Relgar Aspergim, Geometer-To-Be

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willpell
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Relgar Aspergim, Geometer-To-Be

Post by willpell » Wed Mar 15, 2017 3:14 pm

Name: Relgar Aspergim
Race: Human
Alignment: True Neutral
Class: Wizard 3 / Paragon 3

Abilities or Attributes (28-point buy)

STR 8 (pb 0)
DEX 14 (pb 6)
CON 10 (pb 2)
INT 21 (pb 16, +1 at level 4, +2 at human paragon level 3)
WIS 12 (pb 4)
CHA 8 (pb 0)

Saving throws: Fort +2, Ref +4, Will +6
Attack rolls: Melee and grapple +2, ranged +5

Level 6 version in progress. Skip down until you see colored text, if you just want to find the character sheet. Please avoid posting in this thread if you are not the GM, and ideally not even then, until this post is marked as finalized.
willpell wrote:Conceptually, he's a character who never actually knew anything about magic for most of his early life; he was simply a highly intellectual, somewhat unsociable person who, at some point early in life, came into possession of a set of draftsman's tools and devoted much of his free time to mastering their use. Since this is not a highly industrialized society, it was not possible to "be" anything such as an architect or a graphic designer or the like, but he would be hired freelance by people who had those kinds of jobs, usually rich eccentrics who may or may not have secretly been wizards. Just owning an accurate ruler, protractor, compass, and array of pencils and pens would have been a big deal in a largely medieval setting, so he would have been "that guy" for most of his formative years.

Then at some point, it came to his attention that the practice drawings he would do when not on a job had mystical significance, and someone offered him the basics of arcane instruction, which he proved to be an extreme prodigy at. He has something to the overall effect of Asperger's Syndrome, which is probably not diagnosed or understood in a D&D gameworld; it nicely explains his 8 Charisma and 18-20 Intelligence (depending on whether he Paragons or not), but also influences his characterization in a number of other ways.

Character traits are things like "withdrawn", "quiet", "antisocial" - like I said, he's Aspergers in a world where that isn't a diagnosed condition, so most people just think he's rude and doesn't like people, and he actually doesn't for the most part, because they never understand him. He believes in the concrete realities of something beginning to vaguely resemble science (and later in magic, which he approaches very scientifically); he doesn't "get" people with their squishy emotions and seeming to communicate on an invisible wavelength, and it irritates him that he has to deal with their way of approaching the world, just because they outnumber him.

Moral alignment is almost certainly Neutral, with a slight lean toward Good as defined by Law; unlike most of my characters, he'd probably abhor the general definition of Chaos, though he might shake out to be Chaotic just based on his lonerish nature. But if Law includes Monks while Paladins are defined more in terms of Good than of Law, then he's pretty definitely Lawful Neutral or leaning very strongly so. Defining the law/chaos index as I see it would take a long time; rather than writing anything new for this character right now, I'll just suggest that you look at the alignment thread in Apotheon (Ashtagon's personal CS, indexed in The Crunchy Bits even though it's more of a fluff discussion in this case). It shouldn't be hard to find.
willpell wrote:
Knightfall wrote:Also, unless you say otherwise, I'm going to assume your PCs alignment is neutral.
Works for now. He leans good, but perhaps not far enough. And Law/Chaos is something that needs clarifying badly; it might be accurate to say that he relies on Lawful methods to accomplish Chaotic ideals, or simply that he's an uncooperative and truculent isolationist with a purely Lawful-in-the-sense-of-discipline, but not necessarily mortal-law-abiding, perspective.
So yeah, he probably draws a few maps and charts for both [which?] groups, but lacks the special skills for either engineering or archaeology, having chosen to specialize mostly in arcana instead. I think I will go ahead and take Knowledge: Mathematics, even if it doesn't really do anything, just because it fits. I've done it before, after all.
willpell wrote:Switching the Paragon version so he hasn't completed his progression yet; it cuts back on the skills I need to fix, but avoids the need to shop for a Feat until next level, when he can take Invisible Needle along with one other feat, and the Wizard version just gets that feat.

I may regret blowing a feat on Skill Focus for Profession, but I've heard that playing a wizard is gold-intensive, so I figure I need to be able to substantially exceed WBL in order to pay for spellbooks and scribing new spells. It's appropriate that a contractor who does unreliable but extremely sophisticated work would charge extreme prices, and thus would have a very powerful Profession check, letting him bring in fairly large (by non-adventurer standards, at least) quantities of gold in a few weeks of dedicated work.
willpell wrote:And then later deciding that I do want my feat slots, even if I don't know what for. So I'm dropping the Wild Talent, which was meant to pre-qualify him for other psionic feats later, but I'll spare myself the effort of researching them right now, as he won't really have the feat slots anyway. The only benefit Wild Talent alone gives a character is the ability to achieve psionic focus, which in turn is only useful for "taking 15" on Concentration checks; that would be fitting for the near-psychotic level of attention that an Aspie can devote to one subject at a time, but such fittingness is insufficient, given the mechanical downside.
(No, he is not the kind of wizard who wears a robe and a pointy hat.)
willpell wrote: There still seems to be no way, unless I completely abandon versimilitude and make strictly optimization choices, to use all my points for maximum efficiency. Come to think of it, why don't I go ahead and do that, just to see what it looks like.

Level 1 Skills (paragon 1, 36 pts): Appraise +2, Balance +4, Concentration +4, Disable Device +4, Knowledge: Architecture & Engineering +4, Move Silently +4, Profession (draftsman) +4, Search +4, Sleight of Hand +2, Spot +4

There, that selection leaves out the strictly-flavor choices (other than Appraise and Profession); he still wastes three of his Paragon picks on Wizard skills, but it can't be helped, he'll never have enough Wizard skill points otherwise.

Level 2 Skills (wizard +7 pts, total 43): Appraise +2, Balance +4, Concentration +4, Craft, Decipher Script +3, Disable Device +4, Knowledge: Arcana+2, Knowledge: Architecture & Engineering +4, Move Silently +4, Profession (draftsman) +4, Search +4, Spellcraft+2, Sleight of Hand +2, Spot +4

Level 3 Skills (paragon +9 pts, total 52): Appraise +2, Balance +5, Concentration +6, Craft, Decipher Script +3, Disable Device +4, Knowledge: Arcana+2, Knowledge: Architecture & Engineering +5, Move Silently +5, Profession (draftsman) +5, Search +4, Spellcraft+2, Sleight of Hand +4, Spot +5

Level 4 Skills (wizard +7 pts, total 59): Appraise +2, Balance +5, Concentration +6, Craft, Decipher Script +6, Disable Device +4, Knowledge: Arcana+5, Knowledge: Architecture & Engineering +5, Move Silently +5, Profession (draftsman) +5, Search +4, Spellcraft+3, Sleight of Hand +4, Spot +5.

Level 5 Skills (paragon +10 pts, total 69): Appraise +2, Balance +5, Concentration +8, Craft, Decipher Script +6, Disable Device +5, Knowledge: Arcana +5, Knowledge: Architecture & Engineering +5, Move Silently +8, Profession (draftsman) +5, Search +4, Spellcraft+3, Sleight of Hand +5, Spot +8.

A detail I seemingly missed before: The third level of Human Paragon gives +2 to one Attribute, and I can't think of any reason he wouldn't use this to reach an Intelligence of 21 (counting his +1 at level 4). He's all about being super-smart at the expense of all other aspects of well-rounded personhood, a la Iron Man or Dr. House. So it's presumable that he gets one more Skill Point with his third Paragon level than was previously accounted for.

And here's his Level 6 version. Class skills are in red or purple if they were selected as his ten Human Paragon skills. Those in purple are also Wizard skills; those in blue are only Wizard skills. Green will represent his Geometer exclusives starting at level 7.

Level 6 Skills (77 skill points, all spent in-class): Balance +5, Concentration +9, Craft +0, Decipher Script +9, Disable Device +5, Knowledge: Arcana+9, Knowledge: Architecture & Engineering +5, Move Silently +8, Perform (speed drawing) +2, Profession (draftsman) +5, Search +4, Spellcraft+3, Sleight of Hand +5, Spot +8.

FEATS

Feat (level 1): One additional feat is to be selected, and bonus feat per campaign houserule.
Feat (human): Skill Focus (profession: draftsman)
Feat (wizard 1): Scribe Scroll
Feat (level 3):
Feat (paragon 2): Sunlight Eyes
Feat (level 6): Invisible Needle
willpell wrote: MAGIC

Specialist school: Evocation. (I may have declared Abjuration before; if so, I'm reversing that choice, simply because the sample Geometer listed in Complete Arcane is an Abjurer, and I want to be different.)
Barred schools: Necromancy and Enchantment

Typically Prepared Spells (first one listed in every case is an Abjuration, last is an Evocation; one of these is his specialty school).
Grade 0: Resistance, Mending, Arcane Mark, Dancing Lights, Light
Grade 1: Lesser Deflect, Serene Visage, "Efficient Movement", Mage Armor, Magic Missile*
Grade 2: Flaming Sphere, Summon Swarm**, Detect Thoughts, Arcane Lock
Grade 3 (wizard 5 version only): Dispel Magic, Summon Monster 3, Leomund's Tiny Hut

* Note that according to the RAW, reserve feats can never be powered by a first-level spell, but I have a really great conceptualization of the Invisible Needle feat's relationship to the Magic Missile spell. GM is allowing a ruling that I can use the first-level spell for the purpose. We can always correct the ruling later if you decide that it's OP (presumably Wotco designed the Reserve feats with their restrictions "for balance reasons", but then Wotco thought it would be overpowered to let a level 1 Fighter have both Dodge and Mobility along with Weapon Focus, unless of course he's a human).

** The Raw version summons only rat, bat, and spider swarms. I can live with these options if strictly necessary, but I'd be interested in switching them out for more interesting and concept-appropriate swarms of similar power level, homebrewed if they don't exist, at some point. Spell research could be a prerequisite. Basically, I just think that if he picked up a scroll of the standard "vampire-tastic" version, he'd wrinkle his nose and make a mental note to "do better", before reluctantly copying the scroll as-written "for now".
willpell wrote: Spellbook (with page numbers - all cantrips in the back for convenience)
Grade 0: Resistance, Light, Dancing Lights, Mending, Flare, Ray of Frost, Acid Splash, Arcane Mark, Prestidigitation, Mage Hand, Message, Open/Close, Ghost Sound, Detect Poison, Detect Magic, Read Magic - 16 total cantrips occupying pages 85-100.
Grade 1: Lesser Deflect (p1), Mage Armor (p2), Expeditious Retreat (p3), Serene Visage (p4), Magic Missile (p5), Unseen Servant (p6), Shield (p7), Bigby's Helpful Hand (p8), Summon Monster 1 (p9), Alarm (p10)
Grade 2: Detect Thoughts (p11-12), Arcane Lock (p13-14), Summon Swarm (p15-16), Flaming Sphere* (p17-18), Mirror Image (p19-20), Master's Touch (p21-22), Web (p23-24)
Grade 3 (wizard 5 version only): Dispel Magic (p25-27), Leomund's Tiny Hut (p28-30), Summon Monster 3 (p31-33)

* They tell a little story when listed in that order, don't they? :twisted:

Spell Acquisition History (all assume that he paid the standard Gradex50gp surcharge suggested in the PHB for the privilege of copying a spell from another wizard's spellbooks, in addition to the Gradex100gp cost for special inks and such).
First Wizard Level: All cantrips and 7 grade-1 spells for free.
Purchased on a level 1-2 budget: None.
Wizard 2 Free Spells: 2 more grade-1s (9 total).
Purchased during level 2 or 3: Alarm at half price per GM houserule.
Wizard 3 Free Spells: Arcane Lock and Flaming Sphere.
Purchased during level 3-4: Summon Swarm (150 gp per GM houserule)
Wizard 4 Free Spells: Detect Thoughts, Master's Touch
Purchased during level 4-5: Web, Mirror Image (600 gp)
Wizard 5 Free Spells (if any): Dispel Magic, Leomund's Tiny Hut
For simplicity's sake, I'll assume that the Wizard 5 version has just emerged from his sanctum, in which he scribed a Summon Monster 3 scroll along with the two spells he was busily researching for free. This costs a final 225 gp per your houserule. This way, I can do his "shopping" for grade-3 spells in the course of play, rather than needing to deal with it now.

WBL unspent: 8025 GP.
willpell wrote:I really kind of hate shopping for gear in D&D. As a wizard, especially one who explicitly doesn't have a Spell Component Pouch, he doesn't need much in the way of expensive items (until he can afford a staff); no +2 Full Plate or Dancing Vorpal Greatsword or anything. He wouldn't bother to enchant the quarterstaff he probably carries (or maybe just a dagger/knife), since they're unlikely to be used much. He probably has a lot of very specific possessions, but I would rather not sit down and list them out OOC, even though it would be very IC to do exactly that. It's just a lot of work for not much reward, and it would take time I don't really have.
willpell wrote:
Knightfall wrote:For World of Kulan (as per the PHB), monks are always Lawful, regardless of the Good vs. Evil axis. Paladins are defined by both Law and Good, but like I mentioned in the PM, there are other holy warriors for each alignment as per one of the update issues of Dragon for D&D v.3.5. Thus, a paladin must find the balance between his dedication to order and to the ideals of good.
Okay, I only brought that up in an attempt to clarify an abstruse moral point.
If you want to see how the planes are laid out for Kulan's cosmology, you should check out my Mirrored Cosmology thread. Kulan doesn't exist in the standard Great Wheel cosmology of Planescape but it is similar (to a point).
I would just as soon learn most of this IC. I think I did take a few ranks in K:the Planes, but even if so, his knowledge probably hasn't progressed much beyond "there are Elemental Planes and Energy Planes and an Astral Plane and an Ethereal Plane and a bunch of Outer Planes tied to the alignments". He may not even have that much yet, though certainly he'll want to learn. But I'm big on minimizing meta-knowledge so as to immerse myself in the character's viewpoint.
And why would you say he doesn't need a spell component pouch? Is that a Human Pargon thing? I didn't see the Eschew Components feat on your build(s).
No, it's a personal choice on my behalf. I said while we were exchanging PMs that I greatly disliked wizards having the ability to avoid tracking the material components for their spells (thanks to SCP or EM), and then I was like "watch me decide I'm playing a wizard, so I can suffer for that opinionated rant I just did". It'll be a nuisance to have to maintain an inventory of grasshopper legs and hermetically-sealed pouches of bat guano, but I think it's part of the wizard experience that you need to do that kind of micromanagement, or else you get caught with your +5 Pants of Limitless Arcane Power down.
Knightfall wrote:For a SCP, I don't expect you to itemize every component. I hate that fact about 2E. With the PHB cost of the SCP, I assume your PC will have access to the components he'll need, as long as they aren't expensive components (anything that costs more than 3 to 5 GP). Tracking components is way too much work for any game, IMO. We can simply say your PC pays a certain amount per month to replace anything he needs (maybe half of the standard SCP cost?). We'll figure it out.
Fair enough. I don't exactly like the inventory, but I do feel it's appropriate; the purist in me wants to force me to suffer. But ultimately, it's your call as GM if you don't want to do that much work.
willpell wrote:
Knightfall wrote:
willpell wrote:
Knightfall wrote:You don't have to worry about the cost of inscribing spells in your spellbook as a brand new character. I assume your PC will have the standard spell allotment in his spellbook for his level. You only have to worry about the cost of inscribing new spells once the character gains his next level.
I am not aware of any "standard allotment". The PHB rules are that you start with INT+3 firsts, then you get 2 firsts free at 2nd level, then you get 2 seconds free at 3rd level, 2 more at 4th level, and 2 free thirds at 5th level.
That is what I meant.
Right, well I thought you were saying ONLY that, and no option to have more unless if I RPed it out. Which would definitely decide me in favor of the Paragon version, because I don't buy that anyone could get to the point of learning Grade 3 spells without ever having learned more than four Grade 2s (at least not unless such narrow focus was their whole shtick).
willpell wrote:
Knightfall wrote:
willpell wrote:So I have to have purchased spells in order to possibly know more than four "Grade 2" spells, and I definitely wanted more than that many. I'm content to have just the 2nds I've already picked, and to have JUST hit Wizard 5, so I only barely understand "Grade 3" and have only two spells for it (although I did want a third one ideally...maybe I'll give him Summon Monster 1 as an easier explanation for how he was able to figure out SumMon 3, even though 1 is pretty useless once you have something higher). But I haven't picked out as many 1sts as the system already gives me (a total of 9, I could only think of like 6).

Now, if you wanted to say I don't have to pay the 50-gp-per-spell-"level" surcharge, because there are wizards in Bluffside who give their magical learning away for free, then great. But I'll probably just keep that extra gold rather than pick out more spells. So like I said, a few more 1sts for sure, and maybe some more 2nds, but I could probably live with what I have now. However, I have a LOT of gold left. A-lot-a-lot. I could sit here and pick out literally a hundred low-level spells I think, but don't really want to.
If you want to fill out your PCs spellbook with a few more spells, I'll say you can add new spells at half the standard cost (so, 25 gp-per-spell-"level"), but only as many as the PC gets as bonus spells (based on his Int.) on p. 8 of the PHB.

So, 1 1st, 1 2nd, and 1 3rd.

After that, you have to pay the cost as normal. :)
Okay, well every discount is appreciated. But so that we're clear, the standard cost is normally 100 gp per spell grade, for "special inks" and such (as bemoaned by Vaarsuvius here - actually he's apparently using 50xlevel gp, but that's not what it says in the actual rules, under "Materials and Cost"). The 50 gp part is mentioned under "Spells copied from another wizard's spellbook", but it's worded as a suggested typical amount for individual wizards to charge for "a favor", rather than as the kind of somehow-fixed price that every item shop in the realm is assumed to be using.

(In my CW, I created a vast and benevolently-meddlesome government largely for the purpose of explaining these mysterious standardizations, which are written into the rulebook but make no real sense in fluff terms.)
Knightfall wrote:
willpell wrote:
Knightfall wrote:
willpell wrote:
Knightfall wrote:Okay, so either 50 gp per page standard or 25 gp per page copied from another wizard's spellbook. If you go for the latter, I want your PC to have to find a local wizard. Regardless, only the 3 spells of each level.
You misunderstand. My assumption was that the usual cost is BOTH of those numbers, for a total of 150xgrade.
Hmm, it seems like I need to reread that section of the PHB.

Regardless, 75xgrade for the three extra spells and then as normal.
They have to be a first, a second, and a third specifically? I already have more firsts than I really want.
Yes.
Knightfall wrote:
willpell wrote:I was thinking about how my character would handle his ~8000 unspent gold. A shopping trip might well be the first step in whatever adventure presents itself (it's far easier for me to decide whether I want the 20 or so items that you roll up and place in a random curio shop, rather than shopping the entire equipment list), but he's unlikely to spend more than half that way no matter what goodies you offer. He wouldn't likely carry more than 100 GP, unless there's some sort of cutpurse-proof money belt which is easily available, in which case maybe he'd have up to 1000. But for the balance, are there such things as banks in Bluffside, or would he have to keep an Arcane Locked strongbox under his bed or something?
There isn't a true bank in Bluffside. There is the Minting Hall in the Mining District, where adamantine bars are made and stamped for trade purposes. It's unlikely that the hall would let your PC store his money there. (Someone might turn it into a donation if you're not well respected.) He could find a moneylender to keep his coins safe for him but the interest wouldn't really be worth it. There is Denis' Adventure Exchange in the Military District where unique items can be bought and sold. They do a good trade in precious stone, so he could turn his gold into gems.

Other than that, he'll need a strongbox.
Knightfall wrote:
willpell wrote:How much for a strongbox?
Well a standard chest with a good lock would be 82 gp. If you want a tougher box, we can say a reinforced chest (masterwork) costs 50 extra gold. If he goes for a strongbox with an amazing lock the total cost would be 202 gp.
Last edited by willpell on Mon May 08, 2017 6:20 pm, edited 1 time in total.

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willpell
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Memories

Post by willpell » Thu Mar 23, 2017 10:57 pm

Relgar makes a mental note to find out what Sordadon is; if so-called 'tact' is not expected there, he might find it a preferable culture.

"I see no reason to risk being caught in a lie, when simply being strategic about what I disclose accomplishes much the same effect."

Kinkar Kinley: "No names, Marget!" "Hello, Mister No-Name. I also have no name, what a hilarious coincidence."

OOC: if he can find some cheaty way to use Enchantments, it would be in-character for him to do so; it's just something that he's singularly bad at doing through his own abilities. (The Serene Visage spell is a good example of such a cheat.)

Were Relgar Aspergim in charge of the wizarding world, he'd put a stop to such nonsense (somehow); "human nature" is a poor excuse for such sloppy and counterproductive behavior, and it holds the march of progress back in a way he finds deeply irritating.

"Someday you will know what my word is worth, I hope, but I hardly expect that from a casual acquaintance." Anymore, Relgar adds silently, remembering the painful experiences of his youth, when he lacked any mystical talents to lend him self-assurance in dealing with people's willful refusal to understand him.

....the repurposed draftbook in which he's taken to scribing his spells (turning the page sideways before writing in it would be enough to enable him to distinguish old mathematics from new arcanabula, even if the absurdly expensive high-quality ink his tutors insisted he use hadn't been glossy enough to reflect candlelight, making it appear gold against the grayish-white paper).

When the knock comes, Relgar gets up from the awkward sitting position on the floor where he'd been studying (somehow it never occurs to him to go and find one of the chairs he's certain he owns), stows the spellbook in his securely-tied satchel, and goes to open the door, musing about the fact that wizards as a species are frequently so lazy as to have researched an entire, otherwise totally useless, cantrip solely for the purpose of opening doors and windows, without having to physically move.

Doubtlessly, spellcraft was a tool capable of wreaking miracles, but to use it for trivial purposes was to insult the Powers that Be, whose genius as engineers was evident from the fact that the world could get along fine even in magic's complete absence.

"Dabblers, presumably. Or at least ex-dabblers who have moved on to proper grimoires, having learned painful lessons in the need for high-quality paper and inks. I have a few such embarassments myself, with six pages of supplemental notation behind each cantrip, and hope for the sake of my reputation that no-one ever sees exactly how ridiculously overcomplected my learning process was."

"Well, what do you think?" "A great deal, but little of it relevant to the current situation."

Illithor picks up a slender book that is bound in a reptilian hide. "Here it is, this one," he hands it Relgar, "was penned by Baltus Dunon, the head of the House of Abjuration. He traded it to me personally for a rare wand i came across in Parma."

"While I don't pen scrolls myself, I do have one Potion of Invisibility here." Illithor grab a vial from the table. "It's 300 gold for it, or 250 if you can get the book open. I also have a potion of undetectable alignment for the same price."

Goes back to inspecting the other wares, trying to keep his expression entirely neutral (which isn't especially difficult for him; showing emotion believably is always the hardest part).

"If you don't want me to take you for a fool, then do not behave like one," Relgar says, hostility flashing in his eyes. "The book is worth nothing to you; it is not the manner of merchandise which can be peddled to just anyone. Should you find another person particular enough to recognize this item's value, he will probably kill both you and your bodyguard on the spot."
Kineladanus motions as if he's going to become hostile, but Illithor waves him back shaking his head. "I know that you will honor your word to repay me in the future if I sell it to you for less than it might be worth. And if what you say is true that there is danger in owning it, I'd like to pass that risk on to someone else. Fifty gold isn't enough, however. Give me one hundred and fifty gold and your word."
"I say that you are wise, and fair, and a valued business partner. We have a deal. I will also take your Potion of Invisibility, and the Baltus tome, at their standard prices."

"That spell {Magic Aura} wouldn't exist if I had my druthers; it does nothing of actual usefulness, but enables the hoodwinking of the unwary, and while I have little sympathy for stupid people, I have even less for those who lie cleverly enough to make a wise man feel dumb. It's just...oh botheration, I might as well just spit it out. The issue is these." Relgar produces the shackles. If he doesn't trust the shopkeep after the whole business with Obliteration, then Illithor might as well just call the city guards on him right now, and save him any further stress over the noxious business of secret-keeping. "I've been tasked with bringing down a rogue arcanist...something of an 'extreme prejudice' situation, and I was equipped with these, on an entirely sub rosa basis. Given that I couldn't even fool you into thinking that I didn't care about that blasted book, I don't like my chances of getting past the forces of Law, if they should decide to pick me for a random inspection as I'm trying to pass through one of their damnable checkpoints. My career as an espionage agent is not looking promising at the moment."

He begins gathering up his new possessions - damn near all his possessions, truthfully - and prepares to depart for his improbable mission. Might as well bring everything along - the Book, his remaining gold, the works; if this escapade goes south, he'll have nothing to come back to, assuming he's even capable of it.

The filthy and disorienting natural conditions have Relgar in a foul mood as he finally manages to locate the tree, only to find it not as described. His patience for the rain lasts about a second and a half before he whistles up a Leomund's Tiny Hut, encompassing as much of the tree as possible so that he can continue searching for the knothole, absent unnecessary distractions.

Having no particular quarrel with the snake, Relgar would rather not kill it, so he reviews the array of geometric shapes which he's keeping firmly visualized in the back of his mind; each represents a spell which he's taken the time to fully conceptualize. Alas, the dizzying hexagonal array which represents the Web spell is not currently constructed, nor does he have anything else among the sixteen remaining options which would immobilize the serpent or otherwise put it out of commission.
From the "shelf" of his compartmentalized brain, Relgar takes down the tightly coiled, volatile-looking fractal representing the Evocation he's settled upon, quickly mentally retraces the various steps of the calculation and energy-gathering phases of the casting, and sees the complex Platonic object "light up", waxing rapidly toward reality as his concentration shifts back toward the outside world. Within the space of about four real-world seconds, the thoughtform manifests itself into the world of force and matter, where it will hopefully make an immediate tangible impact upon the Ophidian. (It hurts to have expended two of his seven mightiest spells in less than a minute of exposure to the natural world's vagaries.)

He notes the runes with mild interest, debating coming back here later (with a better spell prepared for bypassing the snake) to give them more of a look - rune magic isn't his specialty, and he has no great fondness for dwarves in general, but he's spoken with a couple dabblers in the stonefolk's runic practices, and there are parallels with his art.

The compartment is small with three potion vials and an old ring in it. There is also a worn book that looks like it could be a diary. The potions are marked with arcane sigils for ease of use. There is a Hide from Animals potion, a Pass without Trace potion, and a Reduce Person potion.

Phelix was here.

Provided the spell unfolds properly, it creates a conjuration gate, through which a bright-eyed and gold-feathered eagle-owl emerges, called from the twilight wilderness of glorious Elysium, and compelled to obey Relgar's mental commands for around 30 seconds. (He finds this spell invariably worthy of daily preparation, because it is one of the few arcana which does not require its full specifications arranged in advance; he need only mentally design the portal itself, not choose its endpoints or the entity to be pulled through it, until the actual moment of casting, making it one of the most flexible solutions available to him.) With luck, the guards will spot the exceedingly obvious celestial creature (whose camoflauge abilities would probably suffice for its bailiwick of nocturnal predation, if it were still on a plane whose emerald leaves gleam with internal health, as brightly as the bird's own orichalcum plumage and fire-opal irises), pursue it well away from the hiding and fleeing wizard, and then make ignorant assumptions when it vanishes, continuing the search for it on the assumption that it became invisible or teleported a short distance, rather than actually vanishing back to the parallel dimension to which it belongs.

Relgar Aspergim sat at a long table which stood in the center of an assembly hall in the ornate Palace of Bluffside. The wizard had never been in this building before and he was not enjoying himself at all. Two guards stood on either side of him and his thumbs were peace bonded together in his lap. They weren't manacles, but Relgar had less to worry about from the tough string entwining his thumbs than the two brutes watching him intently.

Although his treatment from the guards had been distinctly gentler than it could have been, Relgar has been all attitude since they brought him in. His hostility was one part act, two parts extreme display of genuine emotional distress, and three parts strictly philosophical disagreement with the entire concept of 'martial law'. The only laws that are required are the laws of the universe, and they do not require enforcement. Enforcers of any variety are nothing but thugs, regardless of what justifications they give, and Relgar's loathing for them is at once the pacifist's disdain for military solutions, the arcanist's scorn for those who understand only brute force, and a deep disgust at the hypocrisy of those who exempt themselves from the rules they themselves made up. The draftsman-turned-wizard repeatedly informs the soldiers that he does not recognize their authority, promising all manner of reprisals against them for their unmannerly treatment of a personage of his stature, and otherwise basically begs them to make an example of him. And as it becomes increasingly apparent that they will not, he is continually emboldened to escalate, until the tongue-lashing he inflicts upon his escorts is perhaps worse than anything he could have accomplished if his hands were free to cast unimpeded.

“Are you willing Relgar Aspergrim?”
"Aspergim. Only one 'R'," the indicated man states pedantically. He doesn't especially look like a wizard; dressed in the neat but simplistic tunic and breeches of a draftsman, he carries himself with a bearing of coldly pragmatic professionalism, and his clear gaze suggests intelligence and even farsightedness, but the usual pretension of self-styled "masters of magic" is nowhere to be found. He might have an attitude streak a mile wide, but it's not rooted in the condescension that many arcanists display toward anyone who hasn't recently bested them in a duel; if anything, he seems to display much of the irritability that strikes those whose station in the world leaves them just a bit more than powerless, those who have risen to just enough of a height that they have something to lose (and thus enjoy neither the security of wealth and prestige, nor the complacency of the truly destitute).

"I am not a fool, Mister Merrick," Relgar announces simply (if "mister" would be an intolerable insult, he will simply call him "Merrick"; he's not the type to call anyone "Lord" unless forced to at swordpoint). "Nor am I an assassin, an archmage, or any other sort of adventurer, least of all the sort arrogant enough to believe that I can stand alone against anything and everything in the cosmos. I set out on this mission alone, but I am more than happy to receive as much assistance as is forthcoming from any loosely-allied parties, and thus have less chance of an embarassing and likely fatal defeat at the hands of this Phelix. Especially if he has 'minons', as this is the first I've heard of any."

"If you are then all charges are dropped and you may gather your things for the task ahead."
"So assumed, absolutely," Relgar scowls, exactly as he would if the man had simply directly asked whether he'd like them to stop wasting his time. If he was ever in danger, informing him that there's a way out immediately causes the autist to assume that the situation has passed, and return to his generally curmudgeonly demeanor in full force (albeit that this actually might be a step up in social graces, compared to the exagerrated display of hostility he was previously using to try and deflect the pressures being placed on him).

"Admonitions are unnecessary. Anyone can make an error; it need only be corrected. This is why we make erasers, rather than punishing people who draw the wrong line."

"Hrmph. The entire experience of being rounded up like a common criminal was the uncomfortable part," Relgar says, rubbing his thumbs to get the circulation restored. He understands logically why people in power, and people with no power at all, tend to overreact to mages and their unpredictable capabilities. This does not in any way change his emotional reaction (which, courtesy of his mental divergence, he must observe indirectly, the way one looks at the sun through a pinhole to avoid blindness); he is still furious, but is using rational arguments to deflect his overreaction in various directions so that it can dissipate.

"Divinations have an average failure rate of twenty percent, depending on the competence of the caster and the unpredictable whims of Fate. Repeated readings by different casters improve the odds of an accurate result, but there is always the risk that you throw a great many dice and they nonetheless all roll blanks, if you follow the metaphor; however improbable this is, I have seen it happen on multiple occasions. It is a likelihood that your diviners have the right of it, but it cannot be a certainty."

"I do not pay enough attention to peasant rumors to know the names of their favorite villains, nor to know which ones are purely fictional and which are merely mythologized versions of actual persons."

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Knightfall
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Re: Relgar Aspergim, Geometer-To-Be

Post by Knightfall » Sat May 06, 2017 11:43 pm

Okay, if you want me to do your rolls for you then you NEED to put all the information required for your PC on this thread. Where are Relgar's saves? You don't have his Base Attack Bonus, Grapple, or an equipment list. That makes it impossible for me to know what his has to defend himself with if he runs out spellpower.
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Re: Relgar Aspergim, Geometer-To-Be

Post by willpell » Mon May 08, 2017 6:20 pm

Knightfall wrote:Okay, if you want me to do your rolls for you then you NEED to put all the information required for your PC on this thread. Where are Relgar's saves? You don't have his Base Attack Bonus, Grapple, or an equipment list. That makes it impossible for me to know what his has to defend himself with if he runs out spellpower.
*points up*

Better?
(I do still seem to have some un-picked feats at this point. Maybe I'd better just take some Toughness so that I don't die right here.)

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Knightfall
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Re: Relgar Aspergim, Geometer-To-Be

Post by Knightfall » Mon May 08, 2017 7:24 pm

willpell wrote:
Knightfall wrote:Okay, if you want me to do your rolls for you then you NEED to put all the information required for your PC on this thread. Where are Relgar's saves? You don't have his Base Attack Bonus, Grapple, or an equipment list. That makes it impossible for me to know what his has to defend himself with if he runs out spellpower.
*points up*

Better?
(I do still seem to have some un-picked feats at this point. Maybe I'd better just take some Toughness so that I don't die right here.)
Yes, and thanks for putting that up.
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