Edmund Gwenn's page

739 posts. Alias of Nazard.


Maximum HP: 42; Current HP: 42


F +6, R +6, W +9


AC 11 (T 11 FF 10); CMD: 15;

About Edmund Gwenn


Spell-Like or Racial Abilities
Arcane Bolt (10) X X X X X X X X X X
prestidigitation (3) X X X

Class Abilities
Meta-magic Adept (2) X X

Alchemical Items
alchemist's fire - 3
liquid ice - 3

alarm — 2
comprehend languages — 1
detect undead — 3
detect secret doors — 3
hold portal — 2
floating disk — 2
mount — 1

mage armour — 46
enlarge person — 23
obscuring mist — 5
endure elements — 50
protection from evil — 20
unseen servant — 9

lesser elemental — cold (3) X X X
silent spell (3) X X X

Sorcerer Spells
Cantrips (at will)
Firsts (8) X X X X X X X
Seconds (8) X X X X X X X
Thirds (7) X X X X X X X
Fourths (4) X X X


Male middle-aged human Sorcerer (Sage) 8
NG Medium humanoid (human)
Init +5; Senses Perception +1, Sense Motive +1
Languages Auran, Celestial, Common, Draconic, Dwarven, Elven, Halfling, Ignan, Infernal, Giant, Goblin, Sylvan, Terran, Varisian

AC 11 (+1 Dex), touch 11, flat-footed 10
CMD 15
HP 42 (8d6+8)
Fort (3) +6, Ref (3) +6, Will (6) +9
Defensive Abilities None
Immunities None
Resistances None

Speed 30 ft
cane (club) +5 (1d6; 20/x2)
arcane bolt +5 (1d4+4; 20/x2; 30 feet max; ranged touch attack)
Special Attacks
arcane bolt (10/day)
Sorcerer Spells Known (CL 8)
Sage Bloodline
LEVEL 0 (at will) (11 known - 7 class, 3 FCB)
acid splash, dancing lights, detect magic, ghost sound (DC 18), mage hand, mending, message, open/close, read magic, scrivener's chant, spark

LEVEL 1 (7 known - 4 class, 1 blood, 2 FCB)
adhesive spittle (DC 19), feather fall, grease (DC 19), identify, magic missile, shield, silent image (DC 19)

LEVEL 2 (6 known - 3 class, 1 blood, 2 FCB)
acid arrow, create pit (DC 20), detect thoughts, glitterdust (DC 20), invisibility, see invisibility

LEVEL 3 (5 known - 2 class, 2 blood, 1 FCB)
dispel magic, displacement, fly, haste, summon monster 3

LEVEL 4 (1 known - 1 class)
black tentacles (DC 22)

Abilities Str 10 (+0), Dex 12 (+1), Con 12 (+1), Int 20+4 (+7), Wis 12 (+1), Cha 12 (+1)
Base Attack +4; Melee Touch +4; Ranged Touch +5
CMB +4

EitR - Weapon Finesse, Deadly Aim
Spell Focus — Conjuration (human)
Eschew Materials (free)
Spell Focus — Illusion (1)
Extend Spell (3)
Persistent Spell (5)
Augment Summoning (7)
Improved Initiative (Blood 7)

Magical Lineage - acid arrow

Diplomacy (8) +12 (+2 to gather information)
Knowledge Arcana (8) +20
*Knowledge Local (8) +18
*Knowledge Nature (8) +15
Knowledge Nobility (8) +15
Knowledge Planes (8) +18
Knowledge Religion (8) +15
Spellcraft (8) +20
Use Magic Device (8) +12
Linguistics (6) +13
Craft - Bookbinding (1) +11
Profession - Merchant (1) +5

metamagic adept

Affable (Trait) You have a genial personality and make it a point to befriend and help people wherever you go. In your travels, you stop to aid others, tell interesting stories, and often buy rounds of drinks for patrons at the local taverns. You bring good cheer to those you encounter, and for this reason, you often find yourself attending important events or fruitful gatherings, and have even become an honorary member of many families. People find you trustworthy, and they are willing to share information with you. You gain a +2 trait bonus on Diplomacy checks to gather information, and can do so in half the normal time. In addition, Diplomacy and Knowledge (local) are always class skills for you.
Arcane Bolt Starting at 1st level, you can unleash a ray of magic force as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess (1d4+4). This damage is treated as a spell of a level equal to half your sorcerer level, and is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier (9). This bloodline power replaces arcane bond.
Magical Lineage (Trait) -1 to level adjustment for metamagic feats applied to one spell (acid arrow)
Metamagic Adept (Ex) At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
Overprotective (Drawback) If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
Trifler (Trait) A childhood spent at your mystically gifted grandmother's side has taught you the basics of real magic. You may cast prestidigitation three times per day as a spell-like ability. This spell-like ability is cast at your highest caster level; if you have no caster level, it functions at CL 1st.

PP – 0
GP – 106
SP – 0
CP – 0

Carrying Capacity: Light – 20 lbs; Medium – 40 lbs; Heavy = 60 lbs; Current – 12.5 lbs (Light)

Weapons – cane (club)(10 gp, 4 lbs)
Other Combat Gear
Other Magic Items – hat of disguise (1,800 gp), handy haversack — valise (2,000 gp), headband of vast intelligence +4 (Knowledge - Local, Knowledge - Nature) (16,000 gp), cloak of resistance +2 (4,000 gp), lesser elemental (cold) rod (3,000 gp), lesser silent spell rod (3,000 gp)
Mundane Gear – explorer's outfit (-- gp, 8 lbs), ivory pipe (2 gp), tobacco, pen and ink (1 gp), scroll case (1 gp, 0.5 lbs), journal (10 gp, 1 lb), spring-loaded wrist sheaths x 2 (10 gp, 2 lbs), portable alchemist's lab (75 gp), his son’s silver holy symbol, cask of fine port

Edmund Gwenn has loved books since before he learned to read. Once he did, he voraciously devoured any tome he got his hands on, and his family, especially his maternal grandmother, the village babushka, made sure that he got his hands on many, many books. Throughout his childhood, books on magic and adventure were always his favourites.

Into his teenage and young adult years, Edmund continued his passionate love of reading, and used the bit of money he got when his parents passed away to open a book shop in his quaint little village of Lyon's Brook, a couple hours’ ride from Korvosa. Many of the locals, eager to help out the enterprising young man, ransacked their attics and cellars for books to sell, books they never bothered to read or even try to understand. Edmund was surprised how many of them had to do with magic, demonology, and adventuring. Before fixing them up and putting them out for sale, naturally he read them all. He was surprised to find that a few of the books on magic actually were magic - spell books containing actual incantations. It would seem that many failed magic students from the Acadamae over the years have left defeated, certain that they had come armed with enough knowledge to survive and prosper, willing to trade their books and other supplies for a few meals and a nattered mare to get them home.

After many months of study, Edmund came to realize that he could, after a fashion, understand some of the incantations they contained, recognizing them from those days long ago he trailed around after his grandmother, and put them into practice. It was a secret he kept from Kirsten, his new bride at the time. Her pregnancy was hard on her, and she didn't need any further stress in her life. When she died delivering Kris, their son, Edmund's grief, and then his intense focus on raising his son, caused him to put his magical studies on the back burner.

Edmund and Kris had a good life in Lyon's Brook. Kris took up his father's passion for learning, though he also found a keen talent with the sword, and practiced for many hours with the local sheriff and passing merchant guards. He also took up his father's fascination with adventuring stories, but then took it a step further and eventually left home to find himself his own place in those stories.

With his son moved out to become an adventuring hero, Edmund returned to his bachelor life of running his book shop, playing dominoes with the guys at pub, and smoking his pipe. One day, while sorting through his cluttered office in back, he discovered a pile of dusty books, unread in almost two decades - his magic books that he had never gotten around to selling before. It took some practice, but Edmund was finally able to get his old skill back. And then his world crashed around him.

The Starstone Brewer was kind, tearful even, when he relayed the news from the distant south that Kris' band of would-be heroes had decided to join a Taldane adventurer's guild, had some successes, but that they hadn't been seen for quite awhile. Distraught from grief, both at the likely loss of his son, and that his own childish infatuations may have prompted his demise, Edmund closed up his shop, left for Taldor the next morning, and joined the same adventurer's guild to which his son had belonged, to both search for him and complete his life’s work.

Time passed with little progress being made in finding his son, when out of nowhere, a delivery arrived: the silver holy symbol of Cayden Cailean he himself had given Kris the day he left Lyons Brook many years ago.

Edmund Gwenn is a confirmed bachelor of 52 years of age. His face is lined from years of laughter and peering at dusty tomes in poor light, and more recently, from extreme grief. His white hair has long since receded, leaving only fringes above his ears, and he sports a fluffy white beard on his chin. Elegant spectacles pinch his nose. His clothes are fine, though hardly elegant: sturdy pants, coat, cloak, and boots, ready for delving the deepest dungeon, finished off with a brown felt fedora upon his head. He carries a walking stick, though really only for show, and occasionally to club the mice that have gotten in among his bookshelves, and a worn leather valise with a shoulder strap.