Lord Vedemire Darkhorse
In Porsk - The town is under the rule of House Quail and has been for almost 400 years. At this point the rule is almost ceremonial like many of the cities and towns of the Eigerlands.
The current head of the house in Porsk is the Baroness Gillian Offerdahl Quail. She is an older human woman but fiercely intelligent. Her current goal is to fend off the takeover of the main government by a group of dwarven ministers from Stoneport. She also has taken a strange man as her Paramour by the name Ionn Castaliogne...
Physical Description
General Physical Condition
Lord Vedemire Darkhorse
STR
16 +3
DEX
15 +2
CON
13 +1
INT
22 +6
WIS
17 +3
CHA
16 +3
- Half-Elf with Deception and Athletics
- Edit the Noble background for Arcana and Persuasion
- Wizard with Insight and Medicine
- Proficiency with stiletto heels (daggers)
- Resil: Con at level 4, max Int and Dex
- Gift of the Gem Dragon another suggested feat, especially if rounding out an odd rolled stat
School of Enchantment:
Hypnotic Gaze - Continually use your standard action to remove one enemy from the fight without a spell slot. Creatures in this state the are charmed and incapacitated, easily pried for information or to avoid them noticing whatever you don't want them to focus on.
Instinctive Charm - Use your reaction to divert any attack roll away from you without a spell slot, usable every round, vs Wis. It instead attacks the creature closest to it, most ideally its own ally, and can apply to spell attack rolls as well as weapon attack rolls.
Split Enchantment - Whenever you use a 1st level or higher enchantment spell that targets one creature, have it target two if another is within the spell's reach. You have one or more such spells for almost every level of spell, and twinning can be very useful. Uses no extra resource and is usable every round.
Alter Memories - Charm enemies with magic without them knowing that you did so, removing the downside to doing this for any reason at all. During the duration of your charms, you can edit sections of their memory out of anything that occurred while the spell was in effect, vs Int. With at-will Charm Persons at level 18, this feature is practically a cheat code. Only affects one charmed target per cast though, even if you twinned or upcast it.
Wizard:
Spell Mastery: At level 18, a level 1 and level 2 no longer cast a spell slot to use at its level:
Charm Person to get at-will thralls, possibly two at a time without upcasting, no concentration required. With your School of Enchantment features, there's almost never a time that isn't right for using this.
Crown of Madness combines well with Charm Person, letting you control their state of mind to enable more attacks. Compel both targets to attack each other; since the damage doesn't come from one of its enemies, Charm Person doesn't end. If you nabbed an especially powerful pet, you could even make it forget the entire affair after it demolishes its entire group.
Signature Spells: At level 20, get an extra cast of two level 3 spells. Go for strong and thematic options that don't require upcasting:
Hypnotic Pattern counts as a charm spell to an area, qualifying for your Enchantment features, though it will take a standard action for each target if you want to edit their memories
Enemies Abound while twinned can turn two allies into each other's demise, using up their strongest features on each other instead of at your team. Affected enemies choose targets at random within reach, but the spell extends from 120 feet, well outside of many attacks to tidily contain two enemies. Charm Person both of them to convince them run out to 120 feet if you need to.
- Chill Touch - Mentally attack and inhibit healing factors, vs AC
- Mind Sliver - Inflict mental anguish and lower resistances on a target, vs Int
- Prestidigitation - Keep your wardrobe spotless at all times
- Minor Illusion - Plant a telepathic figment in the minds of onlookers
- Friends - For charisma check advantage against charm immune targets
- Hypnotic Pattern - Charm and dull the senses of several enemies at once, vs Wis
- Enemies Abound - make foes fight each other with the full breadth of their features, vs Int
- Fear - Cause sudden panic and a full retreat for your enemies, vs Wis
- Counterspell - Confuse the components of spells in an enemy's mind before they can cast them
- Intellect Fortress - Your finely honed telepathic ability resists outside attempts to dominate you
- Confusion - Scramble the thoughts of several enemies with random results, vs Wis
- Phantasmal Killer - Inflict frighten and mental damage from a delusion in an enemy's mind, vs Wis
- Raulothim's Psychic Lance - skewer the psyche of a target by speaking their name
- Modify Memory - Delve the mind of your enemy to extract secrets or edit their recollection, vs Wis
- Mislead - Make yourself invisible to onlookers and create an illusory duplicate of yourself
- Dominate Person - Take total telepathic control of an enemy combatant, vs Wis
- Rary's Telepathic Bond - 8 way telepathy ritual with no maximum distance
- Mass Suggestion - Command 12 creatures, friend and foe alike if , to your whims, vs Wis
- Mental Prison - A forceful submission spell or an instant damage spike to a flying opponent, vs Int
- Otto's Irresistable Dance - A immobilizing spell that also ruins flight, irresistible on the first round
- Tenser's Transformation - His Crystal form complete with a heightened fighting ability
Forcecage - Psionically imprison your enemies to thwart even magical escape, vs Cha 8th:
Feeblemind - Break the mind of an enemy caster to seal their ability, vs Int
9th: Psychic Scream - Send multiple enemies into a persistent coma, vs Int
- Crown of Madness - Compel enemies to strike each other, vs Wis
- Mirror Image - Illusory duplicates confuse attackers
- Hold Person - Stop an enemy cold like a telepathic off switch, vs Wis
- Phantasmal Force - Fool an enemy with a convincing illusion they can be hurt by, vs Int
- Suggestion - Plant a subtle compulsion in an enemy's mind, vs Int
- Mind Whip - Dominate a weaker mutant's mind, making it forget how to use its mutant powers
- Charm Person - Suspend your target's better judgment and make them your willing thrall, vs Wis
- Mage Armor - your famously inadequate attire
- Shield - Bring up your diamond skin to protect against oncoming attacks
- Hideous Laughter - Leave your enemies writhing on the ground after a telepathic barrage, vs Wis
- Silent Image - Maintain a complex mental projection to misguide others, vs Investigation
Magic Items -
Heart Weaver's Primer, This pristine book smells faintly of a random scent you find pleasing. When found, the book contains the following spells: Antipathy/Sympathy, Charm Person, Dominate Person, Enthrall, Hypnotic Pattern, Modify Memory, and Suggestion. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the enchantment school.
When you cast an enchantment spell, you can expend 1 charge to impose disadvantage on the first saving throw one target makes against the spell.
A cloak of spell resistance You have advantage on Saving Throws against Spells while you wear this cloak.
Tome of Clear Thought This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's Contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Belt of Hill Giant Strength: 21 Str, only active during diamond form
- Crystal Form - When Vedemire feels threatened he activates his crystal form. It lasts for up to 6 rounds.
He gains 3 AC - Immunity from force damage
- He gains 50 temporary hit points
- Gains advantage on attack rolls with simple martial weapons
- When he hits a target with a weapon attack they take 2d12 force damage
- Proficiency in Str and Con saving throws
Actions
Longsword - Multiattack ; 2X attacks
Melee Weapon Attack - 5ft range
+11 to hit one target.
2d12+6 slashing damage

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