About Tragershen.
Languages:
10 Strength 0 points
Initiative: +12 +4 Dexterity, +2 trait, +2 racial, +4 class feature
Traits and Feats:
Trait: Warrior of Old. +2 trait bonus to initiative Trait: Pragmatic Activator. use intelligence for UMD skill Trait: Jeweler's Conversation. +1 bonus to Appraise Trait: Scribe's Eye. +1 bonus to Craft (calligraphy) Trait: Ease of Faith. +1 to diplomacy, and diplomacy is a class skill Trait: Clever Wordplay. One charisma based skill (diplomacy) uses intelligence instead Level 1 Feat: Breadth of Experience. +2 to all knowledge skills, can use knowledge and profession skills untrained Level 1 Feat (class bonus): Scribe Scroll. Can craft arcane scrolls Level 1 Feat (racial bonus): Run. Run at five times normal speed, +4 acrobatics to running jump, retain Dex to AC when running Level 3 Feat: Craft Wondrous Items. Can craft wondrous items Level 5 Feat: Extend Spell. Memorize spell at one level higher, double duration Level 5 Feat (class bonus): Craft Magical Arms & Armor. Can craft magical weapons and armor Level 7 Feat: Additional traits. Clever Wordplay, Ease of Faith Skills:
10 points per level: 2 Class, 5 Intelligence Modifier, 0 Favored Class, 2 Background Skills 1 Enhancement +11 - Appraise (1 rank +3 class skill +6 attribute modifier +1 other modifiers) +1 due to trait
Race/Class Abilities:
Favored Class: Wizard (8 used for hit point points) Elf Abilities: +2 Dexterity, +2 Intelligence, -2 Constitution, applied above. Medium size, Normal speed, Humanoid (elf). Low-Light Vision. Elven Immunities. Immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects Elven Magic. +2 racial bonus on caster level checks made to overcome spell resistance and +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items Fleet-Footed. Run as bonus feat, +2 to initiative checks. Replaces keen senses/weapon familiarity. Wizard Abilities: Proficiencies. club, dagger, heavy crossbow, light crossbow, quarterstaff. Arcane Bond. Ring. Can cast one spell per day from spellbook, can enchant it as if he had Forge Ring. Cantrips and spells. Bonus Feats. Scribe Scroll (1st) Arcane School, Forewarned. Always act in surprise round, but flatfooted until take an action. Initiative bonus +4 Arcane School, Prescience. Free action, roll a d20. Substitute roll for another d20 roll before next turn. Nine times per day. Arcane School, Foretell. At 8th level, you can utter a prediction of the immediate future. While your foretelling is in effect, you emit a 30-foot aura of fortune that aids your allies or hinders your enemies, as chosen by you at the time of prediction. If you choose to aid, you and your allies gain a +2 luck bonus on ability checks, attack rolls, caster level checks, saving throws, and skill checks. If you choose to hinder, your enemies take a –2 penalty on those rolls instead. You can use this ability for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. Spells:
Concentration 1d20+8+6 (level and Int mod), DC Cast Defensively 1d20+8+6 (level and Int mod) DC 15 + double spell level Cast w/o Ring 1d20+8+6 (level and Int mod) DC 20 + spell level Overcome Spell Resistance 1d20+8+2 (level and racial) Memorized: Cantrips (DC 16) : Acid Splash, Message, Detect Magic, Prestidigitation.
Spell Books
[Second Spellbook]
Background:
Tragershen grew up in the south of Kyonin on the outskirts of the Tanglebriar, where the demon Treerazer was a constant threat. Throughout his youth, he had the burden of watching nearly his entire family die one by one in the patrols that keep the demon and his minions at bay. When both of his parents were killed, Tragershen was sent to Iadara to live with a great aunt. The contrast was remarkable. The constant hazard of demons or evil fey was gone, and the citizens of the city seemed blissfully distant from the danger to the south. This attitude made it difficult to integrate with others in the city. During his studies of religions, Tragershen came across Nethys. He had never met a worshipper of Nethys before, and he was fascinated. He was surprised that adherents were so rare in the elven capital since his teachings were so in line with elven values. Madness seemed a risk worth daring, and he delved into studies .
Equipment:
Encumbrance: 21# Light, (38/76/115). Carried/Worn
Spell Component Pouch, 2#
Wrist Sheathe, 1#
Handy Haversack, 5# Currently holds 29# out of 120# capacity
-Wealth, 0#
-Acid, 1#
Captured Spellbook: 3rd Fly, Rage 2nd Arcane Lock, Bear's Endurance, Elemental Speech, Frigid Touch, Glide, Levitate, Sculpt Simulacrum, Bull's Strength 1st Detect Undead, Expeditious Retreat, Feather Fall, Flare Burst -Scroll: Fly (CL5)
-Potion of Cure Light Wounds (CL1)
-Scrivener’s Kit, 1#
Crafting Schedule:
Queue is empty! Unique Magic Items:
The Spike of Anoma is a +3 spell storing dagger. It is current carrying a frigid touch CL5 spell. It has an odd edge to it, and we have reason to believe it may be necessary at some point in Rappan Athuk. The stone of vast intellect +2 is just a headband, but stylized differently. Instead of a headband, it is an agate that attaches itself to the wearer’s forehead. I’m doing this for two reasons. First, I like the style of it. Second, later I want to upgrade the item to include the abilities of a veiled eye. Undercommon/perception. The holy symbol of Nethys takes the neck slot and gives a +1 sacred bonus to saving throws and armor class and acts as an amulet of natural armor +1. The amulet of natural armor +1 is costing 500 gp more because it is being added to an existing neck slot item, the holy symbol. Tragershen’s ring is his bonded object. He can use it once per day to cast any spell he knows. If he is without it, he needs to make a concentration check to cast. It is enchanted to function as a ring of protection +1 and a ring of sustenance. The greater staff of fire is a boon from Agarnak the red dragon. It is an ancient maple quarterstaff has been carved and stained to resemble a tall and twisting flame, and it is warm to the touch. A large red gem is set into the top of the staff with a metal cage around it that extends and curls into a serpentine head. The gem constantly emits a reddish light, as if from a light spell, that flickers like flame. The staff’s wielder can deactivate or active this glowing light as a swift action. One end of it is enchanted as a +1 flaming quarterstaff. This staff allows use of the following spells: burning hands (1 charge), pyrotechnics (1 charge), fireball (2 charges)[/i], dragon’s breath (3 charges, fire effects only), [/i]wall of fire[/i] (3 charges). Nethys:
Tragershen is a devout follower of Nethys, the All-Seeing Eye. Align: Neutral.
Domains: Destruction, Knowledge, Magic, Protection, Rune. Favored Weapon Quarterstaff. Symbol is two-toned mask. Sacred colors are black and white. Ancient Orisiani God-King. Omnipresent knowledge and irreparable madness. |