L4W:PC:Veruzak Choru'Skate (CaBaNa)
From ENWiki
Contents |
Summary
| Thunderwave (At Will Standard Close Blast 3 (4 if enlarged) ✦ Arcane, Thunder, Implement) | |
| Target: Each Creature in Blast | |
| Attack: +5 vs. Fortitude | |
| Hit: 1d6+5 (3 if enlarged) Thunder damage, and push targets 2 squares. |
| Scorching Burst (At Will Standard Area burst 1 (2 if enlarged) within 10 ✦ Arcane, Fire, Implement) | |
| Target: Each creature in burst | |
| Attack: +5 vs. Reflex | |
| Hit: 1d6+5 (3 if enlarged) fire damage |
| Grasping Shadows (Encounter Standard Area burst 1 (2 if enlarged) within 10 squares ✦ Arcane, Illusion, Implement, Psychic) | |
| Target: Each creature in blast | |
| Attack: +5 vs. Will | |
| Hit: 1d8+5 (3 if enlarged), and target is slowed TE of my NT. | |
| Effect: Shadows writhe in the designated area and continue TE of my NT. Any creature that enters the area of the grasping shadows takes 5 psychic damage and is slowed TE of it’s NT. |
| Fey Step (Encounter Move Personal ✦ Teleportation) | |
| Target: Self | |
| Effect: Teleport up to 5 squares. |
| Orb of Imposition (Encounter Free ) | |
| Requirement: You must wield your orb. | |
| Effect: You can designate one creature you have cast a wizard spell
upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a -2 penalty to its saving throws against that effect. Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn. |
| Horrid Whispers (Daily Standard Area burst 1 (2 if enlarged) within 10 squares ✦ Arcane, Illusion, Implement, Psychic) | |
| Target: Each enemy in burst | |
| Attack: +5 vs. Will | |
| Hit: 1d6+5 (3 if enlarged) psychic damage and the target is slowed and takes a -2 penalty to attack rolls (save ends both). | |
| Miss: The target is slowed and takes -2 penalty to attack rolls until the end of my next turn. | |
| Effect: (Aftereffect) target saves vs -2 and slowed, I knock the target prone. |
| Sleep (Daily Standard Area burst 2 within 20 ✦ Arcane, Sleep, Implement) | |
| Target: Each creature in burst | |
| Attack: +5 vs. Will | |
| Hit: The target is slowed (save ends). If the target fails it’s first saving throw against this power, the target becomes unconscious (save ends). | |
| Miss: The target is slowed (save ends). |
| Ghost Sound (At Will Standard Ranged 10 ✦ Arcane, Illusion) | |
| Target: One object or unoccupied square | |
| Effect: You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target. You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you whisper, you can whisper quietly enough that only creatures adjacent to the target can hear your words. |
| Light (At Will Minor Ranged 5 ✦ Arcane) | |
| Target: One object or unoccupied square | |
| Effect: You cause the target to shed bright light. The light fills the target’s square and all squares within 4 squares of it. The light lasts for 5 minutes. Putting out the light is a free action. | |
| Special: You can have only one light cantrip active at a time. If you create a new light, your previously cast light winks out. |
| Mage Hand (At Will Minor Ranged 5 ✦ Arcane, Conjuration) | |
| Effect: You conjure a spectral, floating hand in an unoccupied square within range. The hand picks up, moves, or manipulates an adjacent object weighing 20 pounds or less and carries it up to 5 squares. If you are holding the object when you use this power, the hand can move the object into a pack, a pouch, a sheath, or a similar container and simultaneously move any one object carried or worn anywhere on your body into your hand. As a move action, you can move the hand up to 5 squares. As a free action, you can cause the hand to drop an object it is holding, and as a minor action, you can cause the hand to pick up or manipulate a different object. | |
| Special: You can create only one hand at a time. | |
| Sustain: Minor (You can sustain the hand indefinitely) |
| Prestidigitation (At Will Standard Ranged 2 ✦ Arcane) | |
Effect: Use this cantrip to accomplish one of the effects given below.
| |
| Special: You can have as many as three prestidigitation effects active at one time. |
Fluff
Background
Golden rays sparkled against a Residiuum wind storm, creatures phased into and out of sight along the path. Level and Hannah made their way with a quick step, not a run, but not a walk either.
Blue bolts of energy snap just over the Eladrin couples head, singeing hair and leaving Level staggering. Hannah pulls her lover along, only fifty more feet to the graveyard, and the shadow crossing. Fifty feet dogged by a crazed Noble Eladrin.
Level had long been a member of the Shadar-Kai tribe on the other side, coming to their leaders aid when once a great Lich threatened them. Level had located the Lich’s Phylactery and destroyed it.
Hannah turned to see her husband now only ten feet behind, as she crossed the barrier. The rage splayed across Johmander’s face, was her last impression, before the sapping effect of the dark side took over...
Level was the first thing to come into focus, followed by the strangely pierced woman urging Hannah to push. Level grasped her hand, his eyes not really focusing. Then she saw her baby, lucid for a moment, Hannah made eye contact with Level, the two saw their creation... and then succumbed to their injuries.
Veruza, the Shadar-Kai midwife, watched as the family shared it’s first and last moment together. Adopting the boy, passing him her name, the shadow woman raised the child inside of the dark sides gloom soaked walls. Encouraging to live with vigor or fade, Veruza trained the boy night and day, until the little Eladrin acted more like a Shadar-Kai than a Fey.
Veruzak Choru’Skate reached proving age quickly, as the Shadar-Kai measure by deed more than years. Veruza took the war trained wizard to an appropriate island in the middle realm, in a place Veruzak had learned about, the Transitive Isles. She explained that The Laughing Gallows was were any great adventurer would need to start out.
Practically jumping through the portal, Veruzak started about establishing himself. Talking to the locals, wandering in the black market. Eventually finding and maintaing contacts to get some of the more exotic herbs for good prices. During his stay Veruzak made a goal of learning Goblin, due to an unpleasant encounter with a local Hobgoblin fellowship, protecting something Veruzak had no intention of harming...
Hearing that bigger money was to be made being hired on in Daunton, the larger city, Veruzak jumped the nearest ship to town. The Laughing Gallows had given the shadar-kai raised Eladrin a hard edge, and a hard reputation, but did not fill his pockets. Without money, it would be difficult building his legacy, or finding the person responsible for the slaying of his parents.
Upon reaching Daunton, the Eladrin wandered into a simple building, laying in a warm courtyard to rest after the boat ride. Upon coming out of meditation, several monks who had patiently waited around him, asked Veruzak a long series of questions. The Monks of Mireva had come to a conclusion, both they, and Veruzak, were ignorant of enlightenment. And that Mireva had hidden it...
This vexed Veruzak, he had thought Magic was the answer, but the Monks had alleviated him of his naivete. Now his bare ignorance seared his nerves, Enlightenment would be his, no matter where Mireva had hidden it. He decided to start by creating an arcane society, The Institute for Arcane Ciphers. Pooling the intelligence of many accomplished casters, Veruzak would be at a hub of possible clues to enlightenment. The IAC's stated purpose would be to "Protect the public interest". If a member were asked how the group accomplishes this, answers may vary from, "Solving problems", to "That's Confidential", and anything in between.
Before starting the arcane society, Veruzak strolled down to the docks area, where he enjoyed some wonderful bread and street entertainment, ending in his arrest. Apparently some of the herbs from Laughing Gallows are not allowed on Daunton, and the Red Boots don't want trouble with the guard. Branded a smuggler, and miscreant, Veruzak was sentenced, 2 years of house arrest. When asked, he confessed his only home in the city was the temple of Mireva. The spells were placed, and Veruzak was transported to his new home.
Veruzak Choru’Skate engaged the Monks, and the Monks engaged the Wizard, debating history and arcane enlightenment, arguing the teachings of Mordenkain, and Tenser, Bigby, and Evard. Discussing the nature of reality, and it’s comparison and contradiction of Illusion. The temple of Mireva was a fountain of theoretical knowledge.
Before The Eladrin Wizard had noticed the years had passed by, his spellbook was filled with ritual and spell alike, detailed. Yet he could not understand how to channel the power. The recent vandalism to the Temple stirred Veruzak, reminding him of his criminal offense. His house arrest no longer applying, the eladrin wizard stepped into the streets of Daunton, and toward his arcane society's future.
After entering The Hanged Man, and finding an unusual concentration of Magic there, his hopes of starting a base of power, and furthering his goals in the region, were looking up. After recruiting his first two members, Veruzak teleported into The Drowned Man to look for other potential members.
Arcane Society
Started here by Veruzak
Members
JoeNotCharles Chicome Tochtli "7 Rabbit"
Appearance and personality
Age: 137
Gender: Male
Height: 6’
Weight: 167 lb.
Alignment: Evil
Deity: Mireva
Personality: Overconfident, Brash, and Vibrant. Veruzak seeks to build a lasting legacy, a legend to be passed through the ages. Mireva has hidden his means to that end, and in finding her out, he hopes to also accomplish other life goals. He has a severe distaste for the fuzz, the watch, the constables, or any other law enforcement officer. (he considers even the Red Boots to be an enemy.)
Physical Description: Pink pipe smoke wafts wherever Veruzak walks, the odd combination of herbs being smoked creates an aroma that lingers in the wizards wake. Deep orchid robes with smoky pink accents, adorn the Eladrin, and shadows cradle his personage. On the rare occasion his hood drops, his face is a tapestry of tattoo’s, Purple ink tracing arcane marks across the Eladrin features. Magenta orbs peer from beneath heavy lids, constantly vigilant, scrutinizing existence.
Region
Shadow Realm - Mother and Father died at birth, raised by Shadar-Kai
Isle of the Laughing Gallows - Pirates, Kenku’s, best black market around...
Temple of Open Hands Eyes and Minds - Monks, Debates, Dialectic.
(Taking Background -Arcane Agent- Choosing to make Stealth a class skill)
Hooks
- Veruzak actively avoids or confronts law enforcement officials. Including, Constables, Watch, Red Boots, or any other authoritarian who uses force.
- Veruzak is firmly entrenched in the Temple of Mireva, and seeks self enlightenment.
- Veruzak dislikes anyone that aids Law enforcement. (lawful good, or lawful evil, you're on Veruzak's nasty list.)
Kicker
- Searching for clues to Mireva's enlightened state.
- Recently released from house arrest at the Temple of Open Hands, Eyes, and Minds, for a charge involving an herb not permitted in Daunton.
- Began an Arcane Society, currently trying to build followers. No stated purpose has been released, Veruzak hasn't informed the members of the societies over-arching goals.
- Searching for clues to his parents murderer, more out of curiosity than vengeance.
Math
CB Summary
====== Created Using Wizards of the Coast D&D Character Builder ====== Veruzak arcane agent, level 1 Eladrin, Wizard Arcane Implement Mastery: Orb of Imposition Background: Arcane Agent (Stealth class skill) FINAL ABILITY SCORES Str 8, Con 10, Dex 14, Int 20, Wis 14, Cha 12. STARTING ABILITY SCORES Str 8, Con 10, Dex 12, Int 18, Wis 14, Cha 12. AC: 15 Fort: 10 Reflex: 15 Will: 15 HP: 20 Surges: 6 Surge Value: 5 TRAINED SKILLS Perception +7, Arcana +12, Dungeoneering +7, History +12, Stealth +7 UNTRAINED SKILLS Acrobatics +2, Bluff +1, Diplomacy +1, Endurance, Heal +2, Insight +2, Intimidate +1, Nature +2, Religion +5, Streetwise +1, Thievery +2, Athletics -1 FEATS Wizard: Ritual Caster Level 1: Enlarge Spell POWERS Wizard at-will 1: Thunderwave Wizard at-will 1: Scorching Burst Wizard encounter 1: Grasping Shadows Wizard daily 1: Horrid Whispers Wizard daily 1 Spellbook: Sleep ITEMS Spellbook, Camouflaged Clothing, Climber's Kit, Implement, Orb, Rope, hempen (50 ft.), Sunrod (2), Rope, Silk (50 ft.), Pouch, Belt (empty) RITUALS Wizard's Curtain, Silence, Secret Page ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
Ability Scores
| Attributes | |||||||||||
| Ability | Cost | Initial | Racial | Level | Final | Mod | |||||
| Str | 0 | 8 | 0 | 0 | 8 | -1 | |||||
| Con | 0 | 10 | 0 | 0 | 10 | 0 | |||||
| Dex | 2 | 12 | 2 | 0 | 14 | 2 | |||||
| Int | 16 | 18 | 2 | 0 | 20 | 5 | |||||
| Wis | 5 | 14 | 0 | 0 | 14 | 2 | |||||
| Cha | 2 | 12 | 0 | 0 | 12 | 1 | |||||
| Totals | 25 | 9 | |||||||||
Attacks
| Basic Attacks | |||||||||||||
| Attack Type | Attrib | Attrib Type | Class | Class Feature | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total | vs? |
| Basic Melee |
-1 | str | 0 | -1 | AC | ||||||||
| Basic Ranged |
2 | dex | 0 | 2 | AC | ||||||||
Defenses
| Defenses | ||||||||||||
| Defense | Attrib | Attrib Type | Class | Racial | Feat | Feat Name | Equip | Equip Name | Misc | Misc Name | Level | Total |
| Armor Class | +2/+5 | dex/int | 0 | 0 | 15 | |||||||
| Fortitude | -1/+0 | str/con | 0 | 10 | ||||||||
| Reflex | +2/+5 | dex/int | 0 | 15 | ||||||||
| Will | +2/+0 | wis/cha | 2 | 1 | 0 | 15 | ||||||
Saving Throw Bonuses+5 racial bonus against charm effects
Senses and Reactions
| Senses and Reactions | |||||||||||
| Sense/Reaction | Attrib mod | Class | Class Feature | Racial | Feat | Feat Name | Equip | Equip Name | Level | Other/Trained | Total |
| Initiative | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 2 |
| Passive Insight | 2 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 12 | ||
| Passive Perception | 2 | 5 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 17 |
Health
| Health | ||||||||||||
| -- | Base Class | Con | Per Level | Racial | Feat | Feat Name | Equip | Equip Name | Other | Total | Blooded | Surge |
| Hit Points | 10 | 10 | 4 | 0 | 0 | 0 | 0 | 20 | 10 | 5 | ||
Surges per Day 6 (Class 6 + Con 0)
Speed and Movement
Speed: 6 (Race 6 - Equipment 0)
Racial Features
[Eladrin]
- Trance - Meditate aware 4 hours instead of sleep.
- Eladrin Weapon Proficiency - Proficient with longsword.
- Eladrin Education - Training in any one additional skill.
- Eladrin Will - +1 Will; +5 to saving throws against charm.
- Fey Step - Use fey step as an encounter power.
- Fey Origin - Your origin is fey, not natura
- Vision: Low-Light
Class Features
[Wizard]
- Arcane Implement Mastery - Orb of Imposition.
- Orb of Imposition - Encounter, free; with Orb, You can designate one creature you have cast a wizard spell upon that has an effect that lasts until the subject succeeds on a saving throw. That creature takes a -2 penalty to its saving throws against that effect. Alternatively, you can choose to extend the duration of an effect created by a wizard at-will spell (such as cloud of daggers or ray of frost) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn.
- Cantrips - Use ghost sound, light, mage hand, and prestidigitation as at-will powers.
- Ritual Casting - Gain Ritual Caster as a bonus feat.
- Spellbook (incl. 3 rituals, 2x daily and utility powers gained) - Capacity: 6/128.
Feats
- Ritual Caster - Master and perform rituals
- Enlarged Spell - I can choose to take -2 to each die of damage to increase the size of any blast or burst by 1
Skills and Languages
Languages Common, Elven
| Skills | ||||||||||
| Skill | Trained | Attrib | Attrib Type | Racial | Feat | Feat Name | Equip | Equip Name | Level | Total |
| Acrobatics | 2 | dex | 0 | 2 | ||||||
| Arcana | 5 | 5 | int | 2 | 0 | 12 | ||||
| Athletics | -1 | str | 0 | -1 | ||||||
| Bluff | 1 | cha | 0 | 1 | ||||||
| Diplomacy | 1 | cha | 0 | 1 | ||||||
| Dungeoneering | 5 | 2 | wis | 0 | 7 | |||||
| Endurance | 0 | con | 0 | 0 | ||||||
| Heal | 2 | wis | 0 | 2 | ||||||
| History | 5 | 5 | int | 2 | 0 | 12 | ||||
| Insight | 2 | wis | 0 | 2 | ||||||
| Intimidate | 1 | cha | 0 | 1 | ||||||
| Nature | 2 | wis | 0 | 2 | ||||||
| Perception | 5 | 2 | wis | Eladrin Education | 0 | 7 | ||||
| Religion | 5 | int | 0 | 5 | ||||||
| Stealth | 5 | 2 | dex | 1 | Foot Pads, Camouflaged Clothing, Arcane Agent | 0 | 8 | |||
| Streetwise | 1 | cha | 0 | 1 | ||||||
| Thievery | 2 | dex | 0 | 2 | ||||||
Powers
Powers Known
- Wizard
- Cantrips
- Ghost Sound
- Light
- Mage Hand
- Prestidigitation
- At-Will - 1st Level
- Thunderwave
- Scorching Burst
- Encounter - 1st Level
- Grasping Shadows
- Fey Step
- Orb of Imposition
- Daily - 1st Level
- Horrid Whispers
- Sleep
- Rituals - 1st Level
- Wizards Curtain
- Silence
- Secret Page
- Cantrips
Powers to Hit
| Power To-Hit | |||||||||||
| Attack Type | Attrib | Attrib Type | Class | Class Feature | Feat | Feat Name | Equip | Equip Name | Level | Total | vs? |
| Thunderwave | +5 | Int | +0 | Implement | 0 | 5 | Fortitude | ||||
| Scorching Blast | +5 | Int | +0 | Implement | 0 | 5 | Reflex | ||||
| Grasping Shadows | +5 | Int | +0 | Implement | 0 | 5 | Will | ||||
| Horrid Whispers | +5 | Int | +0 | Implement | 0 | 5 | Will | ||||
| Sleep | +5 | Int | +0 | Implement | 0 | 5 | Will | ||||
Equipment
| Equipment Name | Price | Weight |
|---|---|---|
| Spellbook (included in 1st level wizard) | 0gp | 4lbs |
| Sunrod (2) | 4gp | 2lbs |
| Rope, Hempen | 1gp | 10lb |
| Pouch, Belt (sewn into robes) | 1gp | .5lbs |
| Implement Orb | 15gp | 2lb |
| Footpads | 5gp | |
| Flask | 0gp 0sp 3cp | 1 lb |
| Camoflaged Clothing (Armor) | 30gp | 4lbs |
Gold remaining 73gp 9sp 7cp Weight 23.5 lbs of 80
100 GP starting gold -Spellbook (included in 1st level wizard) 0gp -Sunrod (2) 4gp -Rope, Hempen 1gp -Pouch, Belt (sewn into robes) 1gp -Implement Orb 15gp -Footpads 5gp -Flask 0gp 0sp 3cp -Camoflaged Clothing (Armor) 30gp = 43 gp 9sp 7cp +30 gp from Yurian in Enemy Among Us =73 gp 9sp 7cp
Tracking
Wishlist
in order of desire
Orb of Inevitable Continuance +1
After Veruzak reaches Fourth level
XP
Changes
Judge Comments
Approval 1
Comments from TwoHeadsBarking:
- Removed comments that no longer apply.
- Senses and Reactions: As an Eladrin you have low-light vision.
Approved.
Approval 2
Comments from Lord Sessadore:
- Your Math section has +8 for Stealth, but your Summary only has +7.
Other than that, looks good. Approved.
Status
Approved as level 1 character with 0 XP by TwoHeadsBarking and Lord Sessadore.














