L4W:PC:Verrigath Hazzire (ukingsken)

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Summary

Verrigath Hazzire Player Ukingsken
Tiefling Bard (Evil) Level 1 (XP 0)
Initiative +0
Passive Insight 15 Passive Perception 11; Senses Low-Light Vision
HP 29 Bloodied 14 Surge Value 7; Surges Per-Day 10
AC 15 Fortitude 13 Reflex 13 Will 15
Speed 6 Size Medium
Str 10 (+0) Dex 10 (+0) Wis 10 (+0)
Con 17 (+3) Int 14 (+2) Cha 18 (+4)
Racial Abilities Infernal Wrath, Bluff & Thievery Bonus, Bloodhunt, Fire Resistance
Class Features Bardic Training, Bardic Virtue (Virtue of Valor), majestic word, Multiclass Versatility, Skill Versatility, Song of Rest, words of friendship
image:Battack.gif Basic Attack Spear +2 vs AC 1d8 damage
image:Branged.gif Ranged Basic Attack Cutting Words +4 vs. Will 1d8+4 psychic damage
Feats Ritul Caster, Wrathful Magic
Skills Acrobatics +1, Arcana +7, Athletics +1, Bluff +11, Diplomacy +9, Dungeoneering +1, Endurance +4, Heal +1, History +3, Insight +5, Intimidate +9, Nature +1, Perception +1, Religion +3, Stealth +3, Streetwise +5, Thievery +1
Languages Allarian, Draconic
Rituals Glib Limerick (Arcana), Wizards Curtain (Arcana)
Powers
Cutting Words (At Will Standard Ranged 10 ✦ Arcane, Implement, Psychic)
Target: One creature
Attack: +4 vs. Will
Hit: 1d8 + Charisma modifier (+4) psychic damage, and you pull the target 2 squares.
Guiding Strike (At Will Standard Melee Weapon ✦ Arcane, Weapon)
Target: One creature
Attack: +4 vs. AC
Hit: 1[W] + Charisma modifier (+4) damage, and the target takes a -2 penalty to the defense of your choice until the end of your next turn.
Shout of Triumph (Encounter Standard Close blast 3 ✦ Arcane, Implement, Thunder)
Target: Each enemy in blast
Attack: +4 vs. Fort
Hit: 1d6 + Charisma modifier (+4) thunder damage, and you push the target 1 square.
Effect: You slide each ally in the blast 1 square.
Special: If you have the virtue of valor class feature the number of squares you push the target and slide the allies equals your Constitution modifier (+3).
Majestic Word (Encounter Minor Close burst 5 ✦ Arcane, Healing)
Target: You or one ally in burst
Effect: The target can spend a healing surge and regain additional hit points equal to your Charisma modifier. You also slide the target 1 square.
Special: You can use this power twice per encounter, but only once per round.
Words of Friendship (Encounter Minor Personal ✦ Arcane, Charm)
Effect: You gain a +5 power bonus to the next Diplomacy check you make before the end of your next turn.
Infernal Wrath (Encounter Minor Personal )
Effect: You can channel your fury to gain a +1 power bonus to your next attack roll against an enemy that hit you since your last turn. If your attack hits and deals damage, add your Charisma modifier as extra damage.
Stirring Shout (Daily Standard Ranged 10 ✦ Arcane, Healing, Implement, Psychic)
Target: One creature
Attack: +4 vs. Will
Hit: 2d6 + Charisma modifier (+4) psychic damage.
Effect: Until the end of the encounter, whenever an ally hits the target, that ally regains hit points equal to your Charisma modifier (+4).

Fluff

Background

Verrigath was born into a middling noble family on Isolate Prime. He spent much of his childhood practicing the ways of diplomacy and court, always at his mothers side, his father having died of an unknown illness shortly after his birth. Throughout the years Verrigath showed an uncanny aptitude for the spoken word, as well as for manipulation and political intrigue. Capitalizing on this natural aptitude his mother hired the most expensive tutors she could, training Verrigath in the storied oral and musical traditions of the imperium.

By the time Verrigath had reached adulthood he was well known in many circles as an upcoming star destined to raise his family to new heights and perhaps one day earn them a senate seat. His voice was honed to a razor edge and could beguile as easily as it could cut like a blade. Trained in diplomatic relations of all kind, Verrigath had begun dipping the family fortunes into less then noble ventures including smuggling operations, fencing stolen goods, and intimidation. His ventures became profitable and he expanded his operations much to his mothers joy, weaving web upon web of lies and deceit, burying the profits deep behind the families legitimate fronts.

On the night of his 24th birthday his mother came to see him. In a moment of shocking truth she revealed a secret she had carried for his entire life. His father had not died of an illness, but rather by her hand. She had courted darker powers, currying their favor so she could slay her husband and assume control of their family. In return for this favor she had been impregnated by the fiend she made her bargain with, and told to raise the child until such a time as she was called to hand it over. Recently the call had come and she had denied the fiend, having come to love her son. But without the fiend she would no longer be able to disguise Verrigaths fiendish blood. In a fit of rage Verrigath nearly struck his mother, but stayed his hand asking her instead what she would have him do.

She explained quickly that without the constant magical intervention of the fiend, his heritage would soon be plain for all to see. With that in mind he must leave Isolate Prime, go somewhere far away where the Imperium is but a word instead of an all encompassing fortune. Someday perhaps she could find another way to disguise him and allow him to return but until then his presence, and the implications his heritage would generate would destroy all the work she had done over the course of Verrigaths life.

So Verrigath fled that night, using several back alley shifts to finally arrive in Daunton. Since then he has wandered the city, earning his keep with both sword and song. He is actively seeking a way to "cure" himself of his infernal heritage, while at the same time trying to come to grips with the idea that his preternatural gift for oratory and music are fiendish in nature. True to his upbringing and nature, Verrigath will manipulate or use anyone to get what he wants. And more then anything he wants to return to Isolate Prime triumphantly reclaiming his place in his family.

Appearance and personality

Age: 26
Gender: Male
Height: 5'5"
Weight: 175 lb.
Alignment: Evil

Personality: Verrigath is a seducer, swindler, and cheat. He is self centred, and only interested in helping others to aggrandize himself in the retelling. A compulsive liar, Verrigath often weaves lies just to see if he can keep the web from collapsing.

Physical Description: Verrigath Hazzire is distinguished by a sweeping set of horns that fly back from his hair line, following the curve of his finely braided, Flame Red, shoulder length hair. His skin is a deeply tanned, almost reddish color sporting small bone spurs at the elbows, knees, and heels. His eyes are a piercing white flecked with minute spots of gold. His clothing is simplistic and practical, designed for long days of travel. His personage sports various instruments including a flute and small set of congos hanging from his belt, a Lute slung over his back, and a small harp tucked inside his rucksack.

Region

The Imperium - +2 diplomacy checks, oratory is an artform in the Imperium (or at least an obsession); even the most inept Imperium citizen can turn a phrase better than most .

Hooks

  • Verrigath's mother is kidnapped. Verrigath must return to save her and risk exposing their lies

Kicker

  • Left home to save exposing his mothers deception and to find a way to remove his fiendish taint

Adventuring Career

Adventures Verigath goes on will be listed here.

Companions Past & Present

People Verrigath adventures with, the players who play them, and where they adventured together will be listed here.

Show Math

Ability Scores

Attributes
AbilityCostInitialRacialLevelFinalMod
Str 2 10 0 0 10 0
Con 12 17 0 0 17 3
Dex 0 10 0 0 10 0
Int 2 12 2 0 14 2
Wis 0 10 0 0 10 0
Cha 9 16 2 0 18 4
Totals 25   9



Attacks

Basic Attacks
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

0

str 2Quarterstaff02AC
Basic Ranged

0

intCutting Words00Will


Defenses

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +0/+2 dex/int 0 12
Fortitude+0/+3str/con0 13
Reflex+0/+2dex/int1 0 13
Will+0/+4wis/cha1 0 15


Saving Throw Bonuses none

Senses and Reactions

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
Initiative 0 0 0 0 0 0 0 0 0 0 0
Passive Insight 0 0 0 0 0 0 0 0 0 5 15
Passive Perception 0 0 0 0 1 Skill Versatility 0 0 0 0 11


Health

Health
--Base ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
Hit Points 12 17 5 0 0 0 29 14 7


Surges per Day 10 (Class 7 + Con 3)

Speed and Movement

Speed: 6 (Race 6 - Equipment 0)

Racial Features

Tiefling

  • Bloodhunt: +1 Racial bonus to attacks against bloodied foes
  • Fire Resist 5+1/2 Level
  • Infernal Wrath
  • +2 Bluff, +2 Stealth
  • +2 Cha, +2 Int
  • Size: Medium
  • Speed: 6
  • Vision: Low-Light
  • Languages: Allarian + any 1

Class Features

Bard

  • +1 Reflex, +1 Will
  • Implements: Wands (also Songblades and some magical musical instruments)
  • Armor Proficiencies: Cloth, leather, hide, chainmail; light shield
  • Weapon Proficiencies: Simple melee, longsword, scimitar, short sword, simple ranged, military ranged
  • Bardic Training: Gain the Ritual Caster feat as a bonus feat and once a day cast a Bard ritual without components
  • Bardic Virtue: Virtue of Valor: 1/round when an ally within 5 squares of you reduces an enemy to 0 hit points or bloodies an enemy, you can grant 4 (1+Con modifier) temporary hit points to that ally as a free action.
  • Majestic Word: The arcane power of a bard’s voice can heal allies.
  • Multiclass Versatility: You can choose class-specific multicass feats from more than one class
  • Skill Versatility: You gain a +1 bonus to untrained skill checks
  • Song of Rest: When you play an instrument or sing during a short rest, you and each ally who can hear you are affected. When an affected character spends healing surges at the end of the rest, that character regains 4 additional hit points with each surge.
  • words of friendship: Bards use magic to honey their words and turn the simplest argument into a compelling oration.
  • Ritualbook (incl. 2 rituals) - Capacity: 2/128

Feats

Skills and Languages

Languages Allarian, Draconic


Skills
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics3dex1Skill Versatility04
Arcana 5 2 int 0 7
Athletics0str1Skill Versatility01
Bluff54cha2011
Diplomacy54cha2Imperium Region011
Dungeoneering0wis1Skill Versatility01
Endurance0con1Skill Versatility01
Heal0wis1Skill Versatility01
History52int1Skill Versatility08
Insight50wis05
Intimidate54cha09
Nature0wis1Skill Versatility01
Perception0wis1Skill Versatility01
Religion2int1Skill Versatility03
Stealth3dex21Skill Versatility06
Streetwise4cha1Skill Versatility05
Thievery3dex1Skill Versatility04



Powers

Powers Known

Powers to Hit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameLevelTotalvs?
Guiding Strike +4 Cha +2 Spear 0 6 AC
Cutting Words +4 Cha +0 Implement 0 4 Will
Shout of Triumph +4 Cha +0 Implement 0 4 Fort
Stirring Shout +4 Cha +0 Implement 0 4 Will


Equipment

Equipment Name Price Weight
Leather Armor 25gp 15lbs
Spear 5gp 6lbs
Light Shield 5gp 6lb
Standard Adventurer's Kit 15gp 33lbs
Wand 7gp 1lb
Drum 3gp 1lb
Flute 5gp 1lb
Harp 15gp 4lb
Lute 12gp 2lb
Spellbook 0gp 3lbs


Gold remaining 8 (100-92)
Weight 72 lbs

Wish List

Tracking

Treasure

XP

Changes

Judge Comments

Approval 1

comments from --renau1g

  • I think you spent 1 too many skill points, you're currently trained in 6 skills, Bards normally get 4 + arcana.
  • Summary - Ref should be 14 not 13
  • I don't think Cutting Words can be used as a ranged basic attack
  • Guiding Strike - please change 1[w] to 1d8, also should be +6 vs ac
  • General Comment - I don't think you can leave anything like +Cha Modifier, as it would be against WOTC policies
  • AC in defense table should be 15 (+2 leather armour +2 dex, +1 light shield)
  • Ref in defense table should be 14 (+1 from light shield is missing)

Approval 2

Approved by Approver2

Judge comments will go here...

Status

not approved

when you are approved the 'strikethrough on the following line will be removed. Status: Approved as 1st level character with 0 xp by Approver1 and Graf'