Veris the Spiteful's page

1 post. Alias of Berenzen.


Full Name

Veris the Spiteful

Race

Elf

Classes/Levels

Wizard 1

Gender

Male

Size

6'1"

Age

154

Special Abilities

Shift 5' (8/day)

Alignment

Lawful Evil

Deity

None

Strength 7
Dexterity 18
Constitution 12
Intelligence 20
Wisdom 11
Charisma 7

About Veris the Spiteful

Crunch:

Veris the Spiteful
Elf Wizard 1
LE Medium Humanoid (elf)
Init +8; Senses low-light vision; Perception +1
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Defense
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AC 14, touch 14, flat-footed 10 (+4 Dex)
hp 7 (1d6+1)
Fort +1, Ref +4, Will +3; +2 vs. enchantments
Immune magic sleep; Resist elven immunities
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Offense
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Speed 30 ft., shift (5') (8/day)
Wizard Spells Prepared (CL 1):
1 (3/day) Mage Armor, Grease (DC 17), Obscuring Mist, Mount
0 (at will) Read Magic, Detect Magic, Prestidigitation (DC 15)
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Statistics
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Str 7, Dex 18, Con 12, Int 20, Wis 11, Cha 7
Base Atk +0; CMB -2; CMD 12
Feats Run (Fleet-Footed), Scribe Scroll, Spell Focus (Conjuration)
Traits High Treason, Reactionary
Skills Acrobatics +4 (+8 to jump with a running start), Craft (alchemy) +9, Knowledge (arcana) +9, Knowledge (dungeoneering) +9, Knowledge (nature) +9, Knowledge (planes) +9, Knowledge (religion) +9, Perception +1, Spellcraft +9 (+11 to determine the properties of a magic item), Use Magic Device -1
Languages Celestial, Common, Draconic, Elven, Gnoll, Goblin, Orc
SQ +4 bonus on initiative checks, arcane bonds (arcane familiar, scorpion, greensting), elven magic, empathic link with familiar, opposition schools (abjuration, enchantment), share spells with familiar, specialized schools (teleportation), summoner's charm (+1 rds)
Other Gear 150 GP
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Special Abilities
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+4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Run (Fleet-Footed) Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Shift (5') (8/day) (Sp) Short-range teleport
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summoner's Charm (+1 rds) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration

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Arcane Familiar
Scorpion, Greensting
LE Tiny Magical Beast ((vermin))
Init +3; Senses darkvision 60 ft.; Perception +5
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Defense
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AC 19, touch 15, flat-footed 16 (+3 Dex, +2 size, +4 natural)
hp 3 (1d8)
Fort +2, Ref +3, Will +2
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Offense
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Speed 30 ft.
Melee Sting (Scorpion, Greensting) +5 (1d2-4/x2)
Space 2.5 ft.; Reach 0 ft.
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Statistics
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Str 3, Dex 16, Con 10, Int —, Wis 10, Cha 2
Base Atk +0; CMB +1; CMD 7 (15 vs. Trip)
Feats Weapon Finesse
Skills Climb +7, Fly +7, Perception +5, Spellcraft +1, Stealth +15, Swim +3, Use Magic Device -3
Languages
SQ improved evasion, poison
Other Gear You have no money!
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white vision only).
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Poison (Ex) Sting - injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save.

Backstory:

Fundamentally, the warrior runs on hope. Fundamentally, the wizard runs on spite. Due to these fundamentals, it is little wonder that Veris turned out the way he did.

Veris' training was dangerously rough, but effective. Taken in at a young age to apprentice (read: slave) to an archmagister, Veris showed a strong knack for the arcane. From there, his master showed him no mercy. Training in shielding was in stones- then knives- to focus his power, and to develop reaction times. Illusions were pitted against dogs, and grease against giants. Whilst Veris did sustain wounds, they were quickly healed with infernal healing. However, the pain would still last, as a reminder of his failure.

20 years ago, when Talinguarde campaigned against followers of Asmodeus, Veris' master fled, leaving his apprentices to the mercies of the inquisitors. When they finally let him go, convinced that he was not a worshipper of Asmodeus, Veris had a seed of spite and hatred festering against the king planted. It eventually grew into a full fledged plot against the king, to the point where the wizard had orchestrated a full plot to overthrow the king, placing a puppet noble onto the throne. Unfortunately, the plot failed, as a co-conspirator got cold feet and ratted the conspiracy out to the guard. Within minutes most of the conspiracy had been captured or killed. Veris, the mastermind and lynchpin of the conspiracy, was thrown into Branderscar. Many of the other, being nobility, had managed to avoid the infamous prison, placed in less dangerous prisons, and escaping the fate that faces Veris.

There is no doubt now. Should Veris escape, he will make sure that he sees the fall of Talinguarde.