Tsadok Goldtooth

Balthazar Gruffudd's page

29 posts. Alias of Mr. Nomington.


Full Name

Balthazar Gruffudd

Race

Orc

Classes/Levels

Wizard (Exploiter Wizard) 1 (HP -6/11) | AC:16 | T:11 | FF:15 | CMD 16 | Fort +2 | Ref +1 | Will +1 | Init +1 | Perc: -1 | Speed 30 ft.)

Gender

Male

Size

Medium

Age

15

Alignment

NG

Languages

Common (Can't Speak)

Strength 20
Dexterity 13
Constitution 14
Intelligence 13
Wisdom 8
Charisma 5

About Balthazar Gruffudd

Orc Wizard (Exploiter Wizard) 1
NG Medium Humanoid Orc
Init +1
Senses: Darkvision 60ft, Perception -1
--------------------
Defense
--------------------
AC 12, touch 11, flat-footed 11 (+1 Dex, +1 Armor)
HP 11 (1d6+2+3)
Fort +2, Ref +1, Will +1;
--------------------
Offense
--------------------
Speed: 30 ft.
Melee: Masterwork Earthbreaker +2 (2d6+7/x3)
Melee: Club +5 (1d6+7/x2)
Melee: Dagger +5 (1d4+5/19-20x2)
--------------------
Statistics
--------------------
Str 20, Dex 13, Con 14, Int 13, Wis 8, Cha 5
Base Atk: +0; CMB +5; CMD 16
Feats: Toughness

Drawback:
Umbral Unmasking: You cast no shadow whatsoever. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).

Other Traits:
Scouting for Fiends: Your near-obsessive hatred of all things fiendish grants you a +1 trait bonus on all attack rolls made against foes you know to be evil outsiders.

Magic is Life: Your faith in magic allows you to reflexively use the energy of any spell effect currently on you to save you from death. As long as you are under the effects of a spell, you gain a +2 trait bonus on saving throws against death effects. If you are reduced to negative hit points while you are under the effects of any spell, you automatically confirm stabilization checks to stop bleeding.

Chosen Child: The oracles smiled upon you when your parents claimed you were of divine right, and you were raised with privileges few can fathom. Your starting wealth increases by 900gp

Skills:
Acrobatics +1
Appraise +5
Bluff -3
Climb +5
Craft +1
Diplomacy -3
Disable Device +1
Disguise -3
Escape Artist +1
Fly +1
Handle Animal -3
Heal -1
Intimidate -3
Knowledge (Arcana) +1
Knowledge (Dungeoneering) +1
Knowledge (Engineering) +1
Knowledge (Geography) +1
Knowledge (History) +1
Knowledge (Local) +1
Knowledge (Nature) +1
Knowledge (Nobility) +1
Knowledge (Planes) +1
Knowledge (Religion) +1
Linguistics +1

Perception +1
Perform -3
Profession -1
Ride +1
Sense Motive -1
Sleight of Hand +1
Spellcraft +5
Stealth +1
Survival +3
Swim +5
Use Magic Device -3

Languages: Common (Can't Speak)
Other Gear:
Spellbook
Wand of Infernal Healing 25
Wizard's Kit
Haramaki
Bear Trap
Abacus
Two Spring Loaded Wrist Sheaths (Wand/Dagger)
Spectacles
Cave Whistle
4 Kunai
10 Vials
(Has a Pseudodragon friend named Ternock who lives in his backpack)
52gp
--------------------
Special Abilities
--------------------
Arcane Reservoir: 4: An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.

Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.

Exploit: Dimensional Slide 10ft: The arcanist can expend 1 point from her arcane reservoir to create a dimensional crack that she can step through to reach another location. This ability is used as part of a move action or withdraw action, allowing her to move up to 10 feet per arcanist level to any location she can see. This counts as 5 feet of movement. She can only use this ability once per round. She does not provoke attacks of opportunity when moving in this way, but any other movement she attempts as part of her move action provokes as normal.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots.

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.

Dayrunner: Orcs refuse to yield to any foe, including the sun. Some spend hour upon hour glaring at the sun until their ruined eyes acclimatize to bright light. Orcs with this racial trait take a –2 penalty on all ranged attack rolls. This racial trait replaces light sensitivity.

Feral: Orcs have the ability to fend for themselves long before they master the rudiments of their language and culture. Having needed to hunt bugs and tiny animals for food to survive while still infants, feral orcs fight all the harder to survive when at the brink of death. Orcs with this racial trait gain Survival as a class skill and gain a +1 racial bonus on melee weapon attack and damage rolls when at negative hit points. This racial trait replaces the orc's weapon familiarity and automatic languages. Feral orcs without additional languages due to high Intelligence scores or ranks in Linguistics can only communicate with grunts and gestures.
--------------------
Spellbook
--------------------
Spells Known

Lv0-All

Prepared:

Detect Magic=1
Read Magic=1
Mending=1

Lv1-4

Shield
Endure Elements
Infernal Healing
Keep Watch

Prepared:

Shield=1
Endure Elements=1
--------------------
Backstory
--------------------
The following are diary entries from a Wizard known as Castian Silversun.

I found a pureblooded orc child in the woods outside my cabin this morning. He was trying to catch and eat one of my chickens in the chicken cope. After much coxing I got him to accept some bread from me. Poor thing was naked, though he is holding onto a large sack of something, I'll have to investigate further to get to see whats inside. I hope its not something... unsettling. I have seen far too much gore and viscera in my life and don't need to see anymore!

There is something strange about this orc child. He has no shadow... very interesting, while he is most certainly not a vampire their is a wickedness that surrounds him, perhapes this is why he was abandoned and not just killed by his orc family, perhaps he was a creation of a orc shaman. Perhaps a cursed child, perhaps... well im not gonna let that stop me from inquiring further into the matter. He doesn't seem very violent, well for orc standards anyway. I'm still very curious of what's in the bag though. It has been a week, surley if it were something organic i would have noticed a stench right?

While I have not gained his trust enough for him to take a bath or even get him some clothes, I have noticed he has been watching me through the grape vines when I preform magic on my garden. He seems lost in wonderlust when I cast spells. Perhaps I can use this to get him to trust me more. Perhaps because he is so young he doesn't understand the concept of magic. Though at times do any of us?

Eureka!!! It has worked! I have made much progress with the orc child this past week, even my familiar Ternock was impressed by him. He allows me to get him cleaned up, with new clothes and cut hair, simply by casting a few cantrips. I did also get a peek at what was in his bag he has been holding onto all this time, Gold!!! Right around a thousand gold or better! I havent the slightest clue how he got all of it, but seeing as how no one has come looking for it for as long as he has been here, (which is around a month) he couldn't of stole it. I will try and teach him the common tongue in the following weeks Ternock says that he can't even telepathically communicate with him so he doesn't even know orcish tongue! Which bothers me a little. Even by a orcs aging process, which puts him around 5 years old, he still doesn't know a lick of orcish? Something is amiss. For that I am sure!

Strange... he is learning the common tongue, but refuses to speak it. All he does is grunt and gesture. It's adorable yet frustrating. Ternock is acting as the translator between the two of us. Though I can tell Ternock is adjusting what the child says. Seems the child likes to speak very straight forward with little regard for other peoples feelings, otherwise it is going along ok. Though Ternock translated something rather... unsettling. It turns out the child wasnt abandoned... he was orphaned after a "Red-Horned Man" killed his tribe. As the boy put it, "A Red-Horened Man appeared in our camp, he the shouted at us and everyone fell dead to the ground, he walked up to me and smiled with bloody teeth, dropped a sack of shinies next to me and then was gone" I should avoid this subject with him, it is easy to see he is still shaken up over it. Or at least likes to break things when I try to inquire further. This marks the first time I've ever seen him angry.

He picked out a name for himself, Balthazar Gruffudd. I beleive he just picked two names out of some storybooks I bought him to help with his reading. One is a story about an half-orc named Gruffudd, early level reading, Stuff like, "Gruffudd likes mud, THUD goes Gruffudd as he fell in mud." The second was a higher level read, but still was very educational for him, the protaganist is Balthazar, a young boy that finds out he is a wizard after a half-giant comes to find him and enroll him in a magic school called Stogborts. Then he finds out that a evil oracle tried to kill him when he was a baby but failed and... left him with a... cursed mark... Nah!

Even though he still won't speak common, (even after 10 years!) he will speak magical components. A bit odd for a fullblooded orc to take up magic isn't it? Especially as a wizard! And yet he seems eager to learn, as I am very old and only have a year or so left in me; I suppose I will teach him all I can with my time left. However long that may be.

This is the last time I write, my time has come. Balthazar and Ternock are beside my bed. Making sure my last few moments are comfortable. Balthazar will most likely leave to make his own path, possible heading to Riddleport and looking for work. I have asked Ternock to accompany him on his travels, to which my old friend agreed, he still won't do anything but grunt and gesture, such a silly boy. He has helped me through these last few years however. He has made my retirement mean something to me. As I feel my last moments approachng, Balthazar leans twards me...

(Ternock finishes the journal) He whispered the words, "Sleep Well"

Demeanor & Attire:
Balthazar has a very gruff and straightforward attitude. Whether it be correct or not he simply doesn't prefer to sit and wait for things to happen on their own. Though he is usually reasoned with thanks to Ternock being his living conscience. Though recently he has purchaced a Cave wistle that only dragons and kobolds can hear. Usually blowing it when Ternock is really holding him back from doing what he wants.

He is however, extremely loyal to thoughs who he trusts. Though he may grunt a lot, he is actually more complex then others give him credit for. He has a sense for the finer things in life and won't settle for low standards when he could afford better. He wears nice leather boots with buckles, black breaches made of cotton, a sturdy leather belt fastened with a silver buckle that depicts a dragon. He wears a undershirt of white silk with a red collared jacket with gold thread trim open halfway down his chest. Underneath the opening he sports a haramaki. He wears a simple string around his neck which is where the cave whistle is attached. Usually has combed hair but sometimes just lets it fall where it will.