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Argor Constantine's page

2,047 posts. Alias of Thron.


Classes/Levels

Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Gender

Current AC: 37 (39 vs Evil) HP: (16/16) 224/224

Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36

Deity

Abadar

About Argor Constantine

Tracking:
Hero Points: 3

Spell Penetration: 1d20+26

PREPARED SPELLS: Base DC = 24 + Spell Level
Level 0: Mage Hand, Prestidigitation, Message, Arcane Mark, Ray of Frost, Open/Close, Read Magic, Mending, Spark
Level 1: Magic Missile, Enlarge Person, Grease, Burning Hands, Heightened Awareness, Mage Armor, Shield, Grease, Color Spray, Color Spray, Burning Hands, Burning Hands
Level 2: Scorching Ray, Gust of Wind, Invisibility, Mirror Image, False Life, Tears to Wine, See Invisibility, Scorching Ray, Scorching Ray, Web, Create Pit, Create Pit
Level 3: Haste, Dispel Magic, Invisibility Sphere, Lightning Bolt, Gaseous Form, Fireball, Dispel Magic, Dispel Magic, Spiked Pit, Spiked Pit, Invisibility Sphere
Level 4: Enervation, Telekinetic Maneuver, Stone Shape, Greater Invisibility, Phantasmal Killer, Enervation, Scrying, Greater Invisibility, Enervation, Stone Shape, Stone Shape
Level 5: Baleful Polymorph, Hungry Pit, Quicken Magic Missile, Wall of Force, Hungry Pit, Hungry Pit, Quicken Magic Missile
Level 6: Disintigrate, Quicken Scorching Ray, Chain Lightning, Disintigrate, Enemy Hammer, Stone to Flesh, Chain Lightning
Level 7: Greater Teleport, Banishment, Finger of Death, Forcecage, Greater Teleport, Finger of Death
Level 8: Greater Possession, Prismatic Wall, Form of the Dragon III, Call Construct, Call Construct, Prismatic Wall
Level 9: Time Stop, Dominate Monster, Heightened Feeblemind, Summon Monster IX, Shapechange, Summon Monster IX

Staff/Wands:
Argor's Staff (10 charges)
Wand of Cure Critical Wounds (44 charges) (4d8 + 7)
Gianluca’s Wand of Cure Light Wounds (50 charges) (1d8+1)
Thrassk’s Wand of Cure Light Wounds (34 charges) (1d8+1)
Argor’s Wand of Cure Light Wounds (28 charges) (1d8+1)
Wand of Good Hope, CL 7 (32 charges)
Gianluca’s Wand of Haste (44 charges)
_______________________________________________________

Argor Constantine
Male Human (Chelaxian) Wizard (Conjurer) 20 Age 33
LN Medium Humanoid (Human)
Init +2; Senses Darkvision 60'; Perception +36
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DEFENSE
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AC 33 (35), touch 18, flat-footed 25 (+8 dex, +5 armor, +10 natural armor, +2 deflection vs. evil)
HP 224 (16d6 + 6 Con/Level + 12 Favored)
Fort +16, Ref +18, Will +22 (all saves +2 vs Evil)
SR: 18
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OFFENSE
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Speed 30 ft., 50 ft. Fly (Perfect)
Melee: +12/+7
Ranged: +18/+13
Space 5 ft., Reach 5 ft.
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SPECIAL ABILITIES

Summoner's Charm (Su) : Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Acid Dart (Sp) : As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

Dimensional Steps (Sp) : At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity . You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day as noted on the table above. These spells are cast like any other spell, but they do not consume spell slots. As with her other spells, these spells are not expended when cast.

Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
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STATISTICS
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Str 14, Dex 26, Con 22, Int 41, Wis 23, Cha 25
Base Atk +10/+5; CMB +12 (misc mods); CMD 30

Drawback:
Power Hungry - Argor craves knowledge, and is a firm believer in the saying "Knowledge is Power." He tried to join the Pathfinders in an attempt to gain access to any sources of hidden knowledge he could find and put to use.

Traits:
Focused Mind - Argor is well versed in maintaining his mental focus in the face of adversity.
Scholar of Ruins - Argor has studied lost scrolls, tablets, and other artifacts retrieved from ancient ruins, and knows that many more secrets lay within these forgotten corners of the world.
Student of Philosophy - Having spent time conversing on matters of philosophical nature with Ms. LeGrand, Argor has gleaned upon a way to use his keen intellect to, at times, impose his will upon others.

Feats:
Spell Focus (Conjuration)
Augment Summoning
Scribe Scroll
Superior Summoning
Craft Magic Arms and Armor
Improved Familiar: Pseudodragon
Spell Penetration
Craft Staff
Greater Spell Penetration
Piercing Spell
Quicken Spell
Heighten Spell
Craft Wondrous Item
Spell Focus (Enchantment)
Greater Spell Focus (Enchantment)
Craft Construct
Arcane Discovery: Immortality

Skills: 17/level (2 Wizard + 15 Int + 1 Human)
Perception +36 (20 ranks, 6 Wis, 2 Feat: Alertness {Familiar}, 8 Racial)
Diplomacy +35 (20 ranks, 15 Int) (+6 in Absalom, +4 in Osirion, +2 in Cheliax)
Bluff +35 (20 ranks, 15 Int)
Flight +28 (9 ranks, 3 Class, 8 Dex, +8 Maneuverability)
Linguistics +39 (20 ranks, 15 Int, 3 Class)
Spellcraft +46 (20 ranks, 15 Int, 3 Class, 8 Racial)
Knowledge (Arcana) +38 (20 rank, 15 Int, 3 Class)
Knowledge (Dungeoneering) +24 (5 rank, 15 Int, 3 Class, 1 Trait)
Knowledge (Planes) +38 (20 rank, 15 Int, 3 Class)
Knowledge (History) +38 (20 rank, 15 Int, 3 Class)
Knowledge (Religion) +25 (7 rank, 15 Int, 3 Class)
Knowledge (Nature) +25 (7 rank, 15 Int, 3 Class)
Knowledge (Local) +25 (7 rank, 15 Int, 3 Class)
Knowledge (Nobility) +40 (20 rank, 15 Int, 3 Class, 2 Circumstance)
Knowledge (Geography) +25 (6 rank, 15 Int, 3 Class, 1 Trait)
Knowledge (Engineering) +25 (10 rank, 15 Int, 3 Class)
Use Magic Device +30 (20 ranks, 7 Cha, 3 Class)
Sense Motive +26 (20 ranks, 6 Wis)
Craft (Jewelry) +25 (7 rank, 15 Int, 3 Class)
Craft (Weapons) +21 (3 rank, 15 Int, 3 Class)
Craft (Armor) +21 (3 rank, 15 Int, 3 Class)
Craft (Books) +21 (3 rank, 15 Int, 3 Class)
Craft (Stonemasonry) +25 (7 rank, 15 Int, 3 Class)
Craft (Alchemy) +22 (4 rank, 15 Int, 3 Class)
Craft (Glass) +21 (3 rank, 15 Int, 3 Class)
Craft (Carpentry) +21 (3 rank, 15 Int, 3 Class)
Disguise +27 (20 Ranks, 7 Cha)
Appraise +38 (20 Ranks, 15 Int, 3 Class)
Stealth +14 (6 Ranks, 8 Dex)

Racial Modifiers: +2 Int
Languages: Common (Taldane), Elven, Dwarven, Celestial, Draconic, Gnome, Halfling, Undercommon, Orc, Terran, Common (Ossirian), Infernal, Common (Chelaxian), Abyssal, Common (Varisian), Auran, Common (Hallit), Common (Skald), Aquan, Ignan, Shadowtongue, Thassilonian, Sylvan, Giant, Azlant
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SPELLBOOKS

Argor’s Grimoire (Blessed Book) - 1,000 Pages Total, 593 Remaining:

Level 0:
Abjuration: Resistance
Conjuration: Acid Splash, Drench
Divination: Detect Magic, Detect Poison, Read Magic
Evocation: Dancing Lights, Flare, Light, Ray of Frost, Spark, Breeze, Penumbra, Scoop
Illusion: Ghost Sound, Haunted Fey Aspect
Transmutation: Mage Hand, Mending, Message, Open/Close, Jolt, Root
Universal: Arcane Mark, Prestidigititation

Level 1:
Abjuration: Shield
Conjuration: Grease, Summon Monster I, Mage Armor, Unseen Servant, Mount
Divination: Heightened Awareness
Evocation: Magic Missile, Burning Hands
Illusion: Color Spray
Transmutation: Enlarge Person

Level 2:
Conjuration: Summon Monster II, Web, Create Pit
Divination: See Invisibility
Evocation: Scorching Ray, Flaming Sphere, Gust of Wind
Illusion: Invisibility, Mirror Image
Necromancy:False Life, Command Undead
Transmutation: Bull's Strength, Darkvision, Tears to Wine

Level 3:
Abjuration: Dispel Magic, Nondetection
Conjuration: Spiked Pit, Stinking Cloud
Divination: Tongues, Arcane Sight
Enchantment: Suggestion, Heroism, Hold Person
Evocation: Lightning Bolt, Fireball
Illusion: Invisibility Sphere, Displacement, Major Image
Transmutation: Haste, Gaseous Form, Slow
Universal

Level 4:
Abjuration: Stoneskin, Dimensional Anchor
Divination: Scrying
Enchantment: Charm Monster, Confusion
Illusion: Phantasmal Killer, Greater Invisibility
Necromancy: Enervation
Transmutation: Telekinetic Maneuver, Stone Shape

Level 5:
Abjuration: Break Enchantment, Mage's Private Sanctum
Conjuration: Teleport, Wall of Stone, Hungry Pit, Plane Shift
Enchantment: Feeblemind, Dominate Person
Evocation: Wall of Force, Icy Prison, Sending
Transmutation: Baleful Polymorph, Fabricate
Universal: Permanency

Level 6:
Abjuration: Greater Dispel Magic
Divination: Analyze Dweomer
Evocation: Chain Lightning
Illusion: Veil
Transmutation: Disintegrate, Enemy Hammer, Form of the Dragon I, Flesh to Stone, Stone to Flesh

Level 7:
Abjuration: Banishment
Conjuration: Mage's Magnificent Mansion, Greater Teleport
Evocation: Forcecage
Necromancy: Finger of Death, Control Undead

Level 8:
Abjuration: Prismatic Wall
Conjuration: Create Demiplane, Call Construct
Necromancy: Greater Possession
Transmutation: Polymorph Any Object

Level 9:
Conjuration: Create Greater Demiplane
Enchantment: Dominate Monster
Transmutation: Shapechange, Time Stop
Universal: Wish

Spellbook (Volume 1): 100 Pages Total, 0 Remaining (Value: 1,960 gp, Time to Copy: 44 hours, Cost to Copy: 980)

Level 0, 24 Pages Used:

Abjuration: Resistance
Conjuration: Acid Splash, Drench
Divination: Detect Magic, Detect Poison, Read Magic
Evocation: Dancing Lights, Flare, Light, Ray of Frost, Spark, Breeze, Penumbra, Scoop
Illusion: Ghost Sound, Haunted Fey Aspect
Transmutation: Mage Hand, Mending, Message, Open/Close, Jolt, Root
Universal: Arcane Mark, Prestidigititation

Level 1, 10 Pages Used:

Abjuration: Shield
Conjuration: Grease, Summon Monster I, Mage Armor, Unseen Servant, Mount
Evocation: Magic Missile, Burning Hands
Illusion: Color Spray
Transmutation: Enlarge Person

Level 2, 24 pages used:

Conjuration: Summon Monster II, Web, Create Pit
Divination: See Invisibility
Evocation: Scorching Ray, Flaming Sphere
Illusion: Invisibility, Mirror Image
Necromancy:False Life, Command Undead
Transmutation: Bull's Strength, Darkvision

Level 3, 42 pages used:

Abjuration: Dispel Magic
Conjuration: Spiked Pit, Stinking Cloud
Divination: Tongues
Enchantment: Suggestion, Heroism, Hold Person
Evocation: Lightning Bolt, Fireball
Illusion: Invisibility Sphere, Displacement, Major Image
Transmutation: Haste, Gaseous Form, Slow
Universal

Spellbook (Volume 2): 100 Pages Total, 0 Remaining (Value: 4,440 gp, Time to Copy: 50 hours, Cost to Copy: 2,220 gp)

Level 1, 1 page used:
Divination: Heightened Awareness

Level 2, 4 pages used:
Evocation: Gust of Wind
Transmutation: Tears to Wine

Level 4, 40 pages used:

Abjuration: Stoneskin, Dimensional Anchor
Divination: Scrying
Enchantment: Charm Monster, Confusion
Illusion: Phantasmal Killer, Greater Invisibility
Necromancy: Enervation
Transmutation: Telekinetic Maneuver, Stone Shape

Level 5, 55 pages used:

Abjuration: Break Enchantment, Mage's Private Sanctum
Conjuration: Teleport, Wall of Stone
Enchantment: Feeblemind, Dominate Person
Evocation: Wall of Force, Icy Prison, Sending
Transmutation: Baleful Polymorph

Spellbook (Volume 3): 100 pages Total, 6 Remaining

Level 3, 6 pages used:
Abjuration Nondetection
Divination: Arcane Sight

Level 5, 20 pages used:
Conjuration: Hungry Pit, Plane Shift
Transmutation: Fabricate
Universal: Permanency

Level 6, 54 pages used:
Abjuration: Greater Dispel Magic
Divination: Analyze Dweomer
Evocation: Chain Lightning
Illusion: Veil
Transmutation: Disintegrate, Enemy Hammer, Form of the Dragon I, Flesh to Stone, Stone to Flesh

Level 7, 14 pages used:
Conjuration: Mage's Magnificent Mansion
Necromancy: Finger of Death

Spellbook (Volume 4): 100 pages total, 63 remaining

Level 7, 21 pages used:
Conjuration: Greater Teleport
Evocation: Forcecage
Necromancy: Control Undead

Level 8, 16 pages used:
Necromancy: Greater Possession
Transmutation: Polymorph Any Object

Evolutions: 13 points available, 12th Level (+10 NA, +5 Str/Dex)
2 points: Skilled (Perception, Spellcraft)
6 points: Ability Increase (Intelligence)
5 Points: Flight (Magic, 50' speed, Perfect Maneuverability)
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FAMILIAR

Adrenia
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GEAR/POSSESSIONS
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Location: On Person
Headband of Mental Superiority (+6, Know. Planes, Know. Arcana, Appraise)
Belt of Physical Might (+6 Con, Dex)
Argor's Staff
-Disintigrate (2 charges)
-Greater Dispel Magic (2 charges)
-Magic Missile (1 charge)

Neutral Robe of Archmagi
Ring of Sustenance
Ring of Ultimate Wizardry (I, II, III, IV)
Red and Gold Noble's Outfit
Silken Ceremonial Robes
Handy Haversack
(Center Portion, 9/80 lbs.)
-Argor’s Grimoire (Blessed Book)
-The Order of Numbers Tome
-Bedroll
(Left Side Pocket, 0/20 lbs.)
-Scroll of Gaseous Form CL 7
(Right Side Pocket, 0/20 lbs.)
-Antitoxin
-2x Potion Of Endure Elements
Spell Component Pouch
-500 gp Diamond Dust
-Magic Mansion Foci
-500 gp Ruby Dust
-Forked Metal Rod for Demiplane
Belt Pouch
Dagger
Signet Ring
Onyx Ring (50 gp)
Dragon Pendant (100 gp)
Golden Key of Abadar Brooch

Location: Adrenia
Wand of Cure Critical Wounds
Wand of Good Hope, CL 7
Wand of CLWx3

Location: Manor, Verde Heights
Vial of Ink
Quill
10 pieces of Parchment
Vial of Cyrill's Remains
Black and Gold Noble's Outfit
Green and Gold Noble's Outfit
Green and White Noble's Outfit
Blue and Silver Noble's Outfit
White and Gold Noble's Outfit (Wedding Suit)
Emerald Amulet (100 gp)
Ruby Pendant (100 gp)
Bloodstone Amulet (50 gp)
Sapphire Pendant (100 gp)
Silver Mirror (1,000 gp)

The Sanctum (Secret Vault):
Copy of Argor’s Grimoire (Blessed Book)
Spellbook: Volume 1
Spellbook: Volume 2
Spellbook: Volume 3
Spellbook: Volume 4
Copy of Spellbook: Volume 1
Copy of Spellbook: Volume 2

Carrying Capacity Light: (0-43 lbs.) Medium: (44-86 lbs.) Heavy: (87-130 lbs.)
Money: 1,504 PP, 9 GP, 9 SP, 0 CP
(10% of all PF earnings go towards Dowry to Blakros Family)
Total Weight: 17 lbs.

Fame: 103
Prestige: 35
Prestige Purchases: Initiate (Arcanamirium, Apprentice), Master of Trade, Officer (Arcanamirium, Journeyman), Planar Pact (Rutai, Imp) during the Blakros Matrimony, Commander (Arcanamirium, Maven), Favored Territory: Absalom (+6), Favored Terrirtory: Osirion (+4), Privileged Meeeting: Utgar the Third Spell Lord, Warden (Varlokkur), Favored Territory: Cheliax (+2), Initiate (Varlokkur), Officer (Varlokkur), Commander (Varlokkur), Favor (Staff), Atonement, Wand of CLW, High Commander x2 (Arcanamirium+Varlokkur=Fourth Spell Lord)
Time remaining on food/service: 10 weeks (Cost: 11.25 gp/person)

NPC Staff:
Butler - Reginald

Downtime:
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The Sanctum (+98 Modifier): 54 gold per week
Team: Bureaucrats (1 Laywer, 1 Diplomat, 2 Scribes, 1 Accountant; all Level 3 Experts): 7 gold per week
Team: Apprentice (William Lightstaff, Level 1 Conjurer): 7 gold per week
Team: Mage (Arryn Giles, Level 3 Transmuter): 8.5 gold per week
Total: 76.5 gold per week (15.3 per day)
________________________________________________
The Golden Raven (+82): 64.4 gold per week (open 7 days a week)
Team: Lackeys (Service Staff): 8.4 gold per week
Team: Craftspeople (Cook, Bartender, Innkeeper): 9.8 gold per week
Total: 82.6 gold per week (11.8 per day)
________________________________________________
The Docks (+56): 46.2 gold per week (open 7 days a week)
Team: Elite Guards x2 (Day and Night Shift): 12.6 gold per week
Team: Laborers (Deckhands): 8.4 gold per week
Total: 67.2 gold per week (9.6 per day)
________________________________________________
"Brute Squad"
Team: Ulfen Barbarians (Blakros Matrimony)
Total: 23.7 gold per week (4.74 per day)
________________________________________________
Total Downtime Income: 250 gold per week, spent entirely on maintaining an Extravagant Lifestyle

Nobles Saved:
Lady Anilah - wife of Grand Osirion Ambassador Dremdhet Salhar
Lady Miranda Dacilane - Chelish noblewoman whose daughter we rescued from the Tri-Towers Necropolis. (+4 Gather Info. checks regarding Absalom Nobility)
Lady Imrizade Blakros - Osirian noblewoman who dabbled with planar powers she shouldn't have.
Nuar Spiritskin, the Minotaur Prince of Absalom - He is quite grateful that you have done so. Though he is absolutely unclear how he got into the Tangle in the first place, he pays this no mind and spreads the tale of your daring-do to his many contacts throughout the city. You gain a permanent +1 circumstance bonus to any Intelligence or Charisma-based checks made while in Absalom.
Eleanir and Michelia Blakros, daughters of Lady Hamaria Blakros - freed from the Penumbral Accords and rescued the twins. Also spared Eleanir during the Blakros Wedding as well as saving Michelia once again.
Pendleton Blakros - saved from a robotic parasite that took control of him at the museum.

Boons:
Owed a Favor: You may gain a +4 circumstance bonus on Diplomacy skill checks during one future scenario set in Absalom. The bonus may only be used one time before this boon expires.

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Background:
Carzien was a poor merchant who lived in the port city of Ostenso of Cheliax. His wife, Clarice, suffered a difficult birth of their son, Argor. Carzien did not have enough money to pay for the powerful magics necessary to keep his wife alive, and as such, the love of his life died three days after their child was brought into this world. Carzien, crushed with grief, gave up the child for adoption, unable to look upon his face and not being reminded of the loss his birth caused. After taking him to the orphanage, Carzien walked into the Inner Sea, taking his own life in grief.

Argor was raised by the staff of the orphanage, and watched silently as child after child was given a home, all the while he was neglected. He spent many an hour as the brunt of some cruel joke or prank at his expense, and could not get any help from those taking care of him at the orphanage. He spent more and more time hiding in the library reading books long neglected by the staff and other children at the orphanage. He found that reading was an incredible escape, and marveled at the stories held upon the pages of the books he read.

One day, he stumbled across something hidden away in the library that he did not understand. It was a dust covered, mildewed book with strange writing and pictograms. Eventually, he deciphered it for what it was, the means of summoning a creature from another plane to perform his bidding. Elated at the prospect of finally having a way to get back at those who tormented him, Argor wholeheartedly dedicated himself to mastering the spell.

The next time he was confronted by his usual tormentors, he reacted in a way they did not expect. He began the practiced gestures necessary for the spell, and called forth an eagle with wings tipped with hellfire and talons the color of obsidian. The bullies fled, with the eagle harassing their retreat as Argor smugly looked on. Out of fear, the caretakers at the orphanage cast him out, claiming he was a danger to the other children there. However, the entire scene had been observed by a young traveling wizard named Strathix Constantine, and the man offered to take Argor on as an apprentice.

They remained in Ostenso for a few years, and Argor learned much about Spellcraft in that time. As the city became the home for more and more of the Cheliax military forces, Strathix felt it was time to leave, and the two mages left for Absalom aboard the next merchant vessel they could arrange passage on.

After a few more years of life and training there, Strathix felt that Argor, now 20, was more than prepared to live his own life. Argor was grateful for everything Strathix had done for him, and, as a final nod of appreciation, began referring to himself as Argor Constantine. Strathix boarded a ship bound for Osirion, while Argor stayed behind to seek admission to the Pathfinder Society.

Life in the dormitories was actually comfortable for Argor, compared to many of the initiates. His life at the orphanage was very similar. He absorbed the studies and teachings like a sponge, but struggled with the physical labors and training sessions. He spent most of his time performing intellectual work studies, using his magics to aid him. When the time came for his Confirmation, Argor requested Master Aram Zey to administer his test.

The test itself seemed simple enough. A wayfinder was placed atop a 30 foot tall, rough hewn pillar. Master Zey looked at the young Mage, raised his hand towards the top of the pillar, and said, "Retrieve it."

Argor smirked, and began the incantations to summon a creature to retrieve the item for him, but Master Zey countered his spell. Argor snapped his head around to face his Master, a confused look upon his face. Aram said, "I tasked you to retrieve it, not some extra planar servant."

Argor rolled his eyes, then began another incantation to levitate the item from it's resting place and to his waiting hand. However, Aram dispelled this magic as well. Argor's temper flared, and he angrily said, "How do you expect me to do this if you thwart every attempt I make!?"

Master Zey stared cooly at the young conjurer, and said, "To think all tasks in this world can be overcome with magic is foolish, Initiate. There will be times in your life your magic will be denied you. And there will definitely be times you face opposition. You will not be allowed the use of your magic for this test. Now, retrieve the wayfinder." Aram again gestured to the top of the pillar.

Argor's irritation grew. "How dare he deny me my talents! He is just jealous of what he knows I could become! No matter...I shall overcome this..."

Argor first thought to throw rocks at the wayfinder until it fell, but a quick scan of the chamber proved this would not be possible as no stones were present. Realizing that he would have to try to physically climb this pillar, Argor began testing for handholds. His first attempt was fruitless, the grip was not deep enough. Walking around the pillar, he found another handhold that proved more useful, and began to climb. Halfway up, however, he lost his grip and fell hard to the ground, landing on his back. His head recoiled hard against the stone floor, and his breath was pounded out of his lungs. Argor clutched at his head as he gasped for air, and he felt blood matting with his hair where he had hit.

He glared at Aram Zey as he recovered, and once ready, he made his way to the pillar and tried again. This time, he was certain he would succeed. He had made it near the top, and as he stretched his arm out for the wayfinder, his foot slipped and he plummeted for the floor yet again. Master Zey said a quick incantation, this time allowing Argor to float harmlessly to the floor.

Fuming with rage and frustration boiled over, and he glared at the superior wizard and said, "Get the cursed thing yourself, I'm done with this humiliation." He then stormed out of the testing chamber and awaited his dismissal from the Lodge, while planning out what it would be he would do now that he had wasted three years on this fruitless endeavor...


Personality:

Cold, calculating, and arrogant, Argor firmly believes that he is deserving of respect from those he encounters by virtue of his work ethic and the superior intellect that training has granted him. He has little patience for the "brutes" of society, stumbling through life uneducated and in blissful ignorance. Part of this disdain is from his bullied childhood, but mostly due to the fact that he feels he has few people with which he can reasonably connect with socially.

Description:

Ht: 5' 7"
Wt: 110 lbs
Age: 23
Hair: Black
Eyes: Glowing blue pools of energy
Skin: White with glowing blue runes
Reference Image