Patrissa Vrakes

Corinna Valdemar's page

619 posts. Alias of Joana.


Race

Human (Chelaxian)

Classes/Levels

Wizard (conjuration) 2

Gender

Female

Size

M

Age

27

Alignment

NG

Deity

Nethys

Location

Sandpoint

Languages

Common, Ancient Osiriani, Draconic, Thassilonian, Varisian

Occupation

assistant professorial staff

About Corinna Valdemar

CORINNA VALDEMAR CR 1
Female Human (Chelaxian) Wizard 2
NG Medium Humanoid (Human)
Init +2; Senses Perception +1
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DEFENSE
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AC 12, touch 12, flat-footed 10. . (+2 Dex) mage armor: 16, touch 12, flat-footed 14
hp 13 (2d6+2+1fcb)
Fort +1, Ref +2, Will +4
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OFFENSE
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Spd 30 ft.
Melee Dagger +1 (1d4/19-20/x2)
Ranged Crossbow, Light +3 (1d8/19-20/x2)
Wizard Spells Known (CL 2, 1 melee touch, 3 ranged touch):
1 (3/day + 1) mage armor (cast), magic missile (cast), summon monster I (cast), unseen servant (cast)
0 (at will) dancing lights, detect magic, prestidigitation, read magic
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STATISTICS
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Str 10, Dex 14, Con 12, Int 18, Wis 12, Cha 11
Base Atk +1; CMB +1; CMD 13
Feats Scholar (Knowledge: Arcana, Knowledge: History), Scribe Scroll, Spell Focus: Conjuration, Wizard Weapon Proficiencies
Traits Childhood Crush: Sandru (1/day) (Ex), Magic is Life
Skills Knowledge: Arcana +11, Knowledge: Geography +9, Knowledge: History +11, Knowledge: Local +9, Knowledge: Nobility +8, Knowledge: The Planes +8, Knowledge: Religion +8, Spellcraft +9
Languages Common, Draconic, Ancient Osiriani, Thassilonian, Varisian
SQ Acid Dart (7/day) (Su), Bonded Object: Amulet (1/day) (Sp), Conjuration Specialist (Illusion & Necromancy opposed), Summoner's Charm (+1r) (Su)
Combat Gear Bolts (9), Crossbow, Light, Dagger; Other Gear Amulet, Backpack (blanket, trail rations x2, spellbook, waterproof bedroll, waterskin), Eyeglasses, Spell component pouch, tarnished silver ring, 52 gp, 7 sp, 5 cp
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SPECIAL ABILITIES
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+1 Spells in Spellbook level 0: drench.
Acid Dart (3/7/day) (Su) 30' Ranged touch attack deals 1d6+1 Acid damage.
Bonded Object: Amulet (0/1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Childhood Crush: Sandru (1/day) (Ex) Gain crush's favor & +1 to saves(DC15 Cha check). +1 vs foe threatening them.
Conjuration The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Magic is Life While under the effects of a spell, gain +2 to save vs. death effects, and automatically stabilize bleeding.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Scholar: Knowledge: Arcana, Knowledge: History +2 bonus on two Knowledge skills
Spell Focus: Conjuration Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1r) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).

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Spellbook:
Level 0: acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, drench, flare, light, mage hand, mending, message, open/close, prestidigition, ray of frost, read magic, resistance, scrivener's chant, spark
Level 1: abundant ammunition, corrosive touch, grease, mage armor, magic missile, mount, obscuring mist, stumble gap, summon monster I, unseen servant

Physical Description:
Corinna Valdemar is a not-unattractive woman of twenty-seven years. Her dark blonde hair, blue eyes, and friendly manner are offset by a general social awkwardness in company, a high-pitched nervous laugh, and the tendency to rattle on at length about subjects of interest to herself but to no one else.

Background:
Corinna is a scion of the shipbuilding Valdemar family of Sandpoint. She never showed any talent for the family's line of work, in craftsmanship, design, or business; although she did quite well in her studies under the family governess and showed an early inclination toward the arcane arts, the Valdemars might well have been content to keep her at home and vocationless for the rest of her life, enjoying the view of the harbor from the manor house, had it not been for the less-than-triumphant return to Sandpoint of Ameiko Kaijitsu and Sandru Vishki ten years ago.

Although a decade or so her elder, the dashing failed-adventurer, entering as he did into a population of young men the teenaged girls of Sandpoint had known their whole lives and already tired of, caused a sensation and a scandal. The town was consumed with whispered rumors about what he and the exotic Tien woman had done on those cold, lonely nights on the road; how many women in various stages of "trouble" he had left behind in loose locations like Roderic's Cove, the exact number of half-breeds he had added to the population of Nybor; and a final rumor regarding a visit to the temple of Calistria in Riddleport whose details were too unmentionable to be more than hinted at by decent Sandpoint women. These wild allegations, of course, did nothing but cement the caravan guard's reputation among Corinna's peers as a desireable bad boy they all dreamed of taming.

The turning point of Corinna's young life occurred one early evening when she and her compatriots were loitering outside the Rusty Dragon, peeking in the windows at Sandru, who was enjoying a visit with Ameiko, and giggling amongst themselves over their romantic fantasies. By coincidence, Corinna's uncle had chosen the same evening to make one of the Valdemar family's rare business visits to the Mercantile League across the street. He had stopped to listen to the vulgar whisperings of the foolish young girls in disgust before he realized, to his horror, that his niece was among the group. His hand fell on her shoulder like a thunderclap, scattering the rest of the young women in a panic, and he led her crying all the way home. Calling a family conference, he expounded on the vile talk he had heard in that dank alleyway and pointed out that Corinna was just the right age for a youthful indiscretion resulting in a child that could be held over the family's head for a lifetime. It didn't matter to them that Sandru didn't even know Corinna's name and was mostly blithely ignorant of his teenaged fan club; the Valdemars couldn't but imagine that anyone with Sczarni connections (which he obviously had) would fail to take advantage of the opportunity of gaining the upper hand on their family and all the possibilities of corruption and enrichment that might entail.

While decrying the sad fact that Sandpoint had so far declined that it was an unsafe environment for a young woman of a good family, the Valdemars immediately decided to send Corinna to the Academae in Korvosa, a possibility she had shyly mentioned when she finished her course of study under her governess but which had been dismissed at the time. She was fortunately sufficiently gifted in the arcane arts that it took little of the family money or influence to attain her admission, and she was packed off to Korvosa within a fortnight of that evening outside the Rusty Dragon. Since that time, she has returned to Sandpoint only on brief occasions, for formal and perfunctory family visits. She missed the Late Unpleasantness entirely, for which both she and her family were grateful, as well as the unfortunate incident at the Swallowtail Festival when the new church was opened five years later.

Corinna blossomed in a new environment of like minds which appreciated her gifts, although her development followed an academic rather than a social path. Bookish and attuned to the pranks and in-jokes among the schools of magic at the Academae, she has grown even more awkward around outsiders. Having completed her course of study a few years ago, therefore, Corinna happily accepted a position as a researcher and teaching assistant on the campus that had long been her home, merely moving her belongings from a student flat across the yard to a staff apartment. While she has enjoyed recognition among her peers for some research papers she has completed, the constant presence of imps, widespread worship of Asmodeus, and overall callous attitude of the Academae is beginning to wear at her kindly if distracted nature. While she attempts to mind her own business and keep her nose to the grindstone, she is beginning to question whether she can sustain a career in Korvosa and still be able to live with the compromises she will have to make. Recently, she has been considering a move to Magnimar; while the conjuration school at the Stone of the Seers is laughable compared to the education available at the Academae, she wonders whether, with concerted effort, she might be able to build it into a department that could stand, if not in the same tier with the Academae's, at least side by side with the schools of divination and abjuration in Magnimar. Taking advantage of a break in the academic schedule, Corinna has made one of her infrequent trips home to Sandpoint, hoping to clear her head and make a wise decision about her future.

Letter from Corinna's Father:
My dearest Elzeveta,

I wish I could have gotten word to you earlier. By now, you must know that your brother paid me to leave. You must be heartbroken, and you probably despise the sound of my name. I can only pray that your disgust with me is not so strong that you burn this letter without even reading it.

If you do have enough love left in you to read this letter, please know and trust that not everything is as you might have been led to believe. Belven paid me to leave Sandpoint, yes, but he did not pay me to leave you. I have no doubt that he believes he did, but there he is mistaken. I was very careful of the words I spoke to him, and not once did I agree to leave you. I wish I could have told you of my plans, but there was no opportunity. I had to plan hurriedly for both our sakes and the sake of our unborn child.

You see, Sandpoint does not have to be where we raise our child. I agreed to leave Sandpoint, but I did not agree to leave you there. The money your brother paid me can go towards supporting you and the baby. We can make a home elsewhere, beyond the reaches of your brother and family.

I have joined a caravan heading north towards Roderic's Cove and then Riddleport. It should not be difficult to purchase passage for yourself to follow after me. With luck, if you move quickly, you can catch up to me long before I reach Riddleport. I will leave word in each village I pass through so that you know exactly when I arrive and leave and thus know how far away I am. If you do not catch up to me first, I will wait for you in Riddleport. When you arrive, we can discuss together whether to stay in Riddleport or go somewhere else.

I will pray constantly to Desna and Shelyn that this letter reaches you, that you read it, and that you come to meet me. Should you choose not to follow me, I will be truly heartbroken, but I will understand. You must act as you see best.

All my love,
Pitivo.

What Sandru Likes:
It's said that Sandru is very fond of fine art and jewellery, particularly those in Varisian traditions.

Summon Monster I:

Female Dog, Riding
NN Medium Animal
Init +2; Senses Darkvision (60 feet), Low-Light Vision, Scent; Perception +8
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DEFENSE
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AC 13, touch 12, flat-footed 11. . (+2 Dex, +1 natural)
hp 13 (2d8+4)
Fort +5, Ref +5, Will +1
Resist acid 5, cold 5, electricity 5; SR 6
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OFFENSE
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Spd 40 ft.
Melee Bite (Dog, Riding) +3 (1d6+3/20/x2) and
. . Unarmed Strike +3 (1d3+2/20/x2)
Special Attacks Smite Evil (1/day)
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STATISTICS
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Str 15, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +3; CMD 15 (19 vs. Trip)
Feats Skill Focus: Perception
Skills Acrobatics +6, Perception +8 Modifiers +4 to Survival when tracking by Scent, Acrobatics (Jump) +8
Languages

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SPECIAL ABILITIES
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+4 to Survival when tracking by Scent +4 to Survival when tracking by Scent.
Acrobatics (Jump) +8 (Ex) You gain the specified bonus to acrobatics checks made to jump.
Damage Resistance, Acid (5) You have the specified Damage Resistance against Acid attacks.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Smite Evil (1/day) (Su) +0 to hit, +2 to damage.
Spell Resistance (6) You have Spell Resistance.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Rokuro Kaijitsu's letter