Belfor Vittanis

Avron de Marvern's page

3 posts. Alias of BelacRLJ.


Full Name

Avron de Marvern

Race

Human

Classes/Levels

Witch 10

Strength 7
Dexterity 14
Constitution 14
Intelligence 22
Wisdom 12
Charisma 12

About Avron de Marvern

Background:

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
he needs to prove he's his father's, rather than his mother's, son.

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)
AC 12: 10 + 2 Dex (before spells)
Atk:
+7 ranged touch, +3 touch

Gear:
62000gp:

16000: Headband of intellect +4
9000: Metamagic rods: Lesser Reach, Bouncing, Extend
8000: Fog cutting lenses
6000: Cackling Hag’s Blouse
4000: Cloak of Resistance +2
2000: Handy Haversack
1500: Wands of Cure Light Wounds and Shield

15500 additional to be divided:
9000 lesser rod of persistent?
7500 gloves of elvenkind?
3750 Druids vestments--only if usable with Use Magic Device to grant 1 wildshape/day
1-4000: Pages of Spell Knowledge--only if usable with Use Magic Device to allow preparation of spells not on the witch spell list
Assorted other wands
Scrolls (Locate creature, locate object, heroism, clairaudience/clairvoyance, arcane sight, Soothing word?)
Ring of Sustenance?

(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:
Skilled replaced by Fey Magic:
Low-light vision
Stealth, Perception class skills
Cantrips: Create Water, CHameleon Scales, Light
Spell: Longstrider
Terrain: Mountain

Feats:
Human Extra Hex: Misfortune
1st level: Extra Hex: Slumber
3rd level: Craft Wondrous Item
5th level: Extra Hex (Flight)
7th level: Spirit Talker
9th level: Spell Focus (Illusion)

Class Features:
Familiar: Jerboa (+4 init)
Patron: Fey Gifts (Charm hex, 1/day roll d20 at disadvantage-DM decides); Trickery Patron

Hexes (or Vellemancer replacements)
Save DC: 21

Patron: Charm
1st level: Evil Eye
2nd level: *Implanted Hex-Vellemancer (11 hexes/day)
4th level: Fortune
6th level: *Wishgranter-Vellemancer
8th level: *Expanded Wishgranter-Vellemancer
10th level: Retribution
Items (Cackling Hag's Blouse): Cackle

Spells: 6/6/4/4/3 per day
Known:
4 cantrips: Mending, Message, Stabilize, Detect Magic
1st level: Disguise Self(patron); Obscuring Mist, Aphasia, Ill Omen, Mage Armor, Sow Thought, Negative Reaction, Shadow Trap, Unprepared Combatant
2nd level: Hideous Laughter(patron); Fog Cloud, Haunting mists, Hidden presence, Ironskin, Mad hallucination, Pox pustules, Qualm, Web
3rd level: Major Image (patron); Barrow Haze, Bestow Curse, Howling agony, Lightning bolt, Remove curse, remove disease, remove blindness/deafness, Stinking cloud, Witness
4th level: Hallucinatory Terrain (Patron); Arcane Eye, Black Tentacles, Complex Hallucination, Crushing Despair, Dimension Door, Fear
5th level: Mirage Arcana(Patron); Baleful Polymorph, Break Enchantment, Cloudkill, Teleport. (Dominate person? Feeblemind? Hold Monster?)

(Spells known still under consideration and will depend on party composition)

Skills:

Bluff: 13: 3 class, 9 ranks, 1 cha
Diplomacy: 13: 3 class, 9 ranks, 1 cha
Fly: 7: 3 class, 2 ranks, 2 dex
Knowledge Arcana: 16: 3 class, 7 ranks, 6 int
Knowledge Nature: 16: 3 class, 7 ranks, 6 int
Knowledge Planes: 16: 3 class, 7 ranks, 6 int
Perception: 18: 3 class, 10 ranks, 1 wis, 4 Alertness(Familiar)
Sense Motive: 18: 3 class, 10 ranks, 1 wis, 4 Alertness(Familiar)
Spellcraft: 19: 3 class, 10 ranks, 6 int
Stealth: 14: 3 class, 9 ranks, 2 dex
UMD: 19: 3 class, 10 ranks, 6 int

Familiar:

Jerboa

HP 31
Natural Armor +5
Int 10

Features:
Alertness, improved evasion, share spells, empathic link
Deliver Touch Spells
Speak with Master
Speak with Animals of Its Kind