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.
Description:
Gardolf is a bit rotund, though he is also 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. As he waddles, he leans on a gnarled staff that appears to have been blackened with fire.
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 wizards, 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. 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 (mostly) good-aligned wizards.
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 elsewhere 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. He currently lives in Varisia, though he has traveled Golarion extensively.
Perhaps his greatest task so far has been to oppose the rise of the former Runelord of Greed, Karzoug. The battle-wizard ascended the Mhar Massif mountain containing the entrance to Xin-Shalast, and in an epic magical duel defeated his opponent once and for all. With fire and his foe-hammer Gardolf beat down the ancient wizard and his minions, and when the once-mighty Karzoug asked for reprieve and offered to share his kingdom in exchange for mercy, Gardolf swung the killing blow instead of answering. After clearing out the underground city, he made contact with the families of the dwarves who initially discovered it, and arranged for them to take over. Unfortunately, he has not traveled the distance to check on them in several years, so he does not know what became of their settlement in the meantime.
Afterward Gardolf retreated from the world for a while, but several years later he got involved when he learned a pair of halfling adventurers from Sandpoint were embarking on a similar quest to uncover a precious artifact associated with the Runelords called the Sihedron. Historians are unsure how involved Gardolf was in this saga-- some loremasters think that he advised the heroes but rarely fought with them, while others think this is propaganda spread by the Pathfinders to make themselves look better and that Gardolf's magic was integral to their efforts-- but it is clear that Gardolf was present and participated in the climactic battle to defeat the Spirit of Xin in his crystal palace. Subsequently, Gardolf also tracked down and defeated the necromancer lich Thulos and destroyed his Black Book containing part of the soul of the Runelord of Gluttony.
These days, Gardolf can most often be found at the Rusty Dragon in Sandpoint, where he has many friends and former adventuring companions. He has maintained a deep and lasting friendship with Arathorn and Galahadriel, his companions in the battle for Sandpoint against the giant invasion, and with the halfling twins Gala and Giddy Haversack, who are more famously known in Magnimar as the Sihedron Heroes (and reportedly still wanted for unpaid gambling debts in Riddleport).
Gardolf's 10-Minute Background:
Step 1(Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!)
1. Gardolf is a Wizard with a capital W, even though he doesn't have any levels in that class. He strives to be better at wizarding than even actual wizards.
2. Gardolf has a short temper. He tries to be friendly and patient, but it easily gets under his skin how stupid people can be sometimes.
3. While he enjoys performing magic, combat is when Gardolf's blood truly sings. Whaling on an enemy with his staff makes him feel great.
4. In a previous life Gardolf was a celestial, possibly an archon but more likely an angel. He believes he was brought to the prime material plane in a humanoid body for some great purpose.
5. As a boy, Gardolf was raised by a family of half-elves in Magnimar, but he has always done his own thing. His wizardly nature seems to have been instinctive for the most part. He taught himself magic by poring over dusty tomes and practicing spells, aided by hazy memories of his abilities in his past lives.
6. Gardolf has a soft spot for halflings. He thinks they are adorable.
7. Although he does not worship any particular deity, Gardolf pays respect to the gods of the Sandpoint pantheon.
8. His allosaurus animal companion, Stout Rex, was brought to life from his memories of the great beast in his last incarnation. Like Gardolf, Rex is extremely intelligent but still loves to fight with tooth and claw.
9. He gets antsy when he stays in one place for too long, so he often goes on adventures and travels Golarion when he isn't crafting in his demiplane or quaffing drinks in the Rusty Dragon with his Sandpoint friends.
10. He single-handedly took down the former Runelord Karzoug in his pocket dimension during the Rise of the Runelords, though many others helped defend the city of Sandpoint from invasion. He was also instrumental in fighting the spirit of Xin during the final chapter of the Shattered Star.
11. Gardolf's voting sigil is a red Thassilonian 'G' rune on a gray field.
Step 2(List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.)
1. Gardolf believes that wizards should work together to make a better world, because he thinks that it was competition and jealousy that caused the downfall of the Runelords. To that end, he wants to form a special worldwide Wizards' Council to advise world leaders.
2. I don't know how feasible it is, but I'd love it if Gardolf could convince an enemy mage to join his council by beating them into submission.
Step 3(List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.)
1. Gardolf doesn't like the current praeco of his fledgling wizard's council, Manosaur, because he doesn't think he's a very good wizard and he doesn't like his personality. He feels guilty about this, because Manosaur is one of the few wizards that he has convinced to join, but it means that he avoids meetings because he doesn't want to see the speaker. He doesn't talk about this to anyone, because he doesn't want it to get back to him and hurt his feelings.
2. Manosaur is totally working against Gardolf, and only joined the council to sabotage his efforts. As the next senior member after Gardolf, he has obsequiously made himself praeco/speaker, which means he organizes meetings and votes. He has been trying to find a way to subtly dominate Gardolf's familiar, which he should be able to do if anyone can. Once he solves that problem, he will be ready to make his move against the tempermental wizard. He doesn't think he can kill Gardolf, but he should be able to imprison him and then concoct a fable wherein he has forsaken the council and his friends.
3. Gardolf's last incarnation, what he thinks of as his previous life, was actually in the future. He is reincarnating backwards in time. When he dies in this lifetime, the next time he returns might be even further in the past.
Step 4(Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.)
1. Billy Butterman is a halfling who runs the Rusty Dragon Inn, which he purchased from Ameiko Kaijitsu years ago when she left on an ill-fated caravan trip across the world. He is a former constable and member of the Sandpoint Guard, and he is extremely large for a halfling: his girth is almost equal to his height. He is somewhat absent-minded but he loves his city and has great respect for other halflings. Though he is friendly with Gardolf, he doesn't really trust the wizard or his non-halfling cohorts.
2. Gardolf's tower steward is a dwarf named Freja, who is unusually charismatic and charming. She organizes his followers into an efficient workforce, and makes them feel happy to serve what they otherwise might consider a prickly and cantankerous master. In her spare time, she loves making jewelry out of the precious minerals mined in Gardolf's demiplane.
3. Manosaur is a very short and scruffy human druid, who specializes in wildshaping into dinosaurs. He secretly believes that divine magic is superior to arcane magic, and wants to subvert Gardolf's wizard council enough that he can either take it over or destroy his rivals one by one.
Step 5(Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.)
1. Gardolf loves to meditate by smoking his pipe, often with a pint of beer in his other hand.
2. Gardolf has a dim memory that the last time he died, he fell into darkness and fire at the hands of an evil outsider. This has shaped many of his current incarnation's magical studies.
3. He doesn't like to stay in one place very long. After a month or so, he feels compelled to wander in search of adventure.
NPC #1's 10-minute Background:
Step 1(Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!)
1. Manosaur is a Druid with a capital D. He is devoted to nature, and while protecting it is theoretically on his agenda, he cares more about vengeance and hurting those who disrupt the natural order. He's an eco-terrorist, but a crafty and deceptive one. He is neutral evil.
2. Manosaur runs Gardolf's wizard council as praeco. This means he calls the votes, organizes the members, and speaks on behalf of those who do not attend. Around other wizards, he behaves humbly and fawningly, bowing and scraping to their obviously superior magic. He does not let on how little he actually respects them.
3. He has an extremely deep voice, and his skin has a slightly-jaundiced pallor. He is often unclean, and smells like the wilderness.
4. Like Gardolf, Manosaur is also an outsider who can pass for human, though he is a tiefling, not an aasimar. He grew up an orphan, though his father still watches over him and guides him without his knowledge.
5. Manosaur grew up in the southern part of the Stolen Lands, which are renowned for being untamed wilderness. His mother was a hedge witch who sold potions and remedies to woodsfolk (when she wasn't robbing or murdering them).
6. Manosaur hates halflings, and he doesn't bother concealing this fact.
7. Manosaur's animal companion is a spinosaurus named Fetch, upon whom he lavishes attention.
8. Manosaur's voting sigil is the palm of a white hand, fingers splayed like a tree.
Step 2(List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.)
1. Manosaur wants to destroy all of human civilization, beginning with the members of Gardolf's Wizard Council. He believes the earth should be encouraged to take over "civilized" lands, in retribution for the harm that the dominant races have wreaked upon nature.
2. Manosaur is designed as a mirror foil to Gardolf, so I obviously don't want Manosaur to win, but he should enact a Nemesis-level stunning betrayal at some point, and should represent a credible threat to the battle-wizard.
Step 3(List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.)
1. Manosaur has an uncontrollable crush, or rather lust for, Gardolf's cohort Galahadriel. He can't control himself around her, and dreams often about consummating their love. The overtures he has made on the few occasions he has seen her have been politely but firmly rejected, and so he plots to force her to love him once he removes Gardolf from the picture.
2. Manosaur seems somehow familiar to Rex, Gardolf's familiar. This is because the dinosaur comes from an alternate future Golarion where dinosaurs are the dominant lifeform. Some of his brethren worshipped a creator deity represented by a white hand, and an idol that Rex once saw that strangely resembled Gardolf is actually a crude depiction of Manosaur before he permanently transformed himself into a dinosaur.
Step 4(Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.)
1. Manosaur's mother lived in a hovel in the swamps near Candlemere in the Stolen Lands. She died after Manosaur moved away and changed his name, but because of her bitterness and hatred she was reincarnated as a night hag. Her son is one of the few people she would hesitate now to murder and eat.
2. Manosaur's father is an oni who often scrys on his progeny and sometimes takes human form to visit his son. He pretends to be another druid named Radiagorst.
3. Manosaur has met the nymph queen Nyrissa on three occasions, though he does not remember doing so. When they encountered each other in the Stolen Lands, he convinced her to let him go because he would enact destruction upon her kingdom as she desired him to do, but she erased his memory of their arrangement. She wants him to succeed in his goals, except she will ensure that he and his precious wildlife are also destroyed after he succeeds.
Step 5(Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.)
1. Manosaur likes dinosaurs; he thinks they are what humans should have been. He believes that he himself is descended from these majestic cold-blooded beasts.
2. Manosaur does not remember any of his past lives, and it bothers him as he has heard that Gardolf does. He envies the wizard, and that disgusts and enrages him.
3. He dotes on his animal companion, and it is mostly pure admiration and pride. He doesn't like other animals, though, especially mammals.
NPC #2's 10-minute Background:
Step 1(Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!)
1. Lady Anhilda Cyrno is a Molthune noblewoman, daughter of one of that country's nine General Lords. She was raised to be pretty and quiet, though she learned a great deal about warfare by watching and remembering, and once coming of age she rebelled against her family's wishes and fled the country at her first opportunity.
2. Disguising herself as a Nirmathi freedom fighter, "Anna" made her way into Tamrane and joined a group of revolutionaries. After proving herself to them in minor skirmishes at the Molthune border, she was finally welcomed into their inner circle.
3. Their leader was a half-elven man named Arathorn, and the two of them fell in love almost instantly. She realized that she would rather die than lose him. He told her he felt the same, and they were married in a secret ceremony.
4. When Anhilda's mother discovered what had happened, her vengeance was swift. To avoid capture, Arathorn and his bride were forced to escape to Varisia, where her valiant husband had contacts from his previous life. (He was exiled nobility from Korvosa on his mother's side.) They settled in a small, unregarded city called Sandpoint, where they hoped no one could find them.
5. Anhilda worked logistics during the Battle of Sandpoint while her husband fought in the van against the giants. Those days were the most frightening time of her life, as she was terrified that word would come back that her husband was dead, despite his powerful friends.
6. Although Sandpoint was made safe, their previous mayor died in the battle. Anhilda ran for the position and won on a campaign to make Sandpoint's government more egalitarian. Now the town council is mostly local businessmen rather than aristocrats.
Step 2(List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.)
1. Anhilda would like to restore the Sandpoint Glassworks into the bustling manufacturing house it once was, but has yet to garner popular enthusiasm or funds to do so.
2. I think of Anhilda as a sort of avatar for Sandpoint. If the town comes under threat, which it certainly could because of its famed heroes and association with Gardolf the Great, Anhilda would be directly in the middle of it.
Step 3(List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.)
1. Anhilda has communicated with her mother, in an attempt to convince her to accept her daughter as lost and leave her be. For many years she thought she had done so, but it turns out she was simply distracted by the war against Nirmathas. She has recently made contact with Anhilda again via a magic spell to say that she is now turning her attention back to her and she will extract from her what she is owed. Anhilda has not told Arathorn, hoping that her mother's efforts to locate her will fail.
2. Unbeknownst to anyone still living, Anhilda is invulnerable and immortal due to a divine blessing upon her birth. She has a supernatural bond to Abadar's Vault, and was prophesied to be her family's "greatest treasure" with a "heart of gold." Because of her upbringing, she still worships Abadar, which is good because if she forsook the god He might revoke His magic.
Step 4(Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.)
1. Anhilda's mother Resper Cyrno is General Lord of the Borderlands of Molthune, usually styled Marideth. She spends most of her time at her estates near Fort Drejas. She is devoted to Abadar, and when she is not planning military campaigns or sleeping two hours a day she is usually at prayer. She has a reputation of being cruel and overprotective, and she has no other sons or daughters. She is not exactly hostile to Anhilda, though she wants to capture her daughter and bring her back to Golden Hall where she belongs.
2. The Sheriff of Sandpoint, Belor Havelock, doesn't particularly like Anhilda, and the mayor struggles to figure out how to motivate him. He is one of Sandpoint's oldest residents, and does not like change. He also thinks Anhilda is inexperienced and a poor substitute for Kendra Deverin, and feels isolated at the lack of other Shoanti in positions of authority. Again, he's not really hostile, but it takes a lot of work for Anhilda to get him to do anything he doesn't want to do.
3. Forest Marshal Dardinna Yallis is the nominal head of the Nirmathas government, and he was also a member of the same band of rebels that Anhilda joined before her flight to Varisia and the recent hobgoblin invasion. He is an amateur scholar of mysteries, and he noticed some unusual things about Anhilda when they spent a lot of time together. He suspects she has some kind of magical protection, as he saw her emerge unscathed from several sorties that would have killed any other rebellious young noblewoman pretending to be a Nirmathi. (Oh yes, he knew exactly who she was when he first met her.) He would like to find a way to convince Arathorn and his wife to return to Nirmathas and help turn the tide against Molthune, and he suspects that Anhilda is the key. To that end, he has begun investigating her heritage and specifically her mother. He may uncover accounts of her divine blessing and begin to put the puzzle pieces together.
Step 5(Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.)
1. Anhilda often stares into space, remembering when she and Arathorn first met: the sun shining through the trees on the outskirts of the city, both of them surrounded by green leaves and golden light.
2. Anhilda actively avoids doing things that she thinks are cruel, because she desperately wants to be different than her mother. Thus she has a reputation for being something of a pushover.
3. Anhilda is lawful good, and her prayers to Abadar usually focus on asking the Master of the First Vault to bless her town with bounty and wealth.
NPC #3's 10-minute Background:
Step 1(Write 5 background and concept elements that you feel are important to your image of the character. These can be a concept overview, a list of important life events, a physical description, a personality profile...whatever you need to get an image in your mind. 5 is just a minimum...more elements are encouraged!)
1. Sammy Rosewater is a halfling woman from Magnimar who met and got to know the Haversack twins during their search for the shards of the Sihedron. At that time she worked for her uncle Wiseward, a notorious and successful fence, in his treasures shop Rosewaters'.
2. When Gala retired to Sandpoint, Sammy followed him there with no hesitation, convincing her uncle to expand his business with herself as the manager of their new satellite location.
3. Sammy has many potential clients from the local Sczarni families, but she prefers working with artifact hunters like her boyfriend and his brother. Her primary competition is with the Pathfinders, and it is through her political efforts that Sandpoint currently has no Pathfinder Lodge.
4. Sammy's father manages a bank, the First Varisian.
5. Though she knows better, Sammy often plays gambling games with Gala and Giddy and their other friends. She tends to lose to Gala (and she suspects he cheats), but she doesn't mind. It makes him so happy, and it makes him enjoy her company even more, so she goes along.
6. While her family in Magnimar ostensibly worships Cayden Cailean, she generally attends services at the Sandpoint Cathedral and so honors the Sandpoint Pantheon. She does have a small shrine to the Drunken God in her shop, because it looks almost exactly like her uncle's.
7. Sammy met Gala and Giddy through contacts with the Night Scales (the thieves' guild in Magnimar) because they needed to sell some treasures without involving the Pathfinders. She assumes they realized that the undocumented and untaxed transactions were illegal.
Step 2(List at least two goals for the character. At least one of these goals should be one that the character has, while another should be one that you, as a player, want to see developed over the course of the game.)
1. Sammy wants Gala Haversack to finally propose marriage to her, but has hithertofore been too shy or nervous to ask him why he hasn't done so. She suspects it is because of her family's criminal ties. However, she steadfastly refuses to ask him to marry her because she wants a "proper" wedding. Plus, he is such a big celebrity that she worries the only way he'd consider it is if it was his own idea.
2. Sammy has considered trying to join the Haversack twins on one of their grand adventures, but she doesn't think she'd last five minutes on the road and she has little to no fighting abilities. Still, she might accompany them in a desperate attempt to show Gala how devoted she is, and that might lead to hijinks where her boyfriend has to save her from danger.
Step 3(List at least two secrets about your character. One is a secret the character knows, one is a secret that involves him but that he is not actually aware of yet.)
1. Sammy's parents might be aware that her uncle is up to shady business in Magnimar, but so far they seem to genuinely believe that Sammy is legit. She mostly is, but there have been times that she has invested in artifacts and treasures of dubious provenance to keep her shop profitable. She doesn't want her dad to know. She'd also like it if Gala and Giddy didn't know, but considering how they met, she figures they must. Then again, neither of the twins are especially smart...
2. Sczarni interests are aggressively moving against Sammy's family now that they have a location outside Magnimar. It is only a matter of time before they move into the open, with the intention of forcing her out of business. They know that Gala and Giddy have massive unpaid gambling debts in Riddleport-- because the owner of the Golden Goblin has refused to settle their debt despite having been paid several times-- and they may try to use it as leverage to get the Haversacks to back off their play.
Step 4(Describe at least three people that are tied to the character. Two of them are friendly to the character, one is hostile.)
1. Jubrayl Vhiski runs Sandpoint's thieves' guild and represents the local Sczarni family crime syndicate. He is determined to run Rosewaters' out of town, and since peaceful methods have failed, he is about to start using decidedly non-peaceful means. His brother Sandru used to run a trading caravan several years ago, but he died on an expedition to the far east and the loss left Jubrayl bitter and angry.
2. Sammy's father Fredo is an old halfling nearing retirement who still cares enough about his banking business to shuffle into work every day. He has always had his differences with his brother, but since moving to Sandpoint he finds that the distance helps him get along with him better. He loves his wife and children, and especially reveres Shelyn.
3. Sammy's youngest sister Rosie is very wild and spoiled. She loves tramping all over the immediate area and has no sense of personal safety or danger, nor any kind of work ethic. Her parents dote on her, though, and to be fair Rosie is very good at diffusing anger with her big, round eyes and babyish voice.
Step 5(Describe three memories, mannerisms, or quirks that your character has. They don't have to be elaborate, but they should provide some context and flavor.)
1. Sammy loves assessing the value of treasures for her own personal satisfaction. She wears a pair of enchanted lenses that lets her see any flaws or cracks in gemstones or sculptures, and she often examines things she has already looked at, just to see.
2. Sammy likes dancing, though she never gets to do it. She thinks Sandpoint should have more dancing parties, and has considered running for a political position just to make it happen.
3. Sammy has season tickets to the Sandpoint Theater, and she always takes Gala with her to the opening night, even if he only tolerates the performances. She likes people seeing her on his arm and fancies them like "halfling royalty."
Aasimar legendary bloodrager (Enaree) 20 // legendary magus (Legendary Kensai/Spellstriker) 20 // variant multiclass sorcerer 20
NG medium humanoid (human, half-elf) outsider (native) [Archon-Blooded, Darkvision, Deathless Spirit, Dual Talent, Immortal Spark, Kindred-Raised, Scion of Humanity]
Init +35 (treat initiative rolls as 20) Sensesarcane sight, darkvision 60', see invisibility; Perception +23
Aura 1d6 damage to undead within 30', bluish light when undead are present
DEFENSE
AC 53, touch 37, flat-footed 41 (+4 Dex, +11 armor, +5 deflection, +18 dodge, +5 natural armor, +10 shield)
hp 323 (20d10+120+3)
Fort +40 Ref +32 Will +37 (+4 vs death; +2 vs energy drain, negative energy, Necromancy spells)
Immune altitude sickness, confusion, demoralize, pattern spells, unwilling polymorph
Defensive Abilities bloodline defense (Arcane Body, Spell Vigor), intelligent defense +17 Resist electricity 30, fire 30, negative energy 5 SR 40
OFFENSE
Speed 30'
Melee Blackstaff, +5 attuned cruel furious glamered greater transformative impact spell storing butchering axe +30/+25/+20/+15 (4d6+12/20x3)
Ranged ranged touch attack +24
Special Attacksblood secret (Counterspelling Strike, Haemosossification, Instinctive Replication, Ragecasting, Sanguine Arcanum), greater spellstrike, perfect strike, spell combat, spellstrike, striking combat, tome ability (Bladeweave Casting, Charging Cast, Juggernaut Style, Unstoppable Force), vital striker
Legendary Bloodrager Spells Known (CL 23rd; concentration +6)
4th (9/day)--aura of doom (DC 20), calcific touch (DC 20), emergency force sphere, enchantment foil, eyes of the void, freedom of movement, greater dispel magic, strong jaw
3rd (10/day)--blood rage, draconic malice, fly, greater longstrider, haste, heroism, paragon surge, spell immunity
2nd (12/day)--barkskin, blood armor, dispel magic, false life, grace, resist energy, see invisibility
1st (12/day)--enlarge person, greater detect magic, heightened awareness, liberating command, mage armor, moment of greatness, shocking grasp
0 (at will)--arcane mark, detect magic, mage hand, prestidigitation, spark, touch of fatigue (DC 16) Legendary Magus Spells Prepared (CL 23rd; concentration +17)
6th (7/day, 5 prepared)--beast shape iv, borrowed time, cruel jaunt, disintegrate (DC 33), fey form ii, form of the dragon i, greater dispel magic, magnetic field (DC 33), sirocco (DC 35), true seeing, walk through space
5th (7/day, 5 prepared)--glimpse of truth, greater bladed dash, ether step, overland flight, teleport, wall of force
4th (12/day, 5 prepared)--caustic blood, dimension door, ethereal fists, flaming aura, greater invisibility, paragon surge, wall of fire
3rd (12/day, 6 prepared)--clay skin, dispel magic, fireball (DC 33), flame arrow, fly, greater magic weapon, haste, reflexive barrier, stinking cloud (DC 30), tactical adaptation, vampiric touch
2nd (12/day, 6 prepared)--ablative barrier, bladed dash, greater detect magic, invisibility, mirror image, pyrotechnics (DC 29), shared training, visualization of the body[/s]
1st (13/day, 6 prepared)--blade tutor's spirit, blood money, burning hands (DC 30), enlarge person, expeditious retreat, feather fall, floating disk, grease, keep watch, long arm, magic missile, monkey fish, obscuring mist, shield, shocking grasp, silent image (DC 28), true skill, true strike, unseen servant, vanish
0 (at will, 6 prepared)--acid splash, arcane mark, dancing lights, daze (DC 27), detect magic, disrupt undead, flare (DC 28), ghost sound (DC 27), grasp, light, mage hand, open/close, prestidigitation, ray of frost, read magic, spark Legendary Wizard Spells Prepared (CL 15th, concentration +17)
5th (5/day, 2 prepared)--angelic aspect, army across time, break enchantment, caustic blood, duplicate familiar, echolocation, glimpse of truth, overland flight, permanency, teleport, wall of force
4th (10/day, 3 prepared)--arcane eye, calcific touch (DC 30), deathless, dimensional anchor, dimension door, emergency force sphere, enervation, enchantment foil, eyes of the void, flaming aura, greater invisibility, scrying, wall of fire
3rd (10/day, 4 prepared)--ablative barrier, blood rage, clay skin, communal resist energy, countless eyes, cushioning bands, dispel magic, draconic malice, fireball (DC 33), flame arrow, fly, greater magic weapon, haste, heroism, magic circle against evil, marionette possession, paragon surge, stinking cloud (DC 30), tiny hut, vampiric touch
2nd (12/day, 5 prepared)--admonishing ray, ashen path, blade tutor's spirit, blood armor, bullet shield, communal protection from evil, darkvision, false life, greater detect magic, invisibility, mirror image, pyrotechnics (DC 29), resist energy, see invisibility, shared training, spider climb, tears to wine, visualization of the body
1st (13/day, 5 prepared)--air bubble, blood money, burning hands (DC 30), charm person (DC 28), comprehend languages, crafter's fortune, disguise self, ears of the city, endure elements, enlarge person, expeditious excavation, expeditious retreat, feather fall, floating disk, gravity bow, grease (DC 28), heightened awareness, keep watch, liberating command, long arm, mage armor, magic missile, moment of greatness, monkey fish, obscuring mist, protection from evil, shield, shocking grasp, silent image (DC 28), spirit share, sure casting, touch of the sea, true skill, true strike, unseen servant, vanish
0 (at will, 9 prepared)--acid splash, arcane mark, bleed, chameleon scales, dancing lights, daze (DC 27), detect fiendish presence, detect magic, detect poison, disrupt undead, flare (DC 29), ghost sound (DC 27), grasp, haunted fey aspect, light, mage hand, mending, message, oath of anonymity, open/close, prestidigitation, ray of frost, read magic, resistance, scrivener's chant, sotto voce, spark, touch of fatigue (DC 27), vacuous vessel Bloodlines arcane (legendary bloodrager 20, sorcerer 20), shapechanger (sorcerer 18)
STATISTICS
Str 21, Dex 19, Con 22, Int 44, Wis 16, Cha 22
Base Atk +20; CMB +25; CMD 39
Traits Curator of Mystic Secrets [Additional Traits], Gifted Adept (paragon surge) [race], Hedge Magician [religion], Magical Knack (Legendary Wizard) [magic], Magical Lineage (fireball) [combat], Outlander (Lore Seeker: dispel magic, fireball, greater dispel magic) [campaign], Pragmatic Activator [social], Spark of Creation [faith], Wayang Spellhunter (fireball) [regional]
Feats Additional Traits, Arcane Strike, Ascendant Spell, Bestow Luck, Blooded Arcane Strike, Celestial Servant, Close Cohort, Combat Casting, Combat Expertise, Combat Stamina, Deadly Aim, Devastating Strike, Dimensional Agility, Dimensional Assault, Disruptive, Dodge, Eldritch Heritage (Shapechanger: Hardened Fists), Emergency Attunement, Eschew Materials, Extra Cohort, Flumefire Rage, Furious Finish, Furious Focus, Furious Spell, Greater Arcane Strike, Greater Eldritch Heritage (Superior Transformation), Greater Vital Strike, Heroic Grace, Improved Eldritch Heritage (Mutable Flesh), Improved Initiative, Improved Vital Strike, Intensified Spell, Leadership, Magic Trick (fireball), Magic-User (Legendary Wizard), Mobility, Power Attack, Racial Heritage (half-elf), Raging Brutality, Raging Vitality, Skill Focus (Disguise), Spellbreaker, Spell Perfection (fireball), Undersized Mount, Vital Strike, Weapon Finesse, Widen Spell
Skills Acrobatics +27, Bluff +26, Climb +12, Craft (alchemy) +21, Craft (armor) +21, Craft (bows) +21, Craft (jewelry) +21, Craft (tattoo) +31, Craft (weapons) +21, Diplomacy +26, Disguise +10, Fly +27, Handle Animal +26, Intimidate +26, Knowledge (arcana) +40, Knowledge (dungeoneering) +40, Knowledge (engineering) +37, Knowledge (geography) +40, Knowledge (history) +37, Knowledge (local) +40, Knowledge (nature) +40, Knowledge (nobility) +37, Knowledge (planes) +40, Knowledge (religion) +37, Linguistics +26, Perception +23, Sense Motive +23, Ride +35, Spellcraft +40, Stealth +24, Swim +12, Use Magic Device +40
Languages Abyssal, Ancient Osirion, Azlanti, Celestial, Common, Draconic, Dwarven, Elvish, Goblin, Halfling, Ignan, Infernal, Necril, Orc, Shoanti, Thassilonian, Varisian
SQ bloodcasting, blooded focus, bloodline (Arcane), bloodline apotheosis, bloodline power (Bleed Power, Flash Step [75'], Spell Breach [CL 30]), bloodline skill specialist (Use Magic Device), blood pool (max: CON+6), bloodrage, dweomer analysis, mighty rage, one spirit, pack movement, rage link, scent of magic, taste of magic, taste of steel, tattoo bloodbond, tattooist, tireless bloodrage; arcane potential, chosen weapon (butchering axe), diminished spellcasting, eldritch tome (Tome of the Juggernaut), empowered might, expanded potential techniques, iaijutsu, iaijutsu focus, legendary combat casting (5th), legendary magus arcana (Adrenal Potential, Bane Blade, Broad Study [wizard], Lingering Adrenaline, School Study [Divination (Forewarned)]), perfect body/flawless mind (+8 Int), perfected master, perfected reflexes, potential techniques; blood feat, bloodline power (Arcane Bond: bonded object [Blackstaff]), greater bloodline power (New Arcana x3), improved bloodline power (Arcane Apotheosis), true bloodline power (School Power: Evocation)
Gear belt pouch, Blackstaff (cruel furious glamered greater transformative impact spell storing quarterstaff, staff of contingency, enlarge person, fireball, greater teleport, mage's disjunction, plane shift, psychic asylum, time stop, scepter of heaven), blessed book, combat boots of the earth, cord of stubborn resolve, diamond dust (5,000 gp), [i]dispelling menacing quaking training (Dodge) amulet of mighty fists, hat of the celestial traveler (crown of heaven), headband of counterspelling, lesser metamagic rod of encouraging spell, pearl of power (5th) x4, pearl of power (6th) x4, pipe of seeing (cauldron of seeing), ring of sacred flame (amulet of the spirits [flame], lesser helm of brilliance, orb of golden heaven, star cinder), ring of true wizardry (ring of sustenance, ring of wizardry i-iv), robes of the Runelords, silver mirror focus, wand of heightened awareness (50/50)
Gardolf character text block (before converting to stat block):
Gardolf the Great, Legendary Bloodrager (Enaree) 20 // Legendary Magus (Legendary Kensai / Spellstriker) 20, VMC Sorcerer 20, BAB +20, saves +12/+6/+12; NG Aasimar (Archon, Darkvision, Deathless Spirit, Dual Talent*, Immortal Spark, Kindred-Raised*, Scion of Humanity; Str 14[base]-1[age]+2[race]+6[enhancement], Dex 12[base]-1[age]+2[race]+6[enhancement], Con 15[base]-1[age]+2[race]+6[enhancement], Int 17[base]+2[race]+1[age]+5[levels]+8[capstone]+6[enhancement]+5[inherent], Wis 7[base]+2[race]+1[age]+6[enhancement], Cha 13[base]+1[age]+2[race]+6[enhancement]; Curator of Mystic Secrets, Gifted Adept (paragon surge) [race], Hedge Magician [religion], Magical Knack (Legendary Wizard) [magic], Magical Lineage (fireball) [combat], Outlander* (Lore Seeker: dispel magic, fireball, greater dispel magic) [campaign], Pragmatic Activator [social], Spark of Creation [faith], Wayang Spellhunter (fireball) [regional]); BCL 20, spells 6/6/5/4, known 6(arcane mark, detect magic, mage hand, prestidigitation, spark, touch of fatigue)/6+1(enlarge person, greater detect magic*, heightened awareness, liberating command, mage armor, moment of greatness, shocking grasp)/6+1(barkskin, blood armor, dispel magic*, false life, grace, resist energy, see invisibility)/6+2(blood rage*, draconic malice, fly, greater longstrider, haste, heroism, paragon surge, spell immunity*)/5+3(aura of doom, calcific touch*, emergency force sphere*, enchantment foil, eyes of the void, freedom of movement, greater dispel magic*, strong jaw), bloodcasting, blooded focus, bloodline (Arcane), bloodline apotheosis, bloodline defense (Arcane Body, Spell Vigor), bloodline power (Bleed Power, Flash Step [75'], Spell Breach [CL 30]), bloodline skill specialist (Use Magic Device), blood pool (max: CON+6), bloodrage, blood secret (Counterspelling Strike, Haemosossification, Instinctive Replication, Ragecasting, Sanguine Arcanum), dweomer analysis, mighty rage, one spirit, pack movement, rage link, scent of magic, taste of magic, taste of steel, tattoo bloodbond (allosaurus//chicken, +3 hp), tattooist, tireless bloodrage, DISRUPTIVE*, ESCHEW MATERIALS*, SPELLBREAKER*, +20/10 blood points from bloodline; MCL 20, spells 4(blade tutor's spirit, blood money, burning hands, enlarge person*, expeditious retreat, feather fall, floating disk*, grease, keep watch, long arm, magic missile*, monkey fish*, obscuring mist*, shield, shocking grasp*, silent image*, true skill, true strike, unseen servant*, vanish*)/4(ablative barrier, bladed dash, greater detect magic*, invisibility, mirror image, pyrotechnics, shared training*, visualization of the body)/4(clay skin, dispel magic*, fireball, flame arrow, fly*, greater magic weapon*, haste*, reflexive barrier, stinking cloud*, tactical adaptation, vampiric touch)/4(arcana theft, caustic blood, dimension door, ethereal fists, greater invisibility, paragon surge*, wall of fire)/4(glimpse of truth, greater bladed dash, ether step, overland flight, teleport, wall of force)/4(beast shape iv, borrowed time, cruel jaunt, disintegrate, fey form ii, form of the dragon i, greater dispel magic*, magnetic field, sirocco, true seeing, walk through space), prepared 6/6/6/6/5/5/5, arcane potential, chosen weapon (butchering axe), diminished spellcasting, eldritch tome (Tome of the Juggernaut), empowered might, expanded potential techniques, greater spellstrike, iaijutsu, iaijutsu focus, intelligent defense +17, legendary combat casting (5th), legendary magus arcana (Adrenal Potential, Bane Blade, Broad Study [wizard], Lingering Adrenaline, School Study [Divination (Forewarned)]), perfect body/flawless mind (+8 Int), perfected master, perfected reflexes, perfect strike, potential techniques, spell combat, spellstrike, striking combat, tome ability (Bladeweave Casting, Charging Cast, Juggernaut Style, Unstoppable Force), vital striker, ASCENDANT SPELL*, COMBAT CASTING*, FURIOUS SPELL*, GREATER VITAL STRIKE*, IMPROVED VITAL STRIKE*, INTENSIFIED SPELL*, VITAL STRIKE*, WIDEN SPELL*, +20/4 arcane strike damage; blood feat, bloodline (Arcane), bloodline power (Arcane Bond: bonded object [Blackstaff]), greater bloodline power (New Arcana x3; Vortex of Flesh 3/day), improved bloodline power (Arcane Apotheosis), true bloodline power (School Power: Evocation), IMPROVED INITIATIVE*; WCL 10+2, spells 4(air bubble, blood money*, burning hands*, charm person, comprehend languages, crafter's fortune, disguise self, ears of the city, endure elements, enlarge person*, expeditious excavation, expeditious retreat*, feather fall*, floating disk, gravity bow, grease*, heightened awareness*, keep watch*, liberating command*, long arm*, mage armor*, magic missile, moment of greatness*, monkey fish, obscuring mist, protection from evil, shield*, shocking grasp*, silent image, spirit share, sure casting, touch of the sea, true skill*, true strike*, unseen servant, vanish)/4(admonishing ray, ashen path*, blade tutor's spirit*, blood armor*, bullet shield*, communal protection from evil, darkvision*, false life*, greater detect magic*, invisibility*, mirror image*, pyrotechnics*, resist energy*, see invisibility*, shared training, spider climb*, tears to wine, visualization of the body*)/3(ablative barrier*, blood rage*, clay skin*, communal resist energy, countless eyes*, cushioning bands*, dispel magic*, draconic malice*, fireball*, flame arrow*, fly*, greater magic weapon*, haste*, heroism*, magic circle against evil*, marionette possession, paragon surge*, stinking cloud, tiny hut, vampiric touch*)/3(arcane eye, calcific touch*, deathless, dimensional anchor, dimension door*, emergency force sphere*, enervation*, enchantment foil*, eyes of the void*, greater invisibility*, scrying, wall of fire*)/2(angelic aspect, army across time*, caustic blood*, duplicate familiar, echolocation, glimpse of truth*, overland flight*, permanency, teleport*, wall of force*), prepared 9/5/5/4/3/2; +5 Int; skills (21+2/level): Acrobatics 20+7, Bluff 20+4, Climb 1+11, Craft (alchemy) 1+19, Craft (armor) 1+19, Craft (bows) 1+19, Craft (jewelry) 1+19, Craft (tattoo) 1+29, Craft (weapon) 1+19, Diplomacy 20+4, Fly 20+7, Handle Animal 20+5, Intimidate 20+5, Knowledge (arcana) 20+18, Knowledge (dungeoneering) 20+18, Knowledge (engineering) 20+15, Knowledge (geography) 20+18, Knowledge (history) 20+15, Knowledge (local) 20+18, Knowledge (nature) 20+18, Knowledge (nobility) 20+15, Knowledge (planes) 20+18, Knowledge (religion) 20+15, Linguistics 12+15, Perception 20+4*, Sense Motive 20+1*, Ride 20+15, Spellcraft 20+18, Stealth 20+3, Swim 1+11, Use Magic Device 20+18*; ADDITIONAL TRAITS*, ARCANE STRIKE, BLOODED ARCANE STRIKE, CLOSE COHORT*, COMBAT EXPERTISE*, COMBAT STAMINA, DEADLY AIM*, DEVASTATING STRIKE, DIMENSIONAL AGILITY, DIMENSIONAL ASSAULT, EMERGENCY ATTUNEMENT, EXTRA COHORT*, FLUMEFIRE RAGE, FURIOUS FINISH, FURIOUS FOCUS, GREATER ARCANE STRIKE, HEROIC GRACE* (Int), LEADERSHIP (leadership score: 28 cohorts/32 followers), MAGIC TRICK (fireball), MAGIC-USER* (Legendary Wizard), POWER ATTACK*, RACIAL HERITAGE* (Half-Elf), RAGING BRUTALITY, RAGING VITALITY, SPELL PERFECTION (fireball), WEAPON FINESSE*; armor attunement +5, deflection +5, legendary gifts x8+4 (Legendary Ability x5 [+5 Int], Legendary Body x2, Legendary Mind x2, Legendary Shieldmaster), mental prowess +6/+6/+6, physical prowess +6/+6/+6, resistance +5, toughening +5, weapon attunement +5
belt of stubborn resolve (cord of stubborn resolve 15,000; crafted, 4,150 gp)
belt pouch (1 gp)
Blackstaff (contingency, enlarge person, fireball, greater teleport, mage's disjunction, plane shift, psychic asylum, time stop)
(400 x 9 x 17) 61,200 +
(300 x 9 x 17) 45,900 +
(200 x 7 x 13) 18,200 +
(200 x 7 x 13) 18,200 +
(200 x 6 x 11) 13,200 +
(200 x 6 x 11) 13,200 +
(200 x 3 x 5) 3,000 +
(200 x 1 x 1) 200 = 167,900 (crafted, 81,495 + 1,500 gp)
cruel furious glamered greater transformative impact spell storing quarterstaff 103,500 (crafted, 46,575 gp)
scepter of heaven 111,000 (crafted, 49,950)
blessed book (crafted, 5,625 gp)
combat boots of the earth (combat sandals 18,000 + boots of the earth 7,500; crafted, 11,475)
diamond dust (5,000 gp)
dispelling menacing quaking training (Dodge) amulet of mighty fists (crafted, 45,000)
focus, silver mirror (crafted, 334 gp)
hat of the celestial traveler (crown of heaven; crafted, 67,500)
lesser metamagic rod of encouraging spell (crafted 1,350 gp)
headband of counterspelling (crafted, 9,000 gp)
pearl of power [5th] x4 (crafted, 45,000 gp)
pearl of power [6th] x4 (crafted, 64,800 gp)
permanency [arcane sight] (7,500 gp)
permanency [greater create demiplane] (22,500 gp)
permanency [lesser create demiplane] (17,500 gp)
permanency [see invisibility] (5,000 gp)
pipe of seeing (cauldron of seeing; crafted, 18,900 gp)
ring of sacred flame
50,000 star cinder
66,000 energy resistance 30
33,000 orb of golden heaven (daylight is activated rather than constant)
15,000 amulet of the spirits [flame]
12,000 lesser helm of brilliance abilities
176,000 (crafted, 79,200 gp)
ring of true wizardry [ring of sustenance, ring of wizardry i-iv] (crafted, 134,437.5 gp)
robes of the Runelords
198,000 base (robes of Xin-Bakrakhan or robes of Xin-Shalast)
-36,000 AC bonus (+6 armor or +5 shield)
-120,000 SR
-30,000 +1 CL
-4,000 x2 haversacks
-8,000 special ability
36,000 AC bonus (+5 shield)
36,000 AC bonus (+6 armor)
90,000 +3 CL
44,000 energy resistance 30
30,000 displacement
4,000 haversacks
8,000 special ability (Wrath--can cast while raging)
8,000 special ability (Envy--change resistance type 1/day)
8,000 special ability (Greed--immune to altitude)
8,000 special ability (Lust--immune to confused)
8,000 special ability (Pride--immune to [pattern] spells)
8,000 special ability (Gluttony--immune to demoralize)
8,000 special ability (Sloth--[force] spells grant bonus to worn armor)
296,000 gp (crafted, 133,200 gp)
scroll of break enchantment (1,125 gp)
scroll of contingency (1,650 gp)
scroll of enervation (700 gp)
scroll of greater create demiplane (4,325 gp)
scroll of greater magic weapon (375 gp)
scroll of greater teleport (2,275 gp)
scroll of lesser create demiplane (2,775 gp)
scroll of mage's disjunction (3,825 gp)
scroll of plane shift (2,275 gp)
scroll of psychic asylum (1,650 gp)
scroll of time stop (3,825 gp)
wand of heightened awareness (crafted, 337.5 gp)
bloodthirsty determination spell storing haramaki barding (crafted, 17,550 gp)
handy haversack (crafted, 900 gp)
minor cloak of displacement (crafted, 10,800 gp)
permanent ascendant enlarge person (2,500 gp)
ring of parallel worlds (custom item [army across time, constant] 200,000; crafted, 90,000)
scroll of army across time (1,125 gp)
spell-sharing collar (crafted, 3,375 gp)
wand of enervation (crafted, 9,450 gp)
wand of heightened awareness (crafted, 337.5 gp)
1,018,540 gp (so far)
(582.5 gp remaining)
1,018,710 gp
+100,000 background
+582.5 remaining
far crystal x2 (crafted, 2,700 gp) [for Rover]
menacing training [Outflank] amulet of mighty fists (crafted, 7,200 gp)
swiftboots (Boots of Speed 12,000; crafted, 5,400 gp)
time-traveler's monocle (eyes of the eagle 3,750, truesight goggles 184,800; crafted, 84,847.5 gp)
(435 gp remaining)