Angvar Thestlecrit

Edward Caromarc's page

165 posts. Alias of Harakani.


Full Name

Edward Norrys Caromarc

Race

LN Skinwalker

Classes/Levels

Sloth Instructor 3 | HP: 17 | AC: 12(16) (12 Tch, 10(14) Fl) | CMD: 13 | F: +1 R: +3 W: +3 | Init: +2 | Perc: +5 SM: +1 | Active conditions: |

Gender

Male

Size

Medium

Age

23

Alignment

LN

Languages

Taldane, Varisian, Kellid, Infernal, Draconic, Thassilonian

Occupation

Lord and Wizard

Strength 8
Dexterity 14
Constitution 10
Intelligence 20
Wisdom 11
Charisma 13

About Edward Caromarc

About Edward Caromarc

Spells:

0: Detect Magic, Prestidigitation, Message, Mending
1: Heightened Awareness, Charm Person, Snapdragon Fireworks, Mage Armour(C), Mage Armour(C), BLANK
2: Summon Monster II, Summon Monster II, Summon Swarm, Summon Swarm.

Defense:

HP: 17
AC: 16 (10+(2 Dex)+(4 Armor))
Fort: +1; Ref: +3; Will: +3

Attack:

Melee: +0; Ranged: +3
Quarterstaff: +0; 1d6; 20/x2 crit;
Acid Bolt: +3 (touch); 1d6+1 acid; 20/x2 crit;

Skills:

Ranks: 21/27 (2 class + 5 Int +2 Background)
Acrobatics 2 (+2 dex)
Bluff 8 (+3 ranks +1 cha +1 trait from extremely fashionable +3 class)
Climb -1 (-1 str)
Diplomacy 5 (+3 ranks +1 cha +1 trait from Lesser Noble)
Disable Device 2 (+2 dex)
Disguise 1 (+1 cha)
Escape Artist 2 (+2 dex)
Fly 8 (1 rank +2 dex +2 racial +3 class)
Heal 1 (+1 wis)
Intimidate 2 (+1 cha +1 trait from extremely fashionable)
Kn Arcana 11 (3 ranks +5 int +3 class)
Kn Dungeon 9 (1 rank +5 int +3 class)
Kn Local 9 (1 rank +5 int +3 class)
Kn Nature 9 (1 rank +5 int +3 class)
Kn Planes 9 (1 rank +5 int +3 class)
Kn Religion 9 (1 rank +5 int +3 class)
Perception 5 (2 ranks +1 wis +2 racial)
Ride 2 (+2 dex)
Sense Motive 1 (+1 wis)
Spellcraft 11 (3 ranks +5 int +3 class)
Stealth 2 (+2 dex)
Survival 2 (1 rank +1 wis)
Swim -1 (-1 str)
UMD +1 (+1 cha)
Background Skills
Appraise 9 (1 rank +5 int +3 class)
Kn Eng 9 (1 rank +5 int +3 class)
Kn Geography 9(1 rank +5 int +3 class)
Kn History 9 (1 rank +5 int +3 class)
Kn Nobility 11 (2 ranks +5 int +1 trait from Lesser Noble +3 class)

Feats:

1st: Dynasty Founder
Wizard 1: Scribe Scroll
3rd: Bat Form

Traits & Drawbacks:

Traits & Drawbacks
Drawback: Hedonistic: Whenever you spend a day without gaining reward or treasure (at least 10 or more gold pieces) or spending an hour on entertainment or pleasure, attempt a DC 20 Fortitude save at the end of that day. If you fail, you begin the next day fatigued. This fatigue lasts 4 hours, or until you receive a reward or sufficient entertainment or pleasure.
Regional: Lesser Noble: You gain a +1 trait bonus on Diplomacy and Knowledge(nobility)
2: Natural Leader: All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1trait bonus to your Leadership score.
3: Extremely Fashionable

Class Features:

Arcane School is Sloth (Thassilonian Sin Mage Conjuration School)
Prohibited Schools are Illusion, Necromancy which he cannot use at all, as they are modified by Sin magic.
Summoner’s Charm (Su): +1 round on Conjuration (Summoning) Spells
Acid Dart (Sp): 8/day 30’ ranged touch attack does 1d6+1 acid ignores SR
Apprentice: Use Intelligence instead of Charisma to determine Leadership Score. 1st level Conjuration Wizard Cohort who cannot take Item Creation feats.
Proficiencies: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield.

Spells:

0th: all known except prohibited schools. 4/day. DC 15
Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Bleed , Disrupt Undead, Touch of Fatigue, Mage Hand, mending, Message, Open/Close, Arcane Mark, Prestidigitation
1st: 10 known. 6/day (2 base, +2 from int, +2 conjuration) DC 16
Mage Armour [C]
Summon Minor Monster [C]
Summon Monster I [C]
Heightened Awareness [D]
True Strike [D]
Gravity Bow [T]
Polypurpose Panacea
Snapdragon Fireworks [T]
Protection From Evil [A]
Charm Person [E]
2nd: 2 known. 4/day (1 base +1 from int, +2 conjuration) DC 17
Summon Swarm [C]
Summon Monster II [C]

Gear:

Noble’s Outfit 75gp
Quarterstaff (free)
Jewelry & ring 100gp
Wizard’s kit 21gp
Playing Cards 1gp
2870 gp Ravensholm
33 gp

Background:

A summary of the background is below.
More can be found here = however this is very much a work in progress.
* Edward Caromarc inherits a very small fortune from his grandfather.
* Should also get an Earldom (but Palatine)
* He proceeds to blow his fortune on studying in Leipstadt University, Riddleport, and Kaer Maga.
* Destitute he walks home and consults the lawyers
* All that remains is the Ravenholm Hunting Lodge and a stipend that pays for its resupply.
* Goes to Ravensholm (see below for details) - which is basically a large village/small town
* Is surprised by the number of people.
* SO many ravens and crows.
* People are primitive and sort of bestial looking. Primitive wizardry.
* Acknowledgement of his title, but others have seized power in his "absence".
* Finds the records room - ruined. The Ravenholm people have been secretly picking the eyes out of the collection in the hopes of acquiring magical power.
* Records room shows history of Ravenholm.
** Established at Earthfall by Azlanti who became wereravens to survive.
** Generations of deliberate breeding to breed out traits left them non-infectious shifters.
** Breeding to create different types of were raven - even a permanently raven form with higher intelligence
** Kellids emerge: Ravensholm people become the Crow (Karak) Marked People.
* Discovers the people are raven-shifters.
* Discovers his grandfather used and bred them, and took in Sarkorians during the Demonskin war.
* Despises the people as shifters, tieflings and half breeds.
* Ashamed of what his grandfather had done. Decides to leave the people alone.
* Assassination attempt
* Unearths more recent records
** Ustalav is founded: name is varisianised to karakmark
** Efforts are made to breed out a ruling class, which is bred into Ustalavic nobility
** Name becomes Caromarc
* Shocked, frightened and ashamed he realises he is a breeding experiment, and presumably a monster.
* Decides to fulfill his 'purpose' and reestablish Caromarc dominance over Ravenholm, Vieland and Ustalav.
* Offers to teach ‘his’ people, turning them once more into a magical power behind the throne.
* Puts out feelers, and comes into contact with Beauturne

Appearance:

If one were to sum up Edward Norrys Caromarc in one word, it would be this: fashionable. While his exact look varies according to circumstance and his budget, his is intimately familiar with the Lore of clothing. He knows what is in fashion - and when. He understands when one must wear a hat, and what type of hat to wear. More, he genuinely cares.
Edward Norrys, Wizard Lord
Edward’s outfit is black trimmed in intricate golden runes. In his hands is a carved walking staff topped with twisted silvered demon bone. On his left little finger is a tiny onyx ring with a Varisian Rune, on his middle finger a Caromarc signet shows his claim to the name. Tiny square silver cufflinks set with an inverted triangle - the latest subtle symbol of opposition - show his disgust for the Palatines.
Thin - some would say gaunt - and with the look of a man who has lost a deal of weight recently, his eyes are dark, his gaze piercing. His hair is shiny and black - save for a touch of grey at the chin to convey the wisdom he holds, and a faint line creased above his eye that leads to a faint scar.

Ravensholm:

Ravensholm can be found here