B'kruss

Korvus Slade's page

447 posts. Alias of Max Hellspont.


Full Name

Korvus Slade

Race

Half-Orc

Classes/Levels

Wizard (Conjurer) 5 {HP 34/34; AC 15, T 11, FF 14; F+3 R+3 W+6/+8 vs. fear effects; Init+1; Perc+12} {Effects: Mage Armor}

Gender

Male

Size

M

Special Abilities

Darkvision, Orc Blood, Spells

Alignment

Neutral Good

Deity

Desna

Languages

Common, Orc, Abyssal, Aquan, Auran, Celestial, Draconic, Giant, Goblin, Gnome, Skald, Terran, Varisian

Occupation

Scholar, Renaissance Man

Strength 12
Dexterity 12
Constitution 12
Intelligence 19
Wisdom 12
Charisma 12

About Korvus Slade

BACKGROUND:
"My name is Korvus Slade, former student of the late Professor Lorrimor and recently arrived in Ravengro from far off Magnimar."

"I realize that despite my bestial appearance, I don’t behave in the manner typically associated with those of orcish descent. For that I have my gnomish parents Gimble and Ellyjobell Boddynock to thank. Yes, I said ‘my gnomish parents’. You see, the Boddynocks were close friends and adventuring companions with my biological parents, Korvanna Sharptusk and Slade Trollbane, who were both half-orcs. The four of them were members of the Pathfinder Society based out of Magnimar. Shortly after I was born my biological parents were assigned a mission to the Hold of Belkzen and left me with the Boddynocks. Unfortunately, my biological parents never returned."

"The Boddynocks were wonderful parents. They’re both retired from the Pathfinders now, but still provide consulting services to the Society on occasion. When I was very young they both noticed my aptitude for more academic pursuits and strove to nurture my interests. It was my parents’ old friend Professor Lorrimor who urged them to enroll me into the Stone of Seers, Magnimar’s most esteemed school of wizardry, when I demonstrated a gift for the arcane arts even though no one of orc-blood had ever attended the school before. I’ll admit, my parents had to call in several favors to gain my admittance, as the administrators were highly skeptical that someone of my race possessed the intellectual capacity to master the mystical arts. To be honest I believe it was finally Professor Lorrimor’s letter of recommendation that finally convinced the Deans to grant my admission, although once I was enrolled I discovered that several of the instructors shared the view that someone of my race must surely possess a substandard intellect. As a result I had to work harder than I ever dreamed to prove to them that I was just as capable as my peers."

"Professor Lorrimor was a frequent guest lecturer at the school, and even though his time was in high demand he always made an effort to spend time with this young student. During one semester he taught a course entitled ‘Ancient Arcana – Myths and Mysteries of Lost Thassilon’. A most fascinating course! The Professor took us on several field trips to study ancient Thassilonian ruins, from the Irespan within Magnimar itself to the Old Light in the town of Sandpoint. Professor Lorrimor believed that it wasn’t enough to study records of the past in books and tomes, but that one must get out in the field and ‘get one’s hands dirty’ to truly appreciate the lessons of history. Perhaps it was due to my parentage, but I quickly found that I shared the Professor’s enthusiasm for exploration of ancient ruins. Throughout that semester the two of us spent countless hours discussing and debating the finer points of arcane esoterica. I remember that the Professor was particularly intrigued by the proximity of the ancient Thassilonian realm of Gastash (which encompassed the area known today as the orc realm of the Hold of Belkzen) to his own land of Ustalav, considering the influence that necromancy has had on the history of both realms. Realizing my enthusiasm for our mutual interest in Thassilonian history and arcana, as the semester neared its end the Professor petitioned the Stone’s administrators to allow me to assist him the following semester in an actual archaeological evaluation of the Old Light! We spent five months in Sandpoint working closely with the local sage Brodert Quink, who believes that the Old Light was a Thassilonian war machine capable of spewing fire for more than a mile. While we didn’t find any evidence to support Quink’s theory, it was a fascinating and rewarding experience all the same."

"Of all my teachers I would have to say that it was Professor Lorrimor who truly inspired me not only to excel at my studies, but to open my eyes to the wider world around me. If I can someday become at least half the man that he was - noted scholar, intrepid explorer, and kind, giving soul who inspired others - then I will feel worthy of all the effort he put forth on my behalf. This world is a better place as a result of his presence in it. He will be sorely missed."

APPEARANCE AND CHARACTER:
Age: 26
Height: 6'-6"
Weight: 270 lbs
Korvus looks like your typical (though slightly more bestial) half-orc - that is, if your typical half-orc bears an air of fastidiousness and dresses in the fashions of a well-heeled gentleman scholar.

Thanks to the loving and supportive upbringing of his gnomish parents, Korvus never truly experienced prejudice until he was enrolled in the Stone of Seers. Initially he was quite distressed by the contemptuous treatment he received from his teachers and his peers. However, through the support of his parents and Professor Lorrimor (as well as his own optimistic nature) Korvus found the courage to persevere. In time, his diplomatic manner along with his stoic determination to excel in his studies helped him to overcome the others' intolerance and earn their grudging respect.

Korvus' experience at the Stone of Seers instilled in him a strong desire to ensure that others do not suffer similar discrimination. If he encountered someone else in similar straits, he would not hesitate to move to their defense; however, he would strive to do so through diplomatic means rather than through violence (unless the person was in immediate physical danger and violence was the only means possible to ensure his or her safety). Influenced by the fine examples set by his parents and Professor Lorrimor as well as his own experiences, Korvus has developed a staunch desire to help others.

GAME STATISTICS
(NOTE: Ability Scores generated using 20-point buy; starting stats: 12, 12, 12, 18, 12, 12)
Initiative: +1 [+1 Dex]
Senses: Perception +12; darkvision 60 ft.
Speed: 30 ft.

AC: 11 (10 + 1 Dex); 15 w/Mage Armor; 19 w/Mage Armor + Shield
Touch: 11 (10 + 1 Dex)
Flat-footed: 10; 14 w/Mage Armor
Hit Points: 34 [5x(d6+CON) + 5 Toughness]
Current hp = 34
Fort: +3 Ref: +3 Will: +6
• +2 trait bonus to saves vs fear effects
(saves include bonus from cloak of resistance +1)

COMBAT:
Base Atk: +2; CMB: +3; CMD: 15
Melee
Walking Stick (Masterwork Hanbo): +4 to Hit; Dmg 1d6+1 (B); crit 20/x2; Trip
or
+1 Mithril Dagger: +4 to Hit; Dmg 1d4+2 (P or S); crit 19-20/x2
Ranged
Ranged Attack Spells: +3 to Hit (+2 BAB + 1 Dex)

SKILLS:
Skill Ranks Per Wizard Level: 2 + 4 (Int) + 1 favored class
• Acrobatics +1 (0 ranks + 1 Dex)
• Appraise +8 (1 rank + 3 class + 4 Int)
• Bluff +1 (0 ranks + 1 Cha)
• Climb +1 (0 ranks + 1 Str)
• Diplomacy +12 (5 ranks + 3 class + 1 Cha + 3 familiar)
• Disguise +1 (0 ranks + 1 Cha)
• Escape Artist +1 (0 ranks + 1 Dex)
• Heal +1 (0 ranks + 1 Wis)
• Intimidate +3 (0 ranks + 1 Cha + 2 race)
• Knowledge (arcana) +14 (5 ranks + 3 class + 4 Int + 2 trait)
• Knowledge (dungeoneering) +8 (1 rank + 3 class + 4 Int)
• Knowledge (engineering) +8 (1 rank + 3 class + 4 Int)
• Knowledge (geography) +8 (1 rank + 3 class + 4 Int)
• Knowledge (history) +8 (1 rank + 3 class + 4 Int)
• Knowledge (local) +8 (1 rank + 3 class + 4 Int)
• Knowledge (nature) +8 (1 rank + 3 class + 4 Int)
• Knowledge (nobility) +8 (1 rank + 3 class + 4 Int)
• Knowledge (planes) +8 (1 rank + 3 class + 4 Int)
• Knowledge (religion) +8 (1 rank + 3 class + 4 Int)
• Linguistics +12 (5 ranks + 3 class + 4 Int)
• Perception +12 (4 ranks + 3 class + 1 Wis + 2 racial + 2 Alertness)
• Sense Motive +3 (0 ranks + 1 Wis + 2 Alertness)
• Spellcraft +12 (5 ranks + 3 class + 4 Int)
• Stealth +2 (1 rank + 1 Dex)
• Survival +1 (0 ranks + 1 Wis)
• Swim +1 (0 ranks + 1 Str)
Languages: Common, Orc, Abyssal, Draconic, Giant, Goblin, Gnome, Celestial, Skald, Varisian, Terran, Auran, Aquan

Level-Up Skill Point Allocations:
Level 2 (7 pts):
+1 Linguistics - Celestial
+1 Know (arcana)
+1 Know (local)
+1 Know (nature)
+1 Know (planes)
+1 Perception
+1 Spellcraft

Level 3 (7 pts):
+1 Appraise
+2 Diplomacy
+1 Know (arcana)
+1 Linguistics - Terran
+1 Perception
+1 Spellcraft

Level 4 (7 pts):
+1 Diplomacy
+1 Know (arcana)
+1 Know (geography)
+1 Linguistics - Auran
+1 Perception
+1 Spellcraft
+1 Stealth

Level 5 (7 pts):
+2 Diplomacy
+1 Know (arcana)
+1 Know (nobility)
+1 Linguistics - Aquan
+1 Perception
+1 Spellcraft

FEATS:
Scribe Scrolls: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. (Wizard 1st level bonus feat)
Toughness: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. (1st level feat)
Cosmopolitan: You can speak and read two additional languages of your choice (Varisian and Skald). In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills (Korvus has chosen Diplomacy and Perception). Those skills always count as class skills for you. (3rd level feat)
Spell Focus (Conjuration): Add +1 to the Difficulty Class for all saving throws against spells from the Conjuration school of magic. (5th level feat)

TRAITS:
Teacher's Pet: When Professor Lorrimor saw the potential for greatness in Korvus, he took it upon himself to nurture that spark. Over the course of several months, Korvus and the late professor spent hours debating the finer points of arcane esoterica, and the intellectual doors the professor opened for Korvus continue to flavor the young wizard's outlook on the world. You gain a +2 trait bonus to one Knowledge skill of your choosing (Arcana) and consider it a class skill. [Campaign Trait]
Focused Mind: Your childhood was dominated by academic lessons that encouraged your ability to block out distractions to focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks. [Basic (Magic) Trait]
Stoic Optimism:You realize that accepting the pain in life accentuates its joys by contrast, and so your hope sustains you where others despair. You gain a +2 trait bonus on Saving Throws against fear effects. [Religion Trait]

RACIAL ABILITIES:
+2 to one ability score: Half-orc characters get a +2 bonus on one ability score of their choice at creation, to represent their varied nature. Korvus' bonus is to Intelligence.
Medium: Half-orcs are Medium creatures, and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Bestial: The orc blood of some Half-orcs manifests in the form of particularly prominent orc features, exacerbating their bestial appearances but improving their already keen senses. They gain a +2 racial bonus on Perception checks. This racial trait replaces the orc ferocity racial trait.
Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.

WIZARD CLASS FEATURES:

Arcane School (Conjuration/Teleportation):
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard’s spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot.

A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools. Korvus' opposition schools are Enchantment and Illusion. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.


Conjuration/Teleportation School Powers:
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). 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.

Shift (Su): At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

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.


Cantrips:
Wizards can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots.

Scribe Scroll:
At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Bonus Feats:
At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.

Spellbooks:
A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own.


Arcane Bond - Familiar (Thrush: Maximus):
A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. A familiar uses the basic statistics for a creature of the familiar's kind, but with the following changes.

-- Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.

-- Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

-- Attacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.

-- Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.

-- Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.

If a familiar is lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

MAXIMUS
Diminutive magical beast
Init +2; Senses low-light vision; Perception +12

DEFENSE
AC 19, touch 16, flat-footed 17 (+2 Dex, +3 natural, +4 size)
hp 17 (5d8)
Fort +0, Ref +4, Will +6

OFFENSE
Speed: 10 ft., fly 40 ft. (average)
Melee: bite +9 (BAB + 3 Dex + 4 size); Dmg 1d2-5
Space: 1 ft.; Reach 0 ft.

STATISTICS
Str 1, Dex 15, Con 6, Int 8, Wis 15, Cha 6
Base Atk +2; CMB +0; CMD 5
Feats: Skill Focus (Perception)
Skills:
• Appraise +0 (1 rank - 1 Int)
• Diplomacy +3 (5 ranks - 2 Cha)
• Fly +12 (1 rank + 3 class + 2 Dex + 6 size)
• Knowledge (arcana) +4 (5 ranks - 1 Int)
• Knowledge (dungeoneering) +0 (1 rank - 1 Int)
• Knowledge (engineering) +0 (1 rank - 1 Int)
• Knowledge (geography) +0 (1 rank - 1 Int)
• Knowledge (history) +0 (1 rank - 1 Int)
• Knowledge (local) +0 (1 rank - 1 Int)
• Knowledge (nature) +0 (1 rank - 1 Int)
• Knowledge (nobility) +0 (1 rank - 1 Int)
• Knowledge (planes) +0 (1 rank - 1 Int)
• Knowledge (religion) +0 (1 rank - 1 Int)
• Perception +12 (4 ranks + 3 class + 2 Wis + 3 skill focus)
• Spellcraft +4 (5 ranks - 1 Int)
• Stealth +18 (1 rank + 3 class + 2 Dex + 12 size)
(Size Modifiers: +6 Fly, +12 Stealth)

SPECIAL ABILITIES
Speech (Su): A thrush familiar can speak one language of it's master's choice as a supernatural ability. Maximus can speak Common.
Familiar Ability: Maximus grants Korvus a +3 bonus to Diplomacy skill checks.
Alertness (Ex): While Maximus is within arm’s reach, Korvus gains the Alertness feat.
Empathic Link (Su): Korvus has an empathic link with Maximus to a distance of 1 mile. Korvus can communicate empathically with Maximus, but cannot see through his eyes. Because of the link’s limited nature, only general emotions can be shared. Korvus has the same connection to an item or place that Maximus does.
Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, Maximus takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Share Spells: Korvus may cast a spell with a target of “you” on Maximus (as a touch spell) instead of on himself. Korvus may cast spells on Maximus even if the spells do not normally affect creatures of the familiar’s type (magical beast).
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

SPELLBOOK:

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). [Fort DC 14]
Light: Object shines like a torch.
Ray of Frost: Ray deals 1d3 cold damage.
NECROMANCY
Bleed: Cause a stabilized creature to resume dying. [Will DC 14]
Disrupt Undead: Deals 1d6 damage to one undead.
Touch of Fatigue: Touch attack fatigues target.
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:
ABJURATION
Protection from Evil: +2 deflection bonus to AC and +2 resistance bonus to saves, plus additional protection. (Bonus spell learned at 2nd level - Thanks, DM Haldhin!)
Shield: Invisible disc gives +4 to AC, blocks magic missiles.
CONJURATION
Air Bubble: Creates a small pocket of air around your head or an object. (learned at level 2)
Grease: Makes 10-ft. square or one object slippery. [Reflex DC 16]
Mage Armor: Gives subject +4 armor bonus.
Mount: Summons riding horse for 2 hours/level. (copied from scroll purchased in Ravengro)
Summon Monster I: Summons extraplanar creature to fight for you.
DIVINATION
Comprehend Languages: You understand all spoken and written languages. (copied from spellbook of Professor Hean Faramin)
Detect Undead: Reveals undead within 60 ft. (copied from scroll found in false crypt)
Identify: Gives +10 bonus to identify magic items.
EVOCATION
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
TRANSMUTATION
Enlarge Person: Humanoid creature doubles in size. (learned at level 2)
Expeditious Retreat: Your base speed increases by 30 ft.

2nd Level:
CONJURATION
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels. (copied from scroll purchased in Ravengro)
Create Pit: Creates an extradimensional pit. [Reflex DC 17 negates] (learned at level 4)
Glitterdust: Blinds creatures, outlines invisible creatures. [Will DC 17 negates blindness only] (learned at level 4)
Summon Monster II: Summons extraplanar creature to fight for you. (learned at level 3)
DIVINATION
Locate Object: Senses direction toward object (specific or type). (copied from scroll purchased in Ravengro)
EVOCATION
Gust of Wind: Blows away or knocks down smaller creatures. [Fort DC 16 negates] (copied from spellbook of Professor Hean Faramin)
NECROMANCY
False Life: Gain 1d10 temporary hp + 1/level (max +10). (copied from spellbook of Professor Hean Faramin)
TRANSMUTATION
Levitate: Subject moves up and down at your direction. (learned at level 3)

3rd Level:
ABJURATION
Dispel Magic: Cancels one magical spell or effect. (copied from spellbook of Professor Hean Faramin)
CONJURATION
Mad Monkeys: Summon a swarm of mischievous monkeys. (learned at level 5)
Spiked Pit: As create pit, but filled with spikes. [Reflex DC 18 negates] (learned at level 5)
Summon Monster III: Summons extraplanar creature to fight for you. (copied from scroll purchased in Lepidstadt)
EVOCATION
Fireball: 1d6 fire damage per level, 20-ft. radius; range 400 ft + 40 ft/level. [Reflex DC 17 halves damage] (copied from scroll purchased in Lepidstadt)
TRANSMUTATION
Fly: Subject flies at speed of 60 ft. (copied from spellbook of Adivion Adrissant}
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves. (copied from spellbook of Adivion Adrissant}

4th Level:
CONJURATION
Summon Monster IV: Summons extraplanar creature to fight for you. (copied from spellbook of Professor Hean Faramin)

WIZARD SPELLS PER DAY:
0-Level: 4 (unlimited casting)
1st Level: 5 [3 + school + bonus]
2nd Level: 4 [2 + school + bonus]
3rd Level: 3 [1 + school + bonus]

Concentration Check Modifier: +11 (+5 wizard caster level + 4 Int + 2 trait)

Wizard Spells Prepared:
Cantrips:
Detect Magic: Detects all spells and magic items within 60 ft.
Mage Hand: 5-pound telekinesis.
Message: Whisper conversation at distance.
Prestidigitation: Performs minor tricks.

1st Level:
Enlarge Person: Humanoid creature doubles in size. (CAST on Bjorn at Schloss Caromarc)
Grease: Makes 10-ft. square or one object slippery. [Reflex DC 16]
Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5).
Protection from Evil: +2 deflection bonus to AC and +2 resistance bonus to saves, plus additional protection.
Shield: Invisible disc gives +4 to AC, blocks magic missiles.

2nd Level:
Acid Arrow: Ranged touch attack; 2d4 damage for 1 round + 1 round/three levels. (CAST on troll at Schloss Caromarc)
Create Pit: Creates an extradimensional pit. [Reflex DC 17 negates]
Glitterdust: Blinds creatures, outlines invisible creatures. [Will DC 17 negates blindness only]
Summon Monster II: Summons extraplanar creature to fight for you.

3rd Level:
Fireball: 1d6 fire damage per level, 20-ft. radius; range 400 ft + 40 ft/level. [Reflex DC 17 halves damage] (CAST on troll at Schloss Caromarc)
Haste: One creature/level moves faster, +1 on attack rolls, AC, and Reflex saves.
Mad Monkeys: Summon a swarm of mischievous monkeys.

EQUIPMENT:
Starting Wealth = 120 gp equivalent (Wizard max)
Explorer's Outfit (free) [8 lb]
- sturdy knee-high leather boots, leather breeches, belt, linen shirt, silk cravat, wool vest, long jacket, gloves, bowler hat
Cloak of Resistance +1 (from false crypt)
Warden Hawkran's Badge [Amulet of Lesser Metamagic - Extend Spell] (from Harrowstone Prison) (Daily Charges Used: 0/3)
Spring-loaded Wrist Sheath (5 gp) [1 lb]
-- Wand of Magic Missiles (CL 1; 50 charges) [charges used: 24/50 after first use against Redjaw]
Spring-loaded Wrist Sheath (5 gp) [1 lb]
-- Mithril Dagger +1 (from Harrowstone Prison) [0.5 lb]
Walking Stick (Masterwork Hanbo) (1 gp; made masterwork by Father Grimburrow via Masterwork Transformation) [2 lb]
Handy Haversack (2,000 gp) [5 lb]
- Wand of Mage Armor (CL 1; 50 charges) [charges used: 12/50 as of arrival at Schloss Caromarc]
- Spellbook (15 gp) [3 lb]
- Journal (10 gp) [1 lb]
- Ink Vial (8 gp)
- Inkpen (1 sp)
- ABJURATION SCROLLS
-- Dispel Magic (CL 5) (187.5 gp - scribed by self)
-- Protection from Evil (from false crypt)
-- Protection from Evil (CL 1) (12.5 gp - scribed by self)
-- Shield (CL 1) (12.5 gp - scribed by self)
- CONJURATION SCROLLS
-- Air Bubble (CL 4) (50 gp - scribed by self)
-- Air Bubble (CL 4) (50 gp - scribed by self)
-- Mage Armor (CL 1) (12.5 gp - scribed by self)
-- Mount (CL 1) (12.5 gp - scribed by self)
-- Mount (CL 1) (12.5 gp - scribed by self)
-- Mount (CL 1) (12.5 gp - scribed by self)
-- Mount (CL 1) (12.5 gp - scribed by self)
-- Mount (CL 1) (12.5 gp - scribed by self)
-- Spiked Pit (CL 5) (187.5 gp - scribed by self)
-- Summon Monster III (CL 5) (187.5 gp - scribed by self)
- DIVINATION SCROLLS
-- Comprehend Languages (CL 1) (12.5 gp - scribed by self)
-- Detect Undead (CL 1) (12.5 gp - scribed by self)
-- Identify (CL 1) (12.5 gp - scribed by self)
-- Locate Object (CL 3) (75 gp - scribed by self)
- EVOCATION SCROLLS
-- Gust of Wind (CL 3) (75 gp - scribed by self)
- NECROMANCY SCROLLS (1 gp)
-- False Life (CL 3) (75 gp - scribed by self)
-- False Life (CL 3) (75 gp - scribed by self)
- TRANSMUTATION SCROLLS
-- Enlarge Person (CL 1) (12.5 gp - scribed by self)
-- Fly (CL 5) (187.5 gp - scribed by self)
-- Levitate (CL 3) (75 gp - scribed by self)
- Flint and Steel (1 gp)
- Bedroll (1 sp) [5 lb]
- Trail Rations, 1 day (5 sp) [1 lb]
- Waterskin, full (1 gp) [4 lb]
- Potion: Cure Light Wounds (from false crypt)
- Potion: Cure Light Wounds (from false crypt)
- Potion: Lesser Restoration (from false crypt)
- Holy Water, 4 flasks (from false crypt) [4 lb]
- Sunrods, 4 (from false crypt) [4 lb]
Spell Component Pouch (5 gp) [2 lb]
Belt Pouch (1 gp) [0.5 lb]
- Haunt Siphon

Total Weight carried: 20 lb (Light)
Carrying Capacities: 43 lb / 44-86 lb / 87-130 lb

Treasure Share from Harrowstone Prison: 1,839 gp; Warden Hawkran's Badge (Amulet of Lesser Metamagic - Extend Spell); Mithril Dagger +1. Purchased a second spring-loaded wrist sheath for 5 gp; 5 scroll cases for 5 gp; 1 journal for 10 gp; and 750 gp-worth of scroll-scribing supplies from Alendru Ghoroven. Total remaining (including remainder of starting wealth 2 gp, 3 sp) = 1,071 gp, 3 sp.
Payment for Delivering Professor Lorrimor's Books to Lepidstadt: 2,200 gp. With remaining treasure share from Harrowstone = 3,271 gp, 3 sp.
Paid 1 sp to messenger boy at The Silver Mug in Lepidstadt. Wealth remaining = 3,271 gp, 2 sp.
Payment for completion of trial of Alpy: 300 pp. Wealth = 300 pp, 3,271 gp, 2 sp. Purchased Handy Haversack (2,000 gp), Scroll of Summon Monster III (375 gp) and Scroll of Fireball (375 gp) to add to spellbook, and 750 gp-worth of scroll-scribing supplies (had 162.5 gp-worth of scroll-scribing supplies remaining before scribing scrolls in Lepidstadt). Wealth remaining = 270 pp, 71 gp, 2 sp.

Haunt Siphon:
These glass vials are held within stylized cold-iron casings etched with strange runes, necromantic designs, and other eldritch markings. Within the vial roils a small wisp of white vapor, churning as if caught in a miniature vortex of air. To capture a haunt’s energies within a haunt siphon, you need only twist the metal casing to open the vial in the same round that the haunt manifests (a standard action) - this can be before or after the haunt has acted. You must be within the haunt’s area of influence to use a haunt siphon.

When you activate a haunt siphon, it deals 3d6 points of positive energy damage to a single haunt. If it deals enough damage to the haunt to reduce the haunt’s hit points to 0, the mist inside the haunt siphon glows green. If it does not reduce the haunt to 0 hit points, the haunt siphon is still expended and becomes non-magical until dawn the next morning. It may take multiple haunt siphons to destroy powerful haunts.

Haunt siphons may also be used in the same manner to damage spirits or other incorporeal undead. After used in this manner, dealing 3d6 points of damage, they become non-magical as described above.

Scrolls Scribed during month in Ravengro: (600 gp-worth of scribing supplies used)
ABJURATION
Protection from Evil (CL 1) [12.5 gp]
Shield (CL 1) [12.5 gp]
CONJURATION
Air Bubble (CL 4) [50 gp]
Air Bubble (CL 4) [50 gp]
Mount (CL 1) [12.5 gp]
Mount (CL 1) [12.5 gp]
Mount (CL 1) [12.5 gp]
Mount (CL 1) [12.5 gp]
Mount (CL 1) [12.5 gp]
DIVINATION
Comprehend Languages (CL 1) [12.5 gp]
Detect Undead (CL 1) [12.5 gp]
Locate Object (CL 3) [75 gp]
EVOCATION
Gust of Wind (CL 3) [75 gp]
NECROMANCY
False Life (CL 3) [75 gp]
False Life (CL 3) [75 gp]
TRANSMUTATION
Enlarge Person (CL 1) [12.5 gp]
Levitate (CL 3) [75 gp]

Scrolls Scribed in Lepidstadt prior to leaving for Schloss Caromarc:
Using existing scribing supplies (162.5 gp-worth) to replace the scrolls used at Vorkstag and Grines:
ABJURATION
Protection from Evil (CL 1) [12.5 gp]
NECROMANCY
False Life (CL 3) [75 gp]
TRANSMUTATION
Levitate (CL 3) [75 gp]
Using 750 gp-worth of supplies purchased in Lepidstadt:
ABJURATION
Dispel Magic (CL 5) [187.5 gp]
CONJURATION
Spiked Pit (CL 5) [187.5 gp]
Summon Monster III (CL 5) [187.5 gp]
TRANSMUTATION
Fly (CL 5) [187.5 gp]

Calendar of Events:
3 Rova, 4711: Professor Lorrimor's funeral.
4 Rova, 4711: Research Whispering Way at Lorrimor residence; interview Alendru Ghoroven regarding Professor's death, the Whispering Way, and Harrowstone Prison; interview Sheriff Caeler; discover desecration of Warden Hawkran's statue with a bloody 'V'; interview Master Gibs; investigate farms of Masters Johann and Tyon; attacked by (possessed?) pigs at Tyon farm; attacked by (possessed?) Master Tyon; Master Tyon taken into custody by Sheriff; investigate Gibs farm - discover hidden bloody war razor and water skin that formerly contained blood; Master Gibs taken into custody by Sheriff.

Professor Lorrimor's Will:
I, Petros Lorrimor, being of sound mind, do hereby commit to this parchment my last will and testament. Let it be known that, with the exception of the specific details below, I leave my home and personal belongings entire to my daughter Kendra. Use them or sell them as you see fit, my child.

Yet beyond the bequeathing of my personal effects, this document must serve other needs. I have arranged for the reading of this document to be delayed until all principals can be in attendance, for I have more than mere inheritance to apportion. I have two final favors to ask.

To my old friends, I hate to impose upon you all, but there are few others who are capable of appreciating the true significance of what it is I have to ask. As some of you know, I have devoted many of my studies to all manner of evil, that I might know the enemy and inform those better positioned to stand against it. For knowledge of one’s enemy is the surest path to victory over its plans.

And so, over the course of my lifetime, I have seen fit to acquire a significant collection of valuable but dangerous tomes, any one of which in the wrong circumstances could have led to an awkward legal situation. While the majority of these tomes remain safe under lock and key at the Lepidstadt University, I fear that a few I have borrowed remain in a trunk in my Ravengro home. While invaluable for my work in life, in death, I would prefer not to burden my daughter with the darker side of my profession, or worse still, the danger of possessing these tomes herself. As such, I am entrusting my chest of tomes to you, posthumously. I ask that you please deliver the collection to my colleagues at the University of Lepidstadt, who will put them to good use for the betterment of the cause.

Yet before you leave for Lepidstadt, there is the matter of another favor—please delay your journey one month and spend that period of time here in Ravengro to ensure that my daughter is safe and sound. She has no one to count on now that I am gone, and if you would aid her in setting things in order for whatever she desires over the course of this month, you would have my eternal gratitude. From my savings, I have also willed to each of you a sum of one hundred platinum coins. For safekeeping, I have left these funds with Embreth Daramid, one of my most trusted friends in Lepidstadt—she has been instructed to issue this payment upon the safe delivery of the borrowed tomes no sooner than one month after the date of the reading of this will.

I, Petros Lorrimor, hereby sign this will in Ravengro on this first day of Erastus, in the year 4711.

Tomes to be delivered to Lepidstadt:
Three tomes marked as the property of Lepidstadt University, to be delivered to Montagnie Crowl, professor at the institution:
Serving Your Hunger, an unholy book detailing rituals sacred to Urgathoa, the goddess of gluttony, disease, and undead.
On Verified Madness, a treatise on aberrations and other entities found on Golarion that possess remote ties to the Dark Tapestry, the name given to the dark places between the stars in the night sky.
The Umbral Leaves, a Common translation of the unholy book of Zon-Kuthon.
Flesh Golem Manual, mysteriously came into the possession of Alendru Ghoroven, who determined it had been stolen.
One tome (purple with a gold scarab on the cover, locked) to be delivered discreetly to Embreth Daramid.

Professor Lorrimor's Journal:
Ten Years Ago:
The Whispering Way is more than just a cabal of necromancers. I see that now. Undeath is their fountain of youth. Uncovering their motivation does not place me at ease as I thought it might. Their desire to be eternal simply makes them more dangerous.

Two Months Ago:
It is as I had feared. The Way is interested in something here in Ravengro. But what could it be?

One Month Ago:
Whatever the Way seeks, I am now convinced their goal is connected to Harrowstone. In retrospect, I suppose it all makes sense—the stories they tell about the ruins in town are certainly chilling enough. It may be time to investigate the ruins, but with everyone in town already being so worked up about them, I’d rather not let the others know about my curiosity—there’s plenty of folks hereabouts who already think I’m a demonologist or a witch or something. Ignorant fools.

Twenty Days Ago:
It is confirmed. The Way seems quite interested in something—no, strike that—someone who was held in Harrowstone. But who, specifically, is the Way after? I need a list of everyone who died the night of the fire. Everyone. The Temple of Pharasma must have such a list.

Eighteen Days Ago:
I see now just how ill prepared I was when I last set out for the Harrowstone. I am lucky to have returned at all. The ghosts, if indeed they were ghosts (for I did not find it prudent to investigate further) prevented me from transcribing the strange symbols I found etched along the foundation—hopefully on my next visit I will be more prepared. Thankfully, the necessary tools to defend against spirits are already here in Ravengro. I know that the church of Pharasma used to store them in a false crypt in the Restlands at the intersection between Eversleep and the Black Path. I am not certain if the current clergy even know of what their predecessors have hidden down below. If my luck holds, I should be able to slip in and out with a few borrowed items.

Seventeen Days Ago:
Tomorrow evening I return to the prison. It is imperative the Way does not finish. My caution has already cost me too much time. I am not sure what will happen if I am too late, but if my theory is right, the entire town could be at risk. I don’t have time to update my will, so I’ll leave this in the chest where it’ll be sure to be found, should the worst come to pass.

Results of Research: Whispering Way:
The Whispering Way is a sinister organization of necromancers that has been active in the Inner Sea region for thousands of years.

Agents of the Whispering Way often seek alliances with undead creatures, or are themselves undead. The Whispering Way’s most notorious member was Tar-Baphon, the Whispering Tyrant, although the society itself has existed much longer than even that mighty necromancer.

The Whispering Way itself is a series of philosophies that can only be transferred via whispers — the philosophies are never written or spoken of loudly, making the exact goals and nature of the secretive philosophy difficult for outsiders to learn much about.

Exact details on the society are difficult to discern, but chief among the Whispering Way’s goals are discovering formulae for creating liches and engineering the release of the Whispering Tyrant. Agents often travel to remote sites or areas plagued by notorious haunts or undead menaces to perform field research or even to capture unique monsters. Their symbol is a gagged skull, and those who learn too many of the Way’s secrets are often murdered, and their mouths mutilated to prevent their bodies from divulging secrets via speak with dead.

Interview of Alendru Ghoroven:
Bjorn: "The most important thing is the truth. Was the professor's death really an accident or was it something worse", the Ulfen says with emphasis on the final word. "What was this dangerous research that he risked everything for?"

Alendru considers Bjorn's questions before responding.
"I honestly don't know if it was an accident or not. My brain says it was, at least, that's what the physical evidence shows. But my gut says it wasn't. I'm old enough to trust my instincts these days, so take that for what it's worth."
"As for his research, he had been focusing on a certain cult dedicated to undeath in all its forms - but especially to the creation of intelligent forms of undead like liches. We've known about them for many decades, but until a few years ago, they were relatively passive. Then suddenly, their agents started moving. People we had been watching for years just disappeared, while new cultists appeared. We were at a loss. Then we got word that they were interested in Harrowstone."
He looks at you solemnly, "I cannot overstate how dire this situation may be - this group has lain in wait for hundreds of years, and now they become active across the country... What are they doing? Why now? How can they be stopped - if they can... This is what Petros was doing, trying to figure out what was going on with them."

Bjorn: "Who else knew about this beyond yourself and the Professor?"

Alendru thinks for a moment, "I can't say for sure, but possibly Sheriff Caeler. I know Petros worked with him several times. Other than that? I can't think of anybody else in Ravengro; possibly some of his friends at the University, but I wouldn't know their names."

Oliar: "What about the church of Pharasma? You'd expect they'd be involved in hunting those cultists down."

Alendru regards Oliar and points as he speaks, ”That is an excellent point, and yes, the faithful of Pharasma are one of this cult’s fiercest enemies. But there are two problems: 1) this cult is extremely secretive; they have not survived for this long by luck alone, and 2) specifically in Ravengro, our church is small and primarily dedicated to maintaining The Restlands. Father Grimburrow has probably heard of the cult, but I doubt he knows much about them beyond their basic association with creatures of undeath.”

Gunther: "Were there any strangers in town at the time of the Professor's passing? These cultists had to come from somewhere," Gunthers pauses, gazing around the room."Or they were here to begin with."

”I couldn’t say if there were strangers in town or not, but I would be very surprised to learn about cultists here in town. Most of the folk here are superstitious, and some are more daft than the mules they use to plow their fields, but cultists? I’m fairly certain we would know.
But anyway, as you might imagine, a school isn’t exactly a hotbed of respite for travellers, so I don’t really see anybody when they pass through Ravengro. Sarianna Vai runs The Outward Inn, and Zokar Elkarid owns The Laughing Demon. Either or both of them would probably know more about strange folk moving around than I would.”

Harold: "If there is a friend ov dis cult awer even a member still in town, any unusual visitors in da last couple months might poin' 'em out. Regardless, dis cult was doin' somethin' at dis place, Harrowstone, an' da Prof learned a bi' an' all much i' would seem. Has there been any strange lights awer noises comin' from Harrowstone in da last couple weeks? Owt at all ter denote they are still workin' aaaht ov i' awer what they 'ave moved on? What kind ov place is dis Harrowstone?"

The old half-elf smiles, ”Well, to hear the children tell it, Harrowstone is full of werewolves and vampires, who wait inside the walls for bad little kids who disobey their parents! Some adults still believe it’s haunted, and stories make the rounds from time to time about strange lights, or ghostly images. So is it haunted? Maybe. But if it is, we haven’t ever had any problems like that in Ravengro, so whatever it is must remain around the prison grounds. ”
”What I do know is it is a desolate and disturbing place. The fire destroyed a good part of the building, even the underground sections, and it’s not safe for exploring. There are a number of human remains still inside, and there is no telling what might have been drawn to such a tragedy. My guess is the dangers would be more natural than anything, creatures making a new lair, maybe bats and rats? ”
”I tell you what, if you’re interested I’ll get one of my associates to open the Town Hall library for you. They normally don’t allow just anybody in there, but I think I’ll call in a favor for you. Whoever goes in would have to do the research themselves, but if there is anything of interest to be found, it would be located there.”

Interview of Sheriff Caeler:

Bjorn: "We have an interest in the ruins of Harrowstone. What can you tell us about the prisoners that were kept, and ultimately, died there?"

The sheriff regards the group for a moment before answering, "Well, that's before my time, but I'll tell you what I know. Harrowstone was home to the most ruthless and dangerous criminals of its time. It was the final destination for all of its inmates - they were sent there to die. Most were there for execution... For some reason, the headsman there didn't bend them over and take their head with an axe or sword. No, he made them kneel down and face him, so he could see their face when he used his scythe for the task. For those that weren't to be executed, the rest of their lives were spent in dimly lit underground cells. They never saw the sun again."

Information Regarding Harrowstone Prison (from Town Hall Files):

• Harrowstone is a ruined prison — partially destroyed by a fire in 4661, the building has stood vacant ever since. The locals suspect that it’s haunted, and don’t enjoy speaking of the place.

• Harrowstone was built in 4594. Ravengro was founded at the same time as a place where guards and their families could live and that would produce food and other supplies used by the prison. The fire that killed all of the prisoners and most of the guards destroyed a large portion of the prison’s underground eastern wing, but left most of the stone structure above relatively intact. The prison’s warden perished in the fire, along with his wife, although no one knows why she was in the prison when the fire occurred. A statue commemorating the warden and the guards who lost their lives was built in the months after the tragedy — that statue still stands on the riverbank just outside of town.

• Most of the hardened criminals sent to Harrowstone spent only a few months imprisoned, for it was here that most of Ustalav’s executions during that era were carried out. The fire that caused the tragedy was, in fact, a blessing in disguise, for the prisoners had rioted and gained control of the prison’s dungeons immediately prior to the conflagration. It was only through the self-sacrifice of Warden Hawkran and 23 of his guards that the prisoners were prevented from escaping—the guards gave their lives to save the town of Ravengro.

• At the time Harrowstone burned, five particularly notorious criminals had recently arrived at the prison. While the commonly held belief is that the tragic fire began accidentally after the riot began, in fact the prisoners had already seized control of the dungeon and had been in command of the lower level for several hours before the fire. Warden Hawkran triggered a deadfall to seal the rioting prisoners in the lower level, but in so doing trapped himself and nearly two dozen guards. The prisoners were in the process of escaping when the panicked guards accidentally started the fire in a desperate attempt to end the riot.

Information Regarding the Five Notorious Prisoners (from Town Hall Files):

Father Charlatan (Sefick Corvin): Of the five notorious prisoners, only Father Charlatan was not technically a murderer, yet his crimes were so blasphemous that several churches demanded he be punished to the full extent of Ustalavic law. Although he claimed to be an ordained priest of any number of faiths, Father Corvin was in fact a traveling con artist who used faith as a mask and a means to bilk the faithful out of money in payment for false miracles or cures. He became known as Father Charlatan after his scheme was exposed and his Sczarni accomplices murdered a half-dozen city guards in an attempt to make good the group’s escape.

The Lopper (Vance Saetressle): When the Lopper stalked prey, he would hide in the most unlikely of places, sometimes for days upon end with only a few supplies to keep him going while he waited for the exact right moment to strike. Once his target was alone, the Lopper would emerge to savagely behead his victim with a handaxe.

The Mosswater Marauder (Ispin Onyxcudgel): Only 5 years before his hometown of Mosswater was destined to be overrun and ruined by monsters from the nearby river, Ispin Onyxcudgel was a well-liked artisan and a doting husband. When he discovered his wife’s infidelity, he f lew into a jealous rage and struck her dead with his hammer, shattering her skull and his sanity with one murderous blow. Wracked with shame and guilt, Ispin became convinced that if he could rebuild his wife’s skull she would come back to life—but unfortunately, he could not find the last blade-shaped fragment from the murder site. So instead, Ispin became the Mosswater Marauder. Over the course of several weeks, the cunning dwarf stalked and murdered nearly 20 people while searching for just the right skull fragment. He was captured just before murdering the daughter of a visiting nobleman from Varno, and was carted off to Harrowstone that same night.

The Piper of Illmarsh (real name unknown): Before he snatched his victims, the Piper taunted his targets with a mournful dirge on his flute. He preferred to paralyze lone victims by dosing their meals with lich dust and then allowed his pet stirges to drink the victims dry of blood.

The Splatter Man (Hean Feramin): Professor Feramin was a celebrated scholar of Anthroponomastics (the study of personal names and their origins) at the Quartrefaux Archives in Caliphas. Yet an accidental association with a succubus twisted and warped his study, turning it into an obsession. Feramin became obsessed with the power of a name and how he could use it to terrify and control. Soon enough, his reputation was ruined, he’d lost his tenure, and he’d developed an uncontrollable obsession with an imaginary link between a person’s name and what happens to that name when the person dies. Every few days, he would secretly arrange for his victim to find a letter from her name written in blood, perhaps smeared on a wall or spelled out with carefully arranged entrails. Once he had spelled his victim’s name, he would at last come for her, killing her in a gory mess using a complex trap or series of rigged events meant to look like an accident.

Link to Discussion with the Ghost of Vesorianna Hawkran

PLANNED PROGRESSION:
Level 5: 2 New Spells (Mad Monkeys, Spiked Pit), Feat - Spell Focus (Conjuration)
Planned Level 5 Skill Points Allocation (7 pts):
+2 Diplomacy
+1 Know (arcana)
+1 Know (nobility)
+1 Linguistics - Aquan
+1 Perception
+1 Spellcraft