Angvar Thestlecrit

Raffe Crymoff's page

103 posts. Alias of The Emerald Duke.


Full Name

Raffe M. Crymoff

Race

Human

Classes/Levels

Wizard / 2 | AC 11 T 11 F 10 | HP 18/18 | F +2 R +1 W +5/+3 | Init +1 | Perc +2

Gender

Male

Size

Medium

Age

28

Alignment

LN

Deity

Lissala

Languages

Common, Thassilonian, Draconic, Abyssal, Aklo, Infernal

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

About Raffe Crymoff

Physical Description:

Height: 5'10"
Weight: 160 LB
Eyes: Black
Hair Color & Length: Long and black, mid-back length (tied in a pony tail with a black silk cord)
Facial Hair: Black goatee, slightly spiked down, no mustache.
Skin Color: Chelaxian pale white.
Other Features: Tattoos on his right and left hands in the form of the seven pointed stars.

Skills:

  • Appraise (Bonus = 9)
  • Knowledge: Arcana (Bonus = 11)
  • Knowledge: History (Bonus = 11)
  • Knowledge: Planes (Bonus = 10)
  • Knowledge: Religion (Bonus = 9)
  • Linguistics (Bonus = 9)
  • Spellcraft (Bonus = 9)


Feats:

Weapon and Armor Proficiencies: Proficient with clubs, daggers, heavy crossbows, light crossbows, and quarterstaffs, but no types of armor or shields (armor can cause spells with somatic components to fail).
Scribe Scroll: You can create a scroll of any spell you know. Scribing a scroll takes 2 hours if its base price is 250GP or less, otherwise takes 1 day for each 1000 GP in its base price. To scribe the scroll requires raw materials costing half of the base price.
Scholar: You gain a +2 bonus on two chosen knowledge skills (+4 if you have 10 ranks in one of the skills) due to having graduated from one of the many schools of higher learning scattered across the Inner Sea. Chosen knowledge: Arcana & History. Feat from The Inner Sea World Guide.
Fast Learner: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of having to choose.

Traits:

Tireless Logic: Once per day he may roll twice on an INT based skill check, and take the better result, due to his curious mind being trained to solve the most complex problems.
Possessed: Once per day may attempt a knowledge check of his choice even if he isn't trained in it/wouldn't normally be possible. If you can use it untrained normally, add a +2 bonus instead. This is due to having been possessed by another entity that grants access to its knowledge on occasion.
Fiend Blood: Gains a +1 bonus to Knowledge: Planes checks, and it is always a class skill, due to having fiendish blood tainting his line.
Power-Hungry: Takes a -2 penalty on will saves vs. charms and compulsion effects if the creature creating the effect promises wealth or power due to addiction to power.

Class Feats & Features:

Arcane Bond: Forms a powerful bond with an animal (raven) at first level. Gives bonuses to skills (Raven gives +3 bonus to Appraise checks) and may have special abilities (Ravens may speak one language of master's choice: Thassilonian).
Spells: Casts and prepares arcane spells drawn from the sorcerer/wizard spell lists. Must have an INT level equal to 10 + spell level. DC for saves against are 10 + Spell level + INT modifier. Can only cast amount of spells on spell table (plus bonuses for high INT score). Wizards may know any number of spells, but must prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook (the hour is used to decide which spells he has prepared to cast).
Arcane School: Universal. No bonus spell slots, but no sacrificed schools.
Cantrips: Can prepare a number of cantrips (0-level spells) each day as noted on the table, but unlike normal spells they are not expended upon casting and may be cast again.
Scribe Scroll: Gain the Scribe Scroll feat as a bonus feat at 1st level.
Spellbooks: A wizard must study his spellbook each day to prepare spells. He cannot prepare a spell not recorded in his spellbook (except Read Magic). Wizards begin play with a spellbook containing all 0-level spells, and 3 1-level spells of his choice (plus a number of 1st level spells equal to his INT modifier). At each wizard level, he gains 2 more spells to his book of any level that he can cast (based on new wizard level). At any time he may also add spells found in other wizard's spell books.

Race Specific:

+2 to one Ability Score (INT): Human characters get a +2 bonus to one ability score of their choice to represent their varied nature.
Medium: Humans are medium creatures and have no penalties or bonuses due to their size.
Normal Speed: Humans have a base speed of 30 FT.
Bonus Feat: Humans select one extra feat at 1st Level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common. Humans with high INT scores can choose any languages they want (except secret languages, such as druidic).

Random Crunch:

Hit Points: 18
Hit Dice: 2d6
Armor Class: 11
Touch Armor Class: 11
Flat-Footed Armor Class: 10
Saving Throws:
Fortitude: +2
Reflex: +1
Will: +5 (+2 vs compulsions/charms involving power and wealth)
Initiative Bonus: +1
Base Attack Bonus: +1
MAB: +2
RAB: +2
CMB: +2
CMD: +13
Spell Resistance: N/A
Spells per Day:
Level 0: 4
Level 1: 3
Level 2: 1
Level 3: 1
Level 4: 1
Speed: 30
Base Speed: 30
Armored Speed: 20
Lift/Push:
Light Load: 43 LB or less
Medium Load: 44-86 LB
Heavy Load: 87-130 LB
Lift Over Head: 130 LB
Lift Off Ground: 260 LB
Drag or Push: 650 LB
Experience Points: 0



Familiar:

Name: Xin
N Tiny Magical Beast
Init: +2; Senses: low-light vision; Perception: +7
STATISTICS
Str 2, Dex 15, Con 8, Int 6, Wis 15, Cha 7
BAB +1; MAB: +3; CMB: +1; CMD: 7
Feats: Skill Focus (Perception); Weapon Finesse
Skills: Fly +7, Perception +4
DEFENSE
AC: 15
Touch AC: 14
Flat-Footed: 13 (+2 Dex, +2 size)
Hit Points: 9
Hit Dice: 2d8–1
Fort: +2
Ref: +4
Will: +4
OFFENSE
Speed: 10 FT; Fly: 40 FT (average)
Melee: Bite: +4 (1d3–4)
Space: 2-1/2 FT; Reach: 0 FT
FAMILIAR BONUSES
Alertness: Grants the Alertness feat to the master while within arm's reach.
Improved Evasion: When subjected to a type of attack that allows a reflex save for half damage, making the save negates all damage and he takes only half damage if he fails the roll.
Share Spells: Can cast any self targetting spell (you spells) on his familiar even if they normally cannot be cast on Magical beasts.
Empathic Link: The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Items Equiped:

Weapon
Quarterstaff: DMG: 1d6/1d6; Critical: X2; Type: B; Special: Double; Weight: 4 LBs
Other
Scholar's Outfit: Weight: 6 LBS; Consists of a black robe with green and gold trim, a elaborate black leather belt, a hooded black cloak (with green liner), and soft black shoes with brass buckles.

Items Owned:

Name*****Weight*****Value
Quarterstaff*****4 LB*****N/A GP
Raven (Name: Xin / Familiar)*****3 LB*****2 GP
Scholar's Outfit*****6 LB*****5 GP
Wizard's Kit****21 LB*****21 GP (Includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, and inkpen, an iron pot, a mess kit, soap, a spell component pouch, 10 torches, 5 days trail rations, and a waterskin.)
Total Weight & Value: 34 LB / 28 GP

Wealth:
0 PP 49 GP 0 SP 0 CP

Backstory:
Early Childhood:

Raffe was born 28 years ago in the Cheliax-styled town of Korvosa. His father, Julian, was overjoyed to finally have a son to carry on his work as a scribe for the high court. This joy was not diminished at all when his wife died two days later from complications due to the birth. Some might call that callous or cold, but to quote Julian on the matter, "My wife never was my favorite toy."
With her death, the rearing of the child mostly fell to his older sister Pontia and the servants in the house. Pontia was the first to notice that Raffe was abnormally curious, solving logic puzzles far above those meant for his age group. When she tried to bring this to the attention of their father, his only verbal response was, "And?" When she proceeded to try to explain why this might matter, he proceeded to follow his verbal response a swift strike to her face and ringing the bell to have the servants remove her from her presence.
Unbeknownst to their father, however, this was not just due to a tweak of genetics or a random blessing of fate. Their mother's side of the family had been dealing with devils and demons in modern Cheliaxian style in an effort to prepare for the long awaited day of Korvosa being reassimilated into the Empire. This summoning and dealing over the past few generations had had the effect of making them conduits for possession, as well as smarter and more charming (both of which had been bargained for in exchange for allowing such a conduit).
This became known when Pontia herself was possessed by a demon. After nearly killing their father, she then sought out her younger brother. Raffe was only seven at the time, but the sight of his sister covered in his father's blood, eyes turned solid black, mouth open at an unnatural angle... somehow wasn't as disturbing as it aught to be. She merely smiled, and said in a much too deep voice, that he was special for a friend that was making her resurgance soon. After patting his face lovingly, she walked out of the house and out of their lives.
Their father survived the incident, but was unable to walk... or talk... again. His once black hair had turned into a full silver. At this point, he entered his son into the academy to be rid of him. Though he has survived until present day, he has had no further contact with his son by his choice. Perhaps something possessed Pontia said to him keeps him away...

Adolescence:

Life in the academy was hard on many levels for Raffe, but intellectual was not one of them. Every problem they put to him he solved, every riddle he had an answer for. By the time he was twelve he already was casting cantrips without error. By the time he was 15 he had learned more first level spell than many wizards graduating.
Raffe's real challenge was trying to determine what his possessed sister's cryptic message meant. Who was this "friend" and why was he special to her? A year before graduation, while studying ancient Varisian runes for his finals, he received the answer to his question. Lissala, goddess of runes, patroness of long forgotten Thassilon, possessed Raffe for the briefest of moments.
In that moment, however, all became clear to him. He saw the land as it was pre-Earthfall. He saw the seven minor holdings in ancient Thassilon, each held by a mighty practicioner of now forgotten rune magic. The Runelords, each dedicated to one of the seven virtues of Lissala. Each at war with his or her neighbors, each only as powerful as their vice enabled them to be... none the visionary that their former master, Xin, had been. All presumed dead... all very much still alive, merely awaiting the call to awaken once more. A call that she was planning on issuing through Raffe.
After only a minute of possession, Lissala left much as she came, leaving only the vision and a minor link that she used from time to time to impart knowledge. From that moment on he was her herald, to learn magic and to reawaken the old empire. To mark his commitment to his new god he had her insignia (the seven pointed Sihedron rune) tattooed on his hands, right above his first two fingers and his thumb.

Adulthood Until Now:

Raffe has spent the last ten years learning as much as he can about the arcane arts, history, the planes, languages, and even religion. He has wandered everywhere he can, exploring ancient Thassilonian ruins in Varisia. His journeys have also taken him to remote places, such as the underground kingdoms of the fey and drow.
All he has done, all he continues to do, is with the end of fully reawakening Lissala and creating a second golden age of Thassilon. He hopes to win support from Cheliax and the underground kingdoms... and eventually the support of the runelords themselves. They will awaken, and he will have their allegances one way or another.