as devoutly as he serves his god.

-Entourage for Magnimar Noble Villa-
1 Bureaucrats (5 people), 1 Driver, 2 Lackeys (10 People {2 Butlers, 3 Maids, 2 Footmen, 1 Herald, 2 Chefs})

The Mage's Armor Mercenary Company
(2 Elite Archers {10 people},  2 Elite Soldiers {10 People},  2 Priests,  1 Manager)
Led by Jay'Dek Moskretteli, a skilled fighter with a penchant for dabbling in the arcane, The Mage's Armor is a well disciplined company with an appreciation for the magical support provided by their financial backer, Magister Magnimar. They provide security for Flynn's villa, and the staff within.

Jay'dek Moskretteli
Human Fighter 3rd (Mutation Warrior/Eldritch Warrior)

Fascinated with the art of Alchemy and potion-making, but lacked the neccesary intellect to pursue true alchemy. During his brief stint as a part time mercenary/adventure, Jay,dek discovered a formula book left behind by a deceased alchemist. After reading through it, Jay,dek began home experimentation. With a few weeks of persistent effort, he managed to create a homebrew mutagen. Having successfully concocted an alchemical brew, he studied further, and in the same experimental fashion, created his own ritual for bonding with a familiar, and figured out how to trick magic items into functioning in his hands. While not able to properly utilize magic, Jay'dek hopes to continue his studies.


When consumed, Jay'dek's skin takes on a slightly metallic sheen to it, and his muscle's bulk up considerably. 


Special Equipment
Nice Carriage
3 Riding Horses (Seldasha,  Bittercup,  Naggy Twinkletoes)

Set of bronze coins from the Thassilonian Era, each stamped with one image of the seven runelords, kept beneath a glass case. (450 GP)

A bronze statue of a clockwork humanoid. (200 GP)

Stanch - Reeds Memorial Library

Rebuilt according to the exact blueprints of the First Latverian National Library, the Stanch - Reeds Memorial Library contains a memorial bust and engraved inscription to the three stewards who died in defense of the library in the Battle of Scale and Feather, Dorothy Stanch, Susan Reeds, and Dary Schucobble.

The library's expanding catalog focuses on topics of the esoteric and arcane, granting a +2 bonus to any K:Arcana checks made with a minimum of 1 hour of study.

Current Staff:

Mr.Stephen Craldwell - Manager (Headmaster) 90GP /  Monthly
Mrs.Eve Craldwell - Manager (Headmaster)  90 GP / Monthly