Quinley Basdel

Edward Verric's page

157 posts. Alias of Braingamer.


Full Name

Edward Lamoran Verric

Race

Tiefling Wizard 7 (HP: 33/44 | AC: 17 T:13 FF: 14 | F:+3 R:+5 W:+5 | Init +3 Per +9)

Classes/Levels

Effects:
Mage Armor (6 hours)

Gender

Male

Size

Medium

Age

34

Special Abilities

Darkvision 60 ft

Alignment

Lawful Evil

Deity

Asmodeus

Languages

Common, Elven, Infernal, Celestial, Draconic, Aklo, Abyssal, Goblin, Dwarven

Strength 7
Dexterity 16
Constitution 12
Intelligence 23
Wisdom 10
Charisma 14

About Edward Verric

Base Stats:

General
HP: 6/44 = 6 + 4x6(class) + 1x7(con) + 1x7 (favoured class)
Initiative: +3 = 3 (dex)
Speed: 30 ft

Attack

Quarterstaff: +1, 1d6-2, 20/x2, B

BAB: +3
CMB: +1
Melee: +1
Ranged: +6

Defense
AC: 13 = 10 + 3(dex)
Flat-Footed: 10
Touch: 13
CMD: 14 = 10 + 3 (BAB) - 2 (str) + 3(dex)
Armor Check Penalty: 0

Saves
Fort: +3 = 2 (class) + 1 (con)
Reflex: +5= 2 (class) + 3 (dex)
Will: +5= 5 (class) + 0 (wis)

Resist
Cold 5, electricity 5, fire 5.

Immune
Sleep, paralysis

Skills:

70 ranks = (4+5)x7 + 1x7 (human)
Asterisks denote class skills
Armor Check Penalty: 0

Acrobatics: +3 = 3
Appraise*: +10 = 6 + 1 (ranks) + 3 (class)
Bluff*: {+17} +13 = 2 {or 6(int) instead} + 7 (ranks) +3 (class) +1 (trait)
Climb: -2 = -2
Diplomacy: {+16} +12 = 2 {or 6(int) instead} + 7 (ranks) +3 (familiar)
Disable Device: +3 = 3
Disguise: +2 = 2
Escape Artist: +10 = 3 + 7 (ranks)
Fly: +11 = 3 + 1 (ranks) + 3 (class) + 4 (racial)
Handle Animal: +2 = 2
Heal: +0 = 0
Intimidate: +3 = 2 + 1 (ranks)
Knowledge(Arcana)*: +12 = 6 + 3 (ranks) + 3 (class)
Knowledge(Dungeoneering)*: +10 = 6 + 1 (ranks) + 3 (class)
Knowledge(Geography)*: +10 = 6 + 1 (ranks) + 3 (class)
Knowledge(History)*: +10 = 6 + 1 (ranks) + 3 (class)
Knowledge(Local)*: +10 = 6 + 1 (ranks) + 3 (class)
Knowledge(Nature)*: +10 = 6 + 1 (ranks) + 3 (class)
Knowledge(Nobility)*: +11 = 6 + 2 (ranks) + 3 (class)
Knowledge(Planes)*: +15 = 6 + 6† (ranks) + 3 (class)
Knowledge(Religion)*: +13 = 6 + 4 (ranks) + 3 (class)
Linguistics*: +11 = 6 + 2 (ranks) + 3 (class)
Perception: [+9] +7 = 0 + 7 (ranks) [+2 (familiar)]
Ride: +3 = 3
Sense Motive*: [+13] +11 = 0 + 7 (ranks) + 3 (class) + 1 (trait) [+2 (familiar)]
Sleight of Hand: +3 = 3
Spellcraft*: +16 = 6 + 7 (ranks) + 3 (class)
Stealth: +3 = 3
Survival: +0 = 0
Swim: -2 = -2
Use Magic Device: +9 = 2 + 7 (ranks)

{INT instead of CHA with Bluff to lie, Diplomacy to convince.}
[Alertness when familiar is within arm's reach.]
†max ranks granted by headband - 2 ranks otherwise

Feats:

Combat Casting (level 1)
You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Spell Focus (Illusion) (human bonus)
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Scribe Scroll (Wizard 1)
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.

Command Undead (Necromancy school)
As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

Greater Spell Focus (Illusion) (level 3)
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.

Craft Wondrous Item (level 5)
You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Magic Item Creation Rules


Traits:

Crime: Sedition
You receive a +1 trait bonus to Bluff checks and Bluff is always a class skill for you. Further, if you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score.

Outcast's Intuition
You are able to sense the motives of others and use that sense to bolster your magic against dispelling. You gain a +1 trait bonus on Sense Motive checks, and Sense Motive is always a class skill for you. In addition, your caster level is treated as 1 level higher for the purposes of any attempts to dispel your magic.

Student of Philosophy
You were trained in a now-defunct philosophical tradition and learned to use logic and reason to persuade others. You can use your Intelligence modifier in place of your Charisma modifier on Diplomacy checks to persuade others and on Bluff checks to convince others that a lie is true. (This trait does not affect Diplomacy checks to gather information or Bluff checks to feint in combat.)

Training: "Asmodeus is with you"
Adrastus Thorn indoctrinates you into the deeper mysteries of worshipping the Prince of Hell. Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.

Class Abilities:

Arcane Bond: Familiar - Archaeros (thrush)

Arcane School: Necromancy

Opposition Schools: Divination, Enchantment
A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite.

Power Over Undead: 9/day, DC 16 = 10 + 3(lvl) + 2(cha) + 1(trait)
You receive Command Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.

Bolster: 9/day, +2/+3
As a standard action, you can touch an undead creature and infuse it with negative energy. It gains a +1 profane bonus on all attack rolls and saving throws, as well as 1 temporary hit point per Hit Die and a +2 bonus to its turn resistance. The bonus on attack rolls and saving throws increases by +1 for every 5 wizard levels you possess. These bonuses last for a number of rounds equal to 1/2 your wizard level (minimum 1 round). The bonuses and temporary hit points are immediately dispelled if the creature is within the area of a consecrate spell. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Fast Study (wizard 5 bonus feat - discovery)
Normally, a wizard spends 1 hour preparing all of his spells for the day, or proportionately less if he only prepares some spells, with a minimum of 15 minutes of preparation. Thanks to mental discipline and clever mnemonics, you can prepare all of your spells in only 15 minutes, and your minimum preparation time is only 1 minute.

Racial:

Type: Tieflings are outsiders with the native subtype
Fiendish Resistance: Cold resistance 5, electricity resistance 5, and fire resistance 5.
Darkvision 60 feet.
Immune to sleep and paralysis effects
Healed by both positive and negative energy
Vestigial wings: +4 to fly

Spells:

Concentration +13 (+17 casting defensively / in a grapple)

Open slots: 1 minute each to fill

Prepared
Cantrips (4)
Detect Magicº
Ghost Sound (DC 18)
Prestidigitation (DC 16)

1st Level (7) = 4 (class) + 2 (int) + 1* (school)
Color Spray (DC 19 Will)
Expeditious Retreat
Infernal Healing
Mage Armor
Blood Money
Blood Money
Ray of Enfeeblement* (DC 17 Fort)

2nd Level (6) = 3 (class) + 2 (int) + 1* (school)
Invisibility
Mirror Image
Misdirection (DC 20 Will)
Flaming Sphere (DC 18 Reflex)
Web (DC 18 Reflex)
False Life*

3rd Level (4) = 2 (class) + 1 (int) + 1* (school)
Dispel Magic
Stinking Cloud (DC 19 Fort)
Fly
Ray of Exhaustion*

4th Level (3) = 1 (class) + 1 (int) + 1* (school)
Shadow Conjuration(DC 22 Will/Other)
Animate Dead
Animate Dead*

Blessed Book
Small and well-made, this book has iron and silver fittings. A family crest featuring a large 'V' is set on the front cover. The book is waterproof, durable, and kept locked.

4th Level
Animate Dead*
Fire Shield
Ice Storm
Shadow Conjuration
Stoneskin
Wall of Fire(DC 20)

3rd Level
Dispel Magic
Flame Arrow
Fireball (DC 19 Reflex)
Fly
Haste
Lesser Animate Dead*
Ray of Exhaustion*
Stinking Cloud (DC 19 Fort)

2nd Level
Blindness/Deafness* (DC 18 Will)
Bull's Strength
Command Undead* (DC 18 Will)
Defending Bone*
False Life*
Flaming Sphere (DC 18 Reflex)
Hideous Laughterº (DC 18 Will)
Invisibility
Mirror Image
Misdirection (DC 20 Will)
Protection From Arrows
Pyrotechnics (DC 18 Will or Fort)
Obscure Object
Resist Energy
Scorching Ray
See Invisibilityº
Suppress Charms and Compulsions
Web (DC 18 Reflex)

1st Level
Alarm
Blood Money
Burning Hands (DC 17 Reflex)
Cause Fear* (DC 17 Will)
Charm Personº (DC 17 Will)
Color Spray (DC 19 Will)
Decompose Corpse*
Ear-Piercing Scream (DC 17 Fort)
Expeditious Retreat
Feather Fall
Illusion of Calm (DC 19 Will)
Infernal Healing
Interrogation* (DC 17 Fort)
Mage Armor
Magic Missile
Mount
Ray of Enfeeblement* (DC 17 Fort)
Shield
Sleepº (DC 17 Will)
Vocal Alteration (DC 17 Fort)

110/1000 pages used

Edward's Spellbook
The cover of this book is made of a dark leather, embossed with a large 'V' centered within an intricate crest.

2nd Level
Bull's Strength
Command Undead (DC 18 Will)
Defending Bone
False Life ͫ
Flaming Sphere (DC 18 Reflex)
Hideous Laughterº (DC 18 Will)
Invisibility
Misdirection (DC 20 Will)

1st Level
Alarm
Blood Money
Cause Fear (DC 17 Will)
Charm Personº (DC 17 Will)
Color Spray (DC 19 Will)
Ear-Piercing Scream (DC 17 Fort)
Expeditious Retreat
Feather Fall
Illusion of Calm (DC 19 Will)
Infernal Healing
Interrogation (DC 17 Fort)
Mage Armor
Magic Missile
Mount
Ray of Enfeeblement (DC 17 Fort)
Shield
Sleepº (DC 17 Will)
Vocal Alteration (DC 17 Fort)

Cantrips
All (22)

52/100 pages used

Backup Spellbook
This beautiful book is made of fine cerulean leather embossed with gold leaf. Its edges are reinforced with brass fittings and strange arcane symbols adorn its cover. It bears the draconic rune of “R” in the center of its front cover.

2nd Level
Bull's Strength
Flaming Sphere
Hideous Laughterº
Invisibility

1st Level
Alarm
Blood Money
Cause Fear
Charm Personº
Color Spray ͫ
Ear-Piercing Scream
Expeditious Retreat
Feather Fall
Illusion of Calm
Infernal Healing
Interrogation
Mage Armor
Magic Missile
Mount
Ray of Enfeeblement
Shield
Sleepº
Vocal Alteration

Cantrips
All (22)

48/100 pages used

Wishlist:
Major Image (3rd)
Silent Image (1st)
Magic Aura (1st)
Ventriloquism (1st)
Book Ward (2nd)

Other:

Favoured Class: Wizard

Undead:
Command Undead (feat): 0/7 HD
Command Undead (spell): none
Animate Dead: 24/28 HD

Injuries
Triton crossbow to neck - 11
Bunyip chewing (body) - 18
Bunyip dismemberment - fatal
----------REINCARNATED-----------------
Wizard Tacitus's fireball - 13

Equipment:

Quarterstaff 4 lbs
Spell Component Pouch 2 lbs

Silver holy symbol of Asmodeus
Traveller's Outfit 5 lbs

Headband of Vast Intellect +2 [Knowledge(Planes)] 1 lb
Iron Circlet (Hat of Diguise)

Handy Haversack 5 lbs
------------------
Blessed Book 1 lb
Edward's Spellbook 3 lbs
Backup Spellbook 3 lbs
Clay tablet for contacting Thorne
Dagger 2 lbs
Rations x26 26 lbs
CLW Potion x4
Quill + Ink
Tent 20 lbs
Torch x 1 1 lbs
Voidstick 1 lb
Wand of Fireball (CL 5th, DC 14): 8 charges
Scroll of Dispel Magic (CL 5th)
Scroll of See Invisibility (CL 3rd)
Scroll of Suppress Charms and Compulsions (CL 4th)
Total: 57/100 lbs
----------------------

Sergeant Blackerly's Key Ring

Carrying Capacity: 23/46/70
Encumbrance: 17 lbs (light load)

Wealth:
Bookmarked for consumables
750 - wand of infernal healing
100 - scroll of suppress charms and compulsions x1
225 - scroll of see invisibility x3
562.5 - scroll of fly x3

37.25 gp