Rogue Elf

Gallidren Aerenduill's page

195 posts. Alias of wehrpig.


Full Name

Gallidren Aerenduill

Race

Elf

Classes/Levels

Transmuter 2; Perception +4; Init +9; AC 17 (w/mage armor); HP 8/14; Fort +2, Ref +3, Will +3; Shortbow +4 (1d6+3, 20x3)

Tracked Resources:
3/3 3/3

Gender

M

Size

M

Alignment

NG

Deity

Erastil

Location

Brevoy (The City of Restov)

Languages

Common, Celestial, Draconic, Sylvan, Gnome, Elven, Goblin

Strength 10
Dexterity 20
Constitution 13
Intelligence 20
Wisdom 10
Charisma 10

About Gallidren Aerenduill

updates:

Corrected stats:

+8I +7D + 5C + (+2I +2D, -2C racial) + (+1 D, transmuter) = 20

Corrected stat block

* * *

Adjusted stats for 20 point buy. Added a wand of protection vs evil (750 gp). Added to background.

Gallidren Aerenduill
Elf transmuter 2
LG Medium humanoid (elf)
Init +11; Senses low-light vision; Perception +6
--------------------
Defense
--------------------
AC 15, touch 15, flat-footed 10 (+5 Dex)
hp 14 (2d6+4)
Fort +2, Ref +5, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +1 (1d4/19-20) or
. . longsword +1 (1d8/19-20)
Ranged shortbow +6 (1d6/×3)
Arcane School Spell-Like Abilities (CL 2nd; concentration +7)
. . 8/day—telekinetic fist (1d4+1 bludgeoning)
Transmuter Spells Prepared (CL 2nd; concentration +7)
. . 1st—color spray (DC 16), color spray (DC 16), color spray (DC 16), gravity bow[APG], mage armor
. . 0 (at will)—detect magic, ghost sound (DC 15), light, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 20, Con 13, Int 20, Wis 10, Cha 10
Base Atk +1; CMB +1; CMD 16
Feats Alertness, Scribe Scroll, Spell Focus (conjuration)
Traits reactionary, rostlander
Skills Diplomacy +2, Knowledge (arcana) +9, Knowledge (geography) +9, Knowledge (nature) +10, Knowledge (planes) +9, Knowledge (religion) +9, Perception +6, Profession (soldier) +4, Sense Motive +4, Spellcraft +9 (+11 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Gnome, Goblin, Sylvan
SQ arcane bond (Seker, greensting scorpion), elven magic, physical enhancement (+1)
Other Gear arrows (20), cold iron dagger, longsword, shortbow, backpack, trail rations (5), travelling spellbook[APG], waterskin, 60 gp, 5 sp
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Telekinetic Fist (1d4+1 bludgeoning, 8/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

1st Level Stat Block:

Gallidren Aerenduill
Elf transmuter 1
LG Medium humanoid (elf)
Init +9; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +2; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron dagger +0 (1d4/19-20) or
. . longsword +0 (1d8/19-20)
Ranged shortbow +3 (1d6/×3)
Arcane School Spell-Like Abilities (CL 1st; concentration +6)
. . 8/day—telekinetic fist (1d4 bludgeoning)
Transmuter Spells Prepared (CL 1st; concentration +6)
. . 1st—color spray (DC 16), color spray (DC 16), mage armor, enlarge person (DC 16)
. . 0 (at will)—detect magic, light, read magic
. . Opposition Schools Enchantment, Necromancy
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 20, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 13
Feats Alertness, Scribe Scroll, Spell Focus (conjuration)
Traits reactionary, rostlander
Skills Knowledge (arcana) +9, Knowledge (geography) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +4, Profession (soldier) +4, Sense Motive +2, Spellcraft +9 (+11 to identify magic item properties); Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties
Languages Celestial, Common, Draconic, Elven, Gnome, Goblin, Sylvan
SQ arcane bond (seker, scorpion, greensting), elven magic, physical enhancement (+1)
Other Gear arrows (20), cold iron dagger, longsword, shortbow, backpack, trail rations (5), travelling spellbook[APG], waterskin, 60 gp, 5 sp
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Physical Enhancement +1 (Dexterity) (Su) When preparing spells, chosen physical attribute gains enhancement bonus.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Telekinetic Fist (1d4 bludgeoning, 8/day) (Sp) As a standard action, ranged touch deals bludgeon dam vs. foe in 30 ft.
Transmutation Transmuters use magic to change the world around them.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Spellbook:

1st
Color Spray
Enlarge Person
Grease
Mage Armor
Obscuring Mist
Protection vs. Evil
Silent Image
Endure Elements
Gravity Bow
Mount

Loot:

The dagger is masterwork, and the ring is worth 75 gp. The wand holds four charges of Burning Hands at CL 2. The spellbook still contains identify, mage armor, reduce person, silent image, and unseen servant.

Familiar:

Seker
Greensting scorpion (Pathfinder RPG Ultimate Magic 232)
N Tiny magical beast (vermin)
Init +3; Senses darkvision 60 ft.; Perception +4
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Defense
--------------------
AC 19, touch 15, flat-footed 16 (+3 Dex, +4 natural, +2 size)
hp 3 (1d8)
Fort +2, Ref +3, Will +2
Immune mind-affecting effects
--------------------
Offense
--------------------
Speed 30 ft.
Melee sting +5 (1d2-4 plus poison)
Space 2½ ft.; Reach 0 ft.
Special Attacks poison
--------------------
Statistics
--------------------
Str 3, Dex 16, Con 10, Int 6, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (19 vs. trip)
Feats Weapon Finesse
[b]Skills
Climb +7, Perception +4, Spellcraft -1, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SQ improved evasion
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison: Sting - Injury (DC 10) (Ex) Sting—Injury; save Fort DC 10; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Appearance:

Gallidren has long black hair, green eyes and dark skin. He is tall with a lithe, muscled frame. Gallidren walks with the swagger of the Rostland aristocracy. His arms and chest are heavily tattooed with martial insignia. Gallidren's numerous scars belie his life as a soldier and veteran of many drunken bar room brawls. Despite his life as a soldier, Gallidren has an easy smile and pleasant demeanor. Gallidren's charm and rugged good looks are the envy of Rostland.

Background:

Gallidren is a child of the Rostland aristocracy. His adopted father was a famous swordlord. His mother was a renown transmuter and a scion from a wealthy merchant family. Gallidren's youth was one of privilege and entitlement.

At an early age, Gallidren knew that he wanted to serve in the military. His father had little time for his son, but he did, at the insistence of Gallidren's mother, invest in the best arcane tutors. Gallidren would practice relentlessly until he mastered the nuance of tramsmutation. Gallidren's evolution in the arcane arts would in time force his peers to regard him with a mixture of envy and respect. Soon his teachers began whispering the word that would haunt Gallidren until early adulthood ... "protege".

Gallidren's father would instill into his adopted son an intense sense of patriotism. Gallidren would learn to respect both the state of Brevoy and House Rostland. With his adopted father's patriotism he also learned his father's biases. Gallidren's father harbored a burning distrust of House Surtova, whom he regarded as usurpers and pretenders to the throne. Gallidren would inherit his father's distrust and would extend those prejudices dangerously to all manner of conspiracy theories. Gallidren believes that for Brevoy to achieve it's full potential, Rostland must purge House Surtova and retake the mantle of leadership.

Gallidren's father would die under suspicious circumstances one frozen winter night. Assassins invaded the family's provincial home with the intent of slaying the elder Swordlord. They would succeed, but only after an epic battle that left most of the assassins dead. The assassins were never traced to their source, but Gallidren knew in his heart that House Surtova must be responsible.

The trauma of his adopted father's death would irrevocably change the trajectory of Gallidren's life. He seethed with a burning hatred of House Surtova that could only be quenched with blood. Gallidren immediately dropped out of the university and enlisted in Restov's military academy.

Gallidren would learn to become a professional soldier. He would serve in the Rostland military as a special forces operative. He specialized in counter-insurgency and intelligence operations. Gallidren spent much of his active duty time in the shadows of Issian cities, gathering intelligence on House Surtova. Gallidren has been trained in Rostland's elite military academy at Restov. After graduating the top of his class he was selected for further training within Rostland's elite Vanguard Unit. As part of his advanced training, Gallidren spent extensive time in the field training in irregular warfare. In additional to mastering all types of arcane power, Gallidren has been conditioned to spend extensive time operating in a small group behind enemy lines. Gallidren operated primarily outside of the Rostland's borders, gathering intelligence and disrupting threats to the Rostland Federation. Gallidren would fight tirelessly against the enemies of Rostland with mechanical precision and single minded dedication. Eventually, Gallidren's hatred for House Surtova would tarnish an otherwise shining military career.

"Why did you kill my father?"

Gallidren's sword point pressed precariously against the obese man's throat. The man reeked of perfume and fear. The moonlight shining through the open window cast the man in a ghostly pallor. Downstairs an armored fist pounded on the door.

The man squirmed and gasped,"How did you get in?". His eyes darted to the locked bedroom door.

Gallidren's sword remained relentlessly pinned against the aristocrat's neck. "Why are you sending your operatives? What were they looking for?"

"I don't know what you're talking about. I'm ... I'm just the minister of antiquities." A bead of blood welled up and dribbled down the razor edge of the long sword. The crimson of the blood contrasted sharply with the silver hue of the steel blade in the moonlight.

"I know of your affiliation with the Issian Ministry of Intelligence. I also know of your involvement in the planning of the attack on my father. Now, I ask you again, what is House Surtova plotting?"

Downstairs there was a loud crash as the exterior door was forced open. The sound of armored feet racing up the tower stairs echoed into the bedroom.

An evil grin spread across the man's face."Did you think Surtova would just idly standby while your father and those other fools in Rostland plotted to usurp power? Did you think we don't know what the Swordlords are planning?" The man's grin turned into a sneer. "Restov will find that House Surtova is well fortified against Rostland aggression. Your family's paltry attempts to stop us are easily deflected. How many of your precious swordlords will your house sacrifice in this futile struggle? In the end, fool, you will share the same fate as your father if you continue this madness!"

The bedroom door burst open and armored guards flooded into the room. ""Kill him!"

Gallidren cursed and parried the lead guard's lunging halberd as he scrambled backwards to the open window. "This isn't over! Rostland will have our vengeance!"

Gallidren would be dismissed from the Rostland special forces for his audacious actions in Port Ice. His superiors sympathized and secretly appreciated the indignation of House Surtova, but the unsanctioned attack and the ensuing political fall out had to be punished. Gallidren was re-assigned to the Restov frontier. Gallidren's hubris would cost him what he valued most - his station as an officer and the respect of his peers.

Gallidren would turn his focus to the Stolen Lands. He believes that Brevoy's manifest destiny must lead to the untamed lands of the green belt. He also believes that the road to resurgence and glory for House Rostland requires that the annexation of the frontier be carried out without the meddling of House Surtova. The Swordlords of Restov must lead the reclamation and colonization of the Stolen Land forests.

Gallidren enthusiastically accepted the Swordlord's charter. Upon hearing of the opportunity to join an expedition into the Greenbelt, Gallidren would immediately resign his commission within the frontier guard and would commence outfitting himself for extended operations in the wilderness. Here, finally, was an opportunity to empower Rostland, while also redeeming his own reputation. Gallidren envisioned the glory of a new colony that he himself would administer. At long last, he would be restored to his proper station within the Brevoy aristocracy.

Gallidren believes that the Swordlords have selected him for the expedition based on his loyalty and his military service. Gallidren plans to use trade to empower his fledgling colony by trading the Greenbelt's natural resources for refined goods from Restov. Gallidren imagines wagon loads of wood from the reclaimed forests traveling north, and gold, weapons and skilled laborers traveling south. Gallidren knows that he would be a kind and benevolent leader whom respects the freedoms of his people. And, of course, there is no harm if he personally gets rich in the process. And perhaps, once his power base is established, the vendetta with House Surtova can finally be settled.

After completing his charter in the stolen lands, Gallidren elected to resign his commission in the Rostland frontier guard. He decided to become a mercenary in order to see the world. When an expedition to the ruins of Azlant requested volunteers, he jumped at the opportunity to see a new land.

Personality:

Gallidren aspires to be a legendary transmuter. He is a gregarious, outgoing and personable. Gallidren is a socialite whom enjoys the company of other people. He is quick to crack a joke and is an eternal optimist. Gallidren's strong sense of self confidence sometimes comes off as brash, arrogant and boastful. Gallidren is fearless and never backs down from a fight. He is disciplined, methodical and relentless in achieving his goals. Gallidren can sometimes be a bit too hedonistic and selfish. Occasionally he allows his desire for glory to get the best of him. Above all, despite all of his flaws, Gallidren is a patriot. Gallidren's loyalty to his fellow soldiers, his adopted family and to his country is unwavering.

Gallidren is a disciple of both Erastil and Abadar. Worship of Old Deadeye is the only birthright that Gallidren inherited from his elvish parents. Gallidren also worships Abadar in respect of his mother and her merchant heritage.

Gallidren is an adherent of mercantilism and a fervent believer in the uplifting power of free trade. He believes that government should adhere to a strictly liassez faire economic philosophy. Gallidren, whom comes from a merchant family, believes that the merchant class is the key to growing a strong city. Gallidren believes in the glory of wealth. Gallidren sees gold, fairly earned, as the proof of a worthy contribution to society and the divine favor of the Master of the First Vault.

Gallidren is haunted by the death of his father. His usual high energy optimism is occasionally overtaken with somber moods of melancholy and dark sarcasm. His sorrow is intensified when he is drinking, where he alternates between fits of rage and depression. Luckily, these moods are transient and only serve to further his resolve to exact vengeance on his father's killers. Gallidren eagerly awaits his day of retribution against House Surtova.

Level Progression:

1. Spell Focus (Conjuration)
2.
3. Augmented Summoning
4.
5. Craft Wondrous Items, Improved Initiative
6.
7. Improved Familiar
8.
9. Craft Wand
10. Craft Rod
11. Dazing Spell
12.
13. Maximize Spell
14.
15. Quicken Spell, Spell Perfection (fireball)
16.
17. Spell Penetration
18.
19.
20.