King of Keys Delaraius Solzakarr

Eldren Vacaris's page

64 posts. Alias of F. Castor.


Full Name

Eldren Vacaris

Race

Human (Solamnic)

Classes/Levels

Wizard (Exploiter Wizard) 2; AC 12, touch 12, flat-footed 10, CMD 13; HP 14/14; AR 4/5; Fort +2, Ref +2, Will +6; Initiative +4; Perception +9, Sense Motive +7

Gender

Male

Size

5 ft. 10 in., 162 lbs.

Age

27

Alignment

Neutral

Strength 10
Dexterity 14
Constitution 14
Intelligence 18
Wisdom 13
Charisma 12

About Eldren Vacaris

ELDREN VACARIS CR 1
Male Human (Solamnic) Wizard (Exploiter Wizard) 2
N Medium Humanoid (Human)
Hero Points 2
Init +4; Senses Perception +9
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DEFENSE
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AC 12, touch 12, flat-footed 10. . (+2 Dex)
hp 14 (2d6+4)
Fort +2, Ref +2, Will +6
Defensive Abilities None
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OFFENSE
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Spd 30 ft.
Melee Quarterstaff +1 (1d6/20/x2/bludgeoning) or
. . Dagger +1 (1d4/19-20/x2/piercing or slashing) or
. . Unarmed strike +1 (1d3+2/20/x2/bludgeoning, nonlethal)
Ranged Dagger +3 (1d4/19-20/x2/10 ft./piercing or slashing)
Special Attacks None
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SPELLCASTING
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Wizard Spells Prepared (CL 2nd/3rd vs. dispel; concentration +8)
1st - color spray (DC 15), mage armor, silent image (DC 15)
0 (at will) - acid splash, dancing lights, detect magic, ghost sound (DC 14)
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STATISTICS
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Str 10, Dex 14, Con 14, Int 18, Wis 13, Cha 12
Base Atk +1; CMB +1; CMD 13
Feats Disciplined, Quick Thinking, Spell Focus (Conjuration)
Traits Outcast's Intuition, Seeker, World Traveler
Drawbacks Foul Brand
Skills (Trained) Craft (Alchemy) +8, Diplomacy +6, Intimidate +2, Knowledge (Arcana) +9, Knowledge (Dungeoneering) +8, Knowledge (Geography) +8, Knowledge (History) +8, Knowledge (Local) +8, Knowledge (Nature) +8, Knowledge (Planes) +9, Knowledge (Religion) +8, Perception +9, Profession (Herbalist) +5, Sense Motive +7, Spellcraft +9
Skills (Untrained) Acrobatics +2, Appraise +4, Bluff +1, Climb +0, Craft +4, Disguise +0, Escape Artist +2, Fly +2, Heal +1, Perform +1, Ride +2, Stealth +2, Survival +1, Swim +0
Languages Common, Dwarven, Goblin, Magius, Silvanesti, Solamnic
SQ Arcane Reservoir (4/5 per day), Bonus Feat (Human), Exploiter Exploits (Quick Study), Skilled
Combat Gear Quarterstaff, dagger, spell component pouch; Other Gear Traveler's outfit, masterwork backpack (22.5 lbs: bedroll, blanket, Eldren's spellbook (with simple lock), ink (black), inkpen, mess kit, shaving kit, soap, torch x2, trail rations x4, twine (50 ft.), waterskin), belt pouch (0.5 lbs: flint and steel, compass), belt pouch (1 lb: acid), belt pouch (0.32 lbs: money)
Magic Items None
Oils None; Potions None; Scrolls None
Money 0 platinum pieces, 5 steel pieces, 5 silver pieces, 6 copper pieces; Other Wealth None

Eldren's Spellbook:
Protection Simple lock (DC 20)
Value 125 steel pieces
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SPELLS
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0 - acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue
1st - burning hands, charm person, color spray, comprehend languages, mage armor, magic missile, protection from evil, silent image, vanish
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RITUAL
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None

Of Books and Covers:
Standing at about five feet and ten inches tall and possessed of a slender build, Eldren is agile and dexterous and in good health, but neither is he particularly strong nor especially imposing. Although he can be considered a handsome man, his fair, almost pale, complexion along with his shoulder-length white hair and his pale blue eyes serve to make his appearance somewhat disconcerting, giving the impression almost as if color has been drained from him.

Dressed in comfortable fitted clothing of mostly blue and indigo hues with golden markings and trimmings, as well as a matching hooded robe, he appears to eschew the colors of any of the three Orders of High Sorcery, reasoning that it is the Test alone and not simply his personal preference that will determine the color of his robes and the Order he will ultimately belong to. His attire is usually complemented with a pair of knee-high soft leather boots and a pair of soft gloves he rarely, if ever, takes off in front of others. Other than that, a simple staff he almost always has in hand whether he is walking or standing leaning against it, a sheathed dagger and a pouch holding his spell components, both fastened securely on his belt, and finally a well-made backpack containing, among other things, his spellbook comprise more or less the entirety of his belongings.

Early Background:
- Eldren was born in Palanthas to a flirtatious tavern maid of loose morals and an unknown drifter. The former made for an indifferent mother and the latter for a nonexistent father. Born with white hair, fair-to-pale skin and pale blue eyes, he has always been different. Unbeknownst to him until later, there was another difference though, less obvious and perhaps connected to his somewhat disconcerting appearance. For he was strong with Magic in a way that, after he finally started studying it later on, allowed him to manipulate it and in a way exploit it. (Exploiter Wizard archetype, Arcane Reservoir, Exploiter Exploits; Outcast's Intuition trait)

- His mother gave custody of him to a well-off Black Robe called Nicodemus Shadecloak in return for a monthly stipend, supposedly because he was looking for an apprentice. In reality he was looking for a servant and errand boy, but thought apprentice sounded better. Eldren's mother would not have cared either way as long as payment was involved truthfully. Life under the Black Robe necromancer was not easy and Eldren quickly learned how to think on his feet and act and react quickly enough to avoid punishment or at the very least know when to expect it. (Quick-Thinking feat; Perception and Sense Motive skills)

- Nicodemus already had an apprentice, his daughter, Arianna, a girl roughly the same age as Eldren. Unlike her rather cruel and capricious father, she was actually kind and befriended the servant boy, even teaching him a bit of magic, as well as more mundane skills, and the necessary discipline that went with such lessons in secret as they were growing up in the same house, Nicodemus being absent quite often on personal or Order business. (Disciplined feat; Knowledge, Profession (Herbalist) and Spellcraft skills)

- Arianna eventually left to take the Test, a moment of great pride for her father. But it all went wrong it seemed. She never returned and Eldren never found out what became of her. Nicodemus acted as if she died, but did she or did she pass but did not take up the Black Robes? Nicodemus was almost fanatical in his devotion to his Order, so either outcome would almost seem the same in his eyes. Whatever truly happened, it seemed to somewhat unhinge the man, who turned to Eldren oddly enough and started to actually teach the young man, albeit not in a particular patient way. He even branded his new apprentice's right hand with the symbol of Nuitari, in his growing madness thinking that that would mean his "son", as he had started calling Eldren with little to no love behind the word, would only ever follow this God and this God alone. (Spell Focus (Conjuration) feat; Foul Brand drawback)

- Having had enough, Eldren eventually left Nicodemus' household in the dead of night, taking advantage of the necromancer's somewhat diminished faculties owing to his madness, suspecting that perhaps his "master"'s devotion to the Orders of High Sorcery had even started to falter due to his delusions and the loss of his daughter, regardless of the nature of that loss. Whether Eldren's suspicions about Nicodemus slowly turning into a Renegade were correct or not, he left nevertheless, not exactly wanting to wait and find out. Instead he opted to travel, seeking to further his knowledge of and skill in Magic and hoping to eventually take the Test of High Sorcery and finally find a place to belong. As for which of the Orders that would be, the Test and the three Gods of Magic would decide. (Seeker and World Traveler traits)

Recent History:
The road from Palanthus shows you how much and how many people are dying to get to Palanthus. Funny how all you have ever wanted was to get away. You wonder if your mother and father were once people like this, full of hope traveling to the city paved with gold only to find out that it was fool's fold all along.

Regardless, the road brings you to Yarus and then to the High Clerist Tower. Though you are not a follower of Paladine and his sons, the place is awe inspiring in its size and how truly formidable a citadel it is. You cannot imagine anyone over-running it with any Army.

From there you consider which way to go. East to the burgeoning trade cities of Istar or west to the ancient Empire of Ergoth. Perhaps even south to the beautiful city of Tarsis. You decide that Ergoth makes the most sense. As the oldest human civilization it creates the best chance for you to find more Wizards that you can learn from, after all, you need a true Mentor if you are to continue your studies and hope to pass the test of High Sorcery.

Months pass as you take caravan to caravan to reach the Empire. Along the way you meet some aspiring Wizards but none who are actual Wizards of High Sorcery. Some of these Wizards whisper of another way to power, the way of the Renegade. None admit to being one but all seem to know someone who knows someone though none name names.

You pass through Hylo and for the first time meet Rin Doodletwirl, a most unusual Kender. Surprisingly beautiful though admiring her makes you think of a girl a bit too young so you avert your eyes. Luckily the bag of components you "dropped" she finds and returns to you.

Through her you find a caravan heading to what you decided is your true destination, the Capital or Ergoth, Tuskanvil (Gwynned on the map in the Northern Hundred Region). Once you arrive your gamble pays off. Master Truvailant Gwynnth finds you in a tavern and takes you on as an apprentice. Your time with this White Robe is the exact opposite as your time with Nicodemus.

A year into your studies Master Gwynnth is asked to make a trip to Mount Nevermind to meet with what the gnomes believe is a burgeoning young Gnome Wizard! You take a carriage to Landfall to catch a ship to Sancrist...