Mekarumu

Vergil's page

18 posts. Alias of Fishspawn.


Full Name

Vergil

Race

Elf

Classes/Levels

Wizard 01

Gender

Male

Size

6' 6"

Age

144

Alignment

Chaotic Neutral

Languages

Common, Elven, Sylvan, Draconic, Celestial, Dwarven,

Strength 14
Dexterity 10
Constitution 10
Intelligence 18
Wisdom 10
Charisma 16

About Vergil

Male Elf Wizard 1
Medium Humanoid
Init +2; Senses: Perception +3, Sense Motive +0
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DEFENSE
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AC 10, touch 10, flat-footed 10
hp 6 (1d6), current hp 6
Fort +0, Ref +1, Will +2 (+2 enchantment, Immunity to sleep)
CMD 0
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OFFENSE
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Speed 35 ft.
[b]Melee

Longsword +2 (1d8+2 /19-20)
Ranged
Light Crossbow +2(1d8+2 /19-20)
40 Bolts[/b]
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STATISTICS
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Str 14, Dex 10, Con 10, Int 18, Wis 10, Cha 16
Feats: Skill Focus (Knowledge Nature), Chance Savior: +2 to Init, Totem Spirit: +5 spd, +2 jump
Skills: Appraise +8 Perception +3, Spellcraft +8 (+2 identify magic items, +1 teleportation magic), Knowledge: Arcana +8, Knowledge: Nature +11, Knowledge: Planes +8, Knowledge: Local +8, Jump +2
Languages Common, Elven, Dwarven, Sylvan, Draconic, Celestial
Combat Gear Longsword, Light Crossbow, 40 Bolts
Other Gear Scholar's Clothes, Spellbook, Waterskin, Scroll case, Belt pouch, Ink & pen, 10 sheets of Paper, Flint and steel, 6 Rations, Backpack, Bedroll, 45 gp
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MAGIC
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School: Conjuration - Teleportation
Opposed schools: Necromancy, Enchantment

Spells Per day:
Cantrips: 3 + 1 Conjuration
1st: 2 + 1 Conjuration

Spells Known:
All Cantrips
1st Level DC = 15
Mage Armor
True Strike
Shocking Grasp
Magic Missile
Burning Hands
Hydraulic Push
Color Spray

Prepared:
Cantrips: Acid Splash, Detect Magic, Read Magic, Dancing Lights
1st: Mage Armor, Shocking Grasp, Color Spray
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SPECIAL ABILITIES
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Shift 5ft - 7/day

Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Stats:

HP: 6
Initiative: 2
AC: 10
Flat Footed: 10
Touch: 10
Fort Save: 0
Ref Save: 1
Will Save: 2
CMB: 0
CMD: 12
BAB: 0
Attack Rolls: 2
Speed: 35 feet

Skills:

Skills: Skill Notes
Appraise +8
Perception +3
Spellcraft +8 +2 identify magic items, +1 teleportation magic
Knowledge: Arcana +8
Knowledge: Nature +11
Knowledge: Planes +8
Knowledge: Local +8
Jump +2

Bonded Item:

Pendant

Feats:

Skill Focus: Knowledge Nature

Upbringing Feat: Totem Spirit: You are closely and mystically tied to your tribe’s sacred totem.
Prerequisite: Member of a tribe.
Benefit(Wind Clan): Your base land speed increases by 5 feet. You also gain a +2 bonus on Jump checks.

Traits:

Magical Lineage: Lightning Bolt ignores one level higher from a metamagic feat
Kyonin Gatekeeper: +1 spellcraft to identify Teleportation magic, +1 caster level on teleportation magic, knowledge of operation of elf gate
Chance Savior: +2 Initiative

Racial Traits:
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.

Equipment:

45 gp, 24lbs
33lbs is light load
Scholar's Clothes
Longsword 1d8, 19–20/x2 4 lbs. S
Light Crossbow 1d8, 19–20/x2 80 ft. 4 lbs. P
40 Bolts, 2lbs
Spellbook
Waterskin 4lbs
Scroll case, 0.5 lbs
Belt pouch, 0.5 lbs
Ink & pen
10 sheets of Paper
Flint and steel
6 Rations, 2 lbs
Backpack, 2 lbs
Bedroll, 5 lbs

Magic:

School: Conjuration - Teleportation
Opposed schools: Necromancy, Enchantment

Spells Per day:
Cantrips: 3 + 1 Conjuration
1st : 2 + 1 Conjuration

Spells Known:

All Cantrips

1st Level DC = 15
Mage Armor
True Strike
Shocking Grasp
Magic Missile
Burning Hands
Hydraulic Push
Color Spray

Prepared:
Cantrips: Acid Splash, Detect Magic, Read Magic, Dancing Lights
1st : Mage Armor, Shocking Grasp, Color Spray

Abilities:

Shift: At 1st level, you can teleport to a nearby space as a swift action as if using dimension door. This movement does not provoke an attack of opportunity. You must be able to see the space that you are moving into. You cannot take other creatures with you when you use this ability (except for familiars). You can move 5 feet for every two wizard levels you possess (minimum 5 feet). You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Backstory:

Vergil's father was a legendary sorcerer, with the power to control the sky itself. He could not take care of his son because he was obligated to serve as an emissary to foreign lands due to his power and status. His solution was to give his son to a family member of the Kyonin Gatekeepers.
Growing up Vergil was always around the gates, and in studying their workings he learned much about the magic behind them. Because of the magical genius in his blood, he developed an incredible understanding of teleportation magic, to the point where he could teleport at will. As he came of age, Vergil tired of his mundane life tending the gates, and set off on his own adventure to prove his worth as a wizard.
In his journey so far Vergil has befriended a dwarf monk named Piatra, because they both seek to explore and gain as much knowledge as much as possible. The two also shared a common connection with Professor Lorrimor. Vergil once encountered the professor cornered against a wall by a terrifying troll. Thinking quick on his feet and using his natural talents, Vergil was able to shift in and distract the troll long enough for the professor to escape. After teleporting away and retreating to safety, Vergil found the professor and the two developed a close bond as a result of the encounter.