About Ardisen Greymore
Male Human Wizard (Enchantment Manipulator) 14
Wizard Spells Prepared (CL 13th; concentration +20):
Feats Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Persuasive, Fast Learner, Iron Will, Improvistation, Improved Improvisation, Dilettante, Magical Aptitude, [Alertness]
Traits Fiendish Presence, Fast Talker
Languages Common, Infernal, Abyssal, Thassilonian, Osiriani, Ancient Osiriani, Sylvan, Ignan, Dwarven, Draconic, Tien, Undercommon, Celestial, Varisian, Elven, Read Lips, Necril, Terran, Polyglot, Aklo
Combat Gear Starsword, dagger, light crossbow, 25 crossbow bolts, 9 cold iron crossbow bolts, 10 silver crossbow bolts, 8 adamantine bolts Other Gear spell component pouch, belt pouch, 2 spring-loaded wrist sheaths, signet ring, 100 gp of jewellery, noble's outfit, average snowbloom, wayfinder, aegis of recovery, first-aid gloves, tourmaline sphere ioun stone (normal), sharrowsmith's handy haversack, lesser maximize metamagic rod, cloak of resistance +5, headband of mental prowess +4; belt of mighty constitution +4, pearl of power (3rd level), wand of mage armor (8 charges), wand of shield (43 charges),wand of touch of the sea (46 charges), wand of break enchantment (5 charges), wand of freedom of movement (6 charges), wand of cure light wounds (50 charges), scroll of water breathing, potion of fly, potion of delay poison x2, antitoxin x2 Porter spellbook x2, pathfinder chronicles x10, masterwork backpack, bedroll, waterskin, explorers outfit, courtiers outfit, hot weather outfit, cold weather outfit, diamond worth 1500 gp x2, diamond dust worth 500 gp, 8,190 gp.
Lvl 7 = Limited Wish, Insanity, Mage's Magnificent Mansion, Mass Inflict Pain, Temporary Resurrection, Spell Turning, Finger of Death
Lvl 6 = Chain Lightning, Greater Heroism, Sirocco, Getaway, Serenity, Explode Head, Psychic Asylum, Cloak of Dreams, Vengeful Outrage
Lvl 5 = Dismissal, Dominate Person, Teleport, Feeblemind, Hold Monster, Possession, Cone of Cold, Mage's Private Sanctum, Suffocation, Mind Fog, Smug Narcissism
Lvl 4 = Black Tentacles, Elemental Body I, Dimension Door, Crushing Despair, Dragons Breath, Remove Curse, Summon Monster IV, Overwhelming Grief, Stoneskin, Mind Wipe
Lvl 3 = Dispel Magic, Fireball, Deep Slumber, Suggestion, Displacement, Haste, Lightning Bolt, Vampiric Touch, Slow, Fly
Lvl 2 = Scorching Ray, Hideous Laughter, Resist Energy, Touch Of Idiocy, Cats Grace, Invisibilty, Raiment Of Command, Darkness, False Life, Scare, Summon Swarm, Molten Orb, Bulls Strength, Knock, Alter Self, Mirror Image, Sonic Scream
Lvl 1 = Sleep, Charm Person, Unprepared Combatant, Burning Hands, Mage Armour, Color Spray, Disguise Self, Enlarge Person, Grease, Feather Fall, Protection From Evil, Silent Image, Vanish, Infernal Healing, Summon Monster 1, Chill Touch, Corrosive Touch, Magic Missile, Shocking Grasp, Snowball, Comprehend Languages, Ray of Enfeeblement, Detect Undead
Lvl 0 = All (except Necromancy and Transmutation)
Casandra, Viper Familiar:
N Tiny magical beast
Init +3; Senses low-light vision, scent, Perception +9
Feats Weapon Finesse
Ardisen Greymore was born on 21st Pharast 4697 AR in Egorian, the captial of Cheliax. His family had attained minor noble status in the wake of the Thune Ascendancy, a position Ardisens parents desperately fought to elevate. Unfortunately, neither parent demonstrated either the social grace or cunning to maintain any status increase they were able to grasp through hellish contracts and the like, and as such the family struggled to be recognised as anything more than a minor name.
Even as a child, Ardisen realised the importance of ettiquette in the courts of Egorian and studied the upper classes with borderline obsession. By his early teens, the youth had mastered the mannerisms, styles and behaviours of the social elite. However, he desired more than to simply blend in amoungst them.
As a child prodigy, Ardisens ambition and intellect were clearly apparent, and when the teen made the decision to pursue the arcane arts as an alternative route to power he had little difficulty finding a mentor. Calling in a few favors with the contacts he'd made, Ardisen was taken under the wing of an associates uncle. Unsurprisingly, he excelled within his training, so much so that within a handful of years his magical aptitude was such that he was ready to further specialize. While his tutor encouraged him to follow in the footsteps of his countrymen and focus on conjuration and devil-binding, the young wizard had other ideas. Parting company with his mentor, he collated as many texts as possible to allow him to study deeper into enchantment magics, hoping that such a craft would hone his already developed social aptitude.
Realising that the knowledge he required did not come cheap, and running low on funds, Ardisen made the decision to continue his studies and support Cheliax by enrolling with the Pathfinder Society, intent on supporting his magical advancement and developing his reputation. For several years Ardisen trained within the Grand Lodge of Absalom, often under either Kreighton Shaine or Aram Zey. Following his Confirmation, Ardisen allied himself with Kreighton, preferring his pursuit of knowledge over Zeys focus on spellcraft.
During his early assignments, the young enchanter continued to support the Chelish agenda alongside Zarta Dralneen, often taking leadership roles while in the field, be it as the 'chief' of a collection of captured goblins or leading an army of his fellow Pathfinders to battle in the Worldwound. As Ardisens fame and commendations grew, he came to the attention of Lady Gloriana Morilla, who invited the wizard to join her faction, the Sovereign Court, promising to see his noble heritage recognised. Ardisen accepted, and true to her word Gloriana saw his 'lordship' instated.
Lord Greymore served as a field agent for the Society and Sovereign Court for just under two years, acting as a scholar, diplomat and enchantment specialist. In this time he was instrumental in the crusades in the Worldwound, the reclamation of Jormurdun, the reunion of the Jewelled Sages and the reformation of the Sky Key, as well as dozens of other missions. Following his victorious participation in the 'Ruby Phoenix Tournament' and his involvement in a classified Decemvirate matter, Ardisen was elevated to the position of Venture-Captain, achieving a personal goal and securing his legacy within the Society.
Since his elevation into the upper ranks of the Society Ardisen has acted as both an expedition manager and field commander to reporting agents, maintaining his role as a diplomat while studying his own findings from various field assignments. While his own field work has reduced greatly, he has still found time to retrieve stolen vials of the sun orchid elixir from a blue dragon, fought the offspring of an alchemists twisted attempts at claiming divinity, infiltrated the Aspis Consortium's headquarters and saved their patrons from an internal coup and released the elemental deity, Ranginori, from captivity.
Ardisen is a proud and confident young man with a passion for improving his social and political standing and developing his considerable mastery of the arcane. Having matured notably over his time with the Pathfinder Society, the young lord understands that his own needs and whims are no longer his sole priority, especially following his recent promotion to Venture-Captain. Responsibility of field agents, expeditions, his own entourage and mentoring his sibling have all forced Ardisen to place to the needs of other alongside his own.
Ardisen is incredibly well educated on all subjects, especially on matters of the arcane, courts and local customs. Additionally, he has a firm understanding of numerous languages. His ability to absorb information quickly and an aptitude at improvisation allow the enchanter to adapt to most situations. Ardisen's greatest strengths are his silver tongue and enchanting smile. Even those who dislike him cannot deny his charming, well-spoken and practiced diplomatic capabilities or his uncanny ability to manipulate and beguile others. The Society frequently makes use of these skills, employing Ardisen onto tasks that require those more accustomed to social maneuvering. As a member of the Sovereign Court he has aquired dozens of allies and supporters, which resulted in the construction of an informal network of loose lipped nobility, spies and informants. This network combined with his own research often leads to the Chelaxian appearing to be in the know.
For all his strengths, Ardisen is not infalliable. His overconfidence often blinds him to obvious risks or falsehoods, especially when his mind is otherwise occupied with his own machinations. He dislikes failure from others, but especially from himself, and while he hide his feelings well, his pride is easily wounded when he let's himself or others down. Having had several encounters with Numarian technology, he has a distaste for it (perhaps as it is one of the few things he has failed to fully understand) and will avoid it where possible.
Recently turned twenty years old, Ardisen is a tall young man with a slender jawline. He typically wears his dark brown hair in a modern style designed to draw attention to his handsome face. Ardisens appearance is no accident, he goes to great pains to make the most of his pale Chelaxian complexion.
Ardisen wears clothing and jewellery much more befitting of the social elite, eschewing the more common attire of his arcane peers. The only clear signs of the youths magical talent are the spellbooks carried by his porter and the viper familiar that often weaves absent-mindedly around Ardisens arms, shoulders and feet. The red-tinted steel blade ,the 'Starsword', hangs proudly from Ardisens belt periodically crackling with electricity. A beaten backpack marked with the glyph of the open road completes the enchanters look, standing out somewhat from his noble finery.
PFS information for the GM:
PFS # 129255-2
Faction: Soverign Court
Fame: 82 / Prestige: 13
Prestige Spent: 5 on Porter follower, 2 on wand of infernal healing, 2 on wand of mage armor, 1 on Noble Title vanity, 6 on Information Brokerage membership, 2 on Height of Fashion vanity, 3 on Personal Fixer follower, 1 on Essential Field Agent, 7 on Personal Fixer follower, 2 on potion of fly, 2 on potion of cure serious wounds, 2 on scroll of speak with dead x2, 1 on Vaults of the Ten, 15 spent of Absalom Townhouse vanity, 2 spent on Seneschal follower, 6 spent on Expedition Manager, 4 spent on Personal Physician follower, 8 spent on Isah's Wish
05/04/2014 - Scenario #5-08 The Confirmation