Berkanin Ardoc

Walfrenden's page

155 posts. Organized Play character for Arthur Severance.


Full Name

Walfrenden of Axis

Race

HP 7/7 | AC 10/14 (mage armor), T 10, FF 10/14 | Init +0 | Perc +4 60'DV | Sense Mot -2 (+0 vs. LG worshippers of Torag) |Stealth +4 |

Classes/Levels

speed 30 |spells 1 3/3 | Active Conditions: none

Gender

LG male aphorite (eternal smith, planar envoy) wizard (poleiheira adherent) 1|

Size

M

Age

26

Alignment

LG

Deity

Torag

Location

Axis/Riddleport/Roderick's Cove

Languages

Common (Taldane), Azlanti, Celestial, Jistka, Kelish, Shoanti, Varisian

Occupation

Armor and Weapon Smith

Strength 16
Dexterity 10
Constitution 10
Intelligence 20
Wisdom 10
Charisma 7

About Walfrenden

Walfrenden 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.
He carries an enormous maul he crafted himself and wears a spell component pouch, a light hammer, and a dagger at his side.

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.
Having grown up on a different, very ordered, extremely urban environment, Walfrenden often seems awkward, out of place, and ill at ease on Golarion, particularly in rural areas such as Roderick's Cove.

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
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Defense
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AC 10, touch 10, flat-footed 10
hp 7 (1d6+1)
Fort +0, Ref +0, Will +2
Defensive Abilities crystalline dust; Resist electricity 5
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Offense
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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
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Statistics
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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
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Tracked Resources
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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
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Special Abilities
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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
In combat, at range Walf will stay adjacent to Kheiron as much as possible. If he can use a ranged spell attack without provoking or taking a penalty, he will use acid splash. If he cannot and he is able to attack to aid Kheiron using his earthbreaker, he will do so. If he cannot help Kheiron, he will attack with his earthbreaker.

[Dice=Acid Splash Ranged Touch Attack]1d20+3[/dice]
[Dice=Acid Splash Acid Damage]1d3[/dice]
[Dice=Attack to Aid Kheiron]1d20-1[/dice]
[Dice=Attack with Earthbreaker]1d20-1[/dice]
[Dice=Earthbreaker Bludgeoning Damage]2d6+4[/dice]
[Dice=Earthbreaker Crit Confirmation]1d20-1[/dice]
[Dice=Earthbreaker Crit Extra Bludgeoning Damage]4d6+8[/dice]

Combat When Buffed
If there is time to buff in an apparently dangerous situation, he will cast mage armor on himself to increase his AC to 14. He will also cast reinforce armaments to increase his chances to hit with the earthbreaker, as it temporarily makes the weapon a masterwork weapon.

[Dice=Acid Splash Ranged Touch Attack]1d20+3[/dice]
[Dice=Acid Splash Acid Damage]1d3[/dice]
[Dice=Attack to Aid Kheiron]1d20+0[/dice]
[Dice=Attack with Earthbreaker]1d20+0[/dice]
[Dice=Earthbreaker Bludgeoning Damage]2d6+4[/dice]
[Dice=Earthbreaker Crit Confirmation]1d20+0[/dice]
[Dice=Earthbreaker Crit Extra Bludgeoning Damage]4d6+8[/dice]

Special Defenses
If Walf is in the thick of it, does not have mage armor up, and has reason to believe he might be attacked, he can use a move action to activate crystalline dust, which creates a 20% miss chance for 1 round. He can only use it once a day right now, so he will only activate it if he really thinks he is in danger.

Aiding Knowledge Checks
Walf is trained in knowledge (planes) and (religion) and grants a +4 to other's checks on those skills when he aids, so he is more likely to aid than make his own checks.

[Dice=Knowledge (planes)]1d20+9[/dice]
[Dice=Knowledge (religion)]1d20+9[/dice]

Social Interactions
Walf is friendly but very socially awkward, as Golarian, in particular Varisia, is so completely different than the Perfect City in which he grew up. He takes a huge penalty when talking to anyone but lawful good worshippers of Torag. He is aware of his social awkwardness. Therefore, he never takes the lead on social interactions and generally will not even assist unless there is a compelling reason for him to do so.
[Dice=Charisma Skill]1d20-4[/dice]