Everett Fulgure
Strength through malice
Fulgure has an obviously twisted worldview, which unfolds layer after rotten layer to anyone who speaks with him. Even his worst enemies may not take him seriously: his hatefulness seems to screw up his judgment, and he simplifies every situation beyond the point of usefulness. But Fulgure's combative outlook gives him his own flavor of cunning, power, and vindication. He's neglectful to those beneath him and aggressively withholds any sort of praise. So he's very good at conserving favors: people across the continent feel like they owe him something, and he has a dozen cards in his hand at all times. He expresses a hatred for people who are overtly meek and compassionate, and tries to find a hidden malice beneath their sugary personalities. So he's very good at recognizing people whose villainy is more subtle than his. He has a vast personal life, with plenty of family and friends to visit after work. So he knows what his enemies are fighting for, and he knows the threats he can make to keep them in line.A fascination with Imbre
He used to move around Ornity quite a bit, but Fulgure wanted to settle in Imbre for years, even before it was captured. He loved the idea of bardic magic, a distinct set of powers that served to put his noble musical training to work. The sequences he plays on his lute kept getting stranger, with frenetic melodies and esoteric structures, as he devoted his practice entirely to the abilities it unlocked. He loves to show off his newfound mysticism through spells like Friends and Countercharm. Fulgure led the effort to transform Imbre into a cornerstone of magic, supporting the Duumvirate and developing new devices to penetrate the Stakes. While he's usually apathetic and takes losses in stride, his project in Imbre is one he won't compromise. He has one of the greatest castles on the continent; nobody will take his city away. Developments - Act IEverett Fulgure
Medium Human Bard , Any
Description
He carries the Mongoose Foil and mithral chain mail.
Fulgure is a 12th-level bard that uses Charisma as his magic ability (spell save DC 16). He knows the following spells: Cantrips: minor illusion, message, friends, vicious mockery 1st Level (4 Slots): disguise self, identify, thunderwave 2nd Level (3 Slots): hold person, lesser restoration, moonbeam 3rd Level (3 Slots): counterspell, tongues 4th Level (3 Slots): confusion, dimension door, hallucinatory terrain 5th Level (2 Slots): cloudkill, greater restoration, hold monster, scrying, teleportation circle 6th Level (1 Slot): eyebite
Bardic Inspiration. As a bonus action, a creature within 60 ft. that can hear Fulgure gains an inspiration die 1d10 . For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome. Lucky. Fulgure has 3 luck points. Whenever he makes an attack roll, an ability check. or a saving throw, he can spend one luck point to roll an additional d20. He chooses which of the d20s is used. Fulgure can also spend one luck point when an attack roll is made against him.
Actions
Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 1d8+2 piercing damage. Countercharm. As an action, Fulgure can perform until the end of his next turn. During that time, he and any friendly creatures within 30 ft. that can hear him gain advantage on saving throws against being frightened or charmed.
Reactions
Cutting Words. As a reaction when a creature (that's not immune to being charmed) Fulgure can see within 60 ft. makes an attack roll, ability check, or damage roll, Everett can expend one use of Bardic Inspiration, roll the die, and subtract the number from the creature's roll. He can do so after the roll but before knowing the result.
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