Aspis Agent

Koren Fyoderov's page

15 posts. Alias of TLO3.


Full Name

Koren Fyoderov

Race

Human

Classes/Levels

Illusionist/5

Stats:
Perc -1, Init +4, HP 27/27, AC 16 (12) mage armor, Fort +2, Ref +3, Will +3 (+4 vs. Fey), 14 CMD

Gender

Male

Age

25

Special Abilities

Blinding Ray 7/day, Immune to Disease, Minimum damage from falls

Alignment

CG

Deity

Desna

Languages

Common, Abyssal, Celestial, Draconic, Elven

Occupation

Layabout

Strength 10
Dexterity 14
Constitution 12
Intelligence 19
Wisdom 8
Charisma 14

About Koren Fyoderov

Description:
Koren is tall and lean. His eyes seem to always be laughing beneath his brown curls. A neatly trimmed beard frames his face, slightly masking the ruddy tint of his cheeks which betrays one his many excesses.

His flashy attire seems ill-suited for travelling. It is of obviously fine material and styled after the latest fashion in Brevoy, yet shows no signs of wear from the road he now travels.

His neck and fingers are adorned with gold bands and his black leather riding boots are trimmed with gold and lined in white rabbit fur. He sits atop a beautiful grey mare who seems to share his imperviousness to dust and mud.

Background:

Koren is the third and youngest son of the Fyoderov family, cousins to the Medvyeds. As Koren's elder brothers were groomed for lordship, Koren was left to his own devices. He was exceedingly clever and enjoyed learning new things but he would invariably grow bored quickly and move on to some other distraction.

His father tolerated Koren's lackadaisical attitude for some time, but soon the young man's boredom turned to mischief. He became a terror in the keep, pranking his tutors, charming servning girls into secluded corners and raiding the wine cellar. Soon Lord Fyoderov had had enough, and Koren was forced to take an apprenticeship with a master wizard in New Stetven who owed the lord a favor.

The apprenticeship went predictably poorly. Koren made for a keen but impatient student. He ignored lectures that didn't interest him, but voraciously consumed anything he considered interesting or fun. Meanwhile his penchant for wine became a habit and his frequenting of the local taverns and ladies of the evening earned him an even less favorable reputation amongst his peers.

Eventually Koren graduated from his apprenticeship, though he suspected the old wizard had just had enough. Instead of returning to his home, he stayed in the capital and proceeded to try and enjoy himself to the fullest. He became a bit of a celebrity in high society for a while where he would use his magical talents to amaze and entertain guests. On more than one occasion he was invited to provide more private demonstrations for ladies of court, not all of whom were single.

Recently, during one such demonstration with a lovely young heiress, Koren was interrupted by her concerned father who had come to investigate the strange lights and sounds emanating from his daughters bedroom window. The father, who has quite a reputation with the Aldori dueling sword, challenged Koren over his daughter's honor.

So it was when the count arrived at the agreed upon time and location for the duel, Koren was well on his way to Restov. Having heard of the expeditions south to the Stolen Lands, Koren decided it was time to see more of the world were his name was perhaps not so infamous.

Statblock & Gear:
Koren Fyoderov
Male human illusionist 5
CG Medium humanoid (human)
Init +4; Senses Perception -1
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 27 (5d6+5)
Fort +2, Ref +3, Will +3
Immune disease; Resist noble born - medvyed
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Offense
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Speed 30 ft.
Melee quarterstaff +2 (1d6)
Arcane School Spell-Like Abilities (CL 5th; concentration +9)
. . 7/day—blinding ray
Illusionist Spells Prepared (CL 5th; concentration +9)
. . 3rd—haste (2), major image (DC 19)
. . 2nd—blur, glitterdust (DC 16), invisibility, pilfering hand[UC]
. . 1st—liberating command[UC], mage armor, magic missile, protection from evil, silent image (DC 17)
. . 0 (at will)—dancing lights, detect magic, ghost sound (DC 16), prestidigitation
. . Opposition Schools Enchantment, Necromancy
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Statistics
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Str 10, Dex 14, Con 12, Int 19, Wis 8, Cha 14
Base Atk +2; CMB +2; CMD 14
Feats Feral Speech[UM], Greater Spell Focus (illusion), Greater Spell Penetration, Scribe Scroll, Spell Focus (illusion), Spell Penetration
Traits noble born - medvyed, reactionary
Skills Appraise +8, Bluff +7, Diplomacy +7, Fly +6, Knowledge (arcana) +12, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +9, Knowledge (local) +9, Knowledge (nobility) +9, Knowledge (planes) +10, Ride +7, Spellcraft +12, Stealth +4; Racial Modifiers noble born - medvyed
Languages Abyssal, Celestial, Common, Draconic, Elven
SQ arcane bond (periapt of health), extended illusions (2 rounds)
Other Gear quarterstaff, boots of the cat[UE], handy haversack, periapt of health, ring of arcane signets[APG], versatile vest, absinthe (per bottle)[UE] (2), belt pouch, cards[UE], dice[UE], ink, black, inkpen, jewelry[UE], journal[UE], spell component pouch, trail rations (5), wine, fine (per bottle) (2), light horse (combat trained), backpack, flint and steel, military saddle, noble's outfit, saddlebags, soap, torch, waterskin, mule, bedroll, mess kit, pot, 290 gp, 4 sp, 7 cp
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Special Abilities
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Arcane Bond (Periapt of health) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Blinding Ray (7/day) (Sp) As a standard action, ranged touch vs foe in 30 ft blinds for 1 rd (dazzles if more HD).
Boots of the cat When falling, always land on feet and take the minimum damage.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Extended Illusions (+2 rds) (Su) Increase duration of illusion spells by 1/2 level (permanent at 20).
Feral Speech Speak with amphibians, birds, fish, mammals, reptiles, or vermin (choose which one when you activate this ability), as per Speak with Animals.
Greater Spell Focus (Illusion) +1 to the Save DC of spells from one school.
Illusion Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Immunity to Disease You are immune to diseases.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Noble Born - Medvyed +2 Diplomacy vs. Fey, +1 will save vs. fey spells and supernatural abilities.
Ring of arcane signets The approximately 1-inch-diameter pentagon of emerald green crystal that dominates this otherwise plain silver ring forms itself into a specific rune, sigil, or similar identifying marker each time a person first puts it on. If the wearer expects this to occur, she can cause the crystal to adopt any shape she wishes. If the wearer does not expect this to occur, the crystal instead molds itself into an image that symbolizes the wearer or some dominant facet of her personality. Once the crystal assumes this initial form, it always takes that form whenever the same wearer puts on the ring. The wearer can, as a standard action, embed this image on any object (as if using arcane mark) simply by pressing the ring against it. The wearer may choose the color and other cosmetic features of the image each time she uses the ring. The brand is otherwise permanent unless removed by dispel magic, erase, or a more powerful spell.

Construction
Requirements Forge Ring, arcane mark; Cost 500 gp
Spell Focus (Illusion) Spells from one school of magic have +1 to their save DC.
Versatile vest (empty) This sturdy vest stays dry and spotless in the worst of conditions. You can secure up to six objects (weighing up to 1 pound each) to the vest by holding them to it and speaking a command word. You can retrieve any of these items as a move action.

In addition, the vest has four large pockets, each capable of holding as much as 1/2 cubic foot in volume or 5 pounds in weight, and weighing only 1 pound when full. When closed, the pockets are proof against water and the elements. The first pocket contains 1 day’s worth of trail rations, a quart of water in a waterskin, two candles, and a tindertwig. The vest recreates these items if the first pocket is left empty for 3 days.

Construction
Requirements Craft Wondrous Item, create food and water, prestidigitation, secret chest; Cost 1,000 gp