Simulacrum of Vraxeris the Illusionist

Ardisen Greymore's page

383 posts. Organized Play character for Stemboy.


Full Name

Lord Venture-Captain Ardisen Greymore

Race

Human (Taldan)

Classes/Levels

Wizard (Enchantment Manipulator) 16 HP: 130/130 | AC: 12 | T: 12 | FF: 10 | CMD: 20 | Fort: +14 | Ref: +13 | Will: +18| Init: +2 | Perception: +7 | Sense Motive: +8

Gender

Male

Size

Medium

Age

22

Alignment

Lawful Neutral

Location

Absalom

Languages

Common, Infernal, Abyssal, Thassilonian, Osiriani, Ancient Osiriani, Sylvan, Azlanti, Ignan, Dwarven, Draconic, Tien, Undercommon, Celestial, Varisian, Elven, Read Lips, Necril, Terran, Polyglot, Auran, Aquan

Occupation

Information Broker/Socialite/Venture-Captain

Homepage URL

Ardisen Greymore Artwork

Strength 10
Dexterity 14
Constitution 16
Intelligence 28
Wisdom 10
Charisma 20

About Ardisen Greymore

Male Human Wizard (Enchantment Manipulator) 16
LN Medium humanoid
Init +2; Senses Perception +6

Defense
AC 12, touch 11, flat-footed 10 (+0 armor, +2 Dex)
hp 130 (16d6+64)
Fort +14, Ref +13, Will +18;

Offense
Speed 30 ft.
Melee Starsword +7/+2 (1d8+1+1d6 electric) or dagger +7/+2 (1d4)
Ranged light crossbow +10 (1d8)

Wizard Spells Prepared (CL 16th; concentration +25):
8th - Maze x2, Euphoric Tranquility
7th - Open Slot, Limited Wish, Finger of Death, [Mass Inflict Pain]
6th - Psychic Asylum, Getaway, Chain Lightning (2), [Vengeful Outrage]
5th - Open Slot x2, Dismissal, Hold Monster, Mind Fog, [Dominate Person]
4th - Dragons Breath (3), Dimension Door, Stoneskin, Summon Monster IV, [Mind Wipe]
3rd - Dispel Magic (2), Fireball (2), Lightning Bolt, Displacement [Deep Slumber]
2nd - Open Slot (2), Scorching Ray (2), , Raiment of Command, Invisibility, [Hideous Laughter]
1st - Burning Hands, Magic Missile (3), Snowball, Vanish, [Unprepared Combatant]
0 (at will)— Flare, Detect Magic, Acid Splash, Read Magic

Statistics
Str 10, Dex 14, Con 12 (16), Int 22 (28), Wis 10, Cha 14 (20)
Base Atk +8; CMB +8; CMD 20

Feats Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Persuasive, Fast Learner, Iron Will, Improvistation, Improved Improvisation, Dilettante, Magical Aptitude, Spell Penetration, [Alertness]

Traits Fiendish Presence, Fast Talker

Skills
Acrobatics +7
Appraise +29
Bluff +35
Climb +5
Craft (any) +14
Diplomacy +36
Disable Device +19
Disguise +10
Escape Artist +7
Fly +7
Handle Animal +10
Heal +5
Intimidate +16
Knowledge (Arcana) +29
Knowledge (Dungeoneering) +17
Knowledge (Engineering) +17
Knowledge (Geography) +17
Knowledge (History) +18
Knowledge (Local) +29
Knowledge (Nature) +17
Knowledge (Nobility) +30
Knowledge (Planes) +19
Knowledge (Religion) +17
Linguisitics +29
Perception +5 (+7 with Alertness from familiar)
Perform (any) +10
Profession (any) +5
Ride +7
Sense Motive +6 (+8 with Alertness from familiar)
Sleight of Hand +7
Spellcraft +33
Stealth +7
Survival +17
Swim +5
Use Magic Device +26

Languages Common, Infernal, Abyssal, Thassilonian, Osiriani, Ancient Osiriani, Sylvan, Ignan, Dwarven, Draconic, Tien, Undercommon, Celestial, Varisian, Elven, Read Lips, Necril, Terran, Polyglot, Aklo, Auran, Aquan

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.
Carrying Capacity Light Load 33 lbs. or less, Medium Load 33–66 lbs, Heavy Load 66–100 lbs, Current Load ? lbs.

Spellbook:

Lvl 8 = Maze, Euphoric Tranquility, Greater Possession, Stormbolt
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, Transformation
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, Emergency Force Sphere
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)

Special Abilities
Silver Tongued: You are adept at subtle manipulation and putting even sworn foes at ease. You gain a +2 bonus on Diplomacy and Bluff checks. In addition, when you use Diplomacy to shift a creature's attitude, you can shift up to three steps up rather than just two. This racial trait replaces skilled.
Fiendish Presence: Your family routinely held court with pit fiends and erinyes when you were a child, and as a result, you learned to manipulate people better than most. You gain a +1 trait bonus on Diplomacy and Sense Motive checks. Diplomacy becomes a class skill for you.
Fast Talker: You had a knack for getting yourself into trouble as a child, and as a result developed a silver tongue at an early age. You gain a +1 trait bonus on Bluff checks, and Bluff is always a class skill for you.
Enchanting Smile: You gain a +4 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks.
Beguiling Touch: (10/day, DC 22 Will save) You can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures that fail their save are affected by charm monster for 5 rounds. This is a mind-affecting effect.
Arcane Bond: You form a powerful bond with a viper familiar, gaining a +3 bonus on Bluff checks.
Arcane School: You specialize in Enchantment (Manipulator). Your opposition schools are Necromancy and Transmutation, when you prepare spells from your opposition schools you must use two spell slots of that level to prepare the spell.
Fast Study: Normally, you spend 1 hour preparing all of your spells for the day, or proportionately less if you only prepare some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute.
Shape Emotions: You can emit a 30-foot aura to either ward off or welcome emotional influence for a number of rounds per day equal to your wizard level. If you choose to ward, you and your allies within this aura receive a +4 morale bonus on saves against mind-affecting spells and effects, and any fear effects targeting you or your allies are reduced by one step (shaken has no effect, frightened becomes shaken, and panicked becomes frightened). If you chose to enhance emotional influence, enemies within the aura receive a –2 penalty on saves against mind-affecting spells and effects. These rounds do not need to be consecutive.
Opposition Research: By completing strenuous studies, you have broken through the mental barriers that made it hard for you to prepare spells from one of your opposition schools, Necromancy. Preparing spells of the Necromancy school now only requires one spell slot of the appropriate level instead of two, and you no longer have the –4 Spellcraft penalty for crafting items from that school.
Beyond Morality: As long as you are neutral, you may choose to be treated as the most favorable alignment when affected by spells whose effects vary based on alignment (such as holy word). If you are neutral in relation to evil and good, you may choose to be treated as good or evil. If you are neutral in relation to chaos and law, you may choose to be treated as lawful or chaotic. You may only choose to be treated as one alignment type along a single axis at a time (for instance, if you were within the area of both a magic circle against evil spell and an unholy blight spell, you would have to choose to be either evil, good, or neutral for the purpose of determining the spells’ effects).

Boons/Prestige Awards
Confirmed Field Agent: You have been formally recognised as a field agent and given a wayfinder engraved with your name and date of graduation ('Ardisen Greymore, 1st Desnus 4714').
Explore, Report, Cooperate: You have an excellent sense of what makes an exemplary Pathfinder. As a free or immediate action, you may consider whether a particular action you name would help realise the goals of the Pathfinder Society. The GM then informs you whether the action's impact would be postive, negative or negligible regarding a secondary success condition for a scenario. If none of these options accurately reflects the actions impact on your fulfillment of the secondary success condition, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.
Friend of Janira Gavix: The field agent who oversaw your Confirmation is appreciative of your bravery and camaraderie in the face of danger. She helps you perform research, granting you a +1 bonus on Knowledge checks attempted while you are in the Grand Lodge.
You Be Goblin!: You have special insight into the distractible and sadistic mind of a goblin. You gain a +2 bonus on all Bluff, Diplomacy, Intimidate and Sense Motive checks made against goblins.
Sewer Sense: Your time spent in Absalom’s sewers has given you an innate familiarity with the complex network of tunnels and underground streams. You gain a single-use +5 bonus on any Knowledge (local) or Survival check to learn about or navigate the sewers under the City at the Center of the World, applied before the roll is made. When you have used this boon, cross it off the Chronicle sheet.
Comic Book: Before leaving the comic book store, you snatched an illustrated folio that recounts—no, predicts—one of your heroic exploits yet to come. By replicating this stunt or deed, you can be sure to succeed; it wouldn’t be in the story if it weren’t true! You can use this boon before rolling a d20 to instead roll two dice and take the better result. When you use this boon, cross it off your Chronicle sheet.
Porter: You procure the services of a strong porter to help you carry heavy or bulky spoils from your many explorations. A porter can generally be used to carry up to 100 pounds of gear without slowing down, or up to 300 pounds of gear at encumbered speed. The porter may not assist with any other Strength-based checks.
Paragon of the Society: The Pathfinder Society recognizes your admirable contributions to its efforts to explore, report and cooperate, and this award inspires you to perform increasingly impressive deeds. You may add a +4 luck bonus on any one d20 roll before this roll is made. Alternatively, you may apply a +2 luck bonus on any one d20 roll after the roll but before the success or failure of the check are known. Check one use each time you use either of these abilities. When you use the last use, cross this boon off your Chronicle sheet.
Sky Citadel Reclaimer: You succeeded in reclaiming the sky citadel of Jormurdun, an immense fortress city abandoned millenia ago. You were able to claim a small boon for yourself either by studying the lore left behind by the dwarves or earning divine favor by restoring a shrine to working order. Secrets of Creation: Among the fragile texts in Jormurdun you found treatises on the enchantment of magic arms and armor. Once per day you can cast magic weapon as a spell-like ability with a caster level equal to your character level. In addition, whenever you cast greater magic weapon or magic vestment you treat your caster level as one higher. If you wield a weapon or wear armor augmented by either of these spells, you treat its caster level as one higher (unless the spell already benefitted from this boon).
Sky Key Core: You assisted the Pathfinder Society in the recovery of a strange relic known as the Sky Key, though it appears this is just one piece of a larger device. Each time you earn the Sky Key Component boon, you also recover one spent Prestige Point.
Wartime Knowledge: You have taken the first great steps in mastering the art of warfare. When commanding armies using the Mass Combat rules, your army gains a +1 bonus to DV, OM and Morale.
Diverse Training (1st-Level, 1 Star): Kreighton Shaine’s ability to speak at length about virtually any topic is merely an extension of his years of scholarship and his limitless capacity for extemporaneous theory-crafting. You have a talent for distinguishing his facts from his hypotheses, granting you a rudimentary understanding of countless skills. Once per scenario, you may attempt a skill check as if you were trained in that skill. Your bonus on the check is equal to three plus your number of GM stars and is modified by no other modifiers (including armor check penalty, ability modifiers, etc.).
Reckless Revenge: You chose to undermine Torch’s schemes in Osirion, but he easily identified your plans. You have developed a reputation as one who seeks Torch’s downfall, even if you are not always successful.
Oft-Lectured (3rd-level, 2 Stars): The Master of Scrolls is known for his rambling, esoteric talks that favor the elf’s train-of-thought speech patterns. Where others might have lost interest, you have gleaned a multitude of academic knowledge from Shaine’s disjointed thoughts and theories. When you roll a Knowledge check at the beginning of an adventure (such as immediately after a receiving a mission), you gain a bonus on the check equal to your number of GM stars.
Mythic Legacy: Although your mythic power was short-lived, you have retained a small reserve of that legendary essence for use later. When you activate this ability as a free action, choose one feat that you have. For one round (or as long as it takes to complete a skill check modified by the feat), you gain the benefits of the mythic version of that feat as if you had also expended one use of mythic power. When you use this boon, cross it off your Chronicle sheet.
Noble Title: You gain the noble title of 'Lord'. Among the many hereditary nobles in Taldor, your title means little and grants you few benefits other than an official writ declaring it a legitimate title in the Empire of Taldor, signed by Prince Stavian III himself. You become specialized in Knowledge (nobility).
History of the Sands: Thanks to your discovery of the tomb of Pharaoh Sekh-pa-Mefer III, scholars and researchers can begin cataloging all of the history, art, and grave goods to better understand the life and achievements of this once-forgotten Pharaoh. As recompense for your contributions, you are invited to review and copy these academics’ research. You can use this boon before attempting a Knowledge (history or religion) check to take 20 as a standard action, as if you had lore master ability of a 5th-level bard. If the check pertains to Osirian history or religion, you also gain a +5 competence bonus on the check. When you use this boon, cross it off your Chronicle sheet.
Overcoming Your Fear: Your successful encounter with the terrifying bugbears and barghest of Ordellia has given you a reserve of courage you may tap when you most need it. When making a saving throw against a fear effect, you may roll twice and take the better result. You must declare the use of this ability before rolling the saving throw. When you use this ability, cross it off the Chronicle sheet.
Gripplis' Favor: You have earned the recognition of the Krihirik tribe in the Kaava Lands, granting you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used in conjunction with other boons to grant one or more of your characters access to grippli-related options.
Sky Key Component (Sargava): You recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Sigrin, who founded the now abandoned settlement of Ashkurhall in the Bandu Hills.
Vanei's Friend: You have befriended Vanei Thaskin, who now works as an informant for the Pathfinder Society. Once per scenario, you can recall information Vanei provided in order to reroll a failed Bluff, Diplomacy, or Knowledge check pertaining to the Aspis Consortium. If the second check fails, cross this boon off your Chronicle sheet; your reckless use of Vanei's information has compromised her cover and led to her capture.
Information Brokerage: You're connected to a network of spies and informants who keep you abreast of goings-on in the world. This network has allowed you to capitalize on sharing or refusing to share specific information as the situation and your clients dictate. Your experience building your cache of valuable information grants you a +2 circumstance bonus on Diplomacy checks made to gather information. You can use Knowledge (local) to attempt Day Jobs rolls.
Height of Fashion: Your contacts among the Taldan aristocracy allow you to constantly update and adapt your fashion so as to never appear out of style - be it at court, on the road, or even in combat. You gain a +3 bonus on Diplomacy checks against nobles, politicians, and aristocrats of your race.
Personal Fixer: Exploring ancient historical sites is dangerous work that's made a lot easier by having the right tools for the job. You employ a specialist fixer or quartermaster who is able to secure a variety of inexpensive equipment for you. At the start of an adventure you receive 25 gold pieces that you may spend on any combination of alchemical, magical, and mundane equipment, but your fixer must spend an hour in a settlement of 5,000 or more people to make any purchases. In smaller settlements, the time increases to 1d4+1 hours. You cannot supplement the cost of such a purchase with your own gold. At the end of the adventure, you must return any of this equipment that you did not otherwise expend or destroy in the course of your travels.
If you have 9 or more Fame, you may spend 1 Prestige Point to increase the starting sum to 50 gold pieces. If you have 18 or more Fame, you may spend an additional 2 Prestige Points (3 total) to increase the sum to 100 gold pieces. If you have 27 or more Fame, you may spnd yet another 3 Prestige Points (6 total) to increase the sum to 150 gp. Finally, if you have 36 or more Fame, you may spend another 4 Prestige Points to increase the su, to 250 gold pieces.
The factor otherwise follows all the rules for follower vanities on page 60-61 of the Pathfinder Society Field Guide.
Essential Field Agent (5th-level, 3 Stars): At Kreighton Shaine’s recommendation, the Pathfinder Society recognizes you as a particularly promising agent worth special effort to preserve for future missions. Your wayfinder is decorated with magical silver filigree that does not interfere with the wayfinder’s normal functions and acts as an aegis of recovery (Pathfinder RPG Ultimate Equipment 254) that heals you for a number of points of damage equal to 2d8 plus twice your number of GM stars the next time you fall below 0 hit points. When this ability triggers, the filigree tarnishes and loses this extra ability; cross this boon off your Chronicle sheet.
Accumulating an Army (Riftwardens): You successfully rescued a group of Riftwardens in Azir, earning the respect and promise of aid of the greater organization when the Pathfinder Society embarks to secure and explore the Sky Citadel Jormurdun. This boon is cumulative with any other other Accumulating an Army boons you possess, expands your options when preparing for the expedition, and grants you additional benefits when directly commanding the Riftwardens.
Fiend-Slayer: You have slain a daemon, and the experience has prepared you to fight even stronger fiends. Before you make an attack roll, caster level check to overcome spell resistance, or saving throw against an outsider with the evil subtype (or to resist one of its spells, spell-like abilities, or other abilities), you may activate this boon to roll two dice and use the higher result. If your attack or spell deals damage, it treats the evil outisder’s resistances and damage reduction as though they were only half their listed values (e.g. fire resistance 10 would become fire resistance 5 for the purpose of this attack only). When you use this boon, cross it off your Chronicle sheet.
Inheritor of the Arrow: In return for your service to Erastil and the Fangwood, you have earned access to one of two scaling magic items: the legacy arrow or the spear of the huntmaster. A scaling item grows in power as you gain levels, but you receive slightly less treasure to compensate for its increased abilities. So long as you own a legacy arrow, reduce all gold you earn on Chronicle sheets by 5% (rounded down). So long as you own the spear of the huntmaster, reduce all gold you earn on Chronicle sheets by 15% (rounded down) until you reach 12th level.
The price listed for each relic assumes you purchased it at 4th level (the legacy arrow) or 6th level (the spear of the huntmaster). If you purchase the item when you are higher level, you must instead pay a higher price equal to the value listed on page 160 of Pathfinder RPG Pathfinder Unchained. Use the bauble column for the legacy arrow and the prize column for the spear of the huntmaster. Likewise, if you sell the item, use the corresponding value to calculate its effective market price.
See page 160 of Pathfinder Unchained for more information about scaling magic items. You may instead purchase a legacy arrow in the form of some other ammunition, such as a shuriken or firearm bullet.
Confidante: Twice per adventure, you can call upon your contacts, either allowing you to attempt a Knowledge check as though you had a number of ranks in that skill equal to your number of ranks in Diplomacy or gain a +2 bonus on the check. Calling in a favor takes 1 minute, and when not in an urban enviroment requires two uses of this ability.
Sendeli Foxglove's Favor: You earned the favor of prominent Ivy District businesswoman Sendeli Foxglove. Whether this favor develops into a close friendship, a strategic business relationship, or a romantic tryst is up to you, but Sendeli's favor may well open doors for you both in Absalom and abroad as long as you remain in her good graces.
Scion of Geb: You have saved the town of Geb's Rest and your legend has spread far and wide in the nation of Geb. Any future dealings with native Gebbites inside or outside the country grants you a +1 circumstance bonus to any Charisma based checks while dealing with them.
Greenheart’s Blessing: The peaceful and benevolent spirit of Galdron Greenheart infuses you when you set it to rest in the shrine beneath the Green Market. A small fraction of the luck and fortune in business that imbues the market stays with you as a result, and brings you success for the rest of your life. You receive a +2 bonus on all Day Job checks.
Sky Key Component (Numeria): You have recovered one of the five lost components of the strange relic known as the Sky Key. This piece once belonged to Toggrim, whose descendants now live in Chesed.
Starmetal Stockpile: During your adventure in Numeria, you found a large amount of rare skymetals. You can check the box that precedes this boon in order to purchase a single weapon or suit of armor made of horacalcum, noqual, or siccatite at its listed cost. You can only purchase one such item using this boon, even if you later sell the weapon or armor.
Blaispear Hero: By solving the recent abductions in Karcau without stepping on anyone’s toes, you have upset the unfair Ustalav notion that Pathfinders are merely troublemakers. Blaispear Plaza and its famous statues of heroes stretch before the Cloisoi Theater, and several of its granite pedestals remain vacant; however, the people of Karcau have agreed to create a statue in your image to display here. If your Fame score is lower that twice your XP total when you gain this boon, your Fame score increases by 1. If your Fame score is instead lower than your XP total, your Fame score increases by 2.
The Court Grows (Countess Sasandra Livgrace; Sovereign Court faction): Thanks to your efforts, the countess of Sinaria has begun working with Lady Gloriana Morilla and the Sovereign Court. Establishing the faction’s presence in northern Ustalav requires many weeks of work, during which time you are able to study in Karcau’s libraries and learn more of its musical traditions. Choose either Knowledge (nobility) or one Perform skill. That skill becomes a class skill for you. If it is already a class skill, once per adventure when you roll an unmodified result of 5 or lower on that skill’s check, you can re-roll the die and must use the second result.
Conspirator: Your contact can now perform any of the following services when called: pay any Prestige Point costs associated with getting you out of jail, recover your body and equipment for free if you died in an urban setting, or purchase and deliver to you any item worth up to 10 gp per faction goal you have accomplished (returned at the end of the adventure).
Technophobe: You are no stranger to Numeria's bizarre technology, and you know enough to have sworn off it as needlessly risky and better off scrapped. You gain a +1 insight bonus to AC and on saving throws against advanced technological devices as well as against the attacks and special abilities of creatures with the robot subtype. You also gain a +1 insight bonus on attack and damage rolls made against such creatures. Your distaste for Numerian technology makes you less adept at handling those devices, and any time you would glitch with an armor, weapon or other item, roll 1d6 and subtract it from the d% roll (minimum 1) to determine the glitch's results.
Pathfinder’s Excellence (Magic): Before casting a spell or using a spell-like ability, you can check one of the boxes preceding this boon in order to roll twice for any caster level check to overcome spell resistance and on caster level or concentration checks made to cast a spell in an impeded area (such as a fire spell underwater or a plane with the impeded magic trait). Any members of the Aspis Consortium or foes directly in the Consortium’s employ suffer a –2 penalty on any saving throw against the spell. As a standard action, you can instead check two boxes in order to recall a spell that you have already cast that day. The spell is then prepared again, just as if it had not been cast. Once you check the last box, cross this entire boon off your Chronicle sheet.
Pathfinder’s Excellence (Skill): Before attempting a skill check, you can check one of the boxes preceding this boon in order to roll the check twice and take the better result. If the skill check is one attempted during an encounter in which you are directly opposing a member of the Aspis Consortium or someone in their employ, you gain a bonus to the check equal to half your character level (minimum +1). Once you check the last box, cross this entire boon off your Chronicle sheet.
A Glimpse of the Future: You retrieved the Sarkorian Prophecy and returned it to Nerosyan, where you spent many hours poring over its pages. At any time in the future, you may gain the benefit of this research into the possible course of events, as the spell augury (with a 60% success rate). When you have used this ability, check the box to the left.
Charted Pillars: You can borrow a copy of Venture-Captain Norden Balentiir’s map of the Pillars of the Sun while traveling to that region. The map is imperfect, but it provides enough sufficient information about safe routes through the mountains that you gain a +2 bonus on Knowledge (geography) and Survival checks made when navigating the area.
Relic Guardian: Your stewardship of historical treasures inspires you to act quickly to save such relics from destruction. Once per scenario, when an unattended object within your reach is targeted by an offensive spell, attack, or effect, you can treat that object as though it were in your possession for the purpose of attempting saving throws and resisting sunder attempts. If an opponent succeeds at a combat maneuver check to sunder an object in your possession, you can cross this boon off your Chronicle sheet to force the creature to reroll the attack with a –5 penalty.
Recovered Treasures: When you departed the Bronze House, you carried with you one of its most valuable treasures. You may purchase the item below that your party decided to keep. You may also pay 2 Prestige Points per item to unlock access to the other two items in this boon. You must make the decision to unlock these items when you receive this Chronicle Sheet.
Amulet of armored fists (28,000 gp; neck slot) This barbed amulet allows its wearer to take advantage of his enemies’ weaknesses and protects its wearer from harm. It functions simultaneously as a cruel menacing amulet of mighty fists and an amulet of natural armor +2.
Honored Guests of the Hall: Should you rescue a cleric from the grasp of the demons plaguing Cayden’s Hall, High Priestess Saphira declares you to be an honored guest and from this day forth all drinks beneath her roof are free for you. Additionally, all clerics of Cayden Cailean in Absalom give you a +1 circumstance bonus when asking them for information pertaining to any Knowledge skill check.
Azlanti Wonders: While interviewing the Azlanti general Krahnaliara Lac Suhn, you learned the location of an Azlanti site that might have survived millennia or tragedy and looting. When you adventure in a ruin, archaeological site, or other structure that predates Earthfall (approximately 10,000 years ago, including more Azlanti and Thassilonian sites), you can cross this boon off your Chronicle sheet and choose two of the following: AC, attack rolls, saving throws, or skill checks. For the duration of the adventure while you are exploring the site, you gain a +1 insight bonus on the selected rolls or to your Armor Class.
Champion of Time: You survived the Society’s ill-advised jaunt through time and survived. You gain one of the following boons depending on your role in the victory. Each references traits that appear on pages 327–330 of Pathfinder RPG Advanced Player’s Guide. Record the number of the character who earns this trait below, and include a copy of this Chronicle sheet with that character. Councilor of Time: Your kindness and compassion granted Lady Arodeth a moment’s peace before she sacrificed herself to save the Pathfinders, and your compassion attracts members of the Harbingers of Fate with intellect and care for others to join the Society. You may use this boon when making a new Pathfinder Society character to grant your new character one of the following as a bonus trait: caretaker, charming, or ease of faith.
Timelost Chronicler: You have journeyed through the ancient serpentfolk city of Sessegishoss and witnessed the fall of the Starstone, granting you a remarkable perspective of Golarion’s history. You gain a permanent +1 bonus on Knowledge (history) checks from your first-hand knowledge. Once per scenario you may call on the nascent power granted by your exposure to the falling Starstone to find inner greatness, granting you a +1 morale bonus to a single d20 roll. You must declare your use of this power before the roll is made.
Waverider’s True Revenge: If you stole Waverider’s Revenge and left its captain, Jirandiel Waverider, alive, you gain a powerful enemy with a long memory and a longer life. This enemy may once again return to haunt your adventures.
World Renowned: Not only did you win the tournament, but your name has spread to the many corners of Golarion. To commemorate your victory, you decorated your skin with a tattoo of the Ruby Phoenix's iconic sigil. When you display the tattoo, you gain a +2 bonus on Bluff, Diplomacy and Intimidate checks against the people of Tian Xia and other Pathfinders.
Sacred Scorpion Tattoo: You have earned the trust and respect of Anahita and Ardashir. The girtablilu siblings offer to tattoo a scorpion on your arm, shoulder, or neck using cactus flower ink and a scorpion’s stinger. If you choose not to be tattooed, cross this boon off your Chronicle sheet. Whenever the tattoo is visible, you gain scorpion empathy (as wild empathy using your character level as your effective druid level, save that it works only on scorpions) and a +2 bonus on Diplomacy checks to influence girtablilus. However, you suffer a permanent –2 penalty on Fortitude saves against girtablilu and scorpion venom.
Starkissed Sand: Although the gem dust has minimal monetary value, you can use the entire handful when casting a spell as if it were powdered gemstones of any variety worth 250 gp. In addition, you can choose to augment the spell with one of the following metamagic feats without changing the spell slot of the adjusted spell: Enlarge Spell, Extend Spell, Heighten Spell (saving throw DC increases by 1), or Silent Spell. When you use this boon, cross it off your Chronicle sheet.
Vaults of the Ten (7th-Level, 4 Stars): Kreighton Shaine allows you to peruse one of the Vaults-the numerous caches of relics and magic items that exist beneath the Grand Lodge of Absalom-and pick an item to use in your adventures. You may treat your effective Fame as though it were 5 higher when purchasing a single item. Alternatively, you can purchase a single wand that has only 10 charges; you may also increase the wand's caster level up to CL 7th. The wand's price is equal to the level of the spell x the caster level x 150 gp. If the spell has a material component cost, add 10 times the material component's cost to the final price of the wand. You may use this boon once; record the item or wand purchased below.
Venture-Captain: You are honoured by the Decemvirate with a promotion to the rank of venture-captain. While not granted your own lodge immediately, you nevertheless gain an unparalleled amount of influence within the Society and among it allied factions. You gain 5 bonus PA for this accomplishment on top of those earned through the regular completion of faction missions.
Additionally, you may designate one newly created PC under your Pathfinder Society number as a protégé. This tutelage manifests as a +2 bonus to a single ability score of your choice at character creation. You must include a copy of this Chronicle among the record of the new PC, though the PC gains access to no other boons, equipment, or wealth from this Chronicle.
Absalom Townhouse: Finding that you enjoy life in the big city, you have made a home for yourself near the Grand Lodge in the City at the Center of the World. You gain a +4 circumstance bonus, usable once per game session, on any Knowledge (local) check or Diplomacy check made to gather information regarding the Petal District, and a permanent +2 circumstance bonus on Bluff, Diplomacy, Intimidate, and Sense Motive checks made against residents of that district.
Seneschal: This dedicated servant keeps your affairs in order when you are away from home, ensuring that your property is maintained, your correspondence is kept up to date, and so on. While you are present, the seneschal tends to your wounds, assists you in preparing for future adventures, and ensures that you may focus on your duties as a Pathfinder instead of the day-today business of keeping your property. When you rest at your home, you automatically heal as if under long-term care using the Heal skill. In order to gain the service of such an individual, however, you must own property or a business, either in Absalom or elsewhere. You may retain the services of one seneschal per property—seneschals do not count against the normal maximum number of followers you can retain at a time.
Field Commander: You directed three teams of Pathfinders during the Pashow operation. This boon tracks how many of each team perished while fulfilling the orders you gave them.
True to the Mission: Even when presented with an elixir worth a king’s ransom and a lifetime of second chances, you dutifully returned the prize to its rightful owner. Your dedication inspires your followers, granting each Pathfinder team you direct during this series a +1 bonus on checks to complete missions. If all of the PCs participating in the adventure have this boon, increase the bonus to +2.
Expedition Manager: In addition to your more dangerous duties as a Pathfinder, you also have undertaken an archaeological excavation at a minor site. Your venture-captain expects you to fund the expedition yourself, but so long as you report on your findings, you may keep any physical goods uncovered for yourself. When rolling your Day Job check at the end of a scenario, you may spend between 2 and 6 Prestige Points to pay for supplies, expenses, and personnel. The next time you roll a Day Job check, the expedition returns with research and relics dependent upon how many Prestige Points you spent.
You can acquire any single item of the listed price or less at no cost. An item acquired in this way is worth 0 gp and cannot be sold. In addition, your archaeological findings may contain clues about historical events, arcane enigmas, or other mysteries. As a free action, you gain a bonus on a Knowledge (arcana, history, planes, or religion) check equal to the number of Prestige Points that you spent. When you use the skill bonus, cross this boon off your Chronicle sheet.
Field Commander: You directed three teams of Pathfinders during the Wingless Rock operation. This boon tracks how many of each team survived the orders you gave them.
Alchemical Breakthrough: Using Professor Kramolag’s notes, you have managed to recreate an advanced alchemical tonic that augments your natural abilities. You can cross this boon off your Chronicle sheet and drink this at the beginning of an adventure in order to select a 1-point evolution from the list available to an unchained summoner’s biped eidolon (Pathfinder Unchained 35); you gain that evolution for the duration of one adventure. You cannot select the mount, pull, or push evolutions in this way.
Aspis Armory: During your exploration of the Aspis Building, you seized unique magic items.
Headband of Mental Adaptability (Discounted price 40,000 gp; CL 8th; aura moderate transmutation) This headband functions as a the belt of many forms above, except it grants its +6 enhancement bonus to Intelligence, Wisdom, or Charisma, and it grants the benefits of one of the following items: headband of ponderous recollection (Int), headband of unshakable resolve (Wis), or rod of splendor (Cha). The skills granted by the Intelligence option are fixed at the time of creation (one of which must be a Knowledge skill).
Incredible Protege: Choose one of your PCs and include a copy of this Chronicle sheet among her records. That PC chooses any one skill. She gains that skill as a class skill and receives 1 free rank in that skill for each character level. If she already had ranks in that skill before you applied this Chronicle sheet, she can freely retrain those skill ranks.
Innovative Blade: You recovered a powerful weapon from the Hall of Blades. You can purchase one of the following weapons for the listed cost, but you can apply the weapon’s unique enchantment to any weapon of your choice from the axes, heavy blades, or light blades weapon categories (Core Rulebook 56): dagger of deadly venom (as dagger of venom whose poison save DC is 20; 18,300 gp), flame tongue (20,700 gp), holy avenger (120,600 gp), or luck blade (1 wish; 62,300 gp).
Patron’s Debt: You saved the Aspis Patrons from Suliji’s assault. You gain a large pool of Prestige Points that can be used to help any of your characters, or the other characters at their tables, recover from hardships caused by Aspis agents (such as to escape imprisonment, remove conditions, and even raise dead); the Aspis release your character, pay to remove the condition, or else the Aspis held back during the fight, resulting in a condition less severe than it initially seemed. Check one of the boxes below this boon for each of these Prestige Points you spend. Once you expend the pool, the Patrons consider their debt fulfilled and any further attack on the Society fair game; cross this boon off your sheet.
Practiced Diplomat: When you roll Disguise, you always receive a final result of at least 10 plus the number of goals you have completed.
An Exchange of Secrets: Nearly 3,000 years ago, Norgorber infiltrated the Starstone Cathedral and unlocked his own path to divinity, and the 2nd day of Desnus marks the anniversary of his ascension. Although his cultists tend to celebrate this date by perpetuating his evils, it’s said that anyone can appeal to Norgorber at this time to secure a precious secret in exchange for knowledge of their own. Perhaps you have made your own quiet deal with the Reaper of Reputation, or one of Norgorber’s agents has left behind a dangerous hint for clandestine reasons. Either way, you have found a hidden prize among your notes.
Precious Vindication (2): At last! You have uncovered vital data that proves that you made the right choice under pressure, even if the common perception was that you had failed. Select one Pathfinder Society Scenario for which you earned less than the maximum number of Prestige Points. Increase the Prestige Points and Fame earned by 1 (or 0.5 if using the slow advancement track), up to the scenario’s maximum. Record the additional Prestige Points on that character’s next Chronicle sheet as well as below.
Scroll-Savvy: After penning countless reports and pouring over myriad texts, you have developed a natural affinity for using magical scrolls. You can cast spells from scrolls as though all spells were on your class's spell list (treat your caster level as 1 if you do not already have a caster level); however, if you fail the caster level check to activate a scroll, the Wisdom check DC to avoid a mishap is 8. At the start of each scenario, Kreighton Shaine gives you a single scroll with a single 1st-, 2nd-, or 3rd-level spell with no expensive material components, but you must return an unused scroll to him after the adventure.
Personal Physician: A Pathfinder often sustains crippling afflictions while in the field, and you employ a talented doctor to tend to your injuries between adventures. Whenever you make a Fortitude save to recover from a disease after its incubation period, the physician automatically succeeds at the Heal check made to treat any disease with a save DC of 20 or lower.
You may spend 4 Prestige Points to improve this follower. At the conclusion of each scenario, the physician can cast one of the following spells on your character with a caster level equal to your character level at no additional cost of gold or Prestige Points: remove blindness/deafness, remove curse, remove disease or remove paralysis. If you have at least 25 Fame, the physician also reduces the Prestige Point cost of the following spellcasting services by 1 once per scenario: break enchantment, neutralize poison, or restoration.
The personal physician otherwise follows all of the rules for the follower vanities on page 60-61 of Pathfinder Campaign Setting: Pathfinder Society Field Guide.
Elemental Boon: Your connection to the four elements has grown stronger over the course of your recent adventures. Treat this boon as though it were the boon Air Affinity. This boon has no mechanical effect on its own, but may interact with other boons or play a role in future adventures-especially those set on the Elemental Planes.
Isah's Wish: You secured a wish from the efreeti Isah. When you gain this boon, either spend 8 Prestige Points or cross this boon off your Chronicle sheet.
Wish for Wealth: Increase your gold earned from this adventure by 25% (rounded up).
Hammer of Smiting: You have recovered an incomplete magic weapon designed to shatter constructs and outsiders. You can purchase a lesser mace of smiting or mace of smiting (Pathfnder RPG Ultimate Equipment 157), but you can apply the weapon's unique enchantment to any weapon of your choice from the hammers weapon category (Pathfinder RPG Core Rulebook 56) A lesser mace of smiting increases its critical multiplier against constructs by 2 and its critical multiplier against outsiders by 1 (maximum x5). A mace of smiting destroys a construct on a successful critical hit, and its critical multiplier increases by 2 against outsiders (maximum x5)
Liverated Divinity: You have released the elemental lord of air Ranginori, long sealed within the Untouchable Opal. He is a legal deity in Pathfinder Society Roleplaying Guild for any characters you play or create. Ranginori is a neutral good deity who grants the Air, Good, Travel, and Weather domains (and the Clouds, Exploration, Storms and Winds subdomains). His favoured weapon is the whip.
Blessing of Chasarad: As a reward for protecting one of the dwarven god Magrim's holy sites, you have earned a moment of the Taskmaster's intercession when you are at the greatest risk. You can check the box that precedes this boon to negate any one effect that would destroy or trap your soul when you are targeted. This does not prevent any additional effects associated with that effect. Alterntively, you can check this box to gain the assistance of one of Magrims divine servants in escorting your soul back to your bodym reducing the cost of any one spellcasting service the reduces you to life by 8 Prestige Points.
Maze Breaker: You have overcome a fragment of the Ivory Labyrinth itself, in the process learning how to defeat other mazes. You can check the box that precedes this boon to use walk through space (Pathfinder RPG Ultimate Combat 248) as a spell like-ability (CL 15th). Alternatively, you can check the box when attempting an Intelligence check to escape a maze spell to automatically succeed at the check.
Stavian’s Secret: You have discovered the secret lineage of Taldor’s royal line. If a member of the Sovereign Court faction, you gain a permanent +2 bonus on all Knowledge (nobility) checks regarding Taldan royalty.
End of Lying Horns (Legacy): Thanks to your heroic efforts, Koth’Vaul did not become a new demon lord, and the Pathfinder Society no longer has to fear the wrath and guile of this formidable adversary. Among his many plans, Koth’Vaul had begun planting tieflings in the Society that he planned to subtly transform into his own agents. Write an organized play number and First Edition Pathfinder Society character number at the end of this boon. That character gains the following benefit. Include a copy of this Chronicle sheet with that character’s records, crossing off all other rewards on the copied sheet.
Abyssal Heritage: You can play a tiefling character (Pathfinder RPG Advanced Race Guide 268, Pathfinder RPG Bestiary 264), beginning at level 1 as normal. Other than access to this additional race, all character creation rules are the same as those outlined in the Pathfinder Society Roleplaying Guild Guide. This Chronicle sheet must be the first Chronicle sheet for the given character, and you must bring a copy of one of the rulebooks listed above to all sessions in which this character appears as if access to this race selection were granted by the Additional Resources list.
Eylysia’s Insight: Eylysia’s extensive notes are filled with keen insights that can help you on your journeys. Before rolling a Knowledge check, you can check a box that precedes this boon to gain one of following benefits. For the purposes of this roll, treat yourself as if you had a number of ranks in that skill equal to your
character level (including gaining the +3 bonus for putting a rank into a class skill). Alternatively, you can roll the Knowledge check twice and take the higher result.
Mantis-Bane: Your infiltration of Mediogalti Island was one of the most devastating assaults on the Red Mantis assassins in recent memory. Fighting these deadly foes has sharpened your defenses against lethal attacks. You can check the box that precedes this boon to gain the following benefit for one scenario. When a critical hit or sneak attack is scored against you, there is a 25% chance that the critical hit or sneak attack is negated. This stacks with other abilities that grant similar benefits, such as fortification armor.

Casandra, Viper Familiar:

N Tiny magical beast
Init +3; Senses low-light vision, scent, Perception +9

Defense
AC 21, touch 15, flat-footed 18 (+3 Dex, +6 natural, +2 size)
hp 32
Fort +2, Ref +6, Will +7;

Offense
Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +9 (1d2–2 plus poison)
Space 2-1/2 ft.; Reach 0 ft.

Statistics
Str 4, Dex 17, Con 8, Int 10, Wis 13, Cha 2
Base Atk +2; CMB +3; CMD 10 (can't be tripped)

Feats Weapon Finesse

Skills
Bluff +5
Climb +11
Diplomacy +5
Knowledge (Arcana) +9
Knowledge (Dungeoneering) +1
Knowledge (Engineering) +1
Knowledge (Geography) +1
Knowledge (History) +1
Knowledge (Local) +9
Knowledge (Nature) +1
Knowledge (Nobility) +9
Knowledge (Planes) +1
Knowledge (Religion) +1
Perception +9
Spellcraft +9
Stealth +15
Swim +11
Use Magic Device +5

Special Abilities
Poison: Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con damage; cure 1 save.
Alertness: While Casandra is within arm's reach, Ardisen gains the Alertness feat.
Improved Evasion: When subjected to an attack that normally allows a Reflex saving throw for half damage, Casandra takes no damage if she makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: Ardisen may cast a spell with a target of “You” on Casandra (as a touch spell) instead of on himself. He may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link: Ardisen has an empathic link with Casandra to a 1 mile distance. He can communicate empathically with her, but cannot see through her eyes. Because of the link's limited nature, only general emotions can be shared. Ardisen has the same connection to an item or place that Casandra does.
Deliver Touch Spells: Casandra can deliver touch spells for Ardisen. If Ardisen and Casandra are in contact at the time Ardisen casts a touch spell, he can designate Casandra as the “toucher.” She can then deliver the touch spell just as the wizard would. As usual, if he casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master: Casandra and Ardisen can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Speak with Animals of Its Kind: Casandra can communicate with animals of lizards and snakes variety. Such communication is limited by the Intelligence of the conversing creatures.

History:

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 is occasionally called into service alongside several equally vaulted Seekers and Venture-Captains to attend to the most high profile or extremely dangerous assignments at the behest of the Decemvirate.

Personality:

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.

Appearance:

Still in his early twenties, 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.

Ardisen Greymore Artwork

PFS information for the GM:

PFS # 129255-2
XP: 41
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