Erique Lavenza
ERIQUE.jpg

Erique Lavenza is a wizard and adventurer; who has a strong affinity for the healing arts.


Background

Erique was born in a small community in western Alveron. His mother died during the birth and his father would not claim parentage, blaming the child for the loss of the mother. Without anyone to care for him, the midwife, Rosa, who had assisted in the delivery, took him and he became Erique Lavenza.

Erique learned much of Rosa’s knowledge of healing. Though he, as a male child, was not allowed to directly assist in the delivery of babies, he was allowed to be present. He discovered that often, when the mothers were of higher status, Rosa was ordered away by men called Physicians who came to take charge of the deliveries. Rosa would usually need to be dragged from the delivery room, spitting curses and biting her thumb at the physician. Rosa would then lecture Erique on how these men knew nothing about women’s bodies or how nature worked and that once a physician was on the scene, the mother was almost always assured death.

On one such occasion, the mother requested that Rosa be allowed to stay even though the physician was taking over the delivery. Thus, Erique was able to see the physician work his craft. He ordered that the mother be moved from the birthing stool to a table so she could lie flat. He then began to extract numerous metal tools from his bag – knives, hooks and other unfathomable devices. As he assembled the forceps, Rosa began to pray. The physician proceeded to pull the baby out vigorously.

The screams of pain were too much for Erique to bear. He went to the mother and placed his hands on her stomach. Erique began to sweat and grunt while the mother became peaceful. Blood began to drip from Erique’s nose as he informed the physician that the mother’s womb had ruptured and that it had to be healed before internal bleeding killed her. The physician handed the baby to Rosa to clean and investigated the mater. To his surprise, he found that Erique’s diagnosis was correct, but that there was nothing he could do. Erique then placed both hands over the mother’s stomach and concentrated very hard. Soon he collapsed, unconscious.

The physician discovered that the mother was completely healed. Rosa declared it a miracle. Upon examination by the physician, Erique proved to be expelling a great deal of blood from his mouth and his breathing was shallow. The physician declared that it must be some sort of magic that Erique had been capable of transferring the injury to himself. When Erique came to, the mother thanked him for saving her life and allowed him to hold the baby. Erique inquired about the small wound above the child’s eye and the physician explained that the wound was inflicted by the forceps; a common occurrence in births of this sort. The physician pointed out that Erique had a similar scar and that he must have been born under a physician’s guidance.

Erique was horrified. He blamed the physicians’ ignorance for his mother’s death as well as the near death of this woman. The physician argued that Rosa’s methods of birthing were archaic and superstitious. However, after some time listening to Erique’s arguments on the mater of folk medicine and its connection to the science of the physician, the doctor realized that Erique’s insights, as well as his “magical” talent could be a great asset. He requested that Rosa allow the Erique to become his apprentice. Rosa only agreed when the doctor explained that he had as much to learn from Erique as Erique did from him.

Dr. Traster Daleborn, as Erique came to know him, taught Erique about all the newest knowledge of anatomy. He encouraged Erique’s skepticism, stating that true scholars must discover the truth for themselves and not always take the word of their predecessors on blind faith. Indeed, Erique was able to convince Daleborn that the birthing stool was far easier on mother and child than a prone position, using gravity rather than fighting it. Still, Erique realized that the physicians’ care was invaluable where Rosa’s teaching fell short, such as in instances where complications would prove deadly to both mother and child. Erique was even able help refine Daleborn’s technique of cutting the mother that caused the least amount of damage. Daleborn’s mortality rate dropped three-fold with Erique’s assistance and not all because of his uncanny “talent.”

One day, Erique was assisting in a particularly difficult delivery of twins, one of whom had not turned. While concentrating to control the mother’s pain, objects began to move about the room. One such object struck Erique on the head, knocking him unconscious. When he awoke, he discovered that the mother and both children had perished. The local midwife, probably seeing this as an opportunity to discredit the physician and protect her livelihood, declared Erique a witch, pointing to the scar on his forehead as evidence, and that the demons he consorted with had claimed the lives of the three patients. She was able to assemble quite a mob.

Erique ran. When he later found Daleborn, the doctor suggested that Erique go far away where he would be safe and could seek to learn more about his powers. He gave Erique 150 gp to finance his journey.

He made a decent living as a healer, but he soon discovered that he would need a more lucrative occupation to finance his further studies. He also realized that he would need to find someone who could teach him about magic. That’s when he met Duxsil; a wise mage who looked far too young for how old he claimed to be. Duxsil promised to teach Erique about magic, particularly an obscure school of magic unknown to most mages in Corwyn. He also help Erique to understand that his ability was not magical in nature at all, but rather a special kind of mental power called Psionics. Finally, he suggested that Erique, too, could find great treasure, though at great risk, by becoming an adventurer.

In a rather strange coincidence, soon after Erique's strange meeting with Duxsil, and his cryptic suggestion of 'adventuring,' a grizzled old man found him in the same tavern later that same evening. The man was named Hodge, and He insisted Erique accompany him to the Erindari city of Chelstad to meet with another wizard named Godrenn. Despite his age, Hodge refused to take no for answer. Erique agreed to accompany the old man. Along the way, the two met a traveling Dwarf named Dorn, a young knight named Demexas, and a brash barbarian named Edric; all three agreed to come along as well.


RPG STATS:


Character in Pathfinder sCoreForge (.xlsb) format

Spells
[https://drive.google.com/file/d/0B1zg08q_w1MwSjNjLVZUR2dnQ2c/view?usp=sharing]

Historic:
[https://drive.google.com/file/d/0B1zg08q_w1MwdlFJdklHWll5REU/view?usp=sharing]
Full Character Sheet in PDF format
Character in Hero Forge format.



Tracked Resources


Dagger - 0/1
Hand of the Apprentice (8/day) (Su) - 0/8
Healer's kit - 0/10
Potion of cure light wounds - 0/2
Trail rations - 0/1


Special Abilities


Arcane Familiar Nearby You gain the Alertness feat while your familiar is within arm's reach.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Hand of the Apprentice (8/day) (Su) As a standard action, throw melee weapon (use Int instead of Dex) and instantly returns.
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.
Spell Focus (Enchantment) Spells from one school of magic have +1 to their save DC.
Spell Focus (Evocation) Spells from one school of magic have +1 to their save DC.


**Spellbook (Wizard's/Blank) **
Wizard (CL 6th):
3rd - fireball (DC 19) , lightning bolt (DC 19)
2nd - acid arrow , create pit (DC 17) , scorching ray , touch of idiocy (DC )
1st - burning hands (DC 17) , color spray (DC 16) , magic missile , ray of enfeeblement (DC 16) , sleep (DC 16)
0th - acid splash , arcane mark , bleed (DC 15) , dancing lights , daze (DC 15) , detect magic , detect poison , disrupt undead , flare (DC 16) , ghost sound (DC 15) , haunted fey aspect (DC ) , light , mage hand , mending (DC 15) , message , open/close (DC 15) , prestidigitation (DC 15) , ray of frost , read magic (DC ) , resistance (DC 15) , spark (DC 16) , touch of fatigue (DC 15)


Special Qualities Arcane Bond, Bonus Feat, Bonus Feats, Bonus Wizard Spell (6x), Cantrips, Familiar, Skilled, Universal School,


Possessions
bracers of armor +2
quarterstaff
ring of protection +1
traveler's outfit
wand of spell storing
spellbook (wizard's/blank)
Backpack [ Case (Map or Scroll); Soap (per lb.); Waterskin (Filled); Pouch (Belt); Everburning Torch; Flint and Steel; Healer's Kit; Ink (1 oz. Vial); Inkpen; Lantern (Bullseye); Oil (1 Pint Flask); Rations (Trail/Per Day); Rope (Silk/50 ft.); ]
Case (Map or Scroll) [ Parchment (Sheet) (x4); ]
Pouch (Belt) [ Coin (Gold Piece) (x35); ]
Pouch (Belt) [ Potion of Cure Light Wounds (x2); ]
Scroll Organizer [ Scroll (Blur); Scroll (Charm Person); Scroll (Dispel Magic); Scroll (Enthrall); Scroll (Entropic Shield); Scroll (Explosive Runes); Scroll (Fly); Scroll (Grease); Scroll (Stinking Cloud); ]
Spell Component Pouch ;


**Arcane Bond (Su) ** You have selected to establish a powerful arcane bond with a creature.
**Bonus Feat ** Humans select one extra feat at 1st level.
**Bonus Feats ** At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats.
**Bonus Wizard Spell (6x) ** Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level he can cast.
**Cantrips ** You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
**Deft Dodger ** Growing up in a rough neighborhood or a dangerous environment has honed your senses. You gain a +1 trait bonus on Reflex saves.
**Familiar ** A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
**Hand of the Apprentice (Su) ** You can cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability 8 times per day.
**Mathematical Prodigy (Knowledge (Arcana)) ** Mathematics has always come easily for you, and you have always been able to "see the math" in the physical and magical world. You gain a +1 trait bonus on Knowledge (Arcana) and Knowledge (Engineering) checks, and Knowledge (Arcana) is always a class skill for you.
**Skilled ** Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
**Universal School ** You have chosen not to specialize in a single school of spells.

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