Ezren

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Full Name

Balshazzar, Prince of Flames

Race

Halfling

Classes/Levels

Wizard 1 (Conjurer)

Gender

Male

Size

Small

Age

33

Alignment

Neutral Good

Deity

Sarenrae

Location

Sandpoint

Languages

Common, Halfling, Ignan, Draconic, Skald

Strength 7
Dexterity 16
Constitution 14
Intelligence 16
Wisdom 9
Charisma 14

About Mage of Swords

Balshazzar, Prince of Flames

HISTORY:

The halfling known as Balshazzar was born thirty-three years ago to Feffar and Rollay Foof, halfling vagabonds and tricksters who traveled the land in the family circus: Feffar Foof’s Menagerie and Circus. His given name was Oslo Foof, but upon reaching the age of majority in the circus (eight), he was allowed to choose his own, adult, name. The name, suggested by the bound efreeti Achmed, was adopted by the boy due to its uniqueness and a vague feeling of power associated with it. Even at this age, Bal longed for the attention his parents were simply too busy to give him.

Bal, as family and friends knew him, had a fascination with magic from an early age. The circus boasted a gnomish illusionist named Sherii that Bal had a heavy crush on in his early teen years. Though she was a hundred and thirty years his senior, she was kind to the young halfling and willingly showed him a few minor cantrips. Bal was a curious youth, and there is little more annoying than a talkative halfling with a crush asking roughly a thousand questions an hour to drive one away from their position, and so it was that Sherii soon left the circus to pursue a quieter life.

Undaunted, Bal took his curiosity of magic to the next best thing, an efreeti bound to Feffar’s circus through a magical ring held by him. Always a huge attraction, the efreeti, Achmed Abdul Al’Khalal, entertained the masses through illusions and the ability to create and control fire. It was Achmed that stroked the boy’s ego, whispering the secrets of conjuring and fire and magic into his ear, gaining his trust and molding him into a method of freedom.

Achmed was patient and intelligent. He saw great magical potential in Bal, but was more interested in using the boy to bring him back his ring-prison. In time, he convinced Bal that only through the use of the ring could Achmed save Bal’s sickened father. Bal, perhaps a bit too trusting, went to his father’s wagon and took the ring from his father’s things.

With the ring in hand, Achmed was freed. He laid waste to the circus, waves of fire that cleansed the area. The menagerie was loosed and the halflings left homeless, though surprisingly few were actually hurt.

When Achmed created a gate to the City of Brass to escape, Bal followed along, jumping through before the magical gate could close. The efreeti took the stowaway as a slave, though a favored one, for ten years’ service.

Bal proved to be a rather poor slave. He was lazy and flippant, a bit too bright to believe Achmed’s illusions, and he knew the efreeti had grown fond of him. He had quite a lot of freedom in the City for a non-native, and had soon made friends throughout the city. His humorous personality endeared him to even the least likely inhabitants.

When his period of slavery was complete, Achmed gifted him with a spellbook worked in etched brass, a symbol of his years on the plane of fire. The efreeti opened a gate back to Golarion and sent the halfling through.

Balshazzar spent the next six years traveling the land, searching for the family that he had left behind. It appeared that Feffar’s circus had closed its doors after its fiery end, and he had trouble finding his family. Still he traveled through the east, the stories of his imprisonment growing in grandeur and myth until even he believes he left as a prince of the City of Brass.

His wonderings have brought him to Sandpoint in the days leading up to the Swallowtail Festival.

PERSONALITY:

Balshazzar still craves the attention he missed as a child. He quickly makes up stories of his youth, each more fantastic and less likely than the one before. His love of magic endures, though it seems that the magic of the Inner Sea can never truly match the splendor of the City of Brass.

Bal is very outgoing, and almost always too trusting around strangers. He genuinely likes people of all stripes and races. He judges others as an individual, rather than stereotyping them by race or sex (this did almost get him killed while dealing with some demons a few years back, but then again, they might just have had a very bad day).

Bal enjoys watching fires, though he isn’t a pyromaniac. He loves songs and stories, and has an almost suicidal optimism about any event that can drive associates to distraction. He hopes to one day return to the City of Brass to settle down and retire.

APPEARANCE:

Balshazzar is a striking sight when first met. Standing just short of three feet tall, his clothing is reminiscent of his elemental history. He wears slippers of red silk with pointy toes that curl up from the ground. His pantaloons, also silken, are dyed a bright yellow and fastened with a crimson sash. He generally remains shirtless, having a simple red vest on his torso, sporting gold buttons. Atop his head is a red fez with a golden cord hanging from it.

Bal tends to wear whichever weapon he feels is most intimidating, usually a scimitar or khopesh. When trouble starts, though, he quickly reverts to his favored weapon, a dagger he has named ‘Inferno’, or a light crossbow that he hangs from the sash on his waist.

Character Name: Balshazzar, Prince of Flames

Alignment: Neutral Good

Height: 2’ 11” Weight: 46 lbs.
Hair: Red Eyes: Blue
Age: 27 Sex: Male

Race: Halfling
Level: Wizard 1 (Conjurer)
XP: 0

Deity: Sarenrae

Armor Class: XX (Flat-footed) XX (Touch) XX
(+1 size, +3 dex,

Hit Points: 8

Saving Throws:
Fort: +3
Ref: +5 (+7 with familiar)
Will: +2 (+4 vs. fear)

Speed: 20’
Initiative: +3
BAB: +0
Adj. Melee: -1
Adj. Missile: +4

CMB: -3
CMD = 11
Perception: +1

Strength: 7 (-2)
Dexterity: 16 (+3)
Constitution: 14 (+2)
Intelligence: 16 (+3)
Wisdom: 9 (-1)
Charisma: 14 (+2)

LANGUAGES: Common, Halfling, Ignan, Draconic, Skald

Opposition Schools: Enchantment, Necromancy

Familiar: Domino (black and white weasel; +2 on reflex saves)

CAMPAIGN TRAITS:
Deft Dodger: Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.

Lore Seeker: The secrets of an ancient fallen civilization intrigue you, particularly the magical traditions of its highly mystical culture. You've studied magic intensely, and hope to increase that knowledge by adding ancient lore. You've come to the region to pursue that study, and chose the town as your base because it was out of the way of bigger cities—meaning less competition to study the ancient monuments in the region, you hope! You gain a +1 trait bonus on Knowledge (arcana) checks, and Knowledge (arcana) is a class skill for you. If you cast arcane spells, pick three spells on your spell list. You are particularly adept at casting these spells, so they function at +1 caster level when you cast them, and their save DCs (if any) gain a +1 bonus. (Color Spray, Magic Missile, Obscuring Mist)

DRAWBACK:
Vain: You are sensitive about the way others perceive you. Whenever you fail an opposed Charisma-based check, you take a —2 penalty on all Charisma-based checks for the next 24 hours.

FEATS:
Scribe Scroll
Spell Focus (Conjuration)

SKILLS:

Craft (Alchemy) (Int) +7
Knowledge (Arcana) (Int) +8
Knowledge (The Planes) (Int) +7
Linguistics (Int) +7
Spellcraft (Int) +7
Stealth (Dex) +7

SPELLS/ABILITIES:

Spellbook: (Prepare 3/2+1 per day)

0 level
Abjuration
Resistance: Subject gains +1 on saving throws.
Conjuration
Acid Splash: Orb deals 1d3 acid damage.
Divination
Detect Magic: Detects all spells and magic items within 60 ft.
Detect Poison: Detects poison in one creature or small object.
Read Magic: Read scrolls and spellbooks.
Evocation
Dancing Lights: Creates torches or other lights.
Flare: Dazzles one creature (–1 on attack rolls).
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
Illusion
Ghost Sound: Figment sounds.
Transmutation
Mage Hand: 5-pound telekinesis.
Mending: Makes minor repairs on an object.
Message: Whisper conversation at distance.
Open/Close: Opens or closes small or light things.
Universal
Arcane Mark: Inscribes a personal rune on an object or creature (visible or invisible).
Prestidigitation: Performs minor tricks.

1st level:
Color Spray (+1 DC/+1 lvl): Knocks unconscious, blinds, and/or stuns weak creatures.
Mage Armor*: Gives subject +4 armor bonus.
Magic Missile (+1 lvl): 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Obscuring Mist (+1 DC/ +1 lvl): Fog surrounds you.
Summon Monster I*: Summons extraplanar creature to fight for you.
Unseen Servant*: Invisible force obeys your commands.

Spells Prepared: (DC: 13 + spell level, +1 for conjuration (*) spells)
0: Dancing Lights, Ghost Sound, Prestidigitation
1: Color Spray, Mage Armor*, Summon Monster I*

+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.

Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Halflings have a base speed of 20 feet.

Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.

Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.

Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word "halfling" in its name as a martial weapon.
Languages: Common and Halfling. Halflings with high Intelligence scores can choose from the

Conjuration School
The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.

Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). This increase is not doubled by Extend Spell. At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.

Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. This attack ignores spell resistance.

Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per day as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.

EQUIPMENT:

Brass spellbook

Dagger
Light Crossbow
Quiver with 24 bolts

Wizard’s Kit: a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin

Scroll Case, Bone
5 sheets of paper
Jar of Red ink
Jar of Black Ink

2 empty sacks
4 empty bronze vials

Pouch with 6 egg bombs (chicken eggs hollowed out and filled with flour)
Bag of caltrops
Bag of marbles

GP: 21
SP: 6
CP: