roll
Verdance Micah 
Character Name
11 
Level
Class
Paragon Path
 
Epic Destiny
31999 
Total XP
Race
Medium 
Size
26 
Age
Female 
Gender
5'6 
Height
140 
Weight
Unaligned 
Alignment
 
Deity
 
Adventuring Company
z0re 
Player Name
INITIATIVE
BONUS
ABIL
1/2 LVL
MISC
Initiative
1
5
3
CONDITIONAL MODIFIERS
 
ABILITY SCORES
SCORE
ABILITY
ABIL MOD
MOD + 1/2 LVL
9
STR
Strength
-1
 
18
CON
Constitution
+4
 
13
DEX
Dexterity
+1
 
22
INT
Intelligence
+6
 
11
WIS
Wisdom
+0
 
14
CHA
Charisma
+2
 
HIT POINTS
MAX HP
HEALING SURGES
BLOODIED
SURGE VALUE
SURGES/DAY
1/2 HP
1/4 HP
93
46
24
12
SKILLS
ABIL +
TRND
ARMOR
BONUS
SKILL NAME
1/2 LVL
(+5)
PENALTY
MISC
DEX
6
 
0
 
INT
11
5
2
STR
4
 
0
 
CHA
7
 
2
CON
9
5
0
 
WIS
5
 
 
INT
11
5
 
WIS
5
 
 
WIS
5
 
 
INT
11
 
 
DEX
6
 
0
2
CHA
7
 
 
DEX
6
 
0
 
DEFENSES
10 +
ARMOR/
SCORE
1/2 LVL
ABIL
CLASS
FEAT
ENH
MISC
AC
30
15
8
 
 
3
4
CONDITIONAL MODIFIERS
10 +
SCORE
1/2 LVL
ABIL
CLASS
FEAT
ENH
MISC
FORT
24
15
4
 
2
3
 
10 +
SCORE
1/2 LVL
ABIL
CLASS
FEAT
ENH
MISC
REF
27
15
6
 
2
3
1
10 +
SCORE
1/2 LVL
ABIL
CLASS
FEAT
ENH
MISC
WILL
24
15
2
2
2
3
 
SPECIAL DEFENSES
SAVING THROWS
 
RESISTS
MOVEMENT
SCORE
BASE
ARMOR
ITEM
MISC
Speed
6
6
 
 
 
SPECIAL MOVEMENT
 
SENSES
SCORE
PASSIVE SENSE
BONUS
Passive Insight
15
10 +
5
Passive Perception
22
10 +
12
SPECIAL SENSES
Low-light Vision 
RACE FEATURES
Bluff Bonus
Stealth Bonus
 
 
 
LANGUAGES
Common
Goblin
Draconic
 
 
RITUALS / ALCHEMY
 
 
 
 
 
 
 
 
 
 
 
 
COINS AND OTHER WEALTH

Money on hand: 465 gp

Stored money: 0 gp

MAGIC ITEMS
WEAPON
IMPLEM.
IMPLEM.
FEET
RING
RING
WAIST
 
 
 
 
 
 
 
 
 
 
 
 
PERSONALITY TRAITS
Verdance Micah is generally an optimistic and upbeat woman. She is very mercurial in her moods however, and will often fly into a burning rage if threatened or insulted. She is most comfortable when she can fall back on her training, using her blade and magic to deal with thrats. She is very fond of music and will often take out her harp and play it during the evenings. She has no particular affinity or ties to her Tiefling heritage, her mother's early death meant she never met another Tiefling under she journeyed to the City of Brass.
MANNERISMS AND APPEARANCE
Verdance was raised by two human men, her uncle and father. Her uncle was a wizard, her father a local adventurer and they often squabbled over the proper way to raise her. Her uncle was a wizard by trade, her father a guardsmen. They both worked for a minor lord, two of his closest confidants, and both wanted the absolute best for Verdance. She, in turn, gathered as much as she could from the both of them; learning the arts of magic and swordplay in relatively equal measure. This rather scattershot approach to her education left her with a very esoteric skill set and knowledge. Eventually, things came to a head between her father and uncle when she was in her mid teens. Her father blamed her mother's death on his brother, and her uncle in turn blamed her father for getting involved with a Tiefling in the first place. Verdance, for her part, rejected both of them and left.

She was able to secure passage to the elemental planes through some of her uncle's more dubious contacts, though she was forced to give them some magical heirlooms in compensation. Heading to the city of Brass, led by half remembered lessons, she eventually came to the great metropolis. She began to scrounge around the city, looking for what she didn't know, when she came across an older man being beaten in a back alley. Using her cobbled together skillset, she managed to drive the brigands off and discovered the man was an instructor at the prestigious Malec-Keth academy. He was impressed by her natural talent at weaving blade and magic, doubly so when she revealed she had done so mostly on instinct. He offered her a place at the academy to 'Teach her properly.'

Several years passed as Verdance learned the skills of a Janissary. She excelled in the martial aspects of her training, though her social graces were lacking in comparison to her peers. Most thought of her as rather backwards from her rather sheltered and limited upbringing. She made few friends, and those that she did make tended to be casual rather than intimate. As the years passed and her isolation grew more profound, she began to long more and more for the kind words of her father and uncle and the rest of the people she had known at the keep.

When her training was complete, she left again for home to possibly reconcile with her family. Her journey took several months, and by the time she had returned she found the keep deserted and the town surrounding it destroyed. No one remained to tell her what had happened. She has since made it her mission to find out what happened, and if possible kill whoever did it.

She has begun to hire herself out as a bodyguard and mercenary, looking to get enough money to afford her search.
OTHER EQUIPMENT
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
COMPANIONS AND ALLIES
SESSION AND CAMPAIGN NOTES
All attacks with the [w] property have +1 attack with Flaming weapon unless they already have the [fire] keyword.