Amiel
2010-03-16, 09:08 AM
Amarantine
Whether it is through stripping away the detritus of misinformation surrounding a topic of contention, shifting through parchments with deliberation or separating fact from fiction, myth from reality, scholars have ever been dedicated to Truth. To the chagrin of these seekers of lore and knowledge, the origins of Amarantine, while not exactly hidden, are nonetheless obfuscate.
True to their dedication, this has not stopped those of scholastic leaning from endeavoring to uncover the shrouds of mystery, manifesting not as an outlet of frustration, but instead presenting itself as a challenge meant to be overcome.
Scholars such as Scrivener Agon of the Scholastic Towers of Rindel have put forward the averment that Amarantine began existence as a mortal, of at least minor noble stock and that his apotheosis was given as a reward for services to a deity of strategic warfare. Scrivener Agon insists that any recounting of Amarantine's origins was made deliberately nebulous not only because Amarantine's time as a mortal went mostly undocumented, but also because of the deliberate orchestration to apply ink blotting to passages devoted to Amarantine's beginnings.
This argument has elicited scoffs of distaste from other more fastidious philomaths. Savant Nivren of the Illuminst Order and others have done away with the primary opinion that Amarantine was born a mortal, instead citing the similarities between his name and that of that deity of strategic warfare. Savant Nivren contends that Amarantine was not in fact mortal at all but, given his predilection with war, was the son of a deity of warfare, perhaps even the deity herself. Of course, this position has it's share of opponents, not the least of which is Scrivener Agon who holds to the philosophy of divinity arising from mortal self perfection.
Minority scholars as Holycoin Goldenquill Brassim have adopted an altogether different argument, that Amarantine was not his birth name at all but a bestowed appellation. Goldenquill Brassim, a worshipper of the deity of wealth and business [x], gives references to an Ahmaquessin Serpentil, a minor baron and talented strategist. Other than indirectly supporting Scrivener Agon's position, it is unclear if Goldenquill Brassim presented this is a joke given Brassim's unusual humor.
The deity himself remains notoriously close lipped, a disarming smile always present on his handsome face. It is almost as if Amarantine is deriving great amusement from the debate.
Amarantine is a relatively minor deity within the broader scheme of things, his worshipper base small and niche. Amarantine's dedication is to martial combat, intelligent warriors, luck, half-truths, mystery, intrigue, and while his connection with war and warfare is obvious and pronounced he is also a committed explorer; as he does not maintain a planar residence, Amarantine favors the Mortal Coil, though as an itinerant explorer he has traveled the length and breadth of the planes, always in a disguise.
An itinerant being of many and clever disguises, Amarantine has yet to make any enemies, though the inverse is also true, he has no real allies. This notwithstanding, his charm at least ensures he has many associates and acquaintances. In any disguise, Amarantine is known as a warrior of exceeding skill with an almost supernatural foresight enabling him to dodge attacks even before they occur. Secondary to this, Amarantine's other goals seem to revolve around the acquisition of magical items, of knowledge, and the exploration of the Mortal Coil and the multiverse, and of course the proliferation of intrigue, secrecy and mystery.
Amarantine appears as a very handsome humanoid of tall height, his long black hair threaded with gold and purple. His skin is a polished alabaster while twin clear and flawless orbs of piercing green stare from a face of high cheekbones. Courtier's silks, that complement his many rings, seem tailored perfectly to a frame both slender and athletic, while a longsword and dagger rest comfortably on his hips.
Amarantine
Demipower
Symbol An amaranth flower and red rose intertwined around a grey longsword on a disc of black
Home Plane The Outlands, The Mortal Coil
Alignment Neutral
Aliases Amanranth, Anaroc, Brother Luck, Duplict Prince, Horizon Walker, Prince Agency, Son of Amarra
Superior None
Allies
Foes
Servants Devoted defenders, explorers, mindspies, psychic warriors, telepaths
Servitor Creatures
Manifestations
Signs of Favor
Worshipers Devoted defenders, explorers, mindspies, psychic warriors, strategists, telepaths, liars, intriguists
Specialty Priests None
Holy Days None
Portfolio Intrigue, secrecy, mystery, unorthodoxy, exploration, intelligent warriors, psionic warriors, mindspies, luck, war
Domains Luck, Protection, Trickery, War
Favored Weapon "Aymrran" (longsword)
Medium Outsider (Divine)
Divine Rank: 3
Hit Dice: 5d10 (Fighter) + 10d6 (Mindspy) + 10d6 (Rogue) + 20d4 (Telepath) + 360 (610 hp)
Initiative: +26, Supreme Initiative
Speed: 60 ft.
Armor Class: 69 (+14 armor, +12 deflection, +12 Dex, +3 divine, +5 luck, +13 natural), touch 55, flat-footed 56 (53% miss chance)
Base Attack/Grapple: +43/+55
Attack: Aymrran +66 melee (3d6 + 26 + 2 Con/15-20/x2) or +58 ranged touch
Full Attack: Aymrran +66/+61/+56/+51 melee (3d6 + 26 + 2 Con/15-20/x2) and +2 dagger +60/+55/+50/+45 melee (1d4+14) or +58 ranged touch
Space/Reach: 5 ft. /5 ft.
Special Attacks: Anticipate, divine blast (15d12) 15/day, domain spells, psionics, sneak attack +5d6, spell-like abilities
Special Qualities: Block sensing, combat telepathy, damage reduction 25/epic, divine aura (Will DC 36), divine immunities, divine shield 12/day (stops 20 points of damage), fast healing 25, immune to acid, electricity, cold, fire and sonic, improved evasion, improved uncanny dodge, instant mindscan, multiple surface thoughts, portfolio sense, remote communication, remote sensing, salient abilities, spherical read thoughts, spell resistance 57, trap sense +3
Saves: Fort +40, Ref +44, Will +44
Abilities: Str 34, Dex 34, Con 26, Int 44, Wis 30, Cha 34
Skills: Appraise +46, Autohypnosis +70, Balance +66, Bluff +64, Concentration +68, Diplomacy +58, Disguise +70 (+76 acting), Gather Information +63, Intimidate +54, Hide +64, Jump +46, Knowledge (arcana) +36, Knowledge (history) +36, Knowledge (local) +36, Knowledge (psionics) +60, Listen +54 Move Silently +68, Perform (oratory) +23, Psicraft +60, Search +54, Sense Motive +63, Spellcraft +40, Spot +56, Survival +40, Tumble +68
Feats: Cloak Dance, Combat Expertise, Craft Magic Arms and Armor, Craft Wondrous Items, Deceitful, Enlarge Power, Extend Power, Greater Two-Weapon Fighting, Improved Critical (longsword) Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Maximise Power, Negotiator, Overchannel, Power Attack, Psionic Endowment (telepathy), Psionic Meditation, Quick Reconnoiter, Two Weapon Fighting, Unavoidable Strike, Weapon Focus (longsword) B, Widen Power
Epic Feats: Additional Magic Item Space (ring), Additional Magic Item Space (ring), Binding Speed, Craft Epic Magic Arms and Armor, Craft Wondrous Items, Epic Reputation, Superior Initiative
Salient Abilities: Anyfeat, Divine Blast, Divine Dodge, Divine Shield, Extra Domain (Trickery), Supreme Initiative
Climate/Terrain: Any
Organization: Solitary (unique) or with companion
Challenge Rating:
Treasure: Unique
Alignment: Neutral
Domain Spells: At will - aid, antimagic field, blade barrier, break enchantment, disguise self, divine power, confusion, entropic shield, false vision, flame strike, freedom of movement, invisibility, magic vestment, magic weapon, mindblank, miracle, mislead, moment of prescience, nondetection, polymorphy any object, power word blind, power word kill, power word stun, prismatic sphere, protection from energy, repulsion, sanctuary, screen, shield other, spell immunity, spell resistance, spell turning, spiritual weapon, time stop. Caster level 32nd. Save DC = 44 + spell level.
Power Points/Day: 613. Powers Known: 36; 1st - conceal thoughts, defensive precognition, distract, mindlink, mind thrust, offensive precognition, offensive prescience, precognition, psionic charm; 2nd - aversion, brain lock, cloud mind, id insinuation, psionic suggestion; 3rd - crisis of breath, false sensory output, hostile empathic transfer, psionic blast; 4th - emapathic feedback, mindwipe, psionic dominate, psionic modify memory, psychic reformation, schism, thieving mindlink; 5th - metaconcert, mind probe, psychic crush, shatter mind blank, tower of iron will; 6th - greater precognition, mass cloud mind, mind switch, remote view trap, temporal acceleration; 7th - crisis of life, insanity, ultrablast; 8th - mind seed, psionic mindblank; 9th - apopsi, microcosm, psychic chirurgery, true mind switch. Caster level 20th. Save DC = 47 + psionic level.
Spell-Like Abilities: At will – detect magic, greater dispel magic, greater teleport, greater plane shift, read thoughts. Caster level 32nd. Save DC = 47 + spell level.
Possessions
Aymrran (minor artifact) appears as an unadorned and unremarkable longsword. Austere in make, the dull blueish blade lacks any ostentation or inlay while its hilt is black wrapped in leather. Aymrran is a +6 keen longsword of collision and greater wounding and possesses the following properties:
—Aymrran strikes as a large greatsword with the threat critical of a rapier.
—Aymrran always ignores 10 points of AC.
—Aymrran confers all the benefits of a luck blade, save the luck bonus bestowed upon the possessor is +5.
-Aymrran grants its wielder the power of good fortune 6/day. The sword enables its possessor to choose which result to take, depending on the result of reroll.
—Aymrran bestows cumulative (to a maximum of 10) negative levels upon all those who are non-neutral in alignment.
Anaim (minor artifact). Weaved from exquisite silks and threaded with strips of gold and platinum, Anaim appears as a beautiful courtier's outfit. It is also a magic item of rare potency.
—Anaim confers the benefits of a suit of +6 full plate armor with no Dex or armor check penalty.
—Anaim bestows a +5 luck bonus to AC.
—The wearer of Anaim gains phenomenal fast healing, the armor granting fast healing 25.
—The wearer of Anaim acts as if under a continuous freedom of movement effect.
Kion (minor artifact). Anchored to Amarantine's spine, the powerful artifact Kion grants the following benefits:
—An additional 100 power points per day; not factored into the pp/day above. These power points renew themselves each day.
—Kion enables its wearer to manifest psionics as a swift action per 1d4 rounds if it previously took a standard action or as a standard action if the psionic power required a full round action to manifest.
—Kion allows its possessor to learn additional psionic powers from other disciplines and grants 10 additional powers known.
Ring of weaponbreaking, ring of energy immunity (acid), ring of energy immunity (electricity), ring of energy immunity (sonic), +2 dagger
Whether it is through stripping away the detritus of misinformation surrounding a topic of contention, shifting through parchments with deliberation or separating fact from fiction, myth from reality, scholars have ever been dedicated to Truth. To the chagrin of these seekers of lore and knowledge, the origins of Amarantine, while not exactly hidden, are nonetheless obfuscate.
True to their dedication, this has not stopped those of scholastic leaning from endeavoring to uncover the shrouds of mystery, manifesting not as an outlet of frustration, but instead presenting itself as a challenge meant to be overcome.
Scholars such as Scrivener Agon of the Scholastic Towers of Rindel have put forward the averment that Amarantine began existence as a mortal, of at least minor noble stock and that his apotheosis was given as a reward for services to a deity of strategic warfare. Scrivener Agon insists that any recounting of Amarantine's origins was made deliberately nebulous not only because Amarantine's time as a mortal went mostly undocumented, but also because of the deliberate orchestration to apply ink blotting to passages devoted to Amarantine's beginnings.
This argument has elicited scoffs of distaste from other more fastidious philomaths. Savant Nivren of the Illuminst Order and others have done away with the primary opinion that Amarantine was born a mortal, instead citing the similarities between his name and that of that deity of strategic warfare. Savant Nivren contends that Amarantine was not in fact mortal at all but, given his predilection with war, was the son of a deity of warfare, perhaps even the deity herself. Of course, this position has it's share of opponents, not the least of which is Scrivener Agon who holds to the philosophy of divinity arising from mortal self perfection.
Minority scholars as Holycoin Goldenquill Brassim have adopted an altogether different argument, that Amarantine was not his birth name at all but a bestowed appellation. Goldenquill Brassim, a worshipper of the deity of wealth and business [x], gives references to an Ahmaquessin Serpentil, a minor baron and talented strategist. Other than indirectly supporting Scrivener Agon's position, it is unclear if Goldenquill Brassim presented this is a joke given Brassim's unusual humor.
The deity himself remains notoriously close lipped, a disarming smile always present on his handsome face. It is almost as if Amarantine is deriving great amusement from the debate.
Amarantine is a relatively minor deity within the broader scheme of things, his worshipper base small and niche. Amarantine's dedication is to martial combat, intelligent warriors, luck, half-truths, mystery, intrigue, and while his connection with war and warfare is obvious and pronounced he is also a committed explorer; as he does not maintain a planar residence, Amarantine favors the Mortal Coil, though as an itinerant explorer he has traveled the length and breadth of the planes, always in a disguise.
An itinerant being of many and clever disguises, Amarantine has yet to make any enemies, though the inverse is also true, he has no real allies. This notwithstanding, his charm at least ensures he has many associates and acquaintances. In any disguise, Amarantine is known as a warrior of exceeding skill with an almost supernatural foresight enabling him to dodge attacks even before they occur. Secondary to this, Amarantine's other goals seem to revolve around the acquisition of magical items, of knowledge, and the exploration of the Mortal Coil and the multiverse, and of course the proliferation of intrigue, secrecy and mystery.
Amarantine appears as a very handsome humanoid of tall height, his long black hair threaded with gold and purple. His skin is a polished alabaster while twin clear and flawless orbs of piercing green stare from a face of high cheekbones. Courtier's silks, that complement his many rings, seem tailored perfectly to a frame both slender and athletic, while a longsword and dagger rest comfortably on his hips.
Amarantine
Demipower
Symbol An amaranth flower and red rose intertwined around a grey longsword on a disc of black
Home Plane The Outlands, The Mortal Coil
Alignment Neutral
Aliases Amanranth, Anaroc, Brother Luck, Duplict Prince, Horizon Walker, Prince Agency, Son of Amarra
Superior None
Allies
Foes
Servants Devoted defenders, explorers, mindspies, psychic warriors, telepaths
Servitor Creatures
Manifestations
Signs of Favor
Worshipers Devoted defenders, explorers, mindspies, psychic warriors, strategists, telepaths, liars, intriguists
Specialty Priests None
Holy Days None
Portfolio Intrigue, secrecy, mystery, unorthodoxy, exploration, intelligent warriors, psionic warriors, mindspies, luck, war
Domains Luck, Protection, Trickery, War
Favored Weapon "Aymrran" (longsword)
Medium Outsider (Divine)
Divine Rank: 3
Hit Dice: 5d10 (Fighter) + 10d6 (Mindspy) + 10d6 (Rogue) + 20d4 (Telepath) + 360 (610 hp)
Initiative: +26, Supreme Initiative
Speed: 60 ft.
Armor Class: 69 (+14 armor, +12 deflection, +12 Dex, +3 divine, +5 luck, +13 natural), touch 55, flat-footed 56 (53% miss chance)
Base Attack/Grapple: +43/+55
Attack: Aymrran +66 melee (3d6 + 26 + 2 Con/15-20/x2) or +58 ranged touch
Full Attack: Aymrran +66/+61/+56/+51 melee (3d6 + 26 + 2 Con/15-20/x2) and +2 dagger +60/+55/+50/+45 melee (1d4+14) or +58 ranged touch
Space/Reach: 5 ft. /5 ft.
Special Attacks: Anticipate, divine blast (15d12) 15/day, domain spells, psionics, sneak attack +5d6, spell-like abilities
Special Qualities: Block sensing, combat telepathy, damage reduction 25/epic, divine aura (Will DC 36), divine immunities, divine shield 12/day (stops 20 points of damage), fast healing 25, immune to acid, electricity, cold, fire and sonic, improved evasion, improved uncanny dodge, instant mindscan, multiple surface thoughts, portfolio sense, remote communication, remote sensing, salient abilities, spherical read thoughts, spell resistance 57, trap sense +3
Saves: Fort +40, Ref +44, Will +44
Abilities: Str 34, Dex 34, Con 26, Int 44, Wis 30, Cha 34
Skills: Appraise +46, Autohypnosis +70, Balance +66, Bluff +64, Concentration +68, Diplomacy +58, Disguise +70 (+76 acting), Gather Information +63, Intimidate +54, Hide +64, Jump +46, Knowledge (arcana) +36, Knowledge (history) +36, Knowledge (local) +36, Knowledge (psionics) +60, Listen +54 Move Silently +68, Perform (oratory) +23, Psicraft +60, Search +54, Sense Motive +63, Spellcraft +40, Spot +56, Survival +40, Tumble +68
Feats: Cloak Dance, Combat Expertise, Craft Magic Arms and Armor, Craft Wondrous Items, Deceitful, Enlarge Power, Extend Power, Greater Two-Weapon Fighting, Improved Critical (longsword) Improved Initiative, Improved Two-Weapon Fighting, Iron Will, Maximise Power, Negotiator, Overchannel, Power Attack, Psionic Endowment (telepathy), Psionic Meditation, Quick Reconnoiter, Two Weapon Fighting, Unavoidable Strike, Weapon Focus (longsword) B, Widen Power
Epic Feats: Additional Magic Item Space (ring), Additional Magic Item Space (ring), Binding Speed, Craft Epic Magic Arms and Armor, Craft Wondrous Items, Epic Reputation, Superior Initiative
Salient Abilities: Anyfeat, Divine Blast, Divine Dodge, Divine Shield, Extra Domain (Trickery), Supreme Initiative
Climate/Terrain: Any
Organization: Solitary (unique) or with companion
Challenge Rating:
Treasure: Unique
Alignment: Neutral
Domain Spells: At will - aid, antimagic field, blade barrier, break enchantment, disguise self, divine power, confusion, entropic shield, false vision, flame strike, freedom of movement, invisibility, magic vestment, magic weapon, mindblank, miracle, mislead, moment of prescience, nondetection, polymorphy any object, power word blind, power word kill, power word stun, prismatic sphere, protection from energy, repulsion, sanctuary, screen, shield other, spell immunity, spell resistance, spell turning, spiritual weapon, time stop. Caster level 32nd. Save DC = 44 + spell level.
Power Points/Day: 613. Powers Known: 36; 1st - conceal thoughts, defensive precognition, distract, mindlink, mind thrust, offensive precognition, offensive prescience, precognition, psionic charm; 2nd - aversion, brain lock, cloud mind, id insinuation, psionic suggestion; 3rd - crisis of breath, false sensory output, hostile empathic transfer, psionic blast; 4th - emapathic feedback, mindwipe, psionic dominate, psionic modify memory, psychic reformation, schism, thieving mindlink; 5th - metaconcert, mind probe, psychic crush, shatter mind blank, tower of iron will; 6th - greater precognition, mass cloud mind, mind switch, remote view trap, temporal acceleration; 7th - crisis of life, insanity, ultrablast; 8th - mind seed, psionic mindblank; 9th - apopsi, microcosm, psychic chirurgery, true mind switch. Caster level 20th. Save DC = 47 + psionic level.
Spell-Like Abilities: At will – detect magic, greater dispel magic, greater teleport, greater plane shift, read thoughts. Caster level 32nd. Save DC = 47 + spell level.
Possessions
Aymrran (minor artifact) appears as an unadorned and unremarkable longsword. Austere in make, the dull blueish blade lacks any ostentation or inlay while its hilt is black wrapped in leather. Aymrran is a +6 keen longsword of collision and greater wounding and possesses the following properties:
—Aymrran strikes as a large greatsword with the threat critical of a rapier.
—Aymrran always ignores 10 points of AC.
—Aymrran confers all the benefits of a luck blade, save the luck bonus bestowed upon the possessor is +5.
-Aymrran grants its wielder the power of good fortune 6/day. The sword enables its possessor to choose which result to take, depending on the result of reroll.
—Aymrran bestows cumulative (to a maximum of 10) negative levels upon all those who are non-neutral in alignment.
Anaim (minor artifact). Weaved from exquisite silks and threaded with strips of gold and platinum, Anaim appears as a beautiful courtier's outfit. It is also a magic item of rare potency.
—Anaim confers the benefits of a suit of +6 full plate armor with no Dex or armor check penalty.
—Anaim bestows a +5 luck bonus to AC.
—The wearer of Anaim gains phenomenal fast healing, the armor granting fast healing 25.
—The wearer of Anaim acts as if under a continuous freedom of movement effect.
Kion (minor artifact). Anchored to Amarantine's spine, the powerful artifact Kion grants the following benefits:
—An additional 100 power points per day; not factored into the pp/day above. These power points renew themselves each day.
—Kion enables its wearer to manifest psionics as a swift action per 1d4 rounds if it previously took a standard action or as a standard action if the psionic power required a full round action to manifest.
—Kion allows its possessor to learn additional psionic powers from other disciplines and grants 10 additional powers known.
Ring of weaponbreaking, ring of energy immunity (acid), ring of energy immunity (electricity), ring of energy immunity (sonic), +2 dagger