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Fedaric Argus Canoli II
Riverine Mage

 

ARGUS CR 13
Male human Wizard 10/Incantatar 3
N Medium humanoid (human)
Init -1; Senses see invisibility (permanency); Listen +2 (+4 if familiar within reach), Spot +3 (+5 if familiar within reach)
Languages Common, Dwarvish, High Morakki, Morakki, Thaneeri


AC 15, touch 11, flat-footed 15
hp 59 (13 HD)
Resist fire 10
Fort +7, Ref +4, Will +15
Contingency Empowered mirror image (when targeted by something it might thwart)

Spd 30 ft (6 squares)
Melee runestaff +4/-1 (1D6-2)
Melee +1 jade ghost touch dagger +5/+0 (1D4-1)
Ranged light crossbow +5/+0 (1D8)
Space 5 ft; Reach 5 ft
Base Atk +6; Grp +3
Special Actions Sudden Widen
Combat Gear runestaff of transmutation, +1 jade ghost touch dagger, light crossbow, crossbow bolts (20), wand of repair serious damage (CL 5, 50 charges), wand of web (CL 3, 9 charges), wand of mage armour (CL 1, 36 charges), wand of burning hands (CL 1, 44 charges), wand of magic missiles (CL 3, 33 charges), wand of lesser globe of invulnerability (CL 7, 6 charges), wand of benign transposition (CL 1, 35 charges), wand of true strike (CL 1, 48 charges), potions of cure moderate wounds (2) (CL 3), potion of spider climb (CL 3), potion of water breathing (CL 5), potion of bull's strength (CL 3), potion of remove blindness/deafness (CL 5), arcane scrolls of dispel magic (2) (CL 7), arcane scroll of lesser globe of invulnerability (CL 7), arcane scroll of greater dispel magic (CL 18), arcane scroll of limited wish (CL 13)**, acrane scroll of detect secret doors (CL 1), arcane scroll of knock (CL 3), arcane scroll of knock (CL 7), arcane scrolls of greater mass teleport (2) (CL 17), unicorn blood ravage
Wizard Spells Prepared (CL 13, melee touch +3, ranged touch +5)
7th - monster summoning VII
6th - channeled pyroburst (empowered) (DC 22), disintegrate (DC 23), shadow walk, summon monster VI
5th - arc of lightning (DC 21), draconic polymorph, greater blink, teleport
4th - black tentacles, charm monster (DC 20), dimension door, heart of earth, wall of deadly chains (DC 20)
3rd - dispel magic, fireball (DC 19), fly, haste, suggestion (DC 19)
2nd - baleful transpostion (DC 18), blur, glitterdust (DC 18), invisibility, protection from arrows, resist energy, web (DC 18)
1st - benign transposition, feather fall, magic missile (2), protection from evil, shield
0 - detect magic, light, mage hand, read magic
Prohibited Schools - necromancy
Permanent - see invisibility
Long-Term - stalwart pact (CL 16)

Abilities Str 6, Dex 8, Con 14, Int 22, Wis 15, Cha 13
SQ cooperative metamagic 9/day, familiar (empathic link, scry on familiar 1/day, share spells), metamagic effect 9/day
Feats
Craft Wand, Craft Wondrous Item, Empower Spell, Energy Substitution (electricity), Extend Spell, Iron Will, Scribe Scroll, Spellcasting Prodigy, Spell Focus (transmutation), Sudden Widen
Skills Appraise +11 (+13 relating to alchemy), Concentration +18, Craft (alchemy) +22, Decipher Script +8, Diplomacy +3, Gather Information +3, Knowledge (arcana) +22, Knowledge (architecture/engineering) +7, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (local) +11, Knowledge (nature) +11, Knowledge (planes) +15, Listen +2 (+4 if familiar within reach), Spellcraft +31, Spot +3 (+5 if familiar within reach)
Possessions
combat gear, belt of invigoration +2, blessed book (Hagistre's), amulet of the favoured gaze, medallion of Celteri*, robe of minor energy resistance (fire), ring of protection +1, ring of wizardry II, blessed book, eight diagram coins (minor), headband of intellect +4, handy haversack, bracers of armour +4, third eye spellcraft, anklet of traslocation, laboratory of the mystics*, epic recipes for extended peripety, Hagistre's refuge, and shroud of protection, epic crafting gems (2), alchemist's fire (3), spellbooks, spell component pouch, red dragon scales (5), masterwork potion belt, pearls (3) (100 gp)
Spellbook spells prepared plus
7th - greater teleport, limited wish
6th - contingency, greater anticipate teleportation, greater dispel magic, mass reflective disguise, seal portal, transformation
5th - break enchantment, cone of cold, fire brand, hidden lodge, mass fire shield, permanency, reciprocal gyre, secret chest, summon monster V, wall of force
4th - arcane eye, assay spell resistance, blast of flame, channeled pyroburst, detect scrying, dimensional anchor, fireshield, lesser globe of invulnerability, mass enlarge person, meld into mirror, wall of fire
3rd - anticipate teleportation, deep slumber, displacement, dragonskin, heart of water, hold person,lightning bolt, repair serious damage, scintillating sphere, shrink item, slow, spell vulnerability, tongues
2nd - alter self, arcane lock, body of the sun, bull's strength, cat's grace, darkvision, dimension hop, eagle's splendour, earthbind, electric loop, entice gift, fox's cunning, heart of air, knock, levitate, magic mouth, mirror image, pyrotechnics, rope trick, scorch, see invisbility, share talents, spider climb, summon monster II, summon swarm, whispering wind
1st - alarm, bestow wound, burning hands, charm person, color spray, detect secret doors, disguise self, ebon eyes, enlarge person, expeditious retreat, eyes of the avoral, familiar pocket, floating disc, hold portal, identify, lesser orb of sound, mount, nether trail, sleep, sonic blast, true casting, true strike, unseen servant, whelm
0 - arcane mark, dancing lights, daze, detect poison, electric jolt, flare, ghost sound, launch bolt, launch item, mending, message, no light, open/close, preserve organ, prestidigitation, resistance, silent portal, sonic snap, unnerving gaze

Hagistre's Book contains:

9th - black blade of disaster, foresight, gate, mage's disjunction, summon monster IX, time stop
8th - maze, mind blank, power word stun, summon monster VIII, superior invisibility
7th -antimagic ray, banishment, body of war, greater teleport, summon monster VII, synostodweomer
6th - acid storm, disintegrate, greater dispel magic, seal portal, summon monster VI, true seeing
5th - arc of lightning, dismissal, feeblemind, hold monster, summon monster V, telekinesis
4th - dimension door, lesser globe of invulnerability, lower spell resistance, orb of fire, polymorph, solid fog
3rd - clairaudience/clairvoyance, dispel magic, displacement, fly, repair serious damage, slow
2nd - alter self, detect thoughts, earthbind, glitterdust, insight of good fortune, mirror image, resist energy
1st - benign transposition, expeditious retreat, know protections, magic missile, protection from evil, shield
0 - caltrops, detect poison, mage hand, mending

* Argus does not usually wear these items and they are not included in his statistics

** in waterproof scroll case hidden under Argus' clothing


Amulet of the Favoured Gaze

Price (Item Level): 9,000 gp (12th)
Body Slot: Throat
Caster Level: 7th
Aura: Moderate; (DC 18) abjuration
Activation: -
Weight: -

This amulet is fashioned by adepts of Gruumsh and given to favoured chieftains and warleaders. It is usually set in a thong of braided dwarf or elf hair and is made of agate polished and etched with an eye design surrounded by orcish runes. The wearer of the amulet gains a +1 luck bonus to AC and saves. These amulets are known and hated by most dwarves and elves, and those wearing them are similarly regarded.

Presrequisites: Craft Wondrous Item, bless, protection from good
Cost to Create:
4,500 gp, 360 XP, 1 year 41 days (405 days)


Belt of Invigouration

Price (Item Level): 10,000 gp (12th)
Body Slot: Waist
Caster Level: 6th
Aura: Moderate; (DC 18) transmutation
Activation: -
Weight: 1 lb.

This belt is fahsioned from the skins of various exceptionally strong and hardy creatures, braided and intertwined and dyed various shades of red and mauve. The belt provides its wearer with a +2 enhancement bonus to Strength and Constitution.

Presrequisites: Craft Wondrous Item, bull's strength, bear's endurance
Cost to Create:
5,000 gp, 400 XP, 1 year 86 days (450 days)


Laboratory of the Mystics

Price (Item Level): 5,000 gp (9th)
Body Slot: -
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation
Activation: - (held)
Weight: 40 lbs.

This alchemist's lab has been enchanted to provide a +7 competance bonus to any Craft (alchemy) skill used in conjuction with the lab. This bonus is in lieu of the normal bonus provided by an alchemist's lab, and if this magical bonus is somehow dispelled or negated, then the lab functions like a normal alchemist's lab (per Player's Handbook).

Presrequisites: Craft Wondrous Item, wieldskill
Cost to Create:
2500 gp, 200 XP, 225 days


Third Eye Spellcraft

Price (Item Level): 7,350 gp (11th)
Body Slot: Eye
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation
Activation: -
Weight: -

This small crystal will affix itself to the space between a creature's two eyes (or any two eyes if the creature has more than two). While so attached, the creature gains a +7 competance bonus to Spellcraft checks.

Presrequisites: Craft Wondrous Item, detect magic
Cost to Create:
3675 gp, 294 XP, 331 days


Medallion of Celteri

Price (Item Level): 1,000 gp (4th)
Body Slot: Throat
Caster Level: 3rd
Aura: Faint; (DC 16) transmutation
Activation: -
Weight: -

This medallion is of a silver chain with a small green stone in the shape of a crescent moon. The stone is made from a piece of the moon Celteri which fell to Therra. Anyone wearing the medallion for 24 hours will be subject to a -1 penalty to Will saves and a +1 resistance bonus to Fortitude saves.

Presrequisites: Craft Wondrous Item, bless, curse
Cost to Create:
500 gp, 20 XP, 23 days


Mass Teleport, Greater

Conjuration (Teleportation)
Level: Sor/Wiz 9

This spell functions like mass teleport, except that there is no range limit and there is no chance you arrive off target. In addition, you need not have seen the destination, but in that case you must have at least a reliable description of the place to which you are teleporting. If you attempt to teleport with insufficient information (or with misleading information), you and the subjects of the spell disappear and simply reappear in your original location. Interplanar travel is not possible.

Extended Peripety

Abjuration
Spellcraft DC: 29
Components: V, S
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 24 hours
To Develop: 252,000 gp; 5 days; 10,080 XP. Seed: reflect (DC 27).
Factor: +100% duration (+2 DC).

Ranged attacks targeted against the character rebound on the original attacker. Any time during the duration, five attacks are automatically reflected back on the original attacker; the character decides which attacks before damage is rolled. The reflected attack rebounds on the attacker using the same attack roll. Once five attacks are so reflected, the spell ends.

Hagistre's Refuge

Conjuration (Teleportation)
Spellcraft DC: 27
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Object touched
Duration: Permanent until discharged
To Develop: 171,000 gp; 4 days; 6,840 XP. Seed: transport (DC 27).
Factor: +9 minute casting time (-18 DC), material component (-2 DC), multiple subjects (+20 DC).

This spell is an epic version of the refuge spell. You create powerful magic in a small silver rod. This rod contains the power to instantly transport its attuned possessor any others attuned to it across any distance within the same plane to your abode. Once the rod is transmuted, you must give it willingly to a creature or creatures who must attune themselves to the rod by spilling a drop of blood upon it.

To make use of the item, one of those attuned to the item speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the character’s heavy load) are instantly transported to your abode. Any other attuned creatures within 20 ft of the rod, and their possessions, are also transported. No other creatures are affected (aside from a familiar that is touching the subject).

A maximum of 10 creatures may be attuned to the rod.

The caster may, at the time of transmutation, also cast a geas/quest spell into the rod, thereby setting a condition only upon which the rod may be activated. Such condition can include completion of a task, possession of a certain item, etc.

Material Component:

A silver rod intricately carved with runes and studded with gems worth 3,000 gp.

Shroud of Protection

Conjuration (Creation, Force)
Spellcraft DC: 32
Components: V, S
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: 24 hours (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
To Develop: 288,000 gp; 6 days; 11,520 XP. Seed: armor (DC 14). Factor: +9 additional armor bonus (+18 DC).

A translucent shroud of force surrounds the subject of shroud of protection, providing a +13 armor bonus to Armour Class. Unlike mundane armour, shroud of protection entails no armour check penalty, arcane spell failure chance, or speed reduction. Because shroud of protection is made of force, incorporeal creatures can't bypass it the way they do normal armour.

AVOCATO CR -
Male raven familiar
N Tiny animal
Init +2; Senses darkvision 60 ft, low-light vision, see invisibility; Listen +5, Spot +7
Languages Common, speak with birds, speak with master

AC 21, touch 14, flat-footed 19
hp 29 (13 HD)
SR 18
Fort +4, Ref +6, Will +12; improved evasion

Spd 10 ft (2 squares), fly 40 ft (average) (8 squares)
Melee claws +10 (1D2-5)
Space 2.5 ft; Reach 0 ft
Base Atk +6; Grp -7

Abilities Str 1, Dex 15, Con 10, Int 12, Wis 14, Cha 6
SQ familiar (deliver touch spells, empathic link, share spells), invisibility
Feats
Alertness, Weapon Finesse
Skills Listen +5, Spot +7

Invisbility (Su) Avocato may become invisible (as the spell) for 13 minutes/day.

Experience Points: 83.054.

Argus (he prefers to be known by his middle name) was the born in 5513 as the third son of a minor noble of the Imperial Heartland in Antoria. While his elder brothers were groomed to lead the household and run the family business, the third son was usually sent abroad to earn his way as a soldier. However, Argus contracted a disease in his childhood that, while not crippling him, did weaken him significantly. As such, with a martial career out of the question, Argus was given to the tutelage of his mother. She taught him to read and he took quickly to his studies. Eventually, his mother had to decide between sending Argus to a temple to train as a priest, or to enroll him in a wizard college. With input from Fedaric himself, she decided to enroll him into the College of Transmutation. Argus showed great promise, but after his first year of coursework, his family's mercantile fortunes fell abruptly. His teachers, noting his potential and not wanting to lose a possibly gifted student, arranged for a loan from House Riverine to pay for the remainder of Argus' schooling. In 5535 he graduated and was indentured to House Riverine to pay his debt. He was sent north to the Far Coast to serve under the House Mage there named Curinax.

Argus studied hard and served well, eventually paying off his debt and becoming a full member of House Riverine, eventually passing Curinax in terms of power and learning. In 5544 he opened an alchemist shop in Dwillingir and continues to run the shop to this day.

 

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