Baron Galdur Vendikon

Adreris Keffle's page

47 posts. Alias of Steven T. Helt (RPG Superstar 2013).


Full Name

Adreris Bey Keffle

Race

Human

Classes/Levels

Conjuror 7, Malconvoker 8

Gender

Male

Size

Medium

Age

34

Alignment

Lawful Neutral

Deity

none

Languages

Common, Draconic, Elven, Dwarven, Celestial, Infernal, Abyssal, Ignean, Undercommon, Terran

Strength 10
Dexterity 10
Constitution 18
Intelligence 28
Wisdom 18
Charisma 20

About Adreris Keffle

Adreris Keffle was annointed as a special arcanist at an early age. A wizard of remarkable pedigree, the expectations that he would push his craft forward were made clear by his practicing parents, who secured his family seat at the Occularium at Manaket before he was even born. His education and increasing power proceeded on course most of his young life until he wrested an ancient text from seafaring marauders during his turn at military duty. Once he discovered the only verifiable copy of The Pact Eternal, he devoted his time to devouring the text and mastering the timeless power of harnessed outsiders. He read of secret spiritual wars and memorized the basic levels of diabolic politics. When his marks began to suffer and his parents pulled him home to Botosani, he recused himself from family duties in favor of controversial conjurations. His experiments led him to heights of power his arcane tutors could not limit, and his peers began to criticize him jealously. Unmoved by the disapproval of his forebears, Keffle stepped into a role he considered himself alone capable of - stealing the ill-meaning minions of the Great Beyond and putting them to better use combating evil and entropy. Over the years, he has acquired arcane tools and powerful ley crossings that improve his control over the fiends he summons, interrupting darker plans and playing a dangerous game of chess against the immortal masters of lower realms. Thus, he has been named by his servants, enemies and detractors as Lor Moikeme ("The Chain" in the Abyssal tongue). Today, he continues his studies and his enslavement of increasingly more powerful fiends, bending the power of quintessential evil to serve humanity as the wizard deems necessary.
His parents and former tutors brush his arrogance and indiscretions under the rug of pride. Quietly, however, they often wonder if the power their willful scion wields might not one day demand a price all Golarion will shudder to bear.

Personality

No one can play Keffle's game without running into troubling ethical questions. While the wizard does not pretend any level of piety, he views mortal races as inherently superior to evil outsiders. The truly damned are weapons to be used against one another - a chance for one player to pit his opponent's pieces against themselves. Truly righteous heroes have been quick to judge him as dismissive and arrogant, and not completely without fault. But Keffle feels it was his destiny to find the Pact Eternal, and that none but he can so successfully impose his will on his minions of Hell, the Abyss and Abaddon.
Adreris has allies and partners in his gambit, and in other ventures, but he has few true friends. Something about hearing him lie to devils about their rewards, or watching him offer to summon outsiders for demonic servants to savage as payment for services, halts the will to know Keffle further. It can be said he is a man of his word, but that word is fearsome and sometimes gives mortals reason to avoid a closer association.

Character Sheet

Fortitude Saves: +15 (+4 base, +4 Con, +5 Resist, +2 Great Fortitude)
Reflex Saves: +9 (+4 base, +0 Dex, +5 Resist)
Will Saves: +20 (+11 base, +4 Wis, +5 Resist)

Hp: 115/115 Hit Dice: 14d+60 Resist fire 20

Initiative: +0 Speed: 40

Armor Class: 26 (+6 armor, +5 deflection, +5 natural)
Flat-footed: 26 Touch: 15 (21 incorporeal)

Feats:

Spoiler:

Wizard 1: Scribe Scroll
Char 1: Alertness
Human: Great Fortitude
Char 3: Spell Focus (conjuration)
Char 5: Augment Summoning
Wizard 5: Imbued Summoning
Char 7: Extend Spell
Char 9: Empower Spell
Malconvoker 3: Skill Focus (Bluff)
Char 11: Superior Summons
Char 13: Greater Spell Focus (conjuration)
Char 15: Quicken Spell
Bonus: Intensify Spell

Skills:

Spoiler:

Acrobatics 0 base + 0 abil arm +6 misc class = 6
Appraise 5 base + 9 abil arm +1 misc +3 class = 18
Bluff 15 base + 5 abil arm +7 misc +3 class = 30
Climb 0 base + 0 abil arm +1 misc class = 0
Craft (alchemy) 1 base + 9 abil arm +1 misc +3 class = 14
Diplomacy 5(15) base + 5 abil arm +1 misc class = 11(21)
Disable Device 1 base + 9 abil arm +2 misc +3 class = 15
Disguise 4 base + 5 abil arm +1 misc +3 class = 13
Escape Artist 0 base + 5 abil arm +1 misc class = 12
Fly 5 base + 0 abil arm +1 misc +3 class = 9
Handle Animal 0 base + 5 abil arm +1 misc class = 6
Heal 0 base + 4 abil arm +1 misc class = 5
Intimidate 5(15) base + 5 abil arm +1 misc class = 11(21)
Know (Arcane) 10 base + 9 abil arm +1 misc +3 class = 23
Know (Dungeon) 1 base + 9 abil arm +1 misc +3 class = 14
Know (Local) 1 base + 9 abil arm +1 misc +3 class = 14
Know (Nature) 1 base + 9 abil arm +1 misc +3 class = 14
Know (Nobility) 1 base + 9 abil arm +1 misc +3 class = 14
Know (Planes)5(15)base + 9 abil arm +1 misc +3 class = 18(28)
Know (Religion) 1 base + 9 abil arm +1 misc +3 class = 14
Linguistics 5 base + 9 abil arm +1 misc +3 class = 18
Perception 15 base + 4 abil arm +5 misc class = 24
Perform 0 base + 5 abil arm +1 misc class = 6
Profession 0 base + 0 abil arm +1 misc +3 class = 1
Ride 0 base + 0 abil arm +1 misc class = 1
Sense Motive 15 base + 4 abil arm +6 misc +3 class = 28
Sleight of Hand 0 base + 0 abil arm +1 misc class = 1
Spellcraft 10 base + 9 abil arm +1 misc +3 class = 23
Stealth 10 base + 0 abil arm +11 misc class = 21
Survival 0 base + 4 abil arm +1 misc class = 5
Swim 0 base + 0 abil arm +1 misc class = 1
Use Magc Device 6 base + 5 abil arm +1 misc class = 13

Melee
+3 rapier +10/+5 (1d6+3, 18-20)

Ranged
touch spell +7

Equipment

Spoiler:

the conjuror's crown (headband of mental perfection +6; Diplomacy, Intimidate, Knowledge (planes), boots of striding and springing, bracers of armor +1 (improved shadow), mw rapier, travelling gear, ritual gear (20 assorted candles, 12 pieces colored chalk, assorted waxes, salts and powders), spell components, handy haversack, flint and steel, inks, quillpens, 3 bullseye lanterns, 12 pints of oil, 40 pieces travelling parchment, 15 days' salted meat and cheese, backpack, sack, sealing wax, signet ring, 10 empty vials, whetstone, 30 torches, 12 sunrods, pale green ioun stone, belt of mighty constitution +6, arcane bond: ring of the Chain (ring of wizardry IV, also +2 caster levels when casting conjuration spells), [i]vest of resistance +5, ring of protection +5, , 2 potions of cure critical wounds, scroll of summon monster VI, the Seven Travelling Spellbooks of Adreris Keffle (sturdy summoning, once per day).

Traveling Spellbooks

Spoiler:
7 - banishment, caustic eruption, delayed blast fireball, greater teleport, prismatic spray, summon monster VII
6 - acid fog, chain lightning, cold ice strike, contagious flame, disintegrate, greater. Dispel magic, greater heroism, planar binding, summon monster VI, wall of iron
5 - acidic spray, cloudkill, cone of cold, corrosive consumption, fire snake, hungry pit, lesser planar binding, lightning arc, summon monster V, telekinesis
4 - acid pit, arcane eye, ball lightning, black tentacles, detonate, dimensional anchor, dimension door, summon monster IV, touch of slime
3 - arcane sight, clairaudience/clairvoyance, dragon skin, fireball, force punch, greater, mage armor, greater magic weapon, haste, lightning bolt, magic circle, phantom steed, spiked pit, summon monster III, tongues
2 - acid arrow, create pit, knock, scorching ray, spider cimb, summon monster II
1 - comprehend languages, expeditious retreat, feather fall, identify, magic missile, mount, summon minor monster, summon monster I, true strike[/i]
0 - acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, flare, light, mage hand, mending, message, prestidigitation, open/close, ray of frost, read magic, resistance, spark

Memorized spells (CL 14, CL 16 for conjuration)
Spells per day: 0*5 1*7 2*7 3*7 4*11 5*5 6*5 7*5
Save DCs = 19 + SL, 21 + SL for conjurations.

Spoiler:

7 - [i]caustic eruption, summon monster VII

6 - chain lightning, disintegrate, greater dispel magic, intensified quickened magic missile, summon monster VI
5 - acidic spray, cone of cold, fire snake, hungry pit
4 - acid pit, ball lightning, black tentacles, detonate, dimensional anchor, dimension door, intensified lightning bolt, summon monster IV, touch of slime
3 - arcane sight, dragon skin*, force punch, greater mage armor*, haste OO, lightning bolt, summon monster III, tongues
2 - create pit, intensified magic missile, knock, scorching ray OO, spider cimb, summon monster II
1 - expeditious retreat, feather fall, identify, magic missile, mount, summon minor monster, true strike[/i]
0 - acid splash, detect magic, mage hand, message, read magic

In addition to other treasure and gear, Keffle controls a special crossing of ley lines and planar vergences called the Worldmeet Pool, a set of volcanic crags close to the Worldwound that allows him to call deeper into the Great Beyond when demanding service from outsiders. Keffle has also experienced a mighty metamagic storm, which allows him the use of the Intensify Spell for the coming year.

Appearance

Spoiler:

Shoto Imuri is handsome and well-groomed. Born of combined Shoto and Hotima stock, he is agile and strong, but also sports the beautiful black hair and deep green eyes of the latter Crane family. He most often wears a black kimono with red, white or dark green trim. His family mon, a green spider ruling a golden web on a black background, is sported just over the mon of his dojo, which depicts a green katana cutting through a white scroll. Imuri is tall and lanky for a stealthy person, but his gait is graceful and confident.

Special Rules

Spoiler:

Traits

Spoiler:

Vagabond: Urban upbringing and natural intelligence give Keffle an affinity with machines and moving parts. Disable Device is a class skill and he gains a +1 trait bonus.
World Traveler: Keffle's studies and family wealth have enabled him to live and work abroad and interact with merchants and scholars from numerous cultures. Sensen Motive is a class skill for him, and he gains a +1 trait bonus.

Experience 15000 Favored Class: Wizard

Favored Class Choices:

Spoiler:

wizard 1: Sense Motive +1
wizard 2: Perception +1
wizard 3: Perception +1
wizard 4: Perception +1
wizard 5: Perception +1
wizard 6: Perception +1
wizard 7: added contagious flame to spellbook.