Theldrick

Vengis Mountebank's page

409 posts. Organized Play character for PatheticWretch.


Full Name

Vengis Mountebank

Race

Human

Classes/Levels

Sorcerer 7 | HP 71/71 | AC 22| F +13; R +12; W +11 | Speed 25 ft | Morningstar +9 (1d6 P) | Perc +9

About Vengis Mountebank

Ancestry Human (Humanoid) Background Charlatan Class Sorcerer 7
Alignment N
Language Common, Draconic, Elven, Infernal, Undercommon Perception +9 ͭ

STR 10 (+0) DEX 16 (+3) CON 14 (+2)
INT 16 (+3) WIS 10 (+0) CHA 19 (+4)

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DEFENSES
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Hit Points 71 Armor Class 22
Fortitude +13 ͤ , Reflex +12 ͭ , Will +11 ͤ

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STRIKES
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Movement 25 ft
Melee Morningstar +9/+4/-1 (Versatile P) (1d6 B)
Ranged Hand Crossbow +12/+7/+2 (1d6 P; 60 ft)
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SPELLS
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Sorcerer Spellcasting Occult Bloodline Shadow Focus Points 1 ˢSignature Spell
    4th (3/day) - dimension door, ˢenervation, phantasmal killer
    3rd (4/day) - chilling darkness, shadow projectile, slowˢ, vampiric touch
    2nd (4/day) - blood vendetta, darknessᵝ, illusory creature, invisibilityˢ
    1st (4/day) – charm, grim tendrilsᵝ, magic missileˢ, soothe
    Cantrips (at will) – chill touchᵝ, detect magic, guidance, shield, telekinetic projectile
Spell Attack +15; Class DC 25
Wizard Spellcasting
    2nd scorching ray
    1st fear
    Cantrips (at will) – electric arc, message
Spell Attack +12; Class DC 22
Scrolls: mending (lvl 2)
ᵝBloodline Spells
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FEATS AND ABILITIES
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Ancestry Feats and Abilities Natural Ambition, Versatile Heritage, Untrained Improvisation, Clever Improvisor
Skill Feats Charming Liar, Bon Mot, Shadow Mark, Glad-Hand
General Feats Incredible Initiative, Toughness, Swift Sneak
Class Feats and Abilities Blood Magic (Shadow), Component Substitution, Familiar, Share Senses, Wizard Dedication, Enhanced Familiar, Basic Wizard Spellcasting

Acrobatics +12 ͭ Arcana +12 ͭ Athletics +7 Crafting +10 Deception +13 ͤ Diplomacy +13 ͭ Intimidation +13 ͭ Lore (Underworld) +12 ͭ Medicine +7 Nature +7 Occultism +12 ͭ Performance +15 Religion +7 Society +10 Stealth +16 (swift sneak) ͤ Survival7 Thievery +12 ͭ
ͭ =Trained, ͤ = Expert, ͫ = Master, ᴸ= legendary

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EQUIPMENT
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Worn explorer’s clothingι, material component pouchι, bandolier, staff of necromancy, wand of magic missile (lvl 2), wand of magic missile (lvl 1), necklace of fireballs (type I)
Weapons morningstar, hand crossbowι, 10 boltsι, daggerι
Stowed backpack, bandolier, bedrollι, caltrops (2) ι, sack, belt pouch (2), chalk (10), material components pouchι, flint and steel, rope (50 ft) ι, rations (2 weeks’) ι, soap, torches (5), waterskinι, thieves’ toolsι
Wealth 151 gp 22 sp Bulk 5 112.61

SPECIAL ABILITIES:

Bloodline: Choose a bloodline that gives you your spellcasting talent. This choice determines the type of spells you cast and the spell list you choose them from, additional spells you learn, and additional trained skills. You also gain Focus Points and special focus spells based on your bloodline. Shadow
Bloodline Spells: Your bloodline grants you bloodline spells, special spells unique to your lineage. Bloodline spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity. Unlike other characters, you don’t need to do anything specific to Refocus, as the power of the blood flowing through your veins naturally replenishes your focus pool. Focus spells are automatically heightened to half your level rounded up. Focus spells don’t require spell slots, nor can you cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 points.
Skill Feats: At 2nd level and every 2 levels thereafter, you gain a skill feat. Skill feats appear in Chapter 5 and have the skill trait. You must be trained or better in the corresponding skill to select a skill feat.
Sorcerer Feats: At 2nd level and every even-numbered level, you gain a sorcerer class feat.
Sorcerer Spellcasting: Your bloodline provides you with incredible magical power. You can cast spells using the Cast a Spell activity, and you can supply material, somatic, and verbal components when casting spells. Because you’re a sorcerer, you can usually replace material components with somatic components, so you don’t need to use a spell component pouch. Each day, you can cast up to three 1st-level spells. You must know spells to cast them, and you learn them via the spell repertoire class feature. The number of spells you can cast each day is called your spell slots.
Spell Repertoire: The collection of spells you can cast is called your spell repertoire. At 1st level, you learn two 1st-level spells of your choice and four cantrips of your choice, as well as an additional spell and cantrip from your bloodline. You choose these from the common spells from the tradition corresponding to your bloodline, or from other spells from that tradition to which you have access. You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level.

BACKGROUND:

"A talent as splendid as my own hardly comes cheap..."

Vengis Mountebank has a handsome face but graying hair; he looks like he has enjoyed a lifetime of popularity with the ladies. Vengis comes from a middling noble family from Oppara; one that, like Taldor itself, was once-powerful but fallen from its former glory.

He could have been a great noble or even a senator, could he stand the tedious boredom and had he much inclination for work. Instead, he used his natural talents for trickery and altering his appearance to acquire money and shelter—and romantic companionship. A corrupt scoundrel and jack-of-all -trades specializing in elaborate cons. He often conned beautiful women or unsuspecting merchants out of their goods, and over time acquired quite a collection of trinkets and oddities, most of which he kept as trophies. Vengis used his natural talents to keep up the appearance of wealth, and too many times he was caught in get-rich-quick schemes, causing even further deterioration of his family’s fortunes.

With his family fuming and prospects fading in Oppara, Vengis briefly found salvation. ‘Salvation,’ meaning using his talents for trickery to line his own pockets. He sometimes pretends to be a priest to advance his cons or expand his collection of odd trophies.

Vengis’s false piety opened many a door, though he often found it hard not to let his voice drip in sarcasm as he spouted religious tenets (many made up on the spot). With time, Vengis found it easier to lie than disclose the truth. Infusing his language with religious terms, or citing some scripture (he knows hardly anything about them) seemed to help. Gold seemed to fall into his pockets whenever he proclaimed the divine.

Vengis is a self-serving coward with a distaste for bloodshed. At least, he doesn’t want to see any. He would always prefer to have someone else do the dirty work. Vengis doesn’t maliciously lie or steal. He wouldn’t take a widow’s last loaf or anything. Back in Taldor, the rich and powerful were another matter. He feels no remorse for conning the rich and gullible, and spends hours viewing his trinket trophies as he relives his greatest cons. His skill with subtle lies made it easy to get into an exclusive party or even take confession of some distraught noblewoman, who would often disclose details to him she wouldn’t to any other. Vengis found himself in possession of exclusive noble secrets.

His greed tempted him into a poorly executed blackmail attempt, and it was only with the final begrudging intervention of his family that he escaped serious repercussions. Now with only one last chance to prove to his family that he isn’t a massive screw-up, his pride and greed have caused Vengis to take extreme measures. He would need to sell off part, or all, of his trinkets and oddities in order to make things right. He remembers someone that had been fair with him in the past, an eccentric oddities merchant, Wrin Sivinxi, in Otari on the nearby Isle of Kortos. Though he is loath to put his life at risk on the front lines, Vengis needs Wrin’s help desperately, and might attempt anything at all if there is enough end-game wealth or glory-winning redemption to tempt him.

"A penny pilfered is a penny earned!"

Level Progression:

Level 1:
Class Taken: Sorcerer
Class Feature Gained: ancestry and background, initial proficiencies, bloodline, sorcerer spellcasting, spell repertoire
Feats:

Dice:

stride ◆ [/ooc

[dice=bon mot ◆ (30 ft; 1 creature; diplomacy vs. target’s Will DC)]1d20+10[/dice]
[ooc]Critical Success - The target is distracted and takes -3 status penalty to Perception and Will saves for 1 minute.[/ooc
[ooc]Success – As critical success, but the penalty is -2.[/ooc
[ooc]Critical Failure – You take the same penalty as enemy would take had you succeeded.[/ooc

LVL 1

[dice=chill touch ◆◆◆ (30 ft (reach spell); 1 living or undead creature; neg dmg) ]4d4+4[/dice]
[ooc]Living creature: basic fort save or enfeebled 1 for 1 round on crit failure[/ooc
[ooc]Undead creature: flat-footed 1 round on failed Fort save. On crit fail, fleeing 1 round unless succeeds Will save.[/ooc

[dice=telekinetic projectile ◆◆ (30 ft; 1 creature; B, P, or S dmg) ]1d20+15;4d6+4[/dice]

[dice=electric arc ◆◆ (30 ft; 1 or 2 creatures; DC 22 basic Ref; electricity dmg) ]4d4+3[/dice]
[ooc]Critical Success - The creature takes no dmg.[/ooc
[ooc]Success - The creature takes half dmg.[/ooc
[ooc]Failure - The creature takes full dmg.[/ooc
[ooc]Critical Failure - The creature takes double dmg.[/ooc

[ooc]shield ◆ (+1 circumstance bonus to AC until the start of next turn)[/ooc

[dice=magic missile ◆◆◆ (120 ft; 1 creature)]3d4+3[/dice]
[dice=magic missile ◆◆ (120 ft; 1 creature)]2d4+2[/dice]
[dice=magic missile ◆ (120 ft; 1 creature)]1d4+1[/dice]

[dice=magic missile (heightened) ◆◆◆ (120 ft; 1 creature)]6d4+6[/dice]
[dice=magic missile (heightened) ◆◆ (120 ft; 1 creature)]4d4+4[/dice]
[dice=magic missile (heightened) ◆ (120 ft; 1 creature)]2d4+2[/dice]

[dice=grim tendrils ◆◆ (30-foot line; DC 25 Fort save)]2d4[/dice] [ooc]plus 1 persistent bleed[/ooc
[ooc]Critical Success - The creature is unaffected.[/ooc
[ooc]Success - The creature takes half the negative damage and no persistent bleed damage.[/ooc
[ooc]Failure - The creature takes full damage.[/ooc
[ooc]Critical Failure - The creature takes double negative damage and double persistent bleed damage.[/ooc

[ooc]charm ◆◆ (30 ft; 1 creature; DC 25 Will save; 1 hour duration) [ooc]target receives +4 circumstance bonus if threatened[/ooc

[ooc]Critical Success The target is unaffected and aware you tried to charm it.[/ooc
[ooc]Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell [/ooc
[ooc]Failure The target's attitude becomes friendly toward you. If it was friendly, it becomes helpful. It can't use hostile actions against you.[/ooc
[ooc]Critical Failure The target's attitude becomes helpful toward you, and it can't use hostile actions against you.[/ooc

[dice]soothe◆◆ (30 ft; 1 willing creature; 1 minute duration; +2 status bonus to saves vs. mental effects for duration)]1d10+4 [/dice]

LVL 2

[dice]blood vendetta ↺ (30 ft; 1 triggering creature; DC 25 Will save; 2d6 pers F)]2d6[/dice]
[ooc]Critical Success The target is unaffected.[/ooc
[ooc]SuccessThe target takes half the persistent bleed damage.[/ooc
[ooc]Failure The target takes the full persistent bleed damage. Until the bleeding stops, the target has weakness 1 to piercing and slashing damage.[/ooc
[ooc]Critical Failure As failure, but the target takes double the persistent bleed damage.[/ooc

[ooc]darkness ◆◆◆ (120 ft; 20-foot burst; 1 minute duration; you or a target gain +1 to Stealth or -1 to Perception for 1 r.) [ooc]You create a shroud of darkness that prevents light from penetrating or emanating within the area. Light does not enter the area and any non-magical light sources, such as a torch or lantern, do not emanate any light while inside the area, even if their light radius would extend beyond the darkness. This also suppresses magical light of your darkness spell’s level or lower. Light can’t pass through, so creatures in the area can’t see outside. From outside, it appears as a globe of pure darkness.[/ooc

[ooc]illusory creature ◆◆ (500 ft; duration sustained) [/ooc
[ooc]In combat, the illusion can use 2 actions per turn, which it uses when you Sustain the Spell. It uses your spell attack roll for attack rolls and your spell DC for its AC. Its saving throw modifiers are equal to your spell DC – 10. It is substantial enough that it can flank other creatures. If the image is hit by an attack or fails a save, the spell ends.[/ooc

[ooc]invisibility (heightened) ◆◆ (touch; one creature; duration 10 min) [/ooc

LVL 3

[dice=chilling darkness ◆◆ (120 ft; 1 creature; 5d6 cold dmg) ]1d20+15;5d6[/dice]
[ooc]If the ray passes through an area of magical light or targets a creature affected by magical light, chilling darkness attempts to counteract the light. If you need to determine whether the ray passes through an area of light, draw a line between yourself and the spell’s target.[/ooc
[ooc]When casting bloodline spell, you or a target gain +1 to Stealth or -1 to Perception for 1 r.[/ooc

[dice]shadow projectile ↺ (20 ft; ally within 20 feet of you makes a ranged attack roll.; DC 25 Will save; mental dmg)]3d8[/dice]
[ooc]Critical Success The target is unaffected.[/ooc
[ooc]Success The creature is flat-footed against the triggering attack.[/ooc
[ooc]Failure The creature is flat-footed against the triggering attack and takes full damage from your illusory projectile.[/ooc
[ooc]Critical Failure As failure, but double damage.[/ooc

[ooc]slow (heightened) ◆◆ (30 ft; up to 10 creatures; DC 25 Fort save; 1 minute duration) [/ooc
[ooc]Critical Success The target is unaffected.[/ooc
[ooc]Success The target is slowed 1 for 1 round.[/ooc
[ooc]Failure The target is slowed 1 for 1 minute.[/ooc
[ooc]Critical Failure The target is slowed 2 for 1 minute.[/ooc

[dice=vampiric touch (reach spell) ◆◆◆ (30 ft; 1 living creature; DC 25 basic Fort; neg dmg) ]6d6[/dice]
[ooc]Critical Success - The creature takes no dmg.[/ooc
[ooc]Success - The creature takes half dmg.[/ooc
[ooc]Failure - The creature takes full dmg.[/ooc
[ooc]Critical Failure - The creature takes double dmg.[/ooc
[ooc]You gain temporary Hit Points equal to half the negative damage the target takes (after applying resistances and the like). You lose any remaining temporary Hit Points after 1 minute.[/ooc

[dice=morningstar +6/+1/-1 (Versatile P)]1d20+3;1d6[/dice]
[dice=hand crossbow +8/+3/-2 (P)(60 ft; reload 1]1d20+5;1d6[/dice]

LVL 4

[ooc]dimension door ◆◆ (120 ft) [/ooc
[ooc]Opening a door that bypasses normal space, you instantly transport yourself and any items you’re wearing and holding from your current space to a clear space within range you can see. If this would bring another creature with you—even if you’re carrying it in an extradimensional container—the spell is lost.[/ooc

[ooc]enervation (heightened) ◆◆ (30-foot line; DC 25 Fort save)[/ooc
[ooc]Critical Success - The creature is unaffected.[/ooc
[ooc]Success - The creature takes 2d8 persistent negative damage.[/ooc
[dice=persistent negative energy]2d8[/dice]
[ooc]Failure - The creature takes 4d8 persistent negative damage and becomes drained 1.[/ooc
[dice=persistent negative energy]4d8[/dice]
[ooc]Critical Failure - The creature takes 4d8 persistent negative damage and becomes drained 2 and doomed 1.[/ooc
[dice=persistent negative energy]4d8[/dice]

[ooc]phantasmal killer ◆◆ (120 ft; 1 living creature; DC 25 Will; 4d6 ment)
[ooc]Critical Success - The target is unaffected.[/ooc
[ooc]Success - The target takes 4d6 mental damage and is frightened 1.[/ooc
[dice=mental dmg]4d6[/dice]
[ooc]Failure - The target takes 8d6 mental damage and is frightened 2.[/ooc
[dice=mental dmg]8d6[/dice]
[ooc]Critical Failure - The target is so afraid it might die. It must attempt a Fortitude save; if the target fails, it dies. On a successful Fortitude save, the target takes 12d6 mental damage, is fleeing until the end of its next turn, and is frightened 4. This effect has the incapacitation trait.[/ooc
[dice=mental dmg]12d6[/dice]

[b "XXX"[/b

[spoiler=Infernal]"XXX"[/spoiler

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