
NPC
Corven Vellicus
Corven Vell — Level 4 Toxicologist
Pathfinder Player Core / Player Core 2 (Remaster) — Level 4 PC-style NPC build · wg-friendly/v1
Hero Points — gain 1 at session start; spend 1 to reroll; spend all to avoid death.
Attributes
Hit Points
Shield
Defenses
Skills
| Skill | Total | Breakdown |
|---|---|---|
| Acrobatics | +3 | Dex +3 · Untrained |
| Arcana | +10 | Int +4 · Trained +6 |
| Athletics | +0 | Str +0 · Untrained |
| Crafting | +12 | Int +4 · Expert +8 |
| Deception | +6 | Cha +0 · Trained +6 |
| Diplomacy | +0 | Cha +0 · Untrained |
| Intimidation | +0 | Cha +0 · Untrained |
| Medicine | +7 | Wis +1 · Trained +6 |
| Nature | +7 | Wis +1 · Trained +6 |
| Occultism | +10 | Int +4 · Trained +6 |
| Performance | +0 | Cha +0 · Untrained |
| Religion | +1 | Wis +1 · Untrained |
| Society | +10 | Int +4 · Trained +6 |
| Stealth | +9 | Dex +3 · Trained +6 |
| Survival | +7 | Wis +1 · Trained +6 |
| Thievery | +3 | Dex +3 · Untrained |
| Golden Hand Lore | +10 | Int +4 · Trained +6 |
| Herbalism Lore | +10 | Int +4 · Trained +6 |
Melee Strikes
| Weapon | Attack | Damage | Notes |
|---|---|---|---|
| Dagger | +9 | 1d4 P | agile, finesse, versatile S |
| Fist | +9 | 1d4 B | agile, finesse, nonlethal, unarmed |
| — | — | — |
Ranged Strikes
| Weapon | Attack | Damage | Notes |
|---|---|---|---|
| Versatile Vial (moderate) | +10 | 2d6 acid + 2 splash | bomb, infused, splash, range 20 ft |
| Blowgun | +9 | 1 P | agile, nonlethal, range 20 ft, reload 1; poison delivery |
Ancestry and General Feats · Class Abilities
Pathfinder Player Core (Remaster) — Page Two
| Lvl | Ancestry and General Feats | Class Feats and Features |
|---|---|---|
| 1 | Natural Ambition · Schooled in Secrets | Alchemy · Toxicologist · Alchemical Familiar · Quick Bomber |
| 2 | Natural Medicine | Pernicious Poison |
| 3 | Toughness · Crafting -> Expert | — |
| 4 | Specialty Crafting (Alchemy) | Efficient Alchemy |
| 5 | — | — |
| 6 | — | — |
| 7 | — | — |
| 8 | — | — |
| 9 | — | — |
| 10 | — | — |
| 11 | — | — |
| 12 | — | — |
| 13 | — | — |
| 14 | — | — |
| 15 | — | — |
| 16 | — | — |
| 17 | — | — |
| 18 | — | — |
| 19 | — | — |
| 20 | — | — |
Feats & Features · WG Export feats[]
| Feat or Feature | Type | Rules Summary |
|---|---|---|
| Natural Ambition | Ancestry Feat 1 | Gain one additional 1st-level alchemist class feat. |
| Schooled in Secrets | Background Skill Feat | Use Occultism to Gather Information about secret societies and to Impersonate their members. |
| Alchemical Familiar | Alchemist Feat 1 | An alchemically created familiar assists Corven's laboratory and field work. |
| Quick Bomber | Alchemist Feat 1 | Draw or create a bomb and Strike with it in a single action. |
| Pernicious Poison | Alchemist Feat 2 | A Quick Alchemy poison with this additive deals poison damage equal to its level on a successful initial save. |
| Natural Medicine | Skill Feat 2 | Use Nature instead of Medicine to Treat Wounds. |
| Toughness | General Feat 3 | Increase maximum HP by level and reduce recovery check DC by 1. |
| Efficient Alchemy | Alchemist Feat 4 | Advanced Alchemy creates 6 + INT modifier items per day; downtime batches are doubled. |
| Specialty Crafting (Alchemy) | Skill Feat 4 | Gain a +1 circumstance bonus to Craft checks for the chosen specialty. |
List every feat for WG export (ancestry, class, general, skill). Omit heritage-only names.
Spells
Pathfinder Player Core (Remaster) — Page Four · spells[]
Cantrips
| Name | Actions | Rank | Prep | Notes |
|---|---|---|---|---|
| — | — | — | — | — |
| — | — | — | — | — |
| — | — | — | — | — |
| — | — | — | — | — |
| — | — | — | — | — |
Focus Spells
| Name | Actions |
|---|---|
| — | — |
| — | — |
Innate Spells
| Name | Actions | Freq |
|---|---|---|
| — | — | — |
| — | — | — |
Spell Slots
| Rk 1 | Rk 2 | Rk 3 | Rk 4 | Rk 5 | Rk 6 | Rk 7 | Rk 8 | Rk 9 | Rk 10 |
|---|---|---|---|---|---|---|---|---|---|
| — | — | — | — | — | — | — | — | — | — |
Spells Remaining — fill remaining / total per rank.
Spells
| Name | Actions | Rank | Prep | Name | Actions | Rank | Prep |
|---|---|---|---|---|---|---|---|
| — | — | — | — | — | — | — | — |
| — | — | — | — | — | — | — | — |
| — | — | — | — | — | — | — | — |
Rituals
| Name | Rank | Cost | Name | Rank | Cost |
|---|---|---|---|---|---|
| — | — | — | — | — | — |
WG Export · spells[]
| spells[].name | spells[].rank | spells[].source |
|---|---|---|
| — | — | — |
| — | — | — |
| — | — | — |
| — | — | — |
| — | — | — |
| — | — | — |
| — | — | — |
Non-casters: leave blank. Casters: rank cantrip or 1–10;
source = UPPERCASE list name (e.g. WIZARD, DRUID, BARD, PSYCHIC, SORCERER)
or alternate list (e.g. CLASS_DIVINE_FONT, WIZARD_FOCUS).
Notes notes
Corven Vell is a Kerse alchemist and Golden Hand consultant. Build basis: Human (Skilled Human), Cultist background, Alchemist 4, Toxicologist research field. Toxicologist field benefit lets him Activate an injury poison on a held weapon or ammunition in one action and allows his infused poison items to affect poison-immune creatures by dealing acid damage instead when appropriate. At level 4, Advanced Alchemy normally creates 4 + INT modifier infused consumables; Efficient Alchemy increases this to 6 + INT modifier, so Corven prepares 10 advanced-alchemy items per day. He also has 6 versatile vials (2 + INT modifier), regaining 2 vials per 10 minutes spent gathering reagents while below maximum. Recommended formula book: arsenic, giant centipede venom, lethargy poison, spider venom, antidote, antiplague, minor elixir of life, smoke ball, acid flask, bottled lightning, glue bomb, and cognitive mutagen. Typical gear: studded leather armor, dagger, blowgun with darts, alchemist's toolkit, formula book, specimen vials, waxed gloves, and Golden Hand correspondence. No spellcasting.
wg-friendly/v1Main
Corven Vell
Toxic Herbalist of Kerse · Golden Hand Alchemical Consultant
Corven Vell is a Kerse-trained toxic herbalist and field alchemist whose public specialty is the study of poisons, contaminated plants, venoms, fungal toxins, and unusual environmental afflictions.
Privately, Corven is a member of the Golden Hand.
His assignment is not to command the operation at Reiver's Right. He serves as a technical consultant, studying the interaction between the Palakar Forest, the strange blight, and the Golden Hand's underground work.
Corven is useful precisely because he is not a fanatic. He regards the Golden Hand as patrons with resources, access, and an unusually interesting research problem. He is willing to overlook what the organization is doing so long as he is permitted to continue studying it.
The man before you looks better suited to a laboratory than a logging camp. His dark traveling coat is lined with narrow waxed pockets, each holding folded papers, glass tubes, forceps, stoppered vials, or packets of dried leaves. Green and violet stains mark his fingertips.
A compact leather case hangs at one hip, its brass clasps polished to a shine. Another case, noticeably heavier and secured with two separate locks, hangs at the other.
His eyes move constantly—not nervously, but analytically. He studies plants, stains, wounds, damp patches in the earth, and even the mud on people's boots with the same quiet attention.
Corven Vell
Human · Male · NPC 4
Role: Toxic Herbalist, Alchemist, Golden Hand Consultant
Origin: Kerse
Affiliation: Golden Hand
Public Identity
Corven presents himself as an independent alchemical specialist from Kerse. His reputation is built around the study of dangerous plants, poisons, contaminated environments, and substances that ordinary healers prefer not to handle.
He is entirely comfortable discussing toxins in clinical terms and has little patience for people who describe every unfamiliar substance simply as poison.
If someone says a substance is poisonous, Corven usually asks:
"At what concentration?"
If they cannot answer, he considers the matter unresolved.
Personality
Corven is controlled, dry, inquisitive, and professionally detached. He almost never raises his voice. The more dangerous a specimen becomes, the more attentive he becomes.
He dislikes superstition, sloppy terminology, and premature conclusions. He will happily correct another person's assumptions even when doing so makes him profoundly irritating.
His defining flaw is intellectual arrogance. Corven believes that dangerous things can be controlled if they are sufficiently understood.
That belief is the primary reason the Golden Hand was able to recruit him.
The Golden Hand
Corven was approached in Kerse after his research into persistent botanical toxins attracted the attention of Golden Hand intermediaries.
They offered him money, equipment, rare specimens, and access to material unavailable through ordinary academic or commercial channels.
Corven accepted.
He does not think of himself as a cultist. He thinks of himself as a scientist working for unpleasant patrons.
This distinction matters enormously to Corven and almost no one else.
Corven does not worship Mammon and has little interest in Golden Hand theology. He considers their religious language ceremonial baggage attached to a wealthy, well-connected organization.
He tells himself that accepting their funding does not make him responsible for their objectives.
He is wrong.
Role at Reiver's Right
Corven was brought from Kerse to examine unusual biological effects connected to the Golden Hand's hidden excavation beneath Reiver's Right.
His work initially focused on identifying why certain roots and plant tissues reacted differently around disturbed underground deposits.
When the corruption intensified, Corven became one of the first people at the camp to realize that the phenomenon was not behaving like a normal disease.
He began collecting samples, recording exposure patterns, and testing whether infected plant matter remained active after separation from its host.
His conclusion was disturbing:
"This isn't decay. Decay consumes what is already present. This is trying to make more of itself."
Relationship with Foreman Hendrick
Corven and Foreman Hendrick were both attached to the Golden Hand, but they served very different functions.
Hendrick handled workers, schedules, shipments, and the concealment of the Lower Works beneath legitimate logging operations.
Corven handled specimens.
The two men disliked one another.
Hendrick thought Corven was an arrogant academic who did not understand the practical risks of managing fifty frightened laborers.
Corven thought Hendrick was an administrator attempting to supervise phenomena he lacked the vocabulary to describe.
Corven explicitly warned Hendrick not to carry unidentified blight material against his body.
Hendrick ignored him.
When Hendrick later placed a small piece of the strange growth into his chest pocket and it embedded itself in his skin, Corven initially attempted to remove it.
Hendrick refused further treatment after insisting that the growth "felt right where it was."
That frightened Corven more than the physical infection.
What Corven Knows
Corven's knowledge should be divided carefully so that he remains useful without revealing the entire conspiracy.
- He knows the Golden Hand secretly financed excavation beneath Reiver's Right.
- He knows the Lower Works extend well beyond anything required for logging.
- He knows strange living growths appeared in association with the underground work.
- He knows infected plant material can remain biologically active after removal.
- He knows physical contact with damaged or exposed tissue significantly increases risk.
- He knows Hendrick's condition became abnormal after direct exposure.
- He knows some Golden Hand personnel described the discoveries in religious terms.
Corven does not possess a complete explanation for the origin of the blight, the purpose of every Golden Hand excavation, or the full significance of the deeper operation near the Pulgari Estate.
What Corven Suspects
Corven increasingly suspects the growth is not merely responding to excavation.
He believes something was deliberately introduced into the underground environment and that the visible corruption is the consequence of that introduction.
He has not yet proven who introduced it or whether the Golden Hand fully understood what they were handling.
Toxic Herbalist Abilities
These abilities adapt the toxic-herbalist concept into a PF2e-style NPC rather than reproducing the archetype directly.
Toxicologist
Corven gains a +2 circumstance bonus to Recall Knowledge checks involving poisons,
venoms, toxic plants, fungi, contaminated environments, and unusual alchemical afflictions.
Practiced Toxic Handling
Corven does not accidentally expose himself while applying poisons or handling
properly contained toxic substances during ordinary laboratory work.
This does not grant poison immunity.
Field Poultice ◆◆
Frequency: once per hour per creature
Corven combines medicinal herbs, absorbent minerals, and alchemical reagents into a rapidly prepared poultice. The target regains 2d6+6 Hit Points.
If the creature is currently affected by a poison or disease, it also gains a +1 circumstance bonus to its next saving throw against that affliction made within 10 minutes.
Emergency Antidote ◆
Frequency: once per creature per day
Corven administers a prepared counteragent. The creature immediately attempts a new saving throw against one poison affecting it with a +2 circumstance bonus.
Grim Harvest
Given 1 hour and access to local plants, fungi, creatures, or contaminated material,
Corven can attempt a Crafting or Nature check to create a temporary poison,
antidote, analytical reagent, or specialized poultice appropriate to the material.
Preparations created in this manner generally remain potent for only 24 hours.
Combat
Corven avoids direct combat whenever possible.
If threatened, he uses smoke, irritants, poison, terrain, and retreat rather than attempting to fight fairly.
He does not consider fairness a relevant property of toxicology.
Corven should feel like a dangerous specialist rather than a front-line combatant. Give him alchemical bombs, poisoned blades, inhaled irritants, antitoxins, and environmental tricks.
If confronted by stronger opponents, his first objective is escape. His second objective is ensuring that nobody leaves with his research notes.
Corven and Morwenna Iron-Root
Morwenna knows Corven by reputation.
Before the events at Reiver's Right, she knows him only as a talented and somewhat insufferable Kerse toxicologist whose published work on plant-borne toxins is respected.
She does not know that he works for the Golden Hand.
This creates a useful complication if his name appears among recovered research documents. Morwenna may initially recognize him as exactly the sort of expert she would normally consult.
Discovering that he was already involved transforms his expertise from a potential solution into evidence.
Research Notes
Corven's papers are methodical and almost entirely clinical. He avoids religious terminology even when writing for Golden Hand superiors.
Typical entries might include:
Sample 14-C. Root tissue remains reactive seventeen hours after severance. Heat destroys surface fibers but does not immediately halt activity in the central structure.
Sample 18-A. Blood exposure produces considerably faster tissue response than contact with intact skin. Protective gloves are no longer optional.
Hendrick. Subject refuses removal. Behavioral response is more concerning than tissue adhesion.
Discovery Clues
The party does not need to meet Corven immediately. His existence can first emerge through evidence scattered through Reiver's Right.
- A shipment invoice from Kerse lists specialized glassware and reagent salts addressed to C. Vell.
- A Lower Works notebook contains initials C.V. beside specimen numbers.
- One of Hendrick's private records refers to "the herbalist from Kerse."
- A locked case contains carefully labeled antitoxins alongside Golden Hand correspondence.
- Morwenna recognizes Corven's name when the party returns with the evidence.
Corven works best if the party first encounters him as a name attached to competent, useful research.
The revelation is not that he is obviously sinister.
The revelation is that someone who clearly understood how dangerous the situation was continued helping the Golden Hand anyway.
Quote
"You keep calling it a poison. A poison kills you. This appears to have considerably greater ambitions."