Duelist

Galandram Werynril's page

107 posts. Alias of Cheburn.


Full Name

Galandram Werynril

Classes/Levels

Panache 4/4 | Conditions:

Gender

Male CG Medium Elf, Investigator (Empiricist) 1/Swashbuckler (Inspired Blade 1) | HP 16/17|AC 16 14T 12FF|CMB +2 CMD 16 / 12 Fl|F +2, R +8, W +2 (+2 vs ench., immune Sleep)|Init +4|Perc +5 SM +5 (+7 hunch) |Spd 30'|Senses: L-LV| Insp. 3/6 |

Age

132

About Galandram Werynril

Galandram Werynril
Male elf investigator (empiricist) 1/swashbuckler (inspired blade) 1
CG Medium humanoid (elf)
Init +4; Senses low-light vision; Perception +5

Defense:
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex)
hp 17 (2 HD; 1d8+1d10+3)
Fort +2, Ref +8, Will +2; +2 vs. enchantments
Immune sleep

Offense:
Speed 30 ft.
Melee mithral dagger +3 (1d4+1/19-20) or
. . masterwork rapier +7 (1d6+1/18-20)
Ranged shortbow +5 (1d6/×3)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (4)
Spell-Like Abilities (CL 2nd; concentration +0)
. . 1/day—comprehend languages, detect magic, detect poison, read magic
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +4)
. . 1st—heightened awareness, long arm

Statistics:
Str 12, Dex 18, Con 12, Int 17, Wis 10, Cha 7
Base Atk +1; CMB +2; CMD 16
Feats Extra Inspiration[ACG], Weapon Focus (rapier)
Traits forlorn, student of philosophy
Skills Acrobatics +8, Artistry (philosophy) +7, Bluff -2 (+3 to lie (as a result of using Int instead of Cha)), Craft (alchemy) +8 (+9 to create alchemical items), Diplomacy +2 (+4 to gather information, +7 to persuade others but not to gather information (as a result of using Int instead of Cha)), Disable Device +7, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (history) +7, Knowledge (local) +7, Knowledge (nature) +7, Knowledge (planes) +7, Knowledge (religion) +7, Linguistics +7, Perception +5, Sense Motive +5 (+7 to read a social situation), Spellcraft +7, Stealth +8, Use Magic Device +2
Languages Common, Draconic, Elven, Goblin, Infernal, Sylvan
SQ alchemy (alchemy crafting +1), inspiration (6/day), inspired panache, trapfinding +1, urbanite[ARG]
Other Gear leather armor, arrows (20), mithral dagger, rapier, shortbow, alchemy crafting kit, backpack (masterwork), bedroll, belt pouch, flint and steel, ink, inkpen, investigator starting formula book, mess kit, pot, soap, thieves' tools (masterwork), torch (8), torch (2), trail rations (2), trail rations (3), waterskin, 11 pp. unavailable (left at inn) 3x trail rations, 8x torches, pot

Special Abilities:
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Comprehend Languages (1/day) (Sp) With Intelligence 11+, cast Comprehend Languages once per day.
Deeds
Detect Magic (1/day) (Sp) With Intelligence 11+, cast Detect Magic once per day.
Detect Poison (1/day) (Sp) With Intelligence 11+, cast Detect Poison once per day.
Elven Immunities - Sleep You are immune to magic sleep effects.
Inspiration (+1d6, 6/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Read Magic (1/day) (Sp) With Intelligence 11+, cast Read Magic once per day.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Urbanite +2 Diplomacy to gather information & Sense Motive to read a social situation.

Alternate racial: Envoy (Elven Magic) and Urbanite (Keen Senses)

Background:
Galandram's history, like many of the forlorn, is one of much experience, over many years, with loss commensurate to his long lifespan.

Galandram was born in the year 4585 AR to a pair of Elvish merchants who were on an extended business venture in Cheliax. His mother was lost in childbirth, and his father met an untimely end at the hands of Chelish cutpurse in Westcrown, where he and Galandram were staying. Orphaned, Galandram was taken in by his father's half-elven business contact, who decided to raise the child as his own, rather than attempting to track down relatives in Kyonin.

Aroden's death in 4606 AR rocked the Chelish capital of Westcrown, and in the ensuing civil war, Galandram also lost his adoptive father. Fleeing through Isger and Druma into Galt, Galandram sought refuge at the University in the city of Isarn in 4632. Despite his young age (47) and non-human status, his intellect gained him a grudging admittance to the University. He found a home, and some measure of happiness, studying history and philosophy while working as an assistant to the more established and learned faculty.

Seeing the ascension of House Thrune in Cheliax, Galandram vowed not to return, and worried about the influence of this new Infernal hierarchy of Cheliax on the its vassal state of Galt. He read with interest the scathing political essays in Imperial Betrayal, and hoped for the best during the first Galtan rebellion. For a time, it seemed the rebellion would end well for Galt, until a second rebellion in 4646, with its attendant xenophobia, forced him to once again flee his home.

He found refuge with an older half-elven alchemist, who had been studying at the University, but who called Absalom his home. Galandram traveled with him to the City at the Center of the World, and then acted as an apprentice alchemist, maintaining the business and helping with crafting under the direction of the skilled, but aged alchemist. Galandram spent 50 years with his new master, mostly in Absalom, due to his master's failing health. He would occasionally make business trips, or travel to obtain rare supplies. But time passes on, and this relationship, the most enduring of Galandram's life, eventually came to an end as well, when the old alchemist passed away in 4701.

Depressed at his loss, Galandram attempted to find solace among his fellow elves and emigrated to Kyonin; however, while he was allowed to enter, he was unfamiliar with their customs and manners after so many years among the quicker races. He also grew to hate the attitude of other elves towards him, which ranged from hostility to pity at his "damage" from living among outsiders.

For the past twelve years, Galandram has wandered around eastern Avistan, taking odd jobs and supporting himself with alchemical crafting when he settled in a region for any period of time. He spent some time (5 years) in Woodsedge, dabbling in dissident thought and radical philosophy, but left due to the Galtan xenophobia, which he could no longer tolerate. He then traveled to Sauerton, and sought work as an alchemist, but grew tired of the region after a three years. He moved east to Fusil, and continued plying his trade as an alchemist, but moved on again in two years. Bellis he could only take for one year, because of the constant logging and deforestation. He moved to Adrast, a provincial town in Taldor, and left after 6 months of mistrust and whispers.

Finally, he could take no more. Galandram decided to travel, keep no home, and trust in his luck and wits to show him a path and carve a place for himself in Golarion.

He is currently in Wispil, looking for work that comes with travel.

Description:
Galandram is a young male elf who is (by human standards) quite tall with a very slim build. He has shoulder length dirty blond hair that he pulls back into a low ponytail, and long backwards-pointing elven ears, which angle upwards slightly and end parallel with the crown of his head.

His eyes are dark blue-black, with large irises. The effect created is striking: eyes that seem to have no whites, set into a fair, unmarked skin. This appearance can make Galandram seem a bit alien to humans in particular.

Galandram's posture is straight and appears poised, and he moves with an almost preternatural grace.

He typically dresses practically, wearing sturdy brown boots, brown leather breeches, a belt, a shirt, and gloves, as well as a simple dark green cloak. A simple brown leather overtunic partially obscures leather armor that he wears when traveling. He is armed with a rapier and shortbow.

Galandram's demeanor can a times be a bit melancholic, and he is occasionally withdrawn in social situations. This behavior is not because Galandram does not care about others; rather, repeated loss of those he became close with over his extended lifespan has taken its toll on him.