About WalfrendenWalfrenden of Axis
Background and Description:
Walfrenden is a bronze-skinned aphorite with darker bronze hair and bronze eyes. He is quite stocky and strong. He wears hide breeches, a cotton shirt, and a leather vest, as well as an iron holy symbol (an iron hammer, symbol of Torag the Smith) on a leather strap around his neck.
Walfrenden, or "Walf" as his friends call him, is clearly a smith, as his face and arms are often sooty and his leathers are scorched.
Walfrenden grew up in the Perfect City (Axis). He was apprenticed to a smith and learned to craft arms and armor. However, he yearned to roam the planes. When his apprenticeship ended, Walfrenden used his meager savings to buy a place at a fourth-rate magic academy. There, he learned of Arustun and his odyssey and became a poleiheidra adherent. Upon graduation, Walfrenden took the first opportunity to travel to Golarion. He has spent the last two years travelling that world on his own odyssey. First, he worked for a time for a paraheen weaponsmith in Qadira. Then he worked as an armorsmith in Riddleport and studied tannery with the Shoanti. Most recently, Walf has been working in Roderick's Cove. He gets along very well with the halfling metalsmith Perick Lonson, working at Prerick's forge on armor and weapons commissions and learning how to forge cookware. He also has done some work for the human proprietor of Cove Armory, Lyndwyn Survasaa, repairing goods damaged in transit (using both magical and mundane means), as well as doing some commission work to create stock between shipments. In return, Lyndwyn has taught Walf a bit about the business of being a merchant. Walf knows fellow adventurer Kheiron Althus of Cheliax. The two met when Walf forged Kheiron's bardiche, and they struck up a friendship that has grown quite close. Like Walf, Kheiron is contemplating becoming a wizard, and Walf is encouraging him in that. Walf sees Kheiron as a fellow traveller. They both come from very lawful and urban societies and are living in a more chaotic, urban one. Walf tends to be a bit naive (see below), and Kheiron has kept him out of trouble a few times. Kheiron seems to be suffering from some violent event in his past, and Walf tries to help him focus on the here and now and practice self-discipline.
Nevertheless, Walfrenden is eager to see everything and learn more. He is a friendly sort and gets along well with his fellows, be they smiths in the Perfect City, apprentices at the magic academy, or the people of Roderick's Cove.
Stats:
Walfrenden of Axis Male aphorite wizard (poleiheira adherent) 1 LG Medium outsider (native) Init +0; Senses darkvision 60 ft.; Perception +4 -------------------- Defense -------------------- AC 10, touch 10, flat-footed 10 hp 7 (1d6+1) Fort +0, Ref +0, Will +2 Defensive Abilities crystalline dust; Resist electricity 5 -------------------- Offense -------------------- Speed 30 ft. Melee dagger +3 (1d4+3/19-20) or . . earthbreaker -1 (2d6+4/x3) or . . unarmed strike +3 (1d3+3 nonlethal) Wizard (Poleiheira Adherent) Spells Prepared (CL 1st; concentration +6) . . 1st—mage armor, reinforce armaments, sleep (DC 16) . . 0 (at will)—acid splash, mend, prestidigitation . . Opposition Schools Evocation, Illusion -------------------- Statistics -------------------- Str 16, Dex 10, Con 10, Int 20, Wis 10, Cha 7 Base Atk +0; CMB +3; CMD 13 Feats Additional Traits, Scribe Scroll Traits magical knack (wizard), paraheen weaponsmith (qadira), regional influence: riddleport, traveler of a hundred lands Skills Climb +7, Craft (armor) +9 (+10 to create magical armor or shields), Craft (weapons) +11 (+12 to create magical weapons), Diplomacy -2 (-4 vs. all creatures of different religion or alignment than you), Knowledge (planes) +9, Knowledge (religion) +9, Perception +4, Sense Motive +0 (-2 vs. all creatures of different religion or alignment than you), Spellcraft +9, Stealth +4, Swim +8 Languages Azlanti, Celestial, Common, Justka, Kelish, Shoanti, Varisian SQ bonded book, eternal smith, mount, planar envoy, provincial, share knowledge Worn/Carried Gear backpack, earthbreaker, dagger, light hammer, iron holy symbol of Torag, spell component pouch, belt pouch #1 Belt Pouch #1 flint and steel, reagent, spirit of wine (20), vermin repellent, cash Backpack armorsmithing tools, belt pouch #2, Walfrenden's Infinite Spells, masterwork weaponsmithing tools, mess kit[UE], spare spell component pouch, tankard, trail rations (7), waterskin Beltpouch #2 conditioning oil for leather (0.4 lb), file, small (0.1 lb), leather paring knife (0.5 lb), leather straps (0.4 lb), metal polish (0.3 lb), sewing needle, soft cloth (0.1 lb) (2), thread (50 ft.), whetstone Wealth 3 gp, 3 sp, 1 cp -------------------- Tracked Resources -------------------- Bonded Book (1/day) (Sp) - 0/1 Crystalline Dust (1 rounds/day) (Su) - 0/1 Dagger - 0/1 Light Hammer - 0/1 Mount (2 hours/day) (Sp) 0/2 Reagent, spirit of wine - 0/20 Trail rations - 0/7 Vermin repellent - 0/1 -------------------- Special Abilities -------------------- Bonded Book (1/day) (Sp)[/b] Spellbook has unlimited pages, 1/3 spell prep time, gain 4 new spells per level Crystalline Dust (1 rounds/day) (Su) Move action to give you a 20% miss chance against melee and ranged attacks. (Free sustains) Energy Resistance, Electricity (5) Eternal SmithSome aphorites retain knowledge of the techniques axiomites used to create arms to defend Axis. When crafting items with the chosen skill [Craft (weapons)] use the item's gp value as its sp value when determining progress (they do not multiply the item's value by 10 to determine its sp cost). Planar Envoy Reflecting their original role as translators and intermediaries, some aphorites are especially skilled at communication. Aphorites with this racial trait begin play speaking Common and one planar language [Celestial] and if they have a high Intelligence score may chose any languages at character creation (except for secret languages such as Druidic). Provincial -2 diplomacy and sense motive vs. those whose religion or alignment differs from your own Share Knowledge Certain aphorites have a sliver of their creators’ ability to combine their collective intellect and solve problems they could not solve on their own. When an aphorite with this trait successfully uses the aid another action to aid a character on a Knowledge check the aphorite is trained in, the character receives a +4 bonus instead of the normal +2 bonus. Spellbook:
Walfrenden's Infinite Spells 0: acid splash, arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue 1: celestial healing, desperate weapon, grappling scarf, mage armor, reinforce armaments, secluded grimoire, stone shield, sleep Botting Instructions:
Botting Instructions Combat When Not Buffed
[Dice=Acid Splash Ranged Touch Attack]1d20+3[/dice]
Combat When Buffed
[Dice=Acid Splash Ranged Touch Attack]1d20+3[/dice]
Special Defenses
Aiding Knowledge Checks
[Dice=Knowledge (planes)]1d20+9[/dice]
Social Interactions
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