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About Vandilo KalmeralmBackground:
Vandilo Kalmeralm returned to the city of his birth wearing a scowl. Having spent the last decade after completing his Pathfinder training working in the Societies archives Janira's constant badgering had finally persuaded him to try his hand at field work. But before he began creating his own Chronicles he wanted to revisit the place that had inspired him to become a Pathfinder. Of course he would also have to visit Master Leis Nivlandis and the old Alma Mata, Magnimar's most respected Wizard's school The Stone of the Seers. But most of all he was here to avoid his mother.
His mother though was not so easily avoided, and she found him as he had known she would as he approached his beloved Seerspring Gardens. A handsome woman even in her late forties Sabriya Kalmeralm shared her son's noble demeanor and swarthy Varisian looks, "So you have returned Vandi, can I presume you are ready to assume our place as my successor? Have you yet realized that magic is a means to an end and not an end in itself? Work with me Vandi and you will have coin enough to buy any scroll you wish, you will do well, you are my son." "Mother I have no interest in policing bickering merchants and thieves, The Bizarre of Sails is your Kingdom and shall remain so I have no doubt for any decades. I am a Pathfinder now I shall carve my own path, I will write Chronicles, improve my magics, and one day restore the oracle to the Seerspring, or secure it a new one. I am your son, but I will not work for you. You have my sisters in anycase, anyone of those vipers is more suited to the roll than I." "Vandi for an intelligent man you are a fool. When you realize that you are achieving nothing come back to me. I should never have let you study magic, such a waste, such a waste." "I must disagree mother, for all you influence this city you have created nothing. I will leave my mark upon this city with something tangible and eternal, like Master Bhreacher, or Master Nivlandis. While I do not doubt the Bizarre of Sails is the better for your efforts you cannot claim it would not exist without you, but The Golemworks and The Stone of Seers are gifts that Magnimar can be proud of, and one day I shall add another jewel to their number." 6700 AR
Nerris expected him to return with something worth in excess of 100gp. Vandilo had spent a little over a thousand hundred gold pieces, borrowing from three of his sisters and extorting the rest from Lerro - who did not wish the Princess to know he had been behind the burning of a rival's storefront. Getting into the wizards study was simple requiring only picking the door to the servants quarters and brazenly taking the back stairway. But entering the study set off the alarm, which was what Vandilo counted on. He snatched up the crystal ball smeared it in the costly oil that would conceal its magic and plonked it into his special backpack popping the nonmagical replacement into place before reaching towards the books freezing and going wild eyed. "Can I help you young man?" Said the wizard as he appeared in the corner of the room staff in hand. "Ah, I just..." "It takes a very foolish or a very braze man to rob a wizard, which are you boy?" "I just wanted to know..." "Oh, so you are a scholar, and here I was thinking you a thief..." Now the scroll of glibness, that had cost him a small fortune and required the services of a half dozen helpers to ensure he could use it properly, had to pay for itself, "Please Master, I just wanted to learn, you would never have someone like me at your academy and I've mastered a few cantrips... I want to see, I need to! I don't want to be a thief all my life, but I can feel everything closing in around me and if I don't find a way out I am going to... dwindle. I want to be a wizard! I haven't taken anything I was just going to read..." Nilvandis looked at him for a long time, every second seeming an eternity as Vandilo counted off the seconds left on his glibness spell, knowing he had to get the timing just right.... "I am always on the look out for talent boy, if you do indeed possess it we might be able to take you even if you cannot pay. but for that to happen you would need to impress me, and you are off to a poor start. Come to the school tomorrow and we shall talk, but first kindly empty your pockets, own up now if you have taken anything everything in here is magic and I will be able to detect it." Vandilo complied meekly opening his pack and turning it upside down to shake it, thankful that his secret compartment held up to the job. He turned out all his pockets, stripped off to his skivvies and then endured ten minutes of interrogation, lying like a politician, before being kicked out with a note he was to present at the academy on the morrow. He dismissed his glibness spell as soon as he heard the mage began to cast detect magic. It had worked, he ought to be able to get fifteen thousand gold pieces easy for a crystal ball. It was all about expectations, nobody expected a thief to utilize expensive magics, especially not a young one. He would be the greatest thief in history, he would rise to rule the Sczarni! The next day at noon his mother woke him with a slap and dragged him out half naked into the street where Master Nivlandis waited, "You are a precocious young man it seems. I had to utilize some powerful magics to see you. I still do not know how you managed to conceal your theft from me, but if anyone could track you down it would be a Diviner, knowledge is power my boy and divination is a ready key to knowing. You had best pray you still have my magic ball else you will be spending the rest of your days upon a lily pad." Negotiations ensued and half an hour later a befuddled Vandilo found himself indentured as Master Nivlandis's Page for the next decade. Fortunately the Wizard had little need for a Page and was unable to resist teaching an inquiring mind... 6704 AR
So it was when Vandilo began assisting in earnest in his Master's attempts to divine the location of the water spirit oracle he was tasked with reading hundreds of Pathfinder Chronicles. Nivlandis was obsessed with the oracle and the prophecy it had given him before vanishing all those years ago, but would never reveal the prophecy to his curious apprentice. But reading The Chronicles hooked Vandilo, they were both entertaining and filled with fascinating information, and of course only a fraction of them were available to the public. It was probably inevitable that he would join the Society, and Master Nivlandis encouraged his apprentice when the young Varisian asked him about it. His Master teleported him to Absalom and gave him a caged thrush as a parting gift, which Vandilo dubbed Chachimos, meaning Truth in Varisian. He would spend the next decade immersed in the archives devouring tomb after tomb. Only some pointed chiding from Janira Gavix, featuring the words "atrophying" and "stagnating" spurred him to tear himself from his beloved Chronicles. He booked passage for Varisia resolving to pay his respects to his old Master, visit his sisters and then join the ranks of Pathfinder Chroniclers. Character Sheet:
Vandilo Kalmeralm
Male Human (Varisian) Wizard 1 CG Medium humanoid (human) Init +3; Senses Perception +4 -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) hp 9 (1d6+3) Fort +2, Ref +2, Will +2 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +0 (1d4/19-20) Ranged light crossbow +2 (1d8/19-20) Wizard Spells Prepared (CL 1st; concentration +5): 1st—color spray (DC 15), gravity bow, true strike [S] 0 (at will)—dancing lights, detect magic, ghost sound (DC 14) -------------------- Statistics -------------------- Str 11, Dex 14, Con 14, Int 18, Wis 10, Cha 9 Base Atk +0; CMB +0; CMD 12 Feats Fast Learner, Improvisation, Scribe Scroll, Truth-Seeker Traits alabaster outcast, extremely fashionable, student of philosophy Drawback paranoid Skills Acrobatics +4, Appraise +6, Bluff +1 (+6 to lie), Climb +2, Diplomacy +6 (+11 to persuade), Disable Device +2, Disguise +1, Escape Artist +4, Fly +4, Handle Animal +1, Heal +2, Intimidate +1, Knowledge (arcana) +8, Knowledge (dungeoneering) +8, Knowledge (engineering) +6, Knowledge (geography) +6, Knowledge (history) +10, Knowledge (local) +6, Knowledge (nature) +6, Knowledge (nobility) +6, Knowledge (planes) +8, Knowledge (religion) +8, Linguistics +8 (+10 to make forgeries), Perception +4, Ride +4, Sense Motive +4, Sleight of Hand +4, Spellcraft +8, Stealth +4, Survival +2, Swim +2, Use Magic Device +1 Languages Azlanti, Common, Draconic, Elven, Infernal, Thassilonian, Varisian SQ arcane bonds (arcane bond [familiar]), forewarned, opposition schools (enchantment, necromancy), prescience, specialized schools (foresight) Combat Gear scroll of infernal healing, alchemist's fire x 2; Other Gear crossbow bolts "silvered" (10), cold iron crossbow bolts (10), dagger, light crossbow, forger's kit, noble's outfit, signet ring, spell component pouch, spellbook, 2 gp -------------------- Special Abilities -------------------- Alabaster Outcast +1 Diplomacy & Intimidate within Magnimar, start with free Noble's Outfit, Signet Ring, and mundane item worth up to 200gp. Paranoid Effect: Anyone who attempts an aid another action of any type to assist you must succeed at a DC 15 check instead of the normal DC 10 check. Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar. Enchantment You must spend 2 slots to cast spells from the Enchantment school. Familiar Bonus: +3 bonus on Diplomacy You gain the Alertness feat while your familiar is within arm's reach. Foresight Associated School: Divination Forewarned +1 (Su) Always act in surprise round. Initiative bonus. Init = 20 at level 20. Necromancy You must spend 2 slots to cast spells from the Necromancy school. Prescience (7/day) (Su) Roll a d20 at the beginning of the round, and use that result as the result of any other d20 roll before the next turn. Scroll of infernal healing Add this item to create a scroll with spells on it. Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch. Adevar Thrush Familiar:
Adevar
Female Thrush CG Diminutive magical beast (animal) Init +2; Senses low-light vision; Perception +5 -------------------- Defense -------------------- AC 17, touch 16, flat-footed 15 (+2 Dex, +4 size, +1 natural) hp 4 Fort +0, Ref +4, Will +4 -------------------- Offense -------------------- Speed 10 ft., fly 40 ft. (average) Melee bite -1 (1d2-5) Space 1 ft.; Reach 0 ft. -------------------- Statistics -------------------- Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6 Base Atk +0; CMB -2; CMD 3 Feats Skill Focus (Perception) Skills Diplomacy -1, Fly +12, Knowledge (arcana) -1, Knowledge (dungeoneering) -1, Knowledge (history) -1, Knowledge (planes) -1, Knowledge (religion) -1, Linguistics -1, Perception +5, Spellcraft -1 Languages Varisian SQ improved evasion -------------------- Special Abilities -------------------- Flight (40 feet, Average) You can fly! Improved Evasion (Ex) No damage on successful reflex save; half on failed save. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Spellbook I:
All cantrips save Enchantment and Necromancy. 1st: Color Spray, Gravity Bow, Hydraulic Push, Identify, Mage Armor, Silent Image, True Strike |