Camper

Völundr the Wild's page

8 posts. Alias of johnnygeeksheek.


Race

| HP: 7/7 | AC: 12 (12 Tch, 10 Fl) | CMB: +0, CMD: 12 | F: +0, R: +2, W: +2 | Init: +2 | Perc: +1/+3, SM: +0/+2

Classes/Levels

| Speed 30ft | Dazing Touch (Sp): 8/8 | Spells: 1st 3/3 | Active Conditions - None

Size

Medium

Alignment

CG

Languages

Sylvan Common Draconic Infernal Abyssal Celestial Aklo

About Völundr the Wild

BACKGROUND:

Returning home is Völundr Medvyed’s greatest desire. However, home is not the pleasant villa in the foot hills of Icerime Peak where he was born. Home is, and always will be the Feywild.

Völundr’s father Tedmand Medvyed Esquire is the second cousin of Lord Gurev Medvyed. As members of the one of great clans of Brevoy - Volundr and his siblings enjoyed a comfortable but relatively humble life for those bearing the Medyyed surname. The only mar on this otherwise idyllic family life was the disappearance of their eldest son on his tenth birthday.

Lord Gurev Medvyed himself lead the search party into the Gronzi Forest, but a month of searching turned up no clues to the fate of Völundr Medvyed. However, one year and one day later their son walked out the woodland and back into their lives.

He remained stoically silent about where he spent his missing year and not even interrogation by Lord Medyyed himself could convince the boy to tell his story. Although happy to have their son back, they could not help noticing how he’d changed. Völundr become aloof, often asking unexpected questions, making inexplicable statements and making decisions with mechanically logical reasoning. Thankfully he always seemed able to smooth social faux-paus with nearly preternatural charm.

A few months after his return Volund requested an apprenticeship with Lord Medvyed’s court wizard Aurddolen. Curious about the odd rumors surrounding the boy, and perhaps bemused by the idea of receiving a formal request from an eleven-year-old, the Wizard agreed to test him for arcane ability.
To Aurddolen’s surprise, Volundr showed a considerable aptitude for it. To his chagrin he found himself agreeing to take the boy on as an apprentice. The logic of the child’s arguments was undeniable.

Within a week young Volundr moved into Stoneclimb fortress and flourished under the tutelage of a master wizard. An added benefit of living in the fortress included access to this cousin’s tutors. During this time, he received a top-notch education in a variety of topics like geography, linguistics and nature.

In fact, Aurddolen’s new apprentice would have been the ideal student if not for his habit of disappearing into the great Gronzi Forest for weeks at time. What his master didn’t know was that Volundr’s motivation for learning the arcane was to find a way back to the Feywild were he’d spent his missing year. In truth his frequent trips into the forest were a quest to find either a breach or the playful sprite Parisa that lead him to the Fey realm the first time.

Upon competition of his apprenticeship Volundr’s realized two things. The first was that Stoneclimb did not need two court wizards and the second was that neither Parisa nor his doorway to the Feywild was in the Gronzi forest.

Thus, Volundr the Wild began his career as a wandering court wizard, consulting for minor nobles and merchants unable to afford a full-time wizard.

Every few years the wandering wizard returns home to the family villa. Although he’s called to the First World and find it difficult to express his feelings, Volundr does have a deep love for his family. He is especially fond of his little sister Ada, who is the only person he has told about his missing year and his compulsion to return.

On a recent trip home Volundr heard rumors that Lord Sutova might be sending expeditions into the stolen lands. The young wizard suspects the connection between the material plane and the Feywild is strong in the stolen lands and hopes to find a path to the First World.

Ada asked him not risk traveling into dangerous territory and threatened to drag him back by the ear if he tried. The truth is she’s worried that if he crosses into the First World he’ll never come back.

As much as he’s driven to reach the First World, a small part of him wishes for a way to break the compulsion.
Voulundr is unaware, but he has a rival somewhere in the world. His memories of why he was cast from the First world are clouded and fuzzy, but it centers around a conflict with another child that had been abducted around the same time as he. He doesn’t remember this person, why they fought or what happened to the other person.

Skills: Obtained during an apprenticeship under a master wizard and some of the best tutors in Brevoy.

Who he values in life: His immediate family especially his younger sister Ada. The extended Medvyed clan. The Sprite Parisa. His familiar daisy.

Interest in the Stolen Lands: A portal to the Fey Realm, learning more about Fey and maybe a cure for his compulsion.

Story/Goal: Volundr’s primary goal is to return to the First World. In the fey realm Volundr spent time in the domains of both Ng and the Green Mother and story arcs involving either or both would be outstanding. I’m considering the Feysworn prestige class too.

Three NPCs: His sister Ada, His friend the Sprite Parisa (Improved Familiar option?), Mystery Rival.


PERSONALITY:

Volundr is quiet, reserved, and thoughtful. He enjoys thinking about theoretical concepts and spends a lot of time trying to understand how things work. He values intellect over emotion and prefers to base decisions on objective information rather than subjective feelings.

However, he is often so focused on the big picture that he misses tiny details – like eating. Although he’s a world class rhetorician Volundr’s aloofness and alien logic can make him difficult to get to know. In addition to being distant the wizard has difficulty expressing his feelings and can be insensitive to others.

APPEARANCE:

A picture is worth a thousand words

Volundr is a just over six feet tall, young, and on the lean side of an average build. He usually wears his blonde hair tied back in a pony tail. His coat is made from simple green wool, but it’s cared for and tailored to his frame. The shirt beneath is fine linen, with bronze cuff links glittering with silver accents. He’s almost never seen without his moleskin gloves and the high boots that cover his calves are well-made. A keen eye can tell they’ve been re-soled a time or two.

Draped over his should like a stole rests a lattice of delicate vines that form blossoming nets. Twelve varieties of flower grow on the lattice, with each bloom opening at different times of the day to ensure a nearly constant array of colorful petals.'


ABILITY SCORES:

20 Point buy, Only one score above 17 or below 9 pre-racial adjustments
Racial: Human +2 Intelligence

Final Ability Scores
10 STR
14 DEX
10 CON
20 INT (18+2Human)
11 WIS
7 CHA

Modifiers
0 STR
2 DEX
0 CON
5 INT
0 WIS
-2 CHA

COMBAT:

Initiative: 2 (+2dex)
AC: 12 | With Mage Armor or Shield AC is 16. With Both it's 20.
BAB: +0
CMB:+0
CMD: 12
Flat Footed AC: 10
Touch AC: 12
Hit Points: 7

Saves
Fortitude: +0 (+0Con +0lvl1Wiz)
Reflex: +2 (+2dex+0lvl1Wiz)
Will: +2 (+0Wis +2lvl1Wiz)
*See Drawback Fey Taken for disease, illusions, and poison or Fey abilities
*See Campaign Trait Noble Born (Medvyed) for Will saves VS Fey

Spell DC 15, 17 for Enchantment School.

Combat Maneuvers
CMB: (+0BAB+0Str+0Size)
CMD: (10+0BAB+0Str+2Dex+0Size+0Misc)

Defenses
Armor Class: 10+2Dex+0Other
Flat Footed AC: 10
Touch AC: 10+2Dex
Hit Points: +d6Maxed+0Con+1FavClass

Offense
Base Attack Bonus (BAB): +0
Melee: +0 (+0BAB+0Str)
Ranged: +2 (+2dex+0BAB)


FEATS AND CLASS FEATURES:

Level 1 -Spell Focus(Enchantment): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Level 1b - Greater Spell Focus(Enchantment): Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.This bonus stacks with the bonus from Spell Focus.

Arcane Bonded Familiar [flowering-lattice](Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative. These special abilities apply only when the master and familiar are within 1 mile of each other.

-Flowering Lattice: Master gains a +3 bonus on Diplomacy checks

-Natural Armor Adj.: The number noted here is in addition to the familiar’s existing natural armor bonus.

-Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

-Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

-Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

-Empathic Link (Su): 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.

Arcane School (Enchantment): A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed.A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell.
Enchantment Arcane School
The enchanter uses magic to control and manipulate the minds of his victims.

Enchanting Smile (Su)
You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.

Dazing Touch (Sp)
You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Aura of Despair (Su)
At 8th level, you can emit a 30-foot aura of despair for a number of rounds per day equal to your wizard level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive. This is a mind-affecting effect

Opposition Schools: Illusion and Necromancy

Scribe Scroll At 1st level, a wizard gains Scribe Scroll as a bonus feat. You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. To create scrolls the spellcaster must make a single spell craft check to finish the scroll. The DC to create a scroll is 5 + the caster level. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.

Spell Completion is the activation method for scrolls. A scroll is a spell that is mostly finished. The preparation is done for the caster, so no preparation time is needed beforehand as with normal spellcasting. All that's left to do is perform the finishing parts of the spellcasting (the final gestures, words, and so on). To use a spell completion item safely, a character must be of high enough level in the right class to cast the spell already. If he can't already cast the spell, there's a chance he'll make a mistake. Activating a spell completion item is a standard action (or the spell's casting time, whichever is longer) and provokes attacks of opportunity exactly as casting a spell does. Activating a scroll requires reading the spell from the scroll. The character must be able to see and read the writing on the scroll. Activating a scroll spell requires no material components or focus. (The creator of the scroll provided these when scribing the scroll.) Regardless of the time needed for construction, a caster can create no more than one magic item per day


TRAITS:

Noble Born: Völundr claims a tangential but legitimate connection to House Medvyed of Brevoy. He's had a comfortable life, but one far from the dignity and decadence of his distant cousins. Although he is associated with an Medvyed,his immediate family is hardly well to do, and he's found his name to be more of a burden than a boon in many social situations.

Medvyed: The family has long a deep respect for the wilderness and is superstitious about the creatures that dwell therein. Volundr gains a +2 trait bonus on all Diplomacy checks made to deal with fey creatures and a +1 trait bonus on Will saves made against their spells and supernatural abilities. The family motto is “Endurance Overcomes All.”

Fey-Taken As a child, Völundr was whisked away by mischievous fey for a time. When he returned, he was considered odd and distant. He longs to return there, and finds the mortal world dull and at times revolting, so he does not eat as as he should and does not question strange visions. Drawback: Völundr takes a –2 penalty on saving throws against disease, illusions, and poison of all kinds, as well as against the spells, spell-like abilities, and supernatural abilities of fey.

Student of Philosophy: While in the Feywild Völundr trained with the disciples of Ng in a variety of philosophical traditions. He learned to use logic and reason to persuade others. Benefit(s): Völundr can use his Intelligence modifier in place of his Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat).

World Traveler (Human): As a wandering court wizard Völundr has traveled the world extensively. He has seen dozens of cultures and have learned to appreciate the diversity of what the world has to offer. Benefits: Völundr gains a +1 trait bonus on Diplomacy checks with that skill, and it is always a class skill for him.


SKILLS:

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Adventure Ranks: Ranks 8 [+2Class+1Race+5int+0FC]
Background Ranks: 2

Background Skills
Knowledge Geography +9 [1ranks+3inclass+5int]
Linguistics +9 [1ranks+3inclass+5int]
Adventure Skills

Trained Class Skills
Knowledge Arcane +9 [1ranks+3inclass+5int]
Knowledge Nature +9 [1ranks+3inclass+5int]
Knowledge Local +9 [1ranks+3inclass+5int]
Knowledge Planes +9 [1ranks+3inclass+5int]
Spellcraft +9 [1ranks+3inclass+5int]
Diplomacy +14 [1ranks+3inClassTrait+5IntTrait+3Familiar+2EchantingSmile]+2 vs Fey for +16 total
Fly +6 [1ranks+3inclass+2Dex]

Other trained Skills
Perception +1/+3 [1ranks+0Wis+2FamiliarAlertness]


LANGUAGES:

Known Language Count 7: Common+5Int+1RankLinguistics
Sylvan
Common
Draconic
Infernal
Abyssal
Celestial
Aklo

SPELL BOOK:

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbok

Number of Known lvl 1 Spells: 8. 3+5Int.

Memory Lapse: You cause the target to forget what happened from the casting of the spell back to the beginning of its last turn. This may allow a retry on a Diplomacy, Intimidate, or opposed skill check, though only with respect to the target, not other creatures that may be present.

Charm Person: This charm makes a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly). If the creature is currently being threatened or attacked by you or your allies, however, it receives a +5 bonus on its saving throw

Charm Fey: This spell functions as charm person, except it affects a fey instead of a humanoid.

Sleep:A sleep spell causes a magical slumber to come upon 4 HD of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first.

Mage Armor: An invisible but tangible field of force surrounds the subject of a mage armor spell, providing a +4 armor bonus to AC.

Magic Missile: A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

Grease: A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall.

Coin Shot: You turn up to three coins into deadly projectiles that gain the velocity of a bullet when thrown.

FAMILIAR:

This scuttling patchwork plant features flowers of many different shapes and colors.

Flowering Lattice CR 1/6

N Diminutive plant
Init +1; Senses low-light vision; Perception +1

DEFENSE
AC 16, touch 15, flat-footed 14 (+1 Dex, +4 size +1 Natural Armor)
hp 3
Fort +1, Ref +1, Will +1
plant traits:
Low-light vision.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to paralysis, poison, polymorph, sleep effects, and stunning.
Proficient with its natural weapons only.
Not proficient with armor.
Plants breathe and eat, but do not sleep.
OFFENSE
Speed 5 ft., climb 5 ft.
Space 1 ft.; Reach 0 ft.
Special Attacks pollen

STATISTICS
Str 1, Dex 13, Con 9, Int —, Wis 12, Cha 8
Base Atk +0; CMB –3; CMD 2
Skills Climb +3
SQ bountiful fruits

SPECIAL ABILITIES

Bountiful Fruits (Ex)
Once per week, a flowering lattice produces a handful of small fruits or berries that remain ripe for 1 week. Eating all of the fruit takes 1 minute and affects the eater as if she had consumed a berry affected by goodberry.

Pollen (Ex)
Once every 1d4 rounds, a flowering lattice can expel a cloud of pollen in a 10-foot cone. Creatures in the area are dazzled for 2 rounds (Fortitude DC 11 negates). If a creature currently dazzled by the pollen is affected again, it is blinded for 1 round (Fortitude DC 11 negates). The save DC is Constitution-based and includes a +2 racial bonus.

The result of centuries of plant husbandry, flowering lattices are delicate networks of vines that form blossoming nets about 1 square foot in size. As many as 12 varieties of flower grow from an individual flowering lattice, with each bloom opening at different times of the year and hours of the day to ensure a nearly constant array of colorful petals. This plant’s enthusiasts often incorporate the organism into their fashion, draping them over the shoulders like a stole or over the head as a hood. These lattices require regular care, surviving on their own only in regions with rich soil and ample pollinators.

Equipment:

Backpack, Common (1) 2GP
Spellbook (1)
Spell component Pouch (1) 5gp
Acid (1) 10gp
1oz of Sulfur (10) 5gp
Scroll Case (1) 3gp
Bedroll (1) 1sp
Sheet of Paper (10) 4gp
Sheet Parchment (20) 4gp
Grooming kit (1) 1gp
Mess Kit (1) 2sp
Candle (10) 1sp
1lb of Soap (1) 2cp
waterskin (1) 1gp
1lb of Travel cake mix (1) 1sp
Dagger (1) 2p
Saw (1) 4cp
Waterproof bag (1) 5sp
50ft of twine (1) 1cp
Fishhook (10) 1gp
Chalk (10) 1sp
Sewing Needle (2) 2gp
Scrivener's kit (1) 2gp
1lb of Flour (1) 2cp
1lb of Sugar (1) 5cp
2 Yards of Canvas 2sp
Sling
QuaterStaff

Components

a piece of copper wire
A Cured leather Bracer, with a piece of copper wire woven through the trim.

Three small clear crystal: Two in the spell component pouch, another affixed to the quarterstaff via copper wire.

Three miniature cloaks

A roll of spun wool
Several dozen dead fireflies on a thread, coated in wax

a brass key
fine sand and a vial of ink
fine sand, rose petals, or a live cricket

butter