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Helmyn

Thom Verikal's page

656 posts. Alias of Eric Swanson.


About Thom Verikal

Thom Verikal, level 18
Human, Wizard, Academy Master, Age 35
Build: War Wizard
Arcane Implement Mastery: Wand of Accuracy
AL: Good
Deity: The Saraswatin - Library of Ioun
Background: Arcane Sentinel (+2 to Arcana) Arcane Sentinel
A great secret has been entrusted to you, and you are that secret's sentinel. Your secret might be your guardianship of a tome containing dire and wondrous prophecies, the location of a magical shrine or planar gate, or your identity as the heir of some arcane tradition hunted to extinction except for the last few who cling to their allegiance to the order.
You are not completely alone. A few others share your burden. Sometimes you note the secret sign of your sentinel affiliation scribed in magical runes on the side of a building, written on a dungeon wall, or whispered in a dream. Until the next gathering of your fellow sentinels, reading these secret signposts is the safest way to maintain contact with your fellows without betraying your secret trust.
Languages: Common, Draconic, Primordial

XP: 99,001.

FINAL ABILITY SCORES
Str 12, Con 14, Dex 20, Int 22, Wis 12, Cha 10.

STARTING ABILITY SCORES
Str 11, Con 13, Dex 16, Int 16, Wis 10, Cha 8.

Initiative +14 (+5 DEX, +9 Level)
AC: 28; Fort: 25; Reflex: 29; Will: 26
HP: 92/92; Bloodied 46; Surges: 8/8; Surge Value: 23
AP: 1 (0 spent)

TRAINED SKILLS (add +2 for Blessing)
Religion +22, Arcana +26, Dungeoneering +17, Insight +17, History +22

UNTRAINED SKILLS (add +2 for Blessing)
Acrobatics +16, Athletics +12, Bluff +11, Diplomacy +11, Endurance +13, Heal +12, Intimidate +11, Nature +12, Perception +13, Stealth +16, Streetwise +11, Thievery +16

FEATS
Wizard: Ritual Caster
Human: Arcane Reserves, +2 to damage with at-will powers when encounter powers are expended
Level 1: Destructive Wizardry +3 to damage if you hit two or more creatures
Level 2: Clever Control +2d6 damage with close or area attacks target 2 or more creatures, and only hit one.
Level 4: Human Perseverance +1 to saving throws.
Level 6: Don't Count Me Out +2 to saving throws against immobilize, daze, stun, weaken; +3 with Human Perseverance
Level 8: Far Spell <10 squares, add +2 to range, 10-20 squares, add +5 to range.
Level 10: Careful Summoner, Summoned creatures gain +1 to defenses.
Level 11: Improved Wand of Accuracy Your arcane powers ignore cover.
Level 12: Superior Implement Training, Accurate wand.
Level 14: Paragon Defenses, +1 to Fort, Refl, Will defenses.
Level 16: War Wizardry - Your arcane spells gain –5 to attacks, half damage to allies
Level 18: Dual Implement Spellcaster - Add off hand implement enhancement bonus to damage rolls.

ARCANE MASTERY
Arcane Underpinning: +2 bonus to Arcane checks. When you hit a target with at-will attack, gain +1 to attack rolls against same target until EOMNT

Educated Action: When you spend AP for extra action, reroll attack roll miss until EOMNT

POWERS

AT WILL:

Ghost Sound, Light, Mage Hand, Prestidigitation

Phantom Bolt Arcane, Illusion, Implement, Psychic
You wave your hand, and your foe sees a bolt of fire streaking toward it. The enemy dives away from the imagined threat.
Standard Action, Ranged 10, One Creature
Attack: Intelligence +21 vs. Will
Hit: 1d8+17 psychic damage, and you slide the target 1 square.
Level 21: 2d8 + Intelligence modifier (+6) psychic damage.

Magic Missile Arcane, Force, Implement
You launch a silvery bolt of force at an enemy.
Standard Action, Ranged 20
Target: One creature
Effect: Level 11: 3 + Intelligence modifier (+6) + 4 (Implement) = 13 points force damage.
Level 21: 5 + Intelligence modifier (+5) force damage.
Special: If the implement used with this power has an enhancement bonus, add that bonus to the damage. In addition, you can use this power as a ranged basic attack.

Thunderwave Arcane, Implement, Thunder
You create a whip-crack of sonic power that lashes up from the ground.
Standard Action, Close Blast 3
Attack: Intelligence +19 vs. Fortitude
Hit: 1d6+17 thunder damage, and you push the target a number of squares equal to your Wisdom modifier (+1).
Increase damage to 2d6+17 at 21st level.

ENCOUNTER:

Repelling Sphere Arcane, Force, Implement
Standard Action, Close burst 3
You repulse your enemies with an expending sphere of force.
Attack: Intelligence +20 vs. Fortitude
Hit: 2d4+14 force damage, and you push the target to a space outside the burst.

*Learned Boost Arcane, Reliable; Implement or Weapon
You masterfully channel arcane energy into one of your simplest powers, imbuing it with surprising power.
Standard Action, Range Varies
Effect: Use one of your arcane at-will attack powers on the target. If you hit, you deal +2[W] damage, or +2 dice of damage if it is a non-weapon attack.

Refined Recall Arcane
A moment of concentration allows you to reclaim the power invested in your faulty effort.
Trigger: You miss every target when using an arcane encounter attack power.
Effect: The attack power is not expended.

*Entangling Force Arcane, Force, Implement
Standard Action
RANGE Area burst 1 within 10 squares
TARGET Each creature in burst
A burst of force erupts around your enemies, knocking them off balance and impeding their movement.
Attack: Intelligence +20 vs. Reflex
Hit: 3d6+14 force damage.
Until the end of your next turn, the target is slowed and can't teleport, and it provokes opportunity attacks when it shifts.
Wand of Accuracy: On a miss, you deal force damage to the target equal to your Intelligence modifier (+6).

Thunderous Transformation Arcane, Implement, Teleportation, Thunder
Standard action
RANGE: Ranged 10
TARGET: One creature
Attack: Intelligence +20 vs. Fortitude
Hit: 2d8+14 thunder damage, and any creature within 2 squares of the target takes 10 thunder damage and falls prone. Then you teleport the target 5 squares.

DAILY:

Utility 2: unavailable
Feather Fall Arcane
You or a creature you choose falls gently, like a feather.
Free Action, Ranged 10
Trigger: You or one creature in range falls
Effect: You or the creature takes no damage from the fall, regardless of its distance, and does not fall prone at the end of the fall.

Utility 2: Spellbook
Shield Arcane, Force
You throw up your hand, and a shield of arcane energy springs into existence, protecting you against imminent attacks.
Immediate Interrupt, Range Personal
Trigger: You are hit by an attack
Effect: You gain a +4 power bonus to AC and Reflex defense until the end of your next turn.

Wizard 5
Fireball Arcane, Fire, Implement
A globe of orange flame coalesces in your hand. You hurl it at your enemies, and it explodes on impact.
Standard Action, Area Burst 3 within 20 squares
Attack: Intelligence +20 vs. Reflex
Hit: 4d6+14 fire damage.
Miss: Half damage.

*Wizard 5 Spellbook
Summon Abyssal Maw Arcane, Implement, Summoning
The air is filled with the sound of gnashing teeth as a voracious creature of the Elemental Chaos appears and chews into anything it can reach.
Minor Action, Ranged 10
Effect: You summon a Medium abyssal maw in an unoccupied square within range. The maw has a speed of 6. You can give the maw the following special commands.
Standard action: Melee 1; targets one creature; Intelligence +19 vs. Reflex; 2d6+6 damage.
Opportunity Attack: Melee 1; targets one creature; Intelligence +17 vs. Reflex; 1d8+6 damage. In addition, if an enemy adjacent to the maw makes a melee attack that does not include the maw as a target, the maw can make an opportunity attack

Utility 6 Spellbook:
Spectral Hound] Arcane, Illusion, Implement
You summon the ghostly image of a powerful mastiff that follows you protectively.
Standard action, Ranged 10
Effect: You create the illusion a spectral hound, which appears in a square you designate within range. The spectral hound does not occupy that square but does count as an ally for the purposes of flanking. Additionally, as long as the hound remains within 10 squares of you, you gain a +1 power bonus to AC and all defenses, along with a +5 power bonus to Perception checks, since the spectral hound warns you of approaching danger.
Sustain Minor: You can sustain this power until the end of the encounter. Each round you can move the hound up to 5 squares as a free action; the spectral hound ignores difficult terrain but the effect ends if the hound leaves your line of sight.

Utility 6:
Summon Iron Cohort Arcane, Implement, Summoning
A dwarf-sized humanoid creature of earth and iron ore appears near you. When you come under attack, it steps in to absorb the force of the blow.
Minor Action, Close Burst 2
Effect: You summon a Small iron cohort in an unoccupied square within the burst. The iron cohort has a speed of 6 and has a +2 bonus to AC. You can give the iron cohort the following special command.
Immediate Interrupt: When you are targeted by a ranged or melee attack and the iron cohort is adjacent to you, the iron cohort becomes the attack's target instead.

Wizard 9:
Summon Succubus 'Lureene' Arcane, Charm, Implement, Summoning
With a puff of perfumed brimstone, a succubus saunters into the world at your call.
Minor, Ranged 10
Effect: You summon a Medium succubus in an unoccupied space within range. The succubus has speed 6, fly 6, and resist 10 fire. You can give the succubus the following special command.
Standard action: Ranged 5; targets one creature; Intelligence +19 vs. Will; 1d10+6 damage, and the target is dominated until the end of your next turn. Once a creature has been dominated, the target cannot be dominated by the succubus again this encounter.
Intrinsic Nature: If you haven't given the succubus any commands by the end of your turn, it shifts 1 square and attacks the nearest enemy within range that is not dominated. In addition, you are dazed until the end of your next turn.
Symbiosis: While the summoned succubus is present, each creature you hit with a basic or at-will attack takes a -4 penalty to attacks rolls made against you until the end of its next turn.

Wizard 9 Spellbook
Lightning Serpent Arcane, Implement, Lightning, Poison
A crackling bolt of lightning springs from your hand and leaps at a foe, taking serpentine form as it strikes.
Standard Action, Ranged 10
Attack: Intelligence +20 vs. Reflex
Hit: 2d12+14 lightning damage, and the target takes ongoing 5 poison damage and is slowed (save ends both).
Miss: Half damage, and the target is slowed (save ends).

Utility 10
Circle of Protection Arcane, Implement, Zone
You weave a circle of protective runes that guard your allies and can draw power from your familiar for greater strength.
Standard Action, Area Burst 1 within 20 squares
Effect: The burst becomes a zone of protection until the end of your next turn. You and allies gain resist to all damage equal to your Intelligence modifier (+6) while in the zone. Enemies must spend 2 extra squares of movement to enter the zone. You make an attack.
Target: Each enemy in burst
Attack: Intelligence +20 vs. Fortitude
Arcane Familiar: Add a +4 power bonus to the attack roll if your familiar is in the burst.
Hit: Push the target from the burst's origin square to a space outside the zone. You cannot push the target when doing so causes the target to take damage or make a saving throw.
Sustain Minor: The effect persists.

Utility 10 Spellbook
Repelling Shield Arcane
A sudden shield of arcane energy blocks an attack and pushes the enemy away.
Immediate Interrupt, Personal
Trigger: You are hit by a melee attack
Effect: You gain a +4 power bonus to AC and Reflex until the end of your next turn. If any creature makes a melee attack against you while this effect lasts, you can push it 1 square after the attack resolves.

Wizard 15
Summon Stormstone Fury Arcane, Implement, Summoning, Thunder
A hulking elemental of stone and living thunder answers your summons with a sound akin to cracking rock and rumbling thunder.
Minor action; Ranged 10
Effect: You summon a Medium stormstone fury in an unoccupied space
within range. The stormstone fury has speed 6 and resist 10 thunder. You can give the stormstone fury the following special commands.
Standard action: Area burst 2 within 10; targets each creature in burst; Intelligence +19 vs. Reflex; 1d12 + Intelligence modifier (+6) thunder damage. A target in the origin square of the burst takes 2d8 extra damage if hit.
Intrinsic Nature: If you haven't given the stormstone fury any commands by the end of your turn, it makes its attack targeting as any creatures as possible. In addition, you take 5 thunder damage and fall prone.
Symbiosis: While the summoned stormstone fury is present, you deal 2d6 extra thunder damage with area attacks, and each creature in the origin square of your area attacks takes 2d6 thunder damage if you miss.

Wizard 15 Spellbook
Prismatic Beams
Scintillating beams of rainbow-colored light spring from your outstretched hand, affecting your foes in unpredictable ways.
Standard Action; Close burst 5
Attack: Intelligence +20 vs. Fortitude, Reflex, Will
Hit (Reflex): If the attack hits the target's Reflex defense, the target takes 2d6 + Intelligence modifier (+6) fire damage, and ongoing 5 fire damage (save ends).
Hit (Fortitude): If the attack hits the target's Fortitude defense, the
target takes 2d6 + Intelligence modifier (+6) poison damage, and ongoing 5 poison damage (save ends).
Hit (Will): If the attack hits the target's Will defense, the target is dazed (save ends).
Special: You make only one attack per target, but compare that attack
result against all three defenses. A target might be subject to any, all, or none of the effects depending on how many of its defenses were hit. The target must make a saving throw against each ongoing effect separately.

Utility 16
Practiced Mental Defense
Your experience with unnatural mental influences has taught you how to snap an ally back to his or her senses — mostly — with a word.
Immediate Reaction; Close burst 10
Trigger: An effect dominates or stuns an ally within 10 squares of you
Target: The triggering ally in burst.
Effect: The effect dazes the target, instead of
dominating or stunning the target.
Prerequisite: You must be trained in Dungeoneering.

Utility 16 Spellbook
Elemental Countermeasures]
As magical energy streaks toward you, you use your knowledge of that magic to counter some of it.
Immediate Interrupt; Personal
Trigger: You take acid, cold, fire, lightning, or thunder damage.
Effect: You make an Arcana check. The damage is reduced by the check result divided by 2.
Prerequisite: You must be trained in Arcana.

EQUIPMENT

Accurate Wand +4 +4d6 Critical

Staff of Storms +4:
Worth 125,000gp
Implement: Staff
Enhancement Bonus: attack rolls and damage rolls
Critical: +4d6 lightning or thunder damage
Power (Lightning, Thunder) Daily (Free Action)
Use this power when using a power that has the lightning or the thunder keyword. After resolving the power, deal 2d8 lightning and thunder damage to every creature in a close blast 3.

Tome of the Replenishing Flame +3 +3d10 Fire critical

Spells:

Summon Hell Hound Arcane, Fire, Implement, Summoning
You summon a burning, houndlike creature that bays with the voice of a raging inferno.
Minor, Ranged 10
Effect: You summon a Medium hell hound in an unoccupied space within range. The hell hound has speed 7 and resist 10 fire. Any creature that enters a square adjacent to it or starts its turn there takes 5 fire damage. You can give the hell hound the following special command.
Standard action: Close blast 3; targets each creature in blast;
Intelligence +15 vs. Reflex; 2d6+6 fire damage.
Intrinsic Nature: If you haven't given the hell hound any commands by the end of your turn, it makes its attack against at least one enemy, targeting as many creatures as possible. If it can't target any enemies, it moves its speed toward the nearest enemy. In addition, you take 5 fire damage.
Symbiosis: While the summoned hell hound is present, you deal 1d6 extra fire damage with close and area attacks, and each creature that hits you with melee attacks takes 1d6 fire damage.

Firescythe Arcane, Fire, Implement
Your allies have the split second warning necessary to duck beneath the enormous, flaming scythe summoned by your magic.
Standard Action, Area Burst 2 within 10 squares.
Effect: Each ally in the area can fall prone as a free action.
Attack: Intelligence +19 vs. Reflex
Hit: 3d8+6 fire damage.
Miss: Half damage.

Brooch of Shielding +3:

TYPE Neck Slot Item; +3 to FORT, REFL, and WILL
PROPERTIES Gain resist 15 force.
This ornate silver shield pin absorbs force attacks against you.
Power (Daily): Immediate Interrupt. Use this power when you are hit by an area, close, or ranged attack. Gain resist to all damage equal to
the brooch's resist force value against that attack.

Robe of Eyes +3:
Cloth Armor (Basic Clothing) +3 AC BONUS
PROPERTIES You cannot be blinded and gain an item bonus to
Perception checks, equal to the armor's enhancement bonus.

Bracers of Defense:
(heroic tier)
Power (Daily): Immediate Interrupt. You can use this power when you are hit by a melee attack. Reduce the damage dealt to you by the attack by 10.

Boots of Free Movement:
(heroic tier)
PROPERTIES Gain a +2 item bonus to saving throws against effects that apply the slowed, immobilized, or restrained condition.
Power (Encounter): Minor Action. Make a saving throw against a slow, immobilize, or restrain effect that a save can end.

Headband of Intellect:
(heroic tier)
PROPERTIES
Gain a +2 item bonus to knowledge or monster knowledge checks, and a +1 item bonus to attack rolls on powers that have the psychic keyword.
Power (Daily): Minor Action. Gain a +2 power bonus to the next Intelligence attack that you make this turn.

Foe Stone:

Power (At-Will): Minor Action. Choose one creature you can see. You learn all the target’s vulnerabilities, as well as which of its defenses is lowest.

Blessing: Ioun's Revelation:
(lvl 3 received)
+2 Item bonus to all skills

Power (Daily): Minor Action. Until the end of the encounter, you and your allies gain a +1 bonus to skill checks with a single skill of your choice.

ADDITIONAL ITEMS
Spellbook,
Belt Pouch (empty),
Candle (5),
Adventurer's Kit,
Standard Identification Papers,
Cold Weather Clothing
Potion of Vitality (paragon tier),
Scroll of Ghost Walk,
Scroll of Raise Dead,
Scroll of Magic Circle,
Tavar's Ritual Book.
*Magically Enhanced Food It takes 5 minutes to eat the stuff, but once consumed, has the effect of an extended rest and restores surges/hp/powers as such.
92 gp, 20 pp, 4,000gp worth of uncut gems.
Residuum 7,500 gp

RITUALS
Comprehend Language
Traveler's Chant
Unseen Servant
Magic Circle
Secure Shelter
Skull Watch
Wizard's Sight
Amanuensis
Endure Elements
Remove Disease

Tavar's Ritual Book:
Comprehend Languages
Comrade's Succour
Create Holy Water
Deathly Shroud
Discern Lies
Shadow Passage


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