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Nikolai Corvus's page

1 post. Alias of andreww.


Full Name

Nikolai Corvus

Race

Init +2-6 | HP 58|58 | AC16, T12, FF14 | Fort +7, Reflex +6, Will +9 | Perception +18, Sense Motive +13

Classes/Levels

Buffs:
Mage armour, Darkvision, False Life
Resources:
AP 7|11, 6|6|5|3

Gender

NG Male Human Arcanist 8

About Nikolai Corvus

Physical Description & Personality:
Nikolai is a tall, thin human in his late twenties. His dark hair is streaked with silver and his clothing is subdued and subtle, in shades of dark grey and black. His pupils are slitted like a cats, a sign of his corrupted blood, although he has no idea where this came from.

He carries his equipment in an obviously magical satchel and always seems ready to leave a place he is staying on a moments notice. In quieter times he can often be seen leafing through a set of jou-rnals, adding his own notes to the margins or penning his own records of what has happened.

Nikolai is committed to the Desnan cause. He has seen the underbelly of the Umbral Court and even been part of the pain and violence it can bring and now he just wants to see the whole corrupt lot brought down. He worries about his friends, not just for their safety but for the secrets they might give up were they to be captured and he refuses to allow that to happen to him. As such he is rather reserved and cautiious, rarely giving away much about himself or even allowing others to know what he really looks like.

Character Background: Nikolai grew up as an urchin on the streets of Nisroch. His life was destined to be squalid, violent and short and that very much looked the case when he tried to rob the wrong family. Caught in a trap in the vaults of House Corvus, a minor noble family of the Umbral Court, he would have been thrown to the monks of the Silent Shroud but the family matriarch spotted something in him that could be useful.

Casima Corvus brought him into the household as a servant and began to train him in the magical arts. He tried to run several times and was brought back each time and punished until he finally gave up running. Casima molded him into a weapon to use in the secret shadow wars the Houses play between themselves. He spent a year in the Shadow House of Ridwan where he plumbed the secrets of shadow magic. He might have just become another brutal House agent if not for the kindness of several house servants who treated him more gently than Casima was ever capable of. Their kindness kept a spark of humanity alive in him.

When Casima ordered a purge of her own House servants as a show of loyalty he finally gained the strength to oppose her. Determining to run and take those condemned with him he planned an escape. Of course, Nidal is a land lacking in hope and his plans were known to Casima almost as soon as he had made them. As the small group of refugees started to flee her trap was sprung and they were caught. Attia, the house cook, pressed a symbol of Desna into his hand, begged him to save himself and flee to the mountains.

Slipping away he left them all behind, unable to save them and did as she bid, fleeing to the mountains. Meeting with the Desnan's he has committed himself to doing whatever he can to save people from the clutches of the Umbral Court. He is not so foolish as to think that one man might bring them down, he has seen too much of their vileness. But perhaps, working with others, he can save a few people from the shadow haunted land of Nidal.

Character Road Map: Nikolai wants to try and undermine the Umbral Court as much as possible. He has seen how monolithically powerful it is and the sorts of horrors its inquisitors and worse inflict on the populace. In time perhaps he might come to realise that individuals can make a real and substantial difference and that Nidal might change but that is going to take a lot to convince him of. In the shorter term he very much wants to learn what happened to the people who helped him. He does not believe they are dead, Nidal is not so kind to those who betray it. He wants to find them and rescue them from whatever horrid fate they have fallen in to.

STAT BLOCK:

Nikolai Corvus
Male human (Chelaxian) arcanist 8
NG Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +18

DEFENCE
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 58 (8d6+24)
Fort +7, Ref +6, Will +9

OFFENCE
Speed 30 ft.
+1 Staff +4, 1d6

Special Attacks arcane reservoir (7/11), arcanist exploits (dimensional slide[ACG], familiar[ACG], potent magic[ACG], quick study[ACG]), consume spells (1/day)

TACTICS
Before combat
At the start of each day Nikolai memorises several long duration spells (Mage Armour, Darkvision and False Life) and casts them using his Extend Rod. He then uses the Quick Study exploit to prepare different spells. If combat appears imminent he will try and activate his Shield and Heightened Awareness wands and possibly cast Invisiblity or Mirror Image.

During combat
Nikolai generally looks to support his allies and limit or remove his enemies options. He prefers spells such as colour spray, glitterdust or shadowmind. He uses shadow conjuration creatively as needed, picking spells such as clouds and pits to confuse the enemy. He tends to avoid direct damage spells unless he needs to deal with swarms. He repositions himself as needed with dimensional slide and makes use of potent spells if he thinks he can spare the points.

Morale
Nikolai has already had to abandon his friends once and he wont do so again. In all but the most hopeless situations he continues to battle to save them, only running if all is lost.

ARCANIST PREPARED SPELLS (CL 8th; concentration +14)
. . 4th (3/day)—shadow conjuration (DC23)
. . 3rd (5/day)—fireball (DC 19), haste, heroism, shadowmind (DC 22)
. . 2nd (6/day)—glitterdust (DC 18), invisibility, mirror image
. . 1st (6/day)—color spray (DC 19), feather fall, grease, liberating command[UC], shadow trap (DC 20)
. . 0 (at will)—detect magic, ghost sound (DC 18), light, mage hand, mending, message, open/close (DC 16), prestidigitation

STATISTICS
Str 8, Dex 14, Con 16, Int 22, Wis 12, Cha 10
Base Atk +4; CMB +3; CMD 15

Feats Additional Traits, Alertness, Craft Wondrous Item, Expanded Preparation[ACG], Greater Spell Focus (illusion), Spell Focus (illusion)

Traits ease of faith (diplomacy), fiend blood (bluff), shadow savant (arcana, planes, shadow trap, shadowmind, shadow conjuration), vagabond child (disable device)

Skills Appraise +10, Bluff +20, Diplomacy +17, Disable Device +20, Disguise +11, Escape Artist +18, Fly +6, Knowledge (arcana) +18, Knowledge (Planes) +11, Knowledge (all others) +10, Linguistics +14, Perception +18, Sense Motive +13, Spellcraft +12, Use Magic Device +9

Languages Ancient Osiriani, Common, Hallit, Kelish, Polyglot, Shadowtongue, Skald, Tien, Undercommon, Vudrani

EQUIPMENT:

Anything marked with an asterix was crafted by Nikolai.

Offensive itmes
Staff of Entwined Serpents (5050), Lesser Extend Rod (3000)

Defensive items
Belt of Mighty Constitution +2 (2000*), Vest of Escape (2600*), Talismans of Lesser Freedom, Lesser Benefical Winds, Lesser Warrior's Courage (700*), Cloak of Resistance +2 (2000*)

Miscellaneous items
Eyes of the Eagle (1250*), Handy Haversack (1000*), Headband of Vast Intelligence +2 (2000), Circlet of Persuasion (2250*), Spell Lattices (Magic Missile, Shadow Trap) (1000*)

Consumables
Wands: Infernal Healing, Shield, Heightened Awareness (2250)
Scrolls: Comprehend Languages(2), Unseen Servant(2), Mirror Image (250)

Spell Scribing
10x1st 150gp
6x2nd 360gp
6x3rd 810gp
4x4th 960gp

Mundane equipment
Gold: 3323gp
acid (5), alchemist's fire (6), holy water (2), arcanist starting spellbook, bedroll, chalk, cold weather outfit, disguise kit, everburning torch, flint and steel, grappling hook, hammer, silver holy symbol (desna), ink, inkpen, masterwork thieves' tools, masterwork tools (1 for each knowledge skill, bluff, diplomacy, UMD, spellcraft, escape artist, perception, linguistics, sense motive), noble's outfit, paper (10), piton (5), sewing needle, silk rope (50 ft.), soap, sunrod (4), vial (5), spell component pouches (3)

SPELLBOOK:

4th: shadow conjuration, dragns breath, elemental body 1, greater invisibility, black tentacles, dimension door phantasmal iller, secure shelter

3rd: fireball, haste, heroism, shadowmind, dispel magic, daylight, fly, magic circle, sugestion, slow

2nd: glitterdust, invisibility, mirror image, darkvision, see invisibility, resist energy, web, blindness, command undead, false life

1st: color spray, feather fall, grease, liberating command, shadow trap, charm person, comprehend languages, deect secret doors, endure elements, enlarge person, identify, obscuring mist, protection from alignment, true strike, unseen servant, burning hands, chill touch, mage armour, magic missile, shield

[spoiler=SPECIAL ABILITIES]
SPECIAL ABILITIES
Arcane Reservoir +2 DC or CL (11/day) (Su) Pool of points fuel exploits, or can expend to add +2 CL or DC while cast spell.
Consume Spells (1/day) (Su) As a move action, expend a spell slot to add its spell levels to arcane reservoir.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Dimensional Slide (80 feet) (Su) Use 1 reservoir as part of move/withdraw, move to spot in sight for only 5 ft movement & no AoO.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Quick Study (Ex) Use 1 reservoir as a full rd action, consult spellbook to switch out mem spell (provokes AoO).
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.

FAMILIAR:

Arcane Familiar CR –
Viper (Pathfinder RPG Bestiary 133)
N Tiny magical beast (animal)
Init +3; Senses low-light vision, scent; Perception +16

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Defense
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AC 20, touch 15, flat-footed 17 (+3 Dex, +5 natural, +2 size)
hp 29 (1d8-1)
Fort +1, Ref +5, Will +7
Defensive Abilities improved evasion

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Offense
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Speed 20 ft., climb 20 ft., swim 20 ft.
Melee bite +9 (1d2-3 plus poison)
Space 2 ft.; Reach 0 ft.
Special Attacks deliver touch spells

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Statistics
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Str 4, Dex 17, Con 8, Int 9, Wis 13, Cha 2
Base Atk +4; CMB +5; CMD 12 (can't be tripped)
Feats Weapon Finesse
[b]Skills
Acrobatics +3 (-1 to jump), Appraise +0, Bluff +4, Climb +11, Diplomacy +4, Disable Device +9, Disguise +4, Escape Artist +11, Fly +11, Linguistics +2, Perception +16, Sense Motive +9, Spellcraft +0, Stealth +15, Swim +11, Use Magic Device -3; Racial Modifiers +4 Perception, +4 Stealth
Languages speak with animal (same kind only), speak with master
SQ empathic link, poison

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Special Abilities
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Climb (20 feet) You have a Climb speed.
Deliver Touch Spells (Su) Deliever master's touch spells.
Empathic Link (Su) You have an empathic link with your master.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Poison (DC 13) Viper Poison: Bite—injury; save Fort DC 13; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save. The save DC is Constitution-based.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
Share Spells Spells with a target of "You" can be delivered by a familiar with a range of touch.
Speak with Animals of its Kind (Ex) You can communicate verbally with animals similar to yourself.
Speak with Master (Ex) You can communicate verbally with your master.
Swim (20 feet) You have a Swim speed.