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About Avron de MarvernBackground:
Avron is the product of a dalliance between the Crown Prince and the daughter of a certain Duke. It being impolitic to admit to the affair, his father refused to acknowledge him, but settled a substantial living upon her provided she exile herself from court. Thus Avron was raised in isolation, at a secondary estate of his family's. Of course, this is not the complete story--his mother was a skilled witch, who had used her wiles to seduce the prince in an effort to become a future queen. The exile was an alternative to a fate rather bloodier and more severe. He did not learn this from her--instead, she taught him how she had been wronged, along with skills at witchery (his witch talents tended more to the helpful than hers, his first clue that something was amiss in his upbringing). It was only when the crown prince died in mysterious circumstances, and knights appeared at the estate to take her in on suspicion, that he learned anything of this. His mother sent him to hide in the woods while she went with the knights, trusting in her skills to render herself safe. This was a miscalculation on her part, and she was executed for her supposed misdeeds--these Avron only heard about from rumors in passing as he made his way along. What he heard (including some evidence that suggests that she cheated death (possibly enchanting another to die in her place) and is still alive elsewhere, at least led him to investigate matters, and he entered the service of his uncle the new Crown Prince, gaining his trust and rising to the level of his valet. His master came to rely upon his intelligence and candor, not realizing who he really was. However, because of his uncanny resemblance to his master, he served as a body double on various occasions. There he learned of the depredations of the giants, and plans to send an expedition against them. The prince suggested that Avron accompany the adventurers as a signal of royal support, as an advisor, and if needed in disguise as the prince himself. Appearance: Avron is tall, dark, and if not handsome then at least noble of bearing. If there is a royal birthmark (a la Danny Kaye's The Court Jester), then he has it, but it's in a place usually covered by clothing. Personality & motivation: Avron has loving memories of his mother and is fairly sure she is innocent of his father's death, but is also fairly sure that she was an enchantress of sinister powers. He wants to use his powers for the good of the realm and has no interest in staking his claim to the throne or to making his true identity known, but he would like to protect himself in case it does transpire. Performing deeds useful to the realm would do the trick, though being seen to use witchery would cut against his goals. He's b+&&@!*@ted himself into appearing as a wizard, as which he's known at court, but he'd still like to make allies against the day
Allies & Associations: Avron is a loyal subject (and an officer) of the realm, and a friend of his uncle/master's. On the mission to the giants, he considers himself the representative of the kingdom and responsible for the group staying on task. He has not married, for obvious reasons, and also has in many ways effaced himself into a servant of the realm. He also is related to an even more powerful witch who may or may not still be alive. However, the secret of the source of his magic is potentially explosive and could ruin him if exposed in the wrong way. Stats and Basics:
Avron de Marvern, CG Witch (Vellemancer) 10 -4 Str 7 5 Dex 14 3 Con 13 +1 4th level = 14 7 Int 15 +2 racial +1 8th level +4 headband = 22 2 Wis 12 2 Cha 12 HP: 62 6+ (9*4) + (10*2) Saves: Fort: 7 (+3 (Class) +2 (Con) +2 (Cloak)) Ref: 7 (+3 (Class) +2 (Dex) +2 (Cloak)) Will: 10 (+7 (Class) +1 (Wis) +2 (Cloak)) BAB: +5 CMB: 3 5 BAB -2 Str CMD: 10 10 + 2 dex -2 str Equipment and Combat:
Init 8: +4 (Dex) +4 (Improved Init)
Gear:
16000: Headband of intellect +4
15500 additional to be divided:
(Basic adventuring gear to be filled out)
Feats, Traits, Class Features, Skills:
Traits: Pragmatic Activator: Int instead of Cha to UMD Deep Cover (can take 10 on Bluff and Disguise, Bluff is class skill) Race features:
Feats:
Class Features:
Hexes (or Vellemancer replacements)
Patron: Charm
Spells: 6/6/4/4/3 per day
(Spells known still under consideration and will depend on party composition) Skills: Bluff: 13: 3 class, 9 ranks, 1 cha
Familiar:
Jerboa HP 31
Features:
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