Is it OK to say that the group (accidentally) freed Verity from the prison of his mind during an adventure where they thwarted the Unseen Lord's minions?
And, after hiding in a monastery, getting kicked out he was tormented again by dark dreams and came to get them to help (b/c nobody else believed him).
Doesn't have to be an important adventure for the group particularly.
About 90% done. Still need magic items.
[sblock=Background: Verity Thronble; The famous traitor v2 (now with even more angst)]
Until 20 years ago the name Thronble was synonymous with honor, tradition and dignity. A small clan of nobles the Thronble's controlled a small keep that stood on top of a gateway to some dark realm; in the name of their grim duty the keep was called the Strongfast. They were not all religious (though the patriarch and 1st born of each generation were invariably paladins) but each and every one was (at least perceived to be) a hero of the people. Even those that weren't powerful personally usually made their mark on society in some sort of beneficial way (as a poet, or a priest at a troubled church, or fair judge, or as a wise adviser to a lord of greater standing).
All except Verity, who excelled in nothing and seemed to have been born rotten and demanding. He didn't seem to be a Thronble at all, and his incompetence when compared to his dashing sisters and devout brothers ate into his already worm-ridden heart.
And he would ultimately prove everyone right and betray the trust of all who believed him. For in return for the promise of power, and the chance to eclipse all of his siblings Verity betrayed his family's trust to the dark creature bound beneath their keep, the Unseen Lord.
Now the name Thronble is synonymous with traitor of the worst sort (think "
Benedict Arnold"). Verity Thronble's grasping betrayal led to the family's utter destruction and the destruction of Strongfast Keep at the hands of the Unseen Lord's reality warping magics and horrific servants; the Unseen Lord, himself betrayed Verity, but left him alive trapped in a an illusionary prision of the mind.
For years he lived like an animal in his family's ruined keep, assaulted on all sides by illusions left behind to torment him.
After the group freed him (only because the needed answers about the details of the assault) he was left humiliated and profoundly regretful. Only fear of where he would go when he died kept him from suicide.
He became a monk for a time, hiding his identity, but once he used his powers to drive off an attack on the monastery he found that he understood illusionary magic and magic in general, to a degree undreamed of by any but an experienced wizard.
It seemed that the Unseen Lord had fulfilled his part of the bargain, granting Verity the power that he once craved.
Denied a place even among the monks he found himself wracked by visions of the Unseen Lord's attacks and went to the only people who would speak to him, the other members of the party. Convincing him of his sincerity he was ultimately instrumental in turning back some of the attacks and one a place in the party.
[sblock=Strongfast Keep]Stood on top of the door to a plane of madness where illusion and reality mixed together (a demi-plane of chaos? the far realm?).
For bonus points the evil lich could be the Unseen Lord, or else connected to him in some fashion (ally, servant, patron?) and the lich's destruction was supposed to be his shot at (some sort of) redemption that's now gone terribly wrong.[/sblock]
20 years of selfless adventuring have done improved his reputation only sightly (he is no longer pelted with rotting food when entering a community).
Even after his exile from the Monastery Verity continued to devote himself to the gods he once scorned; but ironically his minor divine abilities have only further underlined how far his family as fallen. By comparision the illusionary abilities granted by the Unseen Lord in payment for his treachery have grown in leaps and bounds.
He has often been tempted to his illusionary powers to build an identity anew, but after his rejection by the monastry he's truely feels there is no place he can go. So he wears his coat of arms with the dignity that he can muster, and strives to turn the other cheek in his (probably hopeless) quest for absolution.
He fears that this new tragedy will be laid at his feet, or equally, that it is his fault, and his sins have come home to roost yet again (what's even worse that they've affected his companions, and possibly more as well). [/sblock]
[sblock=Verity DMs Block]
Passive Perception 22 ✦ Passive Insight 22
Defenses x/x/x/x
Hit points 43 Bloodied 21[/sblock]
[sblock=Verity Thromble Level 6 Human Wizard]
Initiative +3; Senses Perception +12 Insight +12
HP 43; Bloodied 21; Healing Surge 10 hit points (7/day)
AC x+3; Fort x+1+3, Ref x+1+3, Will x+1 +2 +3
Speed 6
Action Points 1
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Some sort of weapon (standard; at-will) ✦ non-Weapon
+3 vs AC; it's not pathetic damage, just small
Illusory Ambush (standard; at-will) ✦ Arcane, Illusion, Implement
Range 10 | +8 vs Will; 1d6+5 psychic damage and the target takes a –2 penalty to attack rolls until the end of Verity's next turn.
Scotching Burst (standard; at-will) ✦ Arcane, Fire, Implement
Burst 1 (w/in 10 squares) | +9 vs Ref; 1d6+4 damage
Thunderwave (standard; at-will) ✦ Arcane, Thunder, Implement
Close blast 3 | +9 vs Fort;
Hit: all creatures in blast take 1d6+4 damage and are pushed 2 squares
Divine Glow (standard; encounter) ✦ Divine, Cold, Implement (HS), Radiant
Close blast 3 | +7 vs Ref;
Hit: Each enemy in blast takes 1d8+4 damage
Effect: Allies in the blast gain a +2 power bonus to attack rolls until the end of Verity's next turn
Maze of Mirrors (standard; at-will) ✦ Arcane, Illusion, Implement
Burst 1 (w/in 10 squares) | +8 vs Will;
Hit: The each target in burst is
immobilized and takes a -5 to attack rolls until the end of Verity's next turn.
✦
Expeditious Retreat (move ; daily) ✦ Arcane
Personal
Effect: Shift up to 12 squares (twice speed)
✦
Invisibility (standard; daily) ✦ Arcane, Illlusion
Ranged 5
Effect: Verity or one other creature is invisible until the end of Verity's next turn. If the subject attacks, it becomes visible.
Sustain Standard: If the target is within range, you can
sustain the effect.
Freezing Cloud (standard; daily) ✦ Arcane, Cold, Implement
Burst 2 (w/in 10 squares) | +4 vs Ref;
Hit: 1d8+4 damage and knocked
prone.
Miss: Half Damage.
Effect: Could remains until the end of Mirna's next turn any creature that enters the cloud or start's its turn there is subject to another attack; dismiss as minor
OR
Phantom Chasm (standard; daily) ✦ Arcane, Illusion, Implement
Burst 1 (w/in 20 squares) | +8 vs Will;
Hit: each creature in burst takes 2d6 + 5 psychic damage and is
prone and
immobilized until the end of its next turn.
Miss: The target is
immobilized until the end of your next turn.
Stinking Cloud (standard; daily) ✦ Arcane, Implement, Poison, Zone
Burst 2 (w/in 20 squares) | +8 vs Fort;
Hit: 1d10+5 damage and knocked
prone.
Effect: The burst creates a zone of poisonous vapor that blocks line of sight until the end of Verity's next turn. Creatures that enter the zone or start their turns there take 1d10 + 5 poison damage. As a
move action, Verity can move the zone up to 6 squares.
Sustain Minor: The zone persists.
OR
Phantasmal Assailant (standard; daily) ✦ Arcane, Illusion, Implement
ranged 20 | +8 vs Will;
Hit: 2d10 + 5 psychic damage.
Effect: The target takes ongoing 5 psychic damage and grants combat advantage to all Verity's allies (save ends both).
✦
Rituals✦ 10 minutes
- Animal Messenger (Nature)
- Commune with Nature (Nature)
- Comprehend Languages (Arcana)
- Endure Elements (Nature)
- Leomund’s Secret Chest (Arcana)
- Tenser’s Floating Disk (Arcana)
✦
Orb of Imposition (free; encounter) ✦ Arcane, Implement [sblock=Orb]Once per encounter as a free action, you can use your orb to gain one of the following two effects.
- 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 penalty to its saving throws against that effect equal to -4 (wis).
- You can choose to extend the duration of an effect created by a wizard at-will spell (such as Illusory Ambush) that would otherwise end at the end of your current turn. The effect instead ends at the end of your next turn.
[/sblock]
Light (minor; At-will) ✦ Arcane
Range 5 | 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. Only one light at a time.
Mage Hand (minor; At-will) ✦ Arcane, Conjuration
Range 5 | [sblock=Mage Hand]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.
Sustain Minor: You can sustain the hand indefinitely.
Special: You can create only one hand at a time.
[/sblock]
Ghost Sound(minor; At-will) ✦ Arcane, Illusion
Range 10 |
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.
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Alignment Good(?); Languages Common, Draconic
Str 10 (+0) Dex 10 (+1) Con 13 (+1)
Int 21 (+6) Wis 18 (+4) Cha 11 (+0)
Athletics (Str) +8, Arcana +13, Bluff +3
u, Diplomacy +8, Dungeoneering +7
u, Endurance +8, History +8
u, Insight +12, Intimidate +3
u, Nature +13, Knowledge Religion +13, Perception +12, Stealth +3
u
u Untrained Skill
[sblock=Equipment]
Magic Items: coming soon
Gear: Orb, Leomund's Chest Focus [200gp], spellbook (spellbook - made up rather poorly to look like a cookbook about fungi); Holy Symbol; Adventurer's Kit
[sblock=Adventurer's Kit] Backpack, Bedroll, Flint and Steel, Belt pouch, 2 sunrods, 10 days of trail rations, 50' of hemp rope, and a Waterskin.[/sblock]
Ritual Materials: 820 gp for 3 rituals: [Commune with Nature, Endure Elements, Leomund’s Secret Chest]; 100 gp of rare herbs, 500 of arcane materials, 200 gp of religious materials
xgp[/sblock]
[sblock=Appearance]A lean hard bitten man. Deep crows feet surround his eyes. He tries to smile at but his face is tight and his eyes seem dead.
Family coat of arms displayed prominently.[/sblock]
[/sblock]
[sblock=Build Reference]
10,10,18,13,11,17
Str 13
Dex 10
Con 10
Int 18 +2 [human] +1 [4th] = 21
Wis 17 +1 [4th] = 18
Cha 11
[sblock=Human]Ability Scores: +2 to one ability score of your choice
Size: Medium
Speed: 6 squares
Vision: Normal
Languages: Common, choice of one other
Bonus At-Will Power: You know one extra at-will
power from your class.
Bonus Feat: You gain a bonus feat at 1st level. You must
meet the feat’s prerequisites.
Bonus Skill: You gain training in one additional skill
from your class skill list.
Human Defense Bonuses: +1 to Fortitude, Reflex, and
Will defenses.[/sblock]
Wizard 6
hit points 40
Feats 4 (+1 human): 5
Initiate of Faith [Cleric]: skill training: Insight, healing word 1/day
Trained Skillsx3 (Perception, Endurance, Athletics )
+One swap feat (Divine Glow)
Skills Arcana + 3 (+1 human) (+1 for cleric): 5
Class Skills
Arcana (Int), Diplomacy (Cha), Insight (Wis), Nature (Int), Knowledge Religion (Int) (Perception, Endurance, Athletics (Str))
Rituals:
1st level: Animal Messenger (Nature), Comprehend Language (Arcana), Tenser’s Floating Disk (Arcana)
5th level: Enchant Magic Item (Arcana), Brew Potion (Arcana)
Purchased: 6th Commune with Nature (Nature) [360gp], Endure Elements (Nature) [100 gp], Leomund’s Secret Chest (Arcana) [360gp]
Wizard 6th
At wills x3 [includes extra for human] Scotching Burst (standard; at-will), Thunderwave, Illusory Ambush(WotC Class acts article see sblock below),
Encounter 1st Divine Glow -- swapped from cleric with feat
3rd - Maze of Mirrors (WotC Class acts article see sblock below)
Daily 1st Freezing Cloud OR Phantom Chasm (WotC Class acts article see sblock below)
5th Stinking Cloud OR Phantasmal Assailant (WotC Class acts article see sblock below)
Utility 2 - Exp Retreat
6th - Invis
[sblock=Swaped Encounter for Divine Glow]
Divine Glow Cleric Attack 1
Murmuring a prayer to your deity, you invoke a blast of white radiance from your holy symbol. Foes burn in its stern light, but your allies are heartened and guided by it.
Encounter ✦ Divine, Implement, Radiant
Standard Action Close blast 3
Target: Each enemy in blast
Attack: Wisdom vs. Reflex
Hit: 1d8 + Wisdom modifier radiant damage.
Effect: Allies in the blast gain a +2 power bonus to attack rolls
until the end of your next turn.[/sblock]
[sblock=Illusion Reference]
http://www.wizards.com/default.asp?x=dnd/drfe/20080616&pf=true
[sblock]
Level 1 Wizard At-Will Spells
Illusory Ambush Wizard Attack 1
You create an illusion of swirling spectral assailants that swarm over your enemy.
At-Will ✦ Arcane, Illusion, Implement
Standard Action Ranged 10
Target: One creature
Attack: Intelligence vs. Will
Hit: 1d6 + Intelligence modifier psychic damage, and the target takes a –2 penalty to attack rolls until the end of your next turn.
Increase damage to 2d6 + Intelligence modifier at 21st level.
Level 1 & 3 Wizard Encounter Spells
Grasping Shadows Wizard Attack 1
At your command, the shadows reach out, grab hold of your foes, and wreath the area in darkness.
Encounter ✦ Arcane, Illusion, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 2d8 + Intelligence modifier psychic damage, and target is slowed until the end of your next turn.
Effect: Shadows writhe in the designated area and continue until the end of your next turn. Any creature that enters the area of the grasping shadows takes psychic damage equal to your Intelligence modifier and is slowed until the end of its next turn.
Maze of Mirrors Wizard Attack 3
You envelop your enemies in an illusory labyrinth made of mirrors, which conceals the world around them.
Encounter ✦ Arcane, Illusion, Implement
Standard Action Area burst 1 within 10 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is immobilized and takes a penalty to attack rolls equal to your Intelligence modifier until the end of your next turn.
Level 1 & 5Wizard Daily Spells
Phantom Chasm Wizard Attack 1
You create the image of a bottomless chasm that opens beneath your foes, convincing them that they are plummeting to their deaths.
Daily ✦ Arcane, Illusion, Implement
Standard Action Area burst 1 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: 2d6 + Intelligence modifier psychic damage, and the target is prone and immobilized until the end of its next turn.
Miss: The target is immobilized until the end of your next turn.
Phantasmal Assailant Wizard Attack 5
You craft an elaborate image of a deadly assassin whose blade cuts deeply into your foes.
Daily ✦ Arcane, Illusion, Implement
Standard Action Ranged 20
Target: One creature
Attack: Intelligence vs. Will
Hit: 2d10 + Intelligence modifier psychic damage.
Effect: The target takes ongoing 5 psychic damage and grants combat advantage to all your allies (save ends both).
[/sblock]
[/sblock]
[/sblock]