Kutholiam Vuere

Corwin Avelard's page

190 posts. Alias of ZetaGilgamesh.


Classes/Levels

Chelaxian Male Professor of Thassilonian History 2 || hp 13/13 || AC 11(15), touch 11(15), flatfooted 10(14) || Perception +3, Sense Motive +3 || Fort +1, Ref +1, Will +7 || CMB +0, CMD 11 || Init +1 || Harrow 4

About Corwin Avelard

Statblock:

Corwin Avelard
Male human (Chelaxian) evoker (admixture[APG]) 2 (Pathfinder RPG Advanced Player's Guide 143)
LG Medium humanoid (human)
Init +1; Senses Perception +3
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Defense
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AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d6+4)
Fort +1, Ref +1, Will +7
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee cold iron dagger +1 (1d4/19-20) or
. . quarterstaff +1 (1d6)
Special Attacks intense spells (+1 damage)
Evoker Spells Prepared (CL 2nd; concentration +6)
. . 1st—burning hands (DC 17), grease, mage armor, shocking grasp
. . 0 (at will)—detect magic, light, prestidigitation, ray of frost
. . Opposition Schools Enchantment, Illusion
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Statistics
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Str 10, Dex 12, Con 12, Int 18, Wis 16, Cha 14
Base Atk +1; CMB +1; CMD 12
Feats Greater Spell Focus (evocation), Scribe Scroll, Spell Focus (evocation)
Traits missing son or daughter, theoretical magician
Skills Acrobatics -2 (-6 to jump), Knowledge (arcana) +9, Knowledge (dungeoneering) +8, Knowledge (engineering) +8, Knowledge (geography) +8, Knowledge (history) +8, Knowledge (local) +8, Knowledge (nature) +8, Knowledge (nobility) +8, Knowledge (planes) +9, Knowledge (religion) +8, Linguistics +9, Profession (teacher) +8, Spellcraft +11
Languages Ancient Osiriani, Azlanti, Common, Draconic, Infernal, Thassilonian
SQ arcane bond (ring), versatile evocation
Combat Gear wand of acid splash (25 charges); Other Gear cold iron dagger, quarterstaff, arcane bond ring, bedroll, belt pouch, chalk (2), chalkboard[APG], flint and steel, ink, inkpen, mess kit[UE], paper (20), pot, scroll box[UE], scroll case, scroll case, soap, spell component pouch, torch (10), trail rations (5), waterproof bag[UE], waterskin, wizard starting spellbook, hireling, dagger, 13 gp
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Special Abilities
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Admixture Associated School: Evocation
Arcane Bond (Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Intense Spells (+1 damage) (Su) Evocation spells deal listed extra damage.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.
Versatile Evocation (7/day) (Su) Change the damage type and descriptor of a spell from acid, electricity, fire, or water to any other of those types.

Background:

Corwin is one of the old guard of the Acadamae, a graduate years before the school began to become recognized for its rigorous discipline. Corwin is proud of this heritage, but he has not let it define his life.

Instead of following the well trod path of many an evoker, Corwin decided found that he enjoyed teaching the young apprentices at the Acadamae who were following behind him, working them through the intricacies of history, etheric theory and lineages of the ancient Thassilonians. Thus, on graduation, it came as little surprise to his classmates or masters that Corwin eschewed the path of magical discipline and devoted himself to magical theory and the art of teaching the young.

It was through teaching that Corwin met Velais. If the fire of magic had seemed to cool to a mere ember within him, his relationship with Velais served as a distinct counter-argument. To say that they were tempestuous would have been an understatement. They fought, they loved, they broke up, they broke crockery, but finally, they got married. To say that they lived blissfully ever after would have been a bald lie however. The marriage was not easy, but it was fruitful, and together they brought three beautiful children into the world: Wren, Gael, and the latest, little Donnor.

Having a growing family made Corwin more and more concerned about the future. He started looking for ways to supplement his income so he could have the children educated in trades when the time came (unless one of them showed magical aptitude). Luckily, the Pathfinder Society offered him a month long lecture series on magical theory at the Grand Lodge, travel expenses included and at quite a lucrative rate. Unfortunately the job was in Absalom, and the total trip would be a month. On the other side, the money would be enough to set up a proper education fund. Corwin took the job.

It was a very successful time in Absalom. Corwin returned to Korvosa richer, and quite happy with the whole experience, despite the long absence. The small apartment that he returned to was empty.

At first Corwin feared that Velais had run off. Then after asking around, one of the neighbors explained the sudden plague that had swept the city block and took Corwin to the small grave plot in the Grey. It took Corwin only a few moments to realize that there were only 3 graves, Velais, Donnor and Gael, his wife and the two youngest children. The oldest, Wren, had been taken off to an orphanage. But when Corwin arrived to claim his daughter, she had vanished. The headmaster denied everything until Corwin singed him with a well placed spell, and he said how he had given Wren to Gaedren to pay off a debt that he owed.

Now Corwin hunts the elusive Gaedren, ready to utilize every spell that he has, every bit of his money to find and secure his lost child.

Wren, Corwin's Daughter:

Wren
Female young human (Chelaxian) commoner 1 (Pathfinder RPG Bestiary 295)
CG Small humanoid (human)
Init +3; Senses Perception +4
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Defense
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AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 5 (1d6-1)
Fort -1, Ref +3, Will +0
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Offense
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Speed 30 ft.
Melee (M) dagger -4 (1d4-3/19-20)
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Statistics
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Str 4, Dex 16, Con 8, Int 15, Wis 10, Cha 14
Base Atk +0; CMB -4; CMD 9
Feats Simple Weapon Proficiency (dagger)
Skills Perception +4, Stealth +8
Languages Azlanti, Common, Draconic
Other Gear dagger
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Tracked Resources
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Dagger - 0/1
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Special Abilities
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Corwin's Spellbook:

Spellbook 28/100
0-Cantrips
1.Resistance - Gov
2.Acid Splash - Gol
3.Detect Magic - Ess
4.Read Magic - Elt
5.Detect Poision - Elv
6.Dancing Lights - Lis
7.Flare - Las
8.Light - Lux
9.Ray of Frost - Siv
10.Ghost Sound - Urt
11.Bleed - Vir
12.Disrupt Undead - Vai
13.Touch of Fatigue - V'va
14.Mage Hand - Bia
15.Mending - Bas
16.Message - O'an
17.Open/Close - Bir
18.Arcane Mark - O'os
19.Prestidigitation - O'ol
20.Douse - Seg
Rest of Spellbook
21.1-Magic Missile - Virdos
22.1-Mage Armor - Biawol
23.1-Grease
24.1-Burning Hands - Luescar
25.1-Ray of Enfeeblement - Suvei
26.1-Cause Fear
27.1-Summon Monster I
28.1-Shocking Grasp - Bialas
29.1-Sleep
30.1-Grease

Spell Effects:

0-Ray of Frost"Siv." Corwin intones, and a line of blue-white energy springs from the tip of his finger and streaks across the room towards the half-orc.

1-Magic MissileCorwin makes a gesture as if he is tossing a ball into the air, and incants "Virdos.". A small globe of pale luminesence leaves his hand and rises into the air, hovers for a moment, then streaks like a shot across the room, striking Lamm!