Verik Vancaskerkin

Wesley Vancaskerkin's page

28 posts. Alias of Brainiac.


About Wesley Vancaskerkin

Male human transmuter (runelord) 2
N Medium Humanoid (Human)

Senses: Perception +7 (+6 proficiency, +1 Wis)

DEFENSE
AC 17 (+4 proficiency, +3 Dex)
HP 26

Fort +6 (+4 proficiency. +2 Con)
Ref +7 (+4 proficiency, +3 Dex)
Will +7 (+6 proficiency, +1 Wis)

OFFENSE

Melee +2
Ranged +7

Arcane Spell +8
Spell DC 18

Spells Prepared
1st (3+1)-
Cantrips (5+1)-

Spellbook
1st (5+1) feather fall, grease, grim tendrils, magic missile, magic weapon, unseen servant, +3
Cantrips (11) acid splash, chill touch, detect magic, electric arc, gouging claw, light, mage hand, produce flame, shield, telekinetic projectile, +1

Focus Points: 2

Focus Spells:

Appearance of Wealth
Cast material, verbal
Range 30 feet; Area 5-foot burst
Saving Throw Will; Duration sustained up to 1 minute
You create a brief vision of immense wealth filling the spell's area. Each creature within 20 feet of the area that could be enticed by material wealth must attempt a Will saving throw. A creature that enters the area automatically disbelieves the illusion, and disbelieving the illusion ends any fascinated condition imposed by the spell. As long as you Sustain the Spell, other creatures react to the treasure like they would any other illusion, but they are not at risk of becoming fascinated.

Critical Success The creature disbelieves the illusion and is unaffected by it.
Success The creature is fascinated by the wealth until it has completed its first action on its next turn.
Failure The creature is fascinated by the illusion.

Physical Boost
Cast verbal
Range touch; Target 1 living creature
Duration until the end of the target's next turn
You temporarily improve the target's physique. The target gains a +2 status bonus to the next Acrobatics check, Athletics check, Fortitude save, or Reflex save it attempts.

Spd 25 ft

STATISTICS
Str 8 (-1)
Dex 16 (+3)
Con 14 (+2)
Int 16 (+3)
Wis 12 (+1)
Cha 8 (-1)

CLASS FEATURES

Drain Bonded Item (Free)
Arcane Wizard
Frequency once per day
You expend the power stored in your bonded item, as long as the item is on your person. During your turn, you gain the ability to cast one spell you prepared today and already cast, without spending a spell slot. You must still Cast the Spell and meet the spell's other requirements.

Arcane School: Transmutation

Arcane Thesis: Spell Substitution
You don't accept the fact that once spells are prepared, they can't be changed until your next daily preparation, and you have uncovered a shortcut allowing you to substitute new spells for those you originally prepared.

You can spend 10 minutes to empty one of your prepared spell slots and prepare a different spell from your spellbook in its place. If you are interrupted during such a swap, the original spell remains prepared and can still be cast. You can try again to swap out the spell later, but you must start the process over again.

HERITAGE

Versatile Heritage: Humanity's versatility and ambition have fueled its ascendance to be the most common ancestry in most nations throughout the world. Select a general feat of your choice for which you meet the prerequisites (as with your ancestry feat, you can select this general feat at any point during character creation).

BACKGROUND

Magical Misfit: You don't understand folks who claim that magical talent is some sort of burden or great responsibility; you've always used your magic to cause trouble and to escape the consequences. Whether becoming an adventurer is your attempt to make amends or just a new way to make some mischief, you're excited to see where it takes you, and you still delight in using your skills to get out of trouble.

Choose two ability boosts. One must be to Dexterity or Intelligence, and one is a free ability boost.

You're trained in the Arcana skill, and the Underworld Lore skill. You gain the Trick Magic Item skill feat.

FEATS

Ancestry Feats:

1st: Natural Ambition: You were raised to be ambitious and always reach for the stars, leading you to progress quickly in your chosen field. You gain a 1st-level class feat for your class. You must meet the prerequisites, but you can select the feat later in the character creation process in order to determine which prerequisites you meet.

General Feats:

Heritage: Canny Acumen (Perception): Your avoidance or observation is beyond the ken of most in your profession. Choose Fortitude saves, Reflex saves, Will saves, or Perception. You become an expert in your choice. At 17th level, you become a master in your choice.

Ancestry: Toughness

Skill Feats:

Background: Trick Magic Item (One Action):
You examine a magic item you normally couldn’t use in an effort to fool it and activate it temporarily. For example, this might allow a fighter to cast a spell from a wand or allow a wizard to cast a spell that’s not on the arcane list using a scroll. You must know what activating the item does, or you can’t attempt to trick it.

Attempt a check using the skill matching the item’s magic tradition, or matching a tradition that has the spell on its list, if you’re trying to cast a spell from the item. The relevant skills are Arcana for arcane, Nature for primal, Occultism for occult, Religion for divine, or any of the four for an item that has the magical trait and not a tradition trait. The GM determines the DC based on the item’s level (possibly adjusted depending on the item or situation).

If you activate a magic item that requires a spell attack roll or spell DC and you don’t have the ability to cast spells of the relevant tradition, use your level as your proficiency bonus and the highest of your Intelligence, Wisdom, or Charisma modifiers. If you’re a master in the appropriate skill for the item’s tradition, you instead use the trained proficiency bonus, and if you’re legendary, you instead use the expert proficiency bonus.

Success For the rest of the current turn, you can spend actions to activate the item as if you could normally use it.
Failure You can’t use the item or try to trick it again this turn, but you can try again on subsequent turns.
Critical Failure You can’t use the item, and you can’t try to trick it again until your next daily preparations.

+1

Class Feats:

1st: Reach Spell (One Action)
You can extend the range of your spells. If the next action you use is to Cast a Spell that has a range, increase that spell’s range by 30 feet. As is standard for increasing spell ranges, if the spell normally has a range of touch, you extend its range to 30 feet.

2nd: Energy Ablation (one action)
When you cast energy spells, you retain some of that energy as a protective barrier. If your next action is to Cast a Spell that deals energy damage, whether or not it successfully deals damage, you gain resistance to that type of energy equal to the spell's level (minimum 1) until the end of your next turn. If the spell deals more than one type of energy damage, choose one and gain resistance to that type.

Archetype Feats:

2nd: Runelord Dedication: Your rune magic increases, and you practice with your school's associated weapon. You gain an additional cantrip of your chosen arcane school, and each time you gain a level (including this level), you add an additional spell from your chosen arcane school to your spellbook, with the same restrictions as the two spells you normally add.

SKILLS
Acrobatics +7
Arcana +8
Crafting +8
Nature +5
Occultism +8
Religion +5
Society +8
Thievery +7
Underworld Lore +8

LANGUAGES
Common, Draconic, Elven, Thassilonian, Undercommon, Varisian

EQUIPMENT
Wizard stuff