Janus Verbecht's page

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Full Name

Janus Verbecht

Race

Human

Classes/Levels

Wizard (Transmuter) 1

Gender

Male

Size

Medium

Age

48

Alignment

Neutral

Deity

pays respects to several

Location

Absalom

Occupation

Doctor, herbalist

Strength 12
Dexterity 12
Constitution 14
Intelligence 18
Wisdom 14
Charisma 7

About Janus Verbecht

JANUS VERBECHT
Male Human Wizard (Transmuter) 1
N Medium Humanoid (human)
Deity Pays respects to Nethys, Pharasma, and Urgathoa
Init +5 Senses perception +2
concentration +5

==DEFENSE==
AC 11 Touch AC 11 Flat-Footed AC 10
hp 9 (6 + 2 [Con] + 1 [Favored Class])
Current hp
Fort +4 Ref +1 Will +4

==OFFENSE==
Spd 30’
Melee quarterstaff +1 1d6+1
Melee or Ranged dagger +1 1d4+1/19-20
Ranged light crossbow +1 1d8/19-20

==STATISTICS==
Str 12 Dex 12 Con 14 Int 18 Wis 14 Cha 7
Temporary
Base Atk 0 CMB +1 CMD 12

==FEATS & TRAITS==

Spoiler:

Traits
• Caretaker: As the child of an herbalist or an assistant in a temple infirmary, you often had to assist in tending to the sick and wounded. You gain a +1 trait bonus on Heal checks, and Heal is always a class skill for you.
• Mummy-Touched (Osirion Faction): As a small child, you survived the damning curse of a mummy. You gain a +2 trait bonus on saving throws versus diseases and curses.

Feats
• Great Fortitude (1st Level) - You are resistant to poisons, diseases, and other maladies. Benefit: You get a +2 bonus on all Fortitude saving throws.
• Improved Initiative (Combat, Human Bonus) - Your quick ref lexes allow you to react rapidly to danger. Benefit: You get a +4 bonus on initiative checks.
• Spell Focus [transmutation] (Wizard 1st Level Bonus) - Choose a school of magic. Any spells you cast of that school are more difficult to resist. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

==SKILLS & LANGUAGES==

Spoiler:

Ranks: 2+4+1 = 7
• Acrobatics +1
• Appraise* +4
• Bluff -2
• Climb +1
• Craft* +4
• Diplomacy -2
• Disable Device
• Disguise -2
• Escape Artist +1
• Fly*
• Handle Animal
• Heal* +7 [1]
• Intimidate -2
• Knowledge (arcana)* +8 [1]
• Knowledge (dungeoneering)*
• Knowledge (engineering)*
• Knowledge (geography)*
• Knowledge (history)*
• Knowledge (local)*
• Knowledge (nature)* +8 [1]
• Knowledge (nobility)*
• Knowledge (planes)* +8 [1]
• Knowledge (religion)* +8 [1]
• Linguistics*
• Perception +2
• Perform -2
• Profession (herbalist)* +6 [1]
• Ride +1
• Sense Motive +2
• Sleight of Hand
• Spellcraft* +8 [1]
• Stealth +1
• Survival +2
• Swim +1
• Use Magic Device
*Class Skill

Languages Common, Skald, Ancient Osiriani, Osiriani, Draconic, Varisian
*Starting languages

==CLASS & RACIAL ABILITIES==

Spoiler:

Racial Abilities
• +2 to One Ability Score (Intelligence): Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
• Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
• Normal Speed: Humans have a base speed of 30 feet.
• Bonus Feat: Humans select one extra feat at 1st level.
• Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Class Abilities
• Favored Class: Wizard
• Arcane Bond [amulet] (Ex or Sp)
• Arcane School: Transmutation (Enhancement subschool)
• Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 3–16 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from a prohibited school, but it uses up two of his available slots (see below).
• Spell Focus: At 1st level, a wizard gains Spell Focus as a bonus feat.
• Augment (Sp): As a standard action, you can touch a creature and grant it either a +2 enhancement bonus to a single ability score of your choice or a +1 bonus to natural armor that stacks with any natural armor the creature might possess. At 10th level, the enhancement bonus to one ability score increases to +4. The natural armor bonus increases by +1 for every five wizard levels you possess, to a maximum of +5 at 20th level. This augmentation lasts a number of rounds equal to 1/2 your wizard level (minimum 1 round). You can use this ability a number of times per day equal to 3 + your Intelligence modifier. (7/day)
• Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

==SPELLS==

Spoiler:

School Specialization: Transmutation (Enhancement Subschool)
Opposition Schools: Enchantment, Illusion
Bloodline:
Domains:
Focus:
Caster Level: 1st Spell DCs: 14 + spell level; 15 + spell level for transmutation
Spells per Day: 0 (at will); 1st level – 3
Spellbook (pages used 25):
• Cantrips (18 pages): all except Enchantment and Illusion
• 1st Level (7 pages): break*, chill touch, detect undead, enlarge person*, grease, mage armor, ray of enfeeblement

Spells Known/Prepared
• Cantrips:
• 1st Level:

==EQUIPMENT==

Spoiler:

Combat Gear: dagger, quarterstaff, light crossbow, 20 bolts
Other Gear: backpack, spellbook, healer’s kit, spell component pouch, belt pouch, scroll case, 5 tindertiwgs, alchemist’s fire [1]

Money/Wealth:
pp; 27 gp; sp; cp
Gems:
Jewelry:
Misc:

Carries – 21 lbs
Light load: < 44 lbs
Medium load: 44-86 lbs
Heavy load: 87-130 lbs

==DESCRIPTION/BACKGROUND==
Description
Age: 48
Height: 6’ 1” Weight: 196 lbs
Eyes: Blue Hair: Blonde (graying)

Janus Verbecht’s tall, solid frame, gray-blue eyes, and short light blonde hair (now heading towards gray) betray his Ulfen heritage. Always neat, tidy, and well-groomed, he would be a relatively handsome man if it wasn’t for the perpetual frown he wears. Before his wife and youngest daughter’s death, he was a relatively happy and friendly man. Now, he seems to carry a constant chip on his shoulder, and does not warm to people very quickly (if at all).

Background

Spoiler:

Doctor Janus Verbecht was born in a small town outside the city of Lepidstadt in northern Ustalav. Recognizing his obvious intelligence, he was apprenticed to the town’s herbalist and healer at a young age. In his teens, he moved to Lepidstadt proper to study medicine and eventually settled there. That was where he met his wife Annya, and the two married and had three children (2 daughters and a son). Unfortunately, his life took a dramatic twist only 4 years ago, when a mysterious ailment broke out on the estate of a retired explorer outside of the city. Janus was summoned to help the people, who were suffering from some sort of rotting disease he had never seen before. With Janus unable to find a cure, and with clerics having no success with cures either, the explorer, a former Pathfinder, called on some friends in the Caliphas lodge for help. A team was dispatched when the ailment spread to the city itself, ironically infecting Janus’ wife and youngest daughter. Eventually, it was Janus, working with the wizard from the Pathfinder group, who determined it was the curse of a mummy – a mummified dog that the explorer had brought back from one of his excursions to Osirion. Although several of the people who came down with the curse were eventually cured, it was too late for Annya and their daughter, who both succumbed to the malady.

Impressed with the doctor’s knowledge and research skill, and recognizing his natural intellect, the Pathfinder Wizard (a younger man named Esgetrim), suggested that Janus take up the study of the arcane, and consider joining the society as a way to better combat similar horrors of his homeland. With his wife and daughter gone (his elder children were both grown and moved to Caliphas) and bitter memories at home, he agreed. Janus completed his initial apprenticeship, and made his way to Absalom. He now seeks to find and return the relics of Ancient Osirion to their rightful owners and inheritors, in an attempt to make sure the tragedy that happened to him doesn’t happen to anyone else.