L4W:PC:Veruzak Choru'Skate (CaBaNa)

From ENWiki

Jump to: navigation, search

Contents

Summary

Veruzak Choru’Skate Player CaBaNa
Eladrin Wizard (Evil) Level 1 (XP 0)
Initiative +2
Passive Insight +12 Passive Perception +17; Senses Low-light vision
HP 20 Bloodied 10 Surge Value 5; Surges Per-Day 6
AC 15 Fortitude 10 Reflex 15 Will 15
Saving Throws +5 vs. Charm effects
Speed 6 Size Medium
Str 8 (-1) Dex 14 (+2) Wis 14 (+2)
Con 10 (+0) Int 20 (+5) Cha 12 (+1)
Racial Abilities Trance, Eladrin Weapon Proficiency Longsword, Eladrin Education, Elarin Will, Fey Step, Fey Origin
Class Features Arcane Implement Mastery (Orb of Imposition), Cantrips, Ritual Casting, Spellbook
image:Battack.gif Basic Attack Unarmed -1 vs AC 1d4 -1
image:Branged.gif Ranged Basic Attack Improvised +2 vs. Reflex 1d4+2 damage
Feats Ritual Caster, Enlarge Spell
Skills Arcana +12, Dungeoneering +7, History +12, Perception +7, Stealth +7
Languages Common, Elven
Rituals Wizards Curtain (Arcana), Silence (Arcana), Secret Page (Arcana)
Powers
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. 
  • Move up to 1 pound of material.
  • Create a harmless sensory effect, such as a shower of sparks, a puff of wind, faint music, or a strong odor.
  • Color, clean, or soil items in 1 cubic foot for up to 1 hour.
  • Instantly light (or snuff out) a candle, a torch, or a small campfire.
  • Chill, warm, or flavor up to 1 pound of nonliving material for up to 1 hour.
  • Make a small mark or symbol appear on a surface for up to 1 hour.
  • Produce out of nothingness a small item or image that exists until the end of your next turn.
  • Make a small, handheld item invisible until the end of your next turn.
Nothing you create with this cantrip can deal damage, serve as a weapon or a tool, or hinder another creature’s actions. This cantrip cannot duplicate the effect of any other power.
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"

Otakkun Xavfire


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
AbilityCostInitialRacialLevelFinalMod
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 TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameMiscMisc NameLevelTotalvs?
Basic Melee

-1

str 0-1AC
Basic Ranged

2

dex02AC


Defenses

Defenses
DefenseAttribAttrib TypeClassRacialFeatFeat NameEquipEquip NameMiscMisc NameLevelTotal
Armor Class +2/+5 dex/int 0 0 15
Fortitude-1/+0str/con0 10
Reflex+2/+5dex/int 0 15
Will+2/+0wis/cha21 0 15


Saving Throw Bonuses+5 racial bonus against charm effects

Senses and Reactions

Senses and Reactions
Sense/ReactionAttrib modClassClass FeatureRacialFeatFeat NameEquipEquip NameLevelOther/TrainedTotal
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 ClassConPer LevelRacialFeatFeat NameEquipEquip NameOtherTotalBloodedSurge
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
SkillTrainedAttribAttrib TypeRacialFeatFeat NameEquipEquip NameLevelTotal
Acrobatics2dex02
Arcana 5 5 int 2 0 12
Athletics-1str0-1
Bluff1cha01
Diplomacy1cha01
Dungeoneering52wis07
Endurance0con00
Heal2wis02
History55int2012
Insight2wis02
Intimidate1cha01
Nature2wis02
Perception52wisEladrin Education07
Religion5int05
Stealth52dex1Foot Pads, Camouflaged Clothing, Arcane Agent08
Streetwise1cha01
Thievery2dex02



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

Powers to Hit

Power To-Hit
Attack TypeAttribAttrib TypeClassClass FeatureFeatFeat NameEquipEquip NameLevelTotalvs?
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


Robe of Eyes (cloth armor) +2

Orb of Inevitable Continuance +1

Acrobat Boots

Belt of Vigor


After Veruzak reaches Fourth level

Staff of Ruin +2

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.