Mordenkainen

Gardolf the Great's page

31 posts. Alias of eriktd.


Race

blood 4/4 bloat 2/2 CoMS 5/5 MF 1/1 mfl 7/8 MuF 1/1 rage 17/35 sp 25/26 | eol 2/2 ff 29/30 | cl 1/1 dsd 1/1 e 1/1 rm 1/1 | 1st 11/12 2nd 11/11 3rd 6/9 4th 6/6 5th 3/4 |

Classes/Levels

effects/conditions ablative barrier (29/50) 10h, greater magic weapon 10h, paragon surge (Consecrate Spell) 5h, rage, shillelagh 10m

Gender

Bloodrager 10 // Legendary Sorcerer 10 / Bloatmage 4 | HP 130+20/130+20* 11 NL | AC 28* T 21* FF 25* | DR 1/– | CMB +17* CMD 32* | F +20* R +10*+1 W +15+2* | Init +13 Per +16 SM +7 |

About Gardolf the Great

A celestial being of fire and light, both human and elf, sent by the powers of Good to oppose the forces of Evil and help guide the realms of Golarion into a new age of wisdom and enlightenment. Also, grumpy wizard.

Name Gardolf the Great
Race Aasimar/Half-Elf (lost paragon)
Alignment NG
Classes Bloodrager (Enlightened Bloodrager / Hemophage* / Metamagic Rager) 10 // QG Legendary Sorcerer (Crossblooded / Eldritch Scrapper) 6 / QG Bloatmage 4

Background:
Long, long ago-- before there were angels and demons and archons and daemons and azatas and devils and agathions and asuras-- there was only one kind of being that lived in the outer planes. Back then, there was only one enormous world on the other side of the astral plane, so it might make sense to call these creatures "astrals," but perhaps "paragons" is more descriptive. In any case, they were the templates that the first deities used to create the first humanoids. Their traits were highly mutable, similar to the fey of the First World, and their shapes often changed with their moods and activities.

When the great divide between good and evil and law and chaos occurred, most of these paragons declared a "side," and over time their shapes and that of their progeny solidified into what we now think of the different outsider subtypes. However, some of these paragons died in the earliest battles of the conflict, before they had changed much. It is said that the great powers of the various planes keep these remains in their boundless realms, possibly forgotten over long eons. Since this was long before the Boneyard, their souls have never passed on.

Gardolf is one of these "lost paragons." For whatever reason, the powers that inhabit the celestial realms have sent his soul back to the prime material plane and reincarnated him into a mortal body, perhaps to balance a similar evil that has awakened in the world. He remembers no more than flashes of his previous life, like fireworks exploding in a night sky, but he can sometimes latch on to these images and recall important information when he meditates and smokes his pipe. His earliest memories of this life are living in Kyonin as an orphan, his mortal parents having fallen in battle against Treerazer.

He is determined to make the most of his limited time on Golarion, and it irritates him that his mortal lifespan is so short. He has made a point to seek out and learn from the greatest arcane minds he can find, and so far he has journeyed to Absalom and the great temple of Nethys, Kaer Maga to become initiated in the secrets of hemotheurgy (his title "The Great" is an ironic nod to his extraordinarily round shape), and the Mwangi Expanse to study the preserved wisdom of Old-Mage Jatembe. He believes he knew the Empyreal Lord Ragathiel in ages past, and during his time spent in Magnimar he joined the archangel's cult for the opportunity to speak to him and receive his counsel and support. For many years Gardolf has wandered Golarion, preparing himself for the great task that he believes lies before him.

Description:
Gardolf is rotund, to put it bluntly-- almost as wide as he is tall. His skin is weathered and brown, and he has a long, white beard. He hides his balding head beneath a wide-brimmed floppy hat, and he wears a voluminous cloak and an overstuffed pack on his back that makes him look a bit like a deranged Santa Claus. His voice is harsh and his demeanor generally prickly. He waddles with a gnarled staff that is blackened with fire and carries a sword with a red jewel in the hilt at his belt.

(Inspirational image)

His familiar typically rides on his shoulder-- a lyrakien azata that looks very much like a tiny celestial elf. She has butterfly wings and a surprisingly deep and rich voice for such a small creature.

(inspirational image)

Goals:
Gardolf believes he is in the world to defeat a great evil, as insidious as it is powerful, and he thinks the best way to fight it is by guiding others to join his cause. To that end, he wants to establish a worldwide order of good-aligned advisors, what he calls the Council of Light, to encourage mages of all varieties and nationalities to work together.

As part of this goal he will need to travel, to bring the offer of membership to the great magic-wielders across the continents. He hopes to visit as many places of arcane significance that he can, to broaden his horizons and widen his circle of influence. And of course, he wants to send every fiend that has found its way into this plane back to where it came from, especially Asmodeus and the agents of his corrupt church. His obsession with evil outsiders sometimes gets the better of his senses, but he has too many wisps of memory detailing the last time the forces of evil triumphed, and he cannot bear the thought of them succeeding again on his watch.

If he had one specific wish, he would ask to restore his formal heavenly glory and regain his lost celestial form (ideally gaining the angel subtype). He believes that the respect that goes along with the patronage of a recognizable empyreal lord would help overcome some of the resistance that he has encountered in trying to unite an order of good-aligned wizards.

Race Traits:
Base race: Half-Elf

Type Humanoid (elf, human) [0 RP]
Size Medium [0 RP]
Base Speed Normal [0 RP]
Ability Score Modifiers Human Heritage [0 RP]
Languages Standard [0 RP]

Ability Score Modifiers
• Dual Talent (Kindred-Raised) [2 RP]

Defense Racial Traits
• Alert for Betrayal [2 RP]
• Dual Minded [1 RP]
• Elven Immunities [2 RP]

Feat and Skill Racial Traits
• Round Ears (Skilled, Disguise bonus) [5 RP]
• Static Bonus Feat (Skill Focus) [2 RP]

Magic Racial Traits
• Mordant Envoy [2 RP]

Other Racial Traits
• Darklands Guide [2 RP]
• Elf Blood [0 RP]
• Multidisciplined [2 RP]

TOTAL: 20 RP

Size Medium Space 5' Reach 5'

Str 25 (+7) (17[base]+4[enhancement]+2[levels]+2[race])
Dex 7 (-2) (7[base])
Con 18 (+4) (16[base]+2[enhancement (cord)])
Int 8 (-1) (8[base])
Wis 16 (+3) (14[base]+2[enhancement])
Cha 22 (+6) (16[base]+4[enhancement]+2[race])

HP 130* (100[10d10]+40[CON]-10[Oath of Ritual], +20[*rage]), fast healing 5

AC 28**** (10+4[armor enhancement]+6[CHA, soul shield]+2[deflection]+3[STR, Force Redirection Technique]+1[natural armor]+2[natural armor enhancement], +4[*armor, Armored Magic], +2[*shield, Armored Magic], -1[*charge], -2[*rage])
AC, touch 21** (10+6[CHA, soul shield]+2[deflection]+3[STR, Force Redirection Technique], -1[*charge], -2[*rage])
AC, flatfooted 25**** (10+4[armor enhancement]+6[CHA, soul shield]+2[deflection]+1[natural armor]+2[natural armor enhancement], +4[*armor, Armored Magic], +2[*shield, Armored Magic], -1[*charge], -2[*rage])

Damage Reduction 1/–

Initiative +14 (+6[CHA]+4[familiar]+2[race]+2[trait])

Speed 30' (20[medium load]+10[fast movement])

Fortitude +20* (+7[base]+4[CON]+6[divine grace]+3[resistance], +2[*rage])
Reflex +10* (+3[base]-2[DEX]+6[divine grace]+3[resistance], +2[*vs underground traps/hazards])
Will +15**** (+3[base]+3[WIS]-2[Crossblooded]+6[divine grace]+2[Dual Minded]+3[resistance], +2[*rage], +2[*vs illusion, Alert for Betrayal], +2[*vs enchantment, Elven Immunities], [*immune to sleep magic, Elven Immunities])

BAB +10
CMB +17* (+10[BAB]+7[STR], +2[*rage])
CMD 32* (10+10[BAB]+7[STR]+3[Force Redirection Technique]+2[deflection], +2[*rage])
CMD, flatfooted 29* (10+10[BAB]+7[STR]+2[deflection], +2[*rage])

Weapons
"Blackstaff" (furious quarterstaff, attuned)
• attack: +17/+12***** or +15/+15***** (+10[BAB]+7[STR], +2[*charge], +2[*greater magic weapon, enhancement], -2[*Power Attack], +4[*rage, furious], +1[*shillelagh])
• damage, double: 1d6+7**** bludgeoning damage (1d6+7[STR], +2[*greater magic weapon, enhancement], +4[*Power Attack], +4[*rage, furious], 2d6+1[*shillelagh])
• damage, two-handed: 1d6+10**** bludgeoning damage (1d6+10[1.5xSTR], +2[*greater magic weapon, enhancement], +6[*Power Attack], +5[*rage, furious], 2d6+1[*shillelagh])
• critical: x2

"Fiend-Hammer" (furious cold iron mithral bastard sword)
• attack: +18/+13***** (+10[BAB]+7[STR]+1[enhancement], +1[*greater magic weapon, enhancement], +2[*charge], -2[*Power Attack], +4[*rage, furious])
• damage, one-handed: 1d10+7**** slashing damage (1d10+7[STR], +2[*greater magic weapon, enhancement], +4[*Power Attack], +4[*rage, furious])
• damage, two-handed: 1d10+10**** slashing damage (1d10+10[1.5xSTR], +2[*greater magic weapon, enhancement], +6[*Power Attack], +5[*rage, furious])
• critical: 19-20/x2

ranged weapons
• attack: +8 (+10[BAB]-2[DEX])

Armor
none [attuned]
• Max Dex: +3 (medium load)
• ACP: -3 (medium load)

Half-Elf Adaptability, Alert for Betrayal, Darklands Guide, Dual Minded (+2 Will saves), Elf Blood, Elven Immunities, Kindred-Raised, Mordant Envoy (+1 CL Transmutation), Multidisciplined (+1 CL in two classes, max level), Round Ears (Skilled, +4 Disguise to appear human)

Favored Class Bonus +10 bloodrage rounds (Bloodrager)

Traits Curator of Mystic Secrets (Magical Exemplar, cast spontaneous metamagic spell without increasing time 5/day), Elven Reflexes (Race, +2 initiative), Hedge Magician (Magical, crafting magic items costs 5% less), Impatient (Drawback, can't delay/ready, -1 penalty on combat checks when going last), Magical Knack (bloodrager) (Magical, +2 CL for one class, max level), Meticulous (Drawback, -2 all untrained skills), Spark of Creation (Magical, +1 Craft, crafting magic items costs 5% less), Voices of Solid Things (Spellcraft) (Region, use CHA for Spellcraft)

Feats Additional Traits (level 1), Combat Expertise* (EitR), Deadly Aim* (EitR), Eschew Materials* (Sorcerer 1), Magical Aptitude* (background feat), Planar Heritage* (aasimar) (background feat), Power Attack* (EitR), Skill Focus* (Spellcraft) (race), Weapon Finesse* (EitR); Bloodmage Initiate* (oaths), Spell Focus (Evocation) (level 2); Recovered Rage (level 3); Heighten Spell* (Bloodrager 4), Rage Casting (level 4); Flumefire Rage (level 5); Noble Scion* (Herald of War) (oaths), Persistent Spell* (Bloodrager 6), Vital Strike (level 6); Emergency Attunement (level 7); Magic Trick (fireball) (level 8); Aligned Class (sorcerer) (level 9), Widen Spell* (Bloodrager 9); Choral Support* (oaths), Selective Spell (level 10); Dreamspace* (*when familiar is within reach);

Skills Acrobatics -1 (1[ranks]-2[DEX]+3[class]-3[ACP]), Appraise +3 (1[ranks]-1[INT]+3[class]), Bluff +10 (1[ranks]+6[CHA]+3[class]), Climb +8 (1[ranks]+7[STR]+3[class]-3[ACP]), Craft (alchemy) +13** (10[ranks]-1[INT]+3[class]+1[trait], +2[*familiar], +2[*lab]), Craft (armor) +4* (1[ranks]-1[INT]+3[class]+1[trait], +2[*familiar]), Craft (weapons) +4* (1[ranks]-1[INT]+3[class]+1[trait], +2[*familiar]), Diplomacy +10 (1[ranks]+6[CHA]+3[class]), Disguise +4* (0[ranks]+6[CHA]-2[Meticulous], +4[*race, appearing human]), Escape Artist -7 (0[ranks]-2[DEX]-2[Meticulous]-3[ACP]), Fly -1 (1[ranks]-2[DEX]+3[class]-3[ACP]), Handle Animal +4 (0[ranks]+6[CHA]-2[Meticulous]), Heal +1 (0[ranks]+3[WIS]-2[Meticulous]), Intimidate +19 (10[ranks]+6[CHA]+3[class]), Knowledge (history) +12 (10[ranks]-1[INT]+3[class]), Knowledge (nobility) +5 (1[ranks]-1[INT]+3[class]+2[Noble Scion]), Knowledge (planes) +12 (10[ranks]-1[INT]+3[class]), Knowledge (other) +3 (1[ranks]-1[INT]+3[class]), Linguistics +3 (1[ranks]-1[INT]+3[class]), Perception +16 (10[ranks]+3[WIS]+3[class]), Perform (sing) +12 (3[ranks]+6[CHA]+3[class]), Profession +1 (0[ranks]+3[WIS]-2[Meticulous]), Ride -1 (1[ranks]-2[DEX]+3[class]-3[ACP]), Sense Motive +7 (1[ranks]+3[WIS]+3[class]), Sleight of Hand -7 (0[ranks]-2[DEX]-2[Meticulous]-3[ACP]), Spellcraft +29*** (5[bonus ranks from Alchemy]+5[ranks]+6[CHA]+3[class]+4[Magical Aptitude]+6[Skill Focus], +2[*familiar], +2[*lab], +1[*trait]), Stealth -1 (1[ranks]-2[DEX]+3[class]-3[ACP]), Survival +7 (1[ranks]+3[WIS]+3[class]), Swim +8 (1[ranks]+7[STR]+3[class]-3[ACP]), Use Magic Device +23 (10[ranks]+6[CHA]+3[class]+4[Magical Aptitude])

Languages Common, Elvish, Mwangi

Bloodrager (Enlightened Bloodrager / Hemophage* / Metamagic Rager) 10 absorb bloodline*, blended training* (every level), bloodline (Shapechanger), bloodrage, casting* (Low-Caster), casting tradition* (Staff Sorcerer), fast movement, martial tradition* (Staff Savage), martial tradition (swap out proficiencies, two [discipline] talents), spell pool* (level x 2 + CHA); uncanny dodge; divine grace (replaces blood sanctuary); blood casting, enlightened bloodrage, enlightened spellcasting, spells (CL 7+3), sphere blood casting*; meta-rage; blood havoc; DR 1/-

Quasi-Gestalt Legendary Sorcerer (Crossblooded / Eldritch Scrapper) 6+4 arcane edge, aura of power, bloodlines (Shapechanger, Solar), drawbacks, force of personality, magical expression (Shapechanger: +1 CL with transmutation spells that affect self only; Solar: +1 damage per die with [fire] spells, ignore resistance, half damage vs immune, +1 DC [fire] or [light] spells), soul shield, spells (CL 10); martial flexibility (one feat as move, two feats as standard; 3+half level/day), heart of arcana (Mysterious Heart: 2 bonus spells); bloodline gift (Mutable Flesh 1/day, 1h/level)

Quasi-Gestalt Bloatmage 4 blood pool, bloat (2d4) 2/day, hemophilia; corpulence +1

Special Ability:
I Smoke And I Know Things: Gardolf smokes his pipe and meditates on a problem for at least ten minutes and then subsequently receives one of the following benefits:

• He can take 20 on any associated ability or skill check undertaken before the next time he rests and regains his spells. When doing this, he may retry a skill check that he has previously failed, even if said check cannot normally be retried, and he does not have to be trained in the skill to use it in this way. Gardolf can activate this power while engaged in an extended activity like crafting or gathering information.

• He can swap out one of his spells known for another spell of the same level or lower. This spell must be on his spell list or must either appear on the druid spell list or have the [good] or [light] descriptors. This exchange lasts until the next time he rests and recovers his spells.

• He can swap out one of his feats for any other feat for which he qualifies, as long as the lost feat is not a prerequisite for another feat he retains. This exchange lasts until the next time he rests and recovers his spells.

• He can swap one of his combat or magic talents for another talent for which he is qualified to take. This exchange lasts until the next time he rests and recovers his spells.

• He can cast comprehend languages, divination, find the path, identify, legend lore, locate creature, locate object, nature's paths, tongues, or true seeing as spell-like abilities with caster level equal to his character level.

In addition, Gardolf treats all skills as class skills, and all of his spells known as both bloodrager and sorcerer spells known. When he casts a sorcerer spell, it counts as casting a bloodrager spell and vice-versa.

Combat Talents (Spheres of Might)
Practitioner Ability Modifier: Charisma (DC 21)
Martial Tradition: Staff Savage (custom)

Staff Savage tradition:
"Hit it with my stick" is a very common tactic among martial magical types, and some of them have developed an aggressive combat form around it.

Bonus Talents:

• Equipment: Staff Mastery
• Alchemy [formulae] sphere
- Special: Alternative-Brew drawback As appropriate to those trained primarily in magical item crafting, Staff Savages create their alchemical formulae using Spellcraft instead of Craft (alchemy).
• Berserker sphere
• Variable: Staff Savages gain either the Beastmastery sphere or the Dual Wielding sphere.

Alchemy [formulae] sphere* (from tradition), Formulae
- Alternative-Brew (Spellcraft) drawback
- Elixir of Life*+ (from Mana Chemistry drawback)
- Focusing Formula* (from Formulae package)
- Mana Chemistry drawback

Beastmastery sphere* (from tradition)
- Companionship drawback
Improved Pet+
- Pet* (thrush, from Companionship drawback)

Berserker* sphere (from tradition), Brutal Strike
Advancing Carnage
Advancing Carnage x2
Heavy Swing [exertion]
Reaper's Momentum
- Savage* (from Savage Offense drawback)
- Savage Offense drawback
Warp Spasm+

Dual Wielding sphere, Dual Attack
Mercurial Flow

Equipment sphere
Custom Training* (bastard sword, elven curve blade, scimitar) [discipline] (from tradition)
Force Redirection Technique+
Knightly Training* [discipline] (from tradition)
Staff Mastery* (from tradition)

Magic Talents (Spheres of Power)
Casting Tradition: Custom (Staff Sorcerer)

Staff Sorcerer tradition:
Many mages are dependent on their magic staves for boosting their arcane power. Even though sorcerers and bloodragers generally have fewer restrictions, Gardolf was trained by wizards with more traditional limitations. Also, Gardolf has difficulty hiding his celestial associations when he is infused with magic, causing him to produce an aura similar to a paladin of his same level whenever he spherecasts a spell.

Magic Type: arcane
Casting Ability Modifier: Charisma
Drawbacks: Focus Casting (Blackstaff), Magical Signs (good aura), Somatic Casting, Somatic Casting x2, Verbal Casting
Boons: +1 spell point/level

Caster Level +8** (+2[*Destruction/Light/Protection (Blackstaff, when enhanced)], +1[*Destruction/Light, Bloatmage Initiate])
Magic Skill Bonus: +10 (casting class levels)
Magic Skill Defense: 21 (11 + MSB)

Blood sphere, Blood Control (Coagulate [still])
- Limited Acceleration (Still) drawback
- Manipulate Alchemy* [still] (from Limited Acceleration drawback)
- Self Control* (from Self-Controlled drawback)
- Self-Controlled drawback

Destruction sphere, Destructive Blast
- Aligned Combatant (good) drawback
- Destructive Touch drawback
- Energy Strike* [blast shape, strike] (from Destructive Touch drawback)
Penetrating Blast+
Searing Blast [blast type, fire]
- Smiting Blast* [blast type, holy] (from Aligned Combatant drawback)

Light sphere, Glow (Bright Light)
- Encompassing Light* [light] (from Light Focus drawback)
- Light Focus drawback
- Lingering Glow* (from Touch of Light drawback)
- Touch of Light drawback

Protection sphere, Aegis)
- Aligned Protection (good) drawback
- Alternate Aegis drawback
- Armored Magic* [aegis] (from Alternate Aegis drawback)
- Energy Resistance* [aegis] (from Limited Protection drawback)
- Fateless* [aegis] (from Aligned Protection drawback)
- Limited Protection (aegis) drawback
- Luminous drawback
- Plexing Aegis* [aegis] (from Luminous drawback)

Oaths Forbidden Knowledge (Mania: evil outsiders) [2 OP], Oath Against Artifice [1 OP], Oath of Burdens [1 OP], Oath of Candor [1 OP], Oath of the Cryptkeeper [1 OP], Oath of Honor (Code of the Council of Light) [2 OP], Oath of Loyalty (Ragathiel) [1 OP], Oath of Ritual [1 OP]

Oath Boons Accelerated Recovery [3 OP], Bonus Feats [4 OP], Bonus Talents [3 OP], Enhanced Abilities [free], Enhanced Armaments [free], Enhanced Defenses [free x2], Inhuman Resilience [free], Shielded Form [free]

Code of the Council of Light:
• Never commit an evil act.
• Respect legitimate authority; councilors are advisors, never leaders.
• Act with honor (do not cheat, lie, steal, poison, etc.)
• Be clean in body and soul (avoid gluttony, remain chaste).
• Help those in need (provided they do not use the help for evil ends).
• Show mercy to those who may redeem themselves whenever possible.
• Oppose those who harm or threaten innocents.

Spell-Like Abilities (Mordant Envoy)
1/day: comprehend languages, detect secret doors, erase, read magic

Spells (Bloodrager|Sorcerer)
Caster Level: 7+3****|10**** (+1[*Evocation, Bloatmage Initiate], +1[*fire or light spells, Solar magical expression], +1[*Transmutation, Mordant Envoy], +1[Transmutation spells on self only, Shapeshifter magical expression])

cantrips (∞|∞): arcane mark, create water, detect fiendish presence, detect magic, enhanced diplomacy, guidance, know direction, mage hand, mending, open/close, prestidigitation, purify food and drink, spark, stabilize, sunray* (6|9 known)

1st (4/day|8/day): burning hands [DC 19], enlarge person, expeditious retreat, heightened awareness, moment of greatness, mount, produce flame, reduce person, searing light*, shillelagh*, sure casting, true skill (5+1|5+1 known)

2nd (3/day|8/day): ablative barrier, alter summoned monster, ashen path, consecrate*, full pouch, lesser angelic aspect, lesser restoration*, light prison* [DC 20], pyrotechnics [DC 18], scorching ray, see invisibility (4+1|4+2 known)

3rd (3/day|7/day): burning entanglement* [DC 21], daylight*, fireball [DC 21], fly, greater magic weapon, heroism, paragon surge (2+1|3+1 known)

4th (-|6/day): emergency force sphere, flaming aura [DC 21], healing flames* [DC 21], restoration* (2+2 known)

5th (-|4/day): cleansing fire*, grand destiny (1+1 known)

Equipment alchemist's fire x15 [100 gp, crafted], alchemy crafting kit [25 gp], alchemy lab [200 gp], backpack [2 gp], basic Fate wand [1,000 gp], belt pouch [1 gp], belt pouch (tiny) [1 gp], "Blackstaff" (furious quarterstaff) [8,300 gp], canteen [2 gp], cord of stubborn resolve [15,000 gp], "Fiend-Hammer" (furious cold iron mithral bastard sword) [3,023 gp, crafted], handy haversack (tiny) [2,000 gp], pipe [1 gp], potion of enlarge person (50 gp), rope (500') [10 gp], smokestick x15 [100 gp, crafted], tangleburn bag [50 gp, crafted], tanglefoot bag [17 gp, crafted], tent (medium) [15 gp], tobacco [1 gp, crafted], traveler's outfit [free], vial of arcane blood x3 [12 gp, crafted], vial of celestial blood x7 [28 gp, crafted], vial of destined blood x3 [12 gp, crafted], 32,000 gp remaining

Expended Items:
potion of enlarge person [50 gp]

Blackstaff:
Custom magic staff (based on oaken staff)

furious quarterstaff [2,000 gp]
fireball (2 charges) [3,600 gp]
shillelagh (1 charge) [300 gp]
• can cast shillelagh on it even though it's magical, and the enhancement bonus stacks; enhancement bonuses affect entire staff [2,400 gp]

Belladhriel (Familiar):
Type Outsider (azata, chaotic, extraplanar, good)
Alignment CG
Size Tiny
Space 2.5'
Reach 0'

Str 5 (-3) (5[base])
Dex 19 (+4) (19[base])
Con 12 (+1) (12[base])
Int 14 (+2) (14[base])
Wis 17 (+3) (17[base])
Cha 20 (+5) (20[base])

HP 80 (70[half master's hp]+10[CON])

AC 21** (10+4[DEX]+5[natural armor]+2[size], +4[*armor, Armored Magic], +2[*shield, Armored Magic])
AC, touch 17 (10+4[DEX]+2[size])
AC, flatfooted 17** (10+5[natural armor]+2[size], +4[*armor, Armored Magic], +2[*shield, Armored Magic])

Damage Reduction 5/evil
Immune electricity, petrification
Resist cold 10, fire 10

Initiative +4 (+4[DEX])

Speed 30' (30[light load]), fly 80' (perfect) (80[light load])

Fortitude +8 (+7[base]+1[CON])
Reflex +7* (+3[base]+4[DEX], [*improved evasion])
Will +6 (+3[base]+3[WIS])

BAB +10
CMB +5 (+10[BAB]-3[STR]-2[size])
CMD 19 (10+10[BAB]-3[STR]+4[DEX]-2[size])
CMD, flatfooted 15 (10+10[BAB]-3[STR]-2[size])

Weapons
slam
• attack: +16* (+10[BAB]+4[DEX]+2[size], -2[*Power Attack])
• damage: 1d2-3 bludgeoning damage (1d2-3[STR], +4[*Power Attack])
• critical: x2
• reach: 0'

ranged weapons
• attack: +16 (+10[BAB]+4[DEX]+2[size])

Armor
none

Lyrakien azata darkvision 60', low-light vision, starlight blast, traveler's friend

Feats Choral Support* (teammate), Combat Advice (retrained Agile Maneuvers), Combat Expertise* (EitR), Cooperative Crafting* (Valet 1), Deadly Aim* (EitR), Power Attack* (EitR), Swift Aid (retrained Improved Initiative), Weapon Finesse* (EitR)

Skills Acrobatics +10 (creature skill), Appraise +3 (1[ranks]+2[INT]), Bluff +11 (creature skill), Climb +1 (1[ranks]-3[STR]+3[class]), Craft (alchemy) +15* (10[ranks]+2[INT]+3[class], +2[*lab]), Craft (armor) +6 (1[ranks]+2[INT]+3[class]), Craft (weapons) +6 (1[ranks]+2[INT]+3[class]), Diplomacy +11 (creature skill), Fly +20 (1[ranks]+4[DEX]+3[class]+8[maneuverability]+4[size]), Handle Animal +6 (1[ranks]+5[CHA]), Intimidate +15 (10[ranks]+5[CHA]), Knowledge (history) +12 (10[ranks]+2[INT]), Knowledge (planes) +15 (10[ranks]+2[INT]+3[class]), Knowledge (religion) +8 (creature skill), Knowledge (other) +3 (1[ranks]+2[INT]), Linguistics +5 (3[ranks]+2[INT]), Perception +16 (10[ranks]+3[WIS]+3[class]), Perform (sing) +11 (3[ranks]+5[CHA]+3[class]), Perform (string) +11 (creature skill), Ride +5 (1[ranks]+4[DEX]), Sense Motive +4 (1[ranks]+3[WIS]), Spellcraft +12 (10[ranks]+2[INT]), Stealth +18 (creature skill), Survival +4 (1[ranks]+3[WIS]), Swim +1 (1[ranks]-3[STR]+3[class]), Use Magic Device +15 (10[ranks]+5[CHA])

Languages Celestial, Draconic, Infernal; truespeech

Improved Familiar (Dream Guide / Valet*) 10 able assistant*, deliver aid*, deliver touch spells*, dreamer, dream with you, empathic link, improved evasion, lead the dream, magical manipulation*, natural armor adj +5, share spells, speak with master, teammate*, valet skills*

Spell-like Abilities (CL 3rd; concentration +8)
Constant—detect evil, detect magic, freedom of movement
At will—dancing lights, daze (DC 15), open/close, prestidigitation, summon instrument, ventriloquism (DC 16)
1/day—cure light wounds, lesser confusion (DC 16), silent image (DC 16)
1/week—commune (6 questions, CL 12th)

Action Summary:
Full round
• cast metamagic-boosted spell
• charge
• full attack
• withdraw

Standard
• absorb bloodline: consume prepared draught
• Aegis: 1sp, apply [aegis] for 1h/CL
• attack action (Advancing Carnage, Brutal Strike, Dual Attack, Vital Strike)
• Bright Light: glow increases one step while concentrating, or 1sp for 10m/CL
• cast spell
• Choral Support (familiar): Change ally's fire spell to sonic
• Destructive Blast: half CL+1xd6 B damage, or 1sp, CLxd6 B damage
• Elixir of Life: restore a dead target to life
• Emergency Attunement: change a Transmutation spell and half the duration
• Energy Strike [blast shape]: weapon attack combined with Destructive Blast
• Focusing Formula: administer to ally
• Glow: cause target to glow 10m/CL with touch attack
• martial flexibility: gain any two combat feats for 1m

Move
• Combat Advice (familiar): +2 competence attack to ally
• Focusing Formula: regain MF
• martial flexibility: gain any combat feat for 1m

Swift
• Coagulate [still]: end bleed, reduce bleed by 4, bleed effects must make magic skill check
• Manipulate Alchemy [still]: increase frequency of poison one step and DC -2
• Rage Casting
• Swift Aid (familiar): aid another for +1 to attack or AC

Immediate
• Manipulate Alchemy [still]: delay 1 consumed potion indefinitely
• Plexing Aegis [aegis]: 1sp, activate a Plexing Aegis
• Savage: on drop foe, regain MF

Free
• Advancing Carnage: additional attack if initial or additional attack hits, one five-foot step during attacks
• Bloat: gain 2d4 blood points 2/day
• Destined Strike (Destined bloodline): when raging, +5 insight attack 3/day
• Glow: glowing target sheds light as torch
• Rage: +4 Str/Con, +2 Will, -2 AC

Free (on any turn)
• Manipulate Alchemy: activate a delayed potion

Other
• Advancing Carnage: make attacks at -2
• Arcane Bloodrage (Arcane bloodline): free spells when entering rage
• Angelic Attacks (Celestial bloodline): when raging, melee attacks considered good, +1d6 damage to evil outsiders
• Armored Magic [aegis]: +3 armor bonus or +1 shield bonus, +1/5 CL
• Blood Pool: spend blood points to not expend a spell slot of equal level when casting
• Brutal Strike: foes damaged are battered until end of next turn, add [exertion]; MF to deal 2x BAB extra damage
• Celestial Resistances (Celestial bloodline): when raging, resistance acid 5, cold 5
• Certain Strike (Destined bloodline): when raging, reroll attack 1/rage
• Conviction (Celestial bloodline): 1/rage can reroll ability, skill, or save
• Curator of Mystic Secrets: cast metamagic without increasing casting time, 5/day
• Disruptive Bloodrage (Arcane bloodline): when raging, DC +2 to defensive cast in threatened area
• Dual Attack: make two attacks at -2
• Encompassing Light [light]: 1sp, bright light increases size by two categories
• Energy Resistance [aegis]: energy resistance 20
• Fated Bloodrager (Destined bloodline): when raging, +2 luck AC/saves
• Greater Arcane Bloodrage (Arcane bloodline): bonus spell entering rage
• Heavy Swing [exertion]: Fort save or staggered 3r; if battered, staggered 1r or dazed 1r and staggered 3r on fail
• Penetrating Blast: Destructive Blast ignores CL energy resistance, or 1sp for CLx2
• Plexing Aegis [aegis]: flexible aegis
• Reaper's Momentum: with MF, on drop foe, up to 2 bonus attacks
• Recovered Rage: regain 1 round of rage on drop foe of half HD or more
• Searing Blast [blast type]: fire damage, d8 instead of d6
• Self-Control: constant control over self for Blood effects
• Staff Mastery: choose at start of turn if quarterstaff is two-handed, two-handed reach, or double
• Warp Spasm: 50% chance to negate critical hits or precision damage when raging

Tricks and Strategies:
• Most of the time, Gardolf just wants to smash face. This is pretty straightforward: rage, Brutal Strike, Power Attack, Vital Strike. He generally does more damage with Dual Attack, taking advantage of the quarterstaff's double property, than by hitting two-handed. He also tries to keep a Destructive Blast stored in his staff, to increase the initial damage. He rarely fights with his bastard sword, but he wears it prominently all the same.

• Perhaps Gardolf's best tricks are with fireball. By spending 12 rounds of rage, he can cast a widened fireball as a 3rd level spell, thanks to meta-rage. While raging, he can boost the DC with Rage Casting (taking 3d6 damage). Magic Trick (fireball) lets him concentrate fire and cluster bomb, focusing even more damage on one 5' radius area. All told this is five 5' radius mini-fireballs that deal 5d6+10 damage each (and possibly even more with Flumefire Rage). Or he can cast a 3rd level heightened (+6) fireball for 18 rounds of rage, which produces eight 5' radius fireballs that deal 3d6+6 damage each. He can add alchemist's fire as a material component to cause 10 targets who fail their Reflex save to catch fire, and saltpeter (at no cost, thanks to Eschew Materials) to add 1 fire damage to each fireball.

• Using this same meta-rage feature, Gardolf can spend 8 rounds of rage to summon a heightened mount, which counts as a 4th-level summoned monster. Then, by casting alter summoned monster, he can transform it into a celestial giant eagle that lasts just as long as the original spell (20 hours). This is how he prefers to travel long distances.

• Gardolf can cast paragon surge, and once per day he can increase the duration of a Transmutation spell that targets only himself to hours/level. This means he can take a crafting feat with the spell and it lasts long enough for him to use it to craft. He also has the Emergency Attunement feat, which says that with a Spellcraft check and a standard action he can swap the free feat for something else. This is a good way to quickly gain a new spell known (via Expanded Arcana) without waiting for his special power.

• Using his martial flexibility ability, Gardolf can take Extra Blended Talent to temporarily gain magic talents as necessary. This is particularly useful to gain new [aegis] or [energy type] talents in response to new information or special circumstances in combat. Other useful feats he can gain from this ability include: Cornugon Smash, Furious Finish, Muscular Reflexes, or Spell Attack.

• Gardolf's familiar has several useful tricks as well. She carries most of Gardolf's crafted alchemical items to use against enemies, and especially Focusing Formulae that she can administer to Gardolf as a standard action. She can also use Choral Support to turn Gardolf's fire spells into sonic spells. With constant detect magic and detect evil, she can advise Gardolf when invisible or fiendish enemies are near. She can give Combat Advice as a move action, and she can aid Gardolf in combat using deliver aid, or with Swift Aid if she has her reach increased with Encompassing Light. (Gardolf retrained her feats using Purposeful Training.) She also carries a Fate spell engine that she can activate with Use Magic Device.

• The spell ashen path cast on Gardolf's allies, combined with pyrotechnics, is an especially effective long-range debilitator against enemies who have been set on fire with a fireball. This also works at close range with a smokestick dropped by his familiar, or on an alchemist's fire she throws. Unfortunately, ashen path only lasts about 15m, so it must be cast with other more immediate preparation spells like expeditious retreat, moment of greatness, reduce person (on his familiar), shillelagh, fly and flaming aura. With slightly more time to prepare, Gardolf can buff himself with several effects that last 10m/level: Glow/Encompassing Light, heightened awareness, see invisibility, ablative barrier, and heroism.

• Gardolf has attuned his staff, making it a Destruction implement and giving it the Spell Storing ability and the Extra Sphere ability twice (Light and Protection). Most mornings he enhances both his staff and his sword with greater magic weapon. He stores a Destructive Blast (Energy Strike/Searing Blast) in the staff, and he keeps a potion of enlarge person in his system with Manipulate Alchemy. He also casts Plexing Aegis and Armored Magic twice on himself and his familiar. And, he always casts paragon surge at the beginning of his day, though what feat he takes with it varies depending on his plans.

• Since Gardolf always worries he will encounter fiends, he almost always swaps his alter self spell for consecrate and takes Consecrate Spell as his paragon surge feat. If he is crafting, he will instead swap sure casting for crafter's fortune and take a crafting feat with paragon surge. At the end of the day and before going to sleep, he often swaps Widen Spell for Extend Spell and uses his blood pool to cast extended heightened versions of his daily buffs, so that they will last through the next day. Casting extended versions of Plexing Aegis on his allies is also a worthwhile use of leftover spell points.

• While sleeping, Gardolf and his familiar craft his Alchemy sphere formulae within his dreamspace. This is also generally where he works on other crafting projects, though he can bring his equipment back and forth for days when he has additional downtime during waking hours. He occasionally crafts other alchemical items for his familiar to use; a trick he sometimes uses is to cast a heightened full pouch that increases the DC of the alchemical copies created by the spell. He also crafts oils of shillelagh and potions of enlarge person to keep on hand.