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Boldren The Tarnished's page

285 posts. Organized Play character for Nightfiend.


Race

Male Human (Varisian) Wizard 2 / HP 14/14 / AC 12 / T 12 / FF 10 / F +1 / R +2 / W +3 / Init +4 / Perc +8 / CMB +1 / CMD 13

Classes/Levels

Dagger +1/+3 (1d4/19-20) Light crossbow +3 (1d8/19-20) Magic Missile 2d4+2

Gender

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About Boldren The Tarnished

Player Nightfiend
Character Name: Boldren The Tarnished
Chronicles Completed: 4
Fame: 8 / PP: 2
XP 4
GP: 822
Society ID: 23083-10
Faction: Grand Lodge
Day Job: None

Boldren The Tarnished
Male human (varisian) wizard 2
CN Medium humanoid (human)
Init +4; Senses Perception +8
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Defense
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AC 12, touch 12, flat-footed 10 (+2 dexterity)
hp 14
Fort +1, Ref +2, Will +3
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Offense
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Speed 30 ft.
Melee Dagger +1 (1d4/19-20)
Ranged Dagger +3 (1d4/19-20)

Special Attacks intense spells (+1 damage on evocation spells)

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Statistics
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Str 10, Dex 14, Con 12, Int 20, Wis 10, Cha 7
Base Atk +1; CMB +1; CMD 13

Feats and Traits:
Feats Spell Focus (evocation), Spell Specialization (Magic Missile), Varisian Tattoo
Traits Reactionary, Seeker

Skills and Languages:
Skills
Acrobatics (Untrained) +2
Appraise (Untrained) +5
Bluff (Untrained) -2
Climb (Untrained) +0
Diplomacy (Untrained) -2
Disguise (Untrained) -2
Escape Artise (Untrained) +2
Fly (Untrained) +2
Heal (Untrained) +0
Intimidate (Untrained) -2
Knowledge (arcana) +9
Knowledge (Dungeon) +9
Knowledge (engineering) +9
Knowledge (Geography) +9
Knowledge (history) +9
Knowledge (local) +9
Knowledge (Nature) +9
Knowledge (Nobles +9
Knowledge (planes) +9
Knowledge (Religion) +9
Linguistics +10
Perception +8
Ride (Untrained) +2
Sense Motive (Untrained) +0
Spellcraft +10
Stealth (Untrained) +2
Survival (Untrained) +0
Swim (Untrained) +0

Languages Azlanti, Common, Dwarven, Elven, Hallit, Osiriani, Thassilonian, Varisian, Vudrani
SQ arcane bond (ring), opposition school (enchantment, illusion), versatile evocation

Gear and Encumbrance:

Magical Gear: Alchemist Fire (2), Arcane bond ring, Wand of endure elements, Wand of infernal healing, Wand of magic missile, Ioun torch, Wayfinder with name inscribed on it, w/ Ioun stone (Magenta prism, cracked)

Gear: (MW) Backpack, Belt pouch, Dagger, Scroll case, Spell component pouch, Spell-book, Trail rations (3), Vermin repellent, Waterskin (3), Winter-blanket, 822 gp

Light Load Up to 38 Lbs. Medium Load Up to 76 Lbs. Heavy Load Up to 115 Lbs.
Current Encumbrance 30 Lbs.

Tracked Resources:

Spells (CL 2nd / Concentration +7)

Level 0
Detect Magic
Mage Hand
Mending
Ray of Frost

Level 1
Magic missile -0/3
Obscuring mist -0/1

Abilities
Arcane Bond spell -0/1
Dancing lights -0/3
Versatile evocation -0/8

Equipment
Alchemist's fire -0/2
Rations -0/5
Vermin repellent -0/1
Wand of endure elements -0/38
Wand of magic missile -0/44
Wand of infernal healing -0/36
Waterskin -0/5

Special Abilities:

Admixture Associated School: Evocation
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Ioun torch This item is merely a burned out, dull gray ioun stone with a continual flame spell cast upon it. It retains the ability to float and orbit, and allows the bearer to carry light and still have his hands free. It may be in any crystalline shape common to ioun stones (ellipsoid, prism, sphere, and so on).
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Spell Specialization Selected spell is cast as if 2 levels higher. (Magic missile)
Varisian Tattoo (Evocation) Spells from chosen school gain +1 caster level.
Versatile Evocation (8/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.
Wayfinder w/ Ioun Stone (Magenta prism, cracked) +2 competency bonus on any one skill you choose, and you can change the skill modified once per day. Currently modifying (Perception)

Background:

Orphaned children, left on the steps of noble households, had become common in the city of Absalom. During the rainy season, when the gypsy caravans made their way through the city’s streets, one could almost guarantee a basket would show up somewhere within the city.

It was late when the knock came. The cleaning staff almost missed the knock due to the heavy rain. The Arcanamirium was generally busy with scholars and students moving about. During the witching hour, the school generally shut down to allow the students time to rest. After the students returned to their rooms, the instructors generally meet in an auditorium to discuss the day’s activities. During this time the cleaning staff made their rounds, cleaning undisturbed throughout the night. On one particular night, a heavy knock sounded out from the schools doors. The cleaning crew seemed hesitant to respond to the knock, but eventually made their way to the door.

The door slowly cracked open, allowing a number of the cleaning crew to peer out. Left on the schools steps, was a rain soaked wicker basket, which contained a new born baby wrapped in an old wool cloak. Normally a child left on the steps of any establishment would end up in one of the many orphanages throughout Absalom, but there was something different about this particular child. The cleaning crew turned the newborn over to First Spell Lord Gyr, and it didn't take long before he also noticed the child was different.

The infant had a light bronze tone to his skin and his eyes had a sharp amber color. Besides the child’s obvious unique appearance, Gyr noticed something else that interest him. Something he felt more than could see. Something that remained a secret only to him.

Boldren became a ward of the academy. He grew up within the confines of Arcanamirium and excelled in almost every subject. He grew to know First Spell Lord Gyr as a benefactor and even informally referred to him as his uncle. Academics became a way of life for Boldren, but something deep inside constantly pulled him to the fringes of the schools compound.

One night, during his 17 birthday, Boldren snuck out with a couple friends to explore Absalom. That night a festival was taking place, and the thought of all the girls participating in the event was more than he could bear. He and his friends snuck out and enjoyed the festivities. They drank until the world began to spin, and even the ugly girls became exciting and beautiful. Eventually they came across an old gypsy caravan that offered entertainment, fortune telling, animal shows, and a lot of nomadic hot girls. He and his friends drank more spirits during the entertainment. They drank even more while getting their fortune told, and even more during the animal act. Boldren couldn't remember the animal act, but he was told later that is was magnificent.

The following morning, Boldren woke next to a warm fire in his uncle’s study. His eyes were clouded and his head ached horribly. When he finally managed to bring his vision into focus, he could see his uncle setting at a desk, going over some papers. Once Gyr realized Boldren had awaken, he sat up and began talking in a low firm voice. "So it seems you have discovered a lot of new things last night. By the look of it, i’m assuming you and ale are not good friends right now. I have also come to the conclusion you have gotten overly friendly with the gypsy garbage that is currently passing through Absalom."

Boldren began to deny any involvement with the gypsy caravan, but was cut short by his uncle. "Before you say anything, I want you to look into the mirror hanging over my fire place." Boldren moved over to the mirror and realized instantly that his face had been tattooed with a yellowish gold ink. The tattoos ran across his forehead and all over his bald head. As Boldren stood staring into the mirror, his uncle began to chuckle. "So it would appear you've had quite a night. There is an interesting thing about your new tattoo. They seem to be slightly magical." Gyr began to smile at the thought of the boy's permanent reminder of overindulgence. "Well anyway, I will let you figure out the folly of that indiscretion yourself. For now, I want you to prepare yourself for a trip. I’m sending you to join the pathfinder society. I want you to get a better feel of the world and the people in it. Who knows maybe you might even like it. It’s time for you to grow up and become your own man."

After preparing, Boldren headed to the grand lodge and joined the society as his uncle instructed. Even though his introduction to the society was not necessarily his own choice, Boldren has become increasingly excited about the prospect.

Scenarios Completed:

(1) The Confirmation #05-08 Date 12/02/2014 Code 51231

(2) First Steps, Part 1: (Inservice To Lore) Date 01/31/2015 Code 51231

(3) The Consortium Compact #7-10 Date 01/19/2016 Code 67738

(4) The Frostfur Captives #3-01 Date 10/21/2016 Code 82317

Boon from (1) The Confirmation:
Confirmed Field Agent: Having successfully completed and documented your Confirmation, one of the Three Masters has formally recognized you as a field agent and given you a wayfinder engraved with your name and the date of your graduation. If this is the first time you have received this boon for any of your characters, you receive this wayfinder for free; otherwise, you may acquire it by spending 1 Prestige Point. Furthermore, if you assign this Chronicle sheet to a character whose starting XP is 0, you reduce the Prestige Point cost of any wayfinder enhancement vanities you purchase to modify this wayfinder by 1 (minimum 1).

Boon from (1) The Confirmation:
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—such as subduing but not killing an enemy, befriending an NPC, or recovering a particular item—would help realize the goals of the Pathfinder Society. The GM then informs you whether the action’s impact would be positive (contributes to meeting a secondary success condition for the scenario), negative (opposes the secondary success condition), or negligible (neither contributes to nor opposes the secondary success condition). If none of these three options accurately reflects the action’s impact on the PC’s fulfillment of the secondary success conditions, the GM may respond with a phrase of five words or less. Once you use this boon, cross it off your Chronicle sheet.

Boon from (1) The Confirmation:
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.

Boon from (3) The Consortium Compact
Inside Knowledge: As a former member of the Aspis Consortium, Magali Delroya is well informed about the organization’s activities, and she shares some of her information with you. You gain a +2 bonus on Knowledge (local) checks about the Aspis Consortium and can roll such checks untrained.
You can cross this boon off the Chronicle sheet to take 20 on a single Knowledge (local) check about the Aspis Consortium

Boon from (3) The Consortium Compact
Lord Avid’s Recommendation: Lord Avid is impressed that you managed to complete your mission without using his writ, and he speaks highly of your discretion. You gain a +2 circumstance bonus on all Charisma-based skill checks against nobility while on the Isle of Kortos. You can cross this boon off your Chronicle sheet to lean heavily upon your connection to Lord Avid. If you do so, the circumstance bonus on one such Charisma-based skill check increases to +4, and you can apply it while interacting with anyone on the Isle of Kortos.