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Giseil Voslil

Thaegrin Variel's page

700 posts. Alias of GM Netherfire.

Full Name

Thaegrin Variel




Wizard 9









Strength 13
Dexterity 16
Constitution 13
Intelligence 25
Wisdom 16
Charisma 15

About Thaegrin Variel

A safe amalgamation of this, this, and this. Thaegrin also likes books.

Thaegrin Variel, Yolomage of Swagical Power

Male Elf Wizard Enchanter (Manipulator subschool) 9
NE Medium Humanoid (Elf)
Opposition schools: Necromancy and Transmutation
Hero Points 3
Init +3; Senses Low-Light Vision;
AC 15, touch 15, flat-footed 10. (+3[Dex] +2[Deflection] +10)
hp 54 (9d6+9) (+7 favored class) 54/54
Fort +8, Ref +9, Will +13
Spd 30 ft.
. . Unarmed Strike +5 (1d3 +1)/20/x2)
. . +2 Rudianos Dagger +7 (1d4 +3)/19-20/x2) (in wrist-sheathe)
. . Longbow +7 (1d8) /20/x3) 100 ft.

Prepared Spells (on 6/23/2016)
Cantrips (4/day)
..Detect Magic (DC 17)
..Detect Poison
..Dancing Lights (DC 17)
1st Level (6/day), plus bonded item and school slots
..Comprehend Languages (DC 18)
..Unseen Servant (DC 18)
..Disguise Self (DC 18)
..Charm Person (DC 19)
..Mage Armor (DC 18)
..Vanish (DC 18)
..(School slot) Charm Person (DC 19)
2nd Level (5/day)
..Glitterdust (DC 19)
..Hideous Laughter (DC 20)
..Scorching Ray (DC 19)
..Detect Thoughts (DC 19)
..Detect Thoughts (Dc 19)
..(School slot) Touch of Idiocy (DC 20)
3rd Level (4/day)
..Dispel Magic (DC 20)
..Dispel Magic (DC 20)
..Nondetection (DC 20)
..Wind Wall (DC 20)
..(School slot) Suggestion (DC 21)
4th Level (3/day)
..Acid Pit (DC 21)
..Greater Invisibility (DC 21)
..Phantasmal Killer (DC 21)
..(School slot) Lesser Geas (DC 22)
5th Level (2/day)
..Quickened Vanish
..(School slot) Dominate Person (DC 23)

Str 13, Dex 16, Con 13, Int 21, Wis 16, Cha 15
Base Atk +4; CMB +5; CMD 18
Feats Scribe Scroll, Spell Focus [Enchantment], Craft Wondrous Item, Combat Casting, Eye of the Arclord, Quicken Spell
Traits Forlorn (+1 Fort), Classically Schooled (+1 Spellcraft)
Skills Bluff +12, Craft (Alchemy) +11, Diplomacy +12, Intimidate +6, Knowledge (arcana) +16, Knowledge (engineering) +11, Knowledge (geography) +11, Knowledge (history) +11, Knowledge (local) +12, Knowledge (nature) +12, Knowledge (nobility) +11, Knowledge (planes) +12, Knowledge (religion) +12, Linguistics +9, Perception +9, Ride +4, Sense Motive +12, Sleight of Hand +4, Spellcraft +18, Survival +4, Stealth +8
Languages Common, Feraweni, Draconic, Thelkonese, Amerysian, Isterothi, Encrypted Language
SQ Hero Points (3)
Combat Gear bedroll, backpack, traveler's outfit, spell component pouch, spellbook, Follicle's Folly, waterskin, 20 map or scroll cases, 10 trail rations, candle, belt pouch, longbow, 40 arrows, +2 Rudianos Dagger (w/ empty poison handle), spring-loaded wrist sheathes (2), +2 Ring of Protection, Headband of Vast Intelligence +4 (skills: Sense Motive, Kno Arcana), Belt of Constitution +2, Feraweni Cloak of Resistance +2 (+5 Stealth, +2 saves), Sihedron Medallion (+1 saves, constant Gentle Repose), Silver Tabby mask (+2 saves v. Charm and Compulsion, Arcane Sight and True Seeing 1/day), Grey Wizard Hat (Detect Scrying, 1/day, CL 8), Rod of Lesser Persistence (level 3 or lower, 3/day)
Ink (1 oz. vial, black) (10), Inkpen (5), Parchment (sheet) (30)
Potions: CLW, 8 CMW, 2 CSW, 3 CCW, 3 Barkskin (+2), Darkvision, Neutralize Poison, 2 Lesser Restoration
Currency: 8354.5gp
Items to sell:


Level 1:
Alarm (CL 7), Break (CL 7), Bungle (CL 7), Burning Hands (CL 7), Charm Person (CL 7), Comprehend Languages (CL 7), Cure Light Wounds (2) (CL 7), Detect Charm (CL 7), Detect Secret Doors (CL 7), Endure Elements (CL 7), Mage Armor (3) (CL 7), Memory Lapse (CL 7), Mount (CL 7), Negative Reaction (CL 7), Purify Food and Drink (2) (CL 7), See Alignment (CL 7), Shield (CL 7), Summon Monster 1 (2) (CL 7), Unseen Servant (CL 7), Vanish (CL 7)

Level 2:
Detect Thoughts (CL 7), Flaming Sphere (CL 7), Glitterdust (CL 7), Hideous Laughter (CL 7), Misdirection, Oppressive Boredom (CL 7), Pilfering Hand (CL 7), Scorching Ray (CL 7), See Invisibility (CL 7), Spectral Hand (CL 7), Touch of Idiocy (2) (CL 8)

Level 3:
Deep Slumber (CL 7), Dispel Magic (CL 7), Nondetection (CL 7), Communal Resist Energy (CL 7), Fireball (CL 9) Seek Thoughts (CL 7), Sepia Snake Sigil (CL 7), Suggestion (CL 7), Wind Wall (CL 9)

Level 4:
Curse of Magic Negation (CL 7), Detect Scrying (CL 7), Dimensional Anchor (CL 7), Remove Curse (CL 7), Scrying (CL 8)



..Acid Splash
..Arcane Mark
..Dancing Lights
..Detect Magic
..Detect Poison
..Ghost Sound
..Ray of Frost
..Read Magic

1st Level
..Burning Hands
..Charm Person
..Color Spray
..Comprehend Languages
..Cure Light Wounds
..Detect Charm
..Detect Secret Doors
..Disguise Self
..Mage Armor
..Magic Missile
..Memory Lapse
..Negative Reaction
..See Alignment
..Silent Image
..Summon Monster 1
..True Strike
..Unseen Servant

2nd Level
..Detect Thoughts
..Eagle's Splendor
..Endure Elements
..Flaming Sphere
..Fox's Cunning
..Hideous Laughter
..Oppressive Boredom
..Owl's Wisdom
..Pilfering Hand
..Scorching Ray
..See Invisibility
..Spectral Hand
..Touch of Idiocy

3rd Level
..Deep Slumber
..Dispel Magic
..Explosive Runes
..Hold Person
..Mad Monkeys
..Resist Energy, Communal
..Seek Thoughts
..Sepia Snake Sigil
..Wind Wall

4th Level
..Acid Pit
..Ball Lightning
..Charm Monster
..Crushing Despair
..Curse of Magic Negation
..Detect Scrying
..Dimensional Anchor
..Dimension Door
..Geas, Lesser
..Greater Invisibility
..Overwhelming Grief
..Phantasmal Killer
..Remove Curse
..Telekinetic Charge
..Terrible Remorse

5th Level
..Dominate Person


Cantrips: Message
1st level:
2nd level: Miserable Pity
3rd level: Blacklight
4th level: Arcane Eye

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.
Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
Hero Points (2) Hero Points can be spent at any time to grant a variety of bonuses.
Arcane Bond: Bonded Item (ring): Once per day, a bonded item can be used to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. A bonded item cannot cast spells from the wizard's opposition schools, nor can it be affected by metamagic feats.

Replacement Powers: The following school powers replace the dazing touch and aura of despair powers of the enchantment school.

Enchanting Smile (Su): You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.

Beguiling Touch (Sp): You can charm a living creature by touching it. Creatures with more Hit Dice than your wizard level are unaffected, as are creatures in combat and those with an attitude of hostile toward you. Creatures receive a Will saving throw to negate the effect. The DC of this save is equal to 10 + 1/2 your wizard level + your Intelligence modifier. Will save DC 21. Creatures that fail their save are affected by charm monster for a number of rounds equal to 1/2 your wizard level (minimum 1). This is a mind-affecting effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Shape Emotions (Su): At 8th level, you can emit a 30-foot aura to either ward off or welcome emotional influence for a number of rounds per day equal to your wizard level. If you choose to ward, you and your allies within this aura receive a +4 morale bonus on saves against mind-affecting spells and effects, and any fear effects targeting you or your allies are reduced by one step (shaken has no effect, frightened becomes shaken, and panicked becomes frightened). If you chose to enhance emotional influence, enemies within the aura receive a –2 penalty on saves against mind-affecting spells and effects. These rounds do not need to be consecutive.

Thaegrin entered scribe slave training as a child. Even in his youth, he often deprived himself of sleep to read anything he could get his hands on. In his adolescence, he happened across a few unattended scrolls, which he kept and studied. After many nights of secretive study, he was finally able to decipher the encrypted arcane writings, and his understanding of the world around him shifted entirely. It was not long before his theft and arcane ability were discovered. After several beatings, he was placed under the instruction of a wizard in Lehrehn, Cervantes Belarandir, who subjected the scribe slave to harsh mental exercises and an unusual diet believed to sharpen the mind. His body suffered great fatigue, and his first year was spent in constant sickness. Despite this, he learned much under the tutelage of the wizard, and he eventually acclimated to the rigid life of an arcane student. As a Feraweni, he physically matured much slower than his slave peers, so it came as surprise when Cervantes deemed fit for Minor Arcane Service one who looked so young. When he entered the service of the Rudianos house, he was mostly tasked with jotting scrolls of useful magic of low power. At other times, his knowledge gleaned from constant reading of various subjects was called into service. In time, he earned respect and trust from the masters of the house, enough to request more materials to further his study and ability to serve. He advanced in his own magical ability and understanding of the higher mysteries, as well as developing an acumen for the intrigue in politics. In addition to this, Thaegrin slowly began to stow away money made from extra scrolls he wrote in secret. Not that he was mistreated as a slave, but he wished to pursue his own endeavors without waiting on the whim of lordlings who couldn’t comprehend an inkling of the arcane threads that bound the universe. It took nearly twenty five years of careful planning and subtle hand-over-fist dealings, but the slave arcanist finally earned enough money to purchase his freedom. He continued to serve the Rudianos house, but with his freedom, his resources, knowledge, and abilities quickly expanded. He has served the Rudianos house for over one hundred and fifty years, and is known to be summoned for advice on many matters by many leaders within the house. Most days, though, he remains in his office, hovering over one tome or another, muttering to himself.



Thaegrin is building a hat that can cast Detect Scrying once a day. Pointy wizard hat specs: CL 7, Market price: 28000gp, crafting: 14000gp. Current progress: 14000/14000gp, completed.

NEXT PROJECT: Handy Hanversack (CL 9), 2000gp
Requires: secret chest, 1000gp

Once the spell and funds are acquired, roll Spellcraft DC 19 (9[CL] + 5[standard] +5[rushed]) to complete the Handy Haversack in 4 hours. The haversack could still be enchanted without the Secret Chest spell, but the Spellcraft DC increases to 24.

Item wishlist:

Just so I don't forget the things I want.

Ring of Arcane Signet, convert to bonded item?

Metamagic Rod of Persistent Spell, Lesser, 9000gp

Boots of Escape, 8000gp


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