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Tragershen's page

614 posts. Alias of markofbane.

About Tragershen

Chaotic Good Elven Ranger (Guide) 1/ Wizard (Diviner: Foresight) 1
Medium Size (5‘11”, 130 pounds, Amber Eyes, Silver Hair)
Age: 120
Move: 30’
Languages: Common, Elven, Draconic, Celestial, Sylvan, Orc, Goblin, Abyssal.

12 Strength 2 points spent
16 Dexterity 4 points spent, +2 racial modifier
14 Constitution 6 points spent, -2 racial modifier
20 Intelligence8 points spent, +2 racial modifier
13 Wisdom 3 points spent
12 Charisma 2 points spent

Initiative: +4 +3 Dexterity, +1 Class Bonus
AC: 17 Mage Armor +4, Dexterity +3
Longsword (+2, 1d8+1, 19-20/x2, S)
Dagger (+2, 1d4+1, 19-20/x2, 10’, P/S)
Ranged: +1 to hit and +1 damage when within 30’[/oooc]
Longbow (+4, 1d8+0, x3, 100’, P)

CMB: +2
CMD: 15
Fort: +4
Ref: +5
Will: +3 [ooc]Immune to Sleep, +2 vs. Enchantments
Hit Points: 13 10 hit die, 2 Constitution, 1 favored class


T: Riftwarden Orphan. +2 trait bonus on all concentration checks
T: Vagabond Child. +1 bonus to Disable Device and is a class skill
L1: Point Blank Shot. +1 to hit and +1 damage when within 30’
B1: Breadth of Experience. +2 to Profession and Knowledge checks, may make untrained
B1: Scribe Scroll. Can craft arcane scrolls


12 points per level: 6 class, 5 intelligence, 1 AP bonus (must be craft/profession/perform).

+5 - Appraise = (0 ranks + 3 class + 5 attribute + 0 other)
+1 – Climb (0+3+1+0)
+9 – Craft (alchemy) (1+3+5+0)
+8 – Disable Device (1+3+3+1)
+3 – Escape Artist (0+0+3+0)
+3 - Fly (0+3+3+0)
+1 – Handle Animal (0+3+1+0)
+1 – Heal (0+3+1+0)
+11 - Knowledge (Arcana) (1+3+5+2)
+7 - Knowledge (Dungeoneering) (0+3+5+2)
+11 - Knowledge (Engineering) (1+3+5+2)
+7 - Knowledge (Geography) (0+3+5+2)
+11 - Knowledge (History) (1+3+5+2)
+7 - Knowledge (Local) (0+3+5+2)
+7 - Knowledge (Nature) (0+3+5+2)
+7 - Knowledge (Nobility) (0+3+5+2)
+11 - Knowledge (Planes) (1+3+5+2)
+11 - Knowledge (Religion) (1+3+5+2)
+9 - Linguistics (1+3+5+0)
+9 - Perception (1+3+1+4) Familiar Alertness bonus included
+1 - Perform (any) (0+0+1+0)
+3 - Profession (any) (0+3+1+2)
+3 - Ride (0+3+3+0)
+3 - Sense Motive (0+0+1+2) Familiar Alertness bonus included
+9 - Spellcraft (1+3+5+0) +2 racial bonus to ID magic items
+10 - Stealth (1+3+3+3)
+1 - Survival (0+3+1+0) +1 to track
+1 - Swim (0+3+1+0)

Race/Class Abilities:

Favored Class: Wizard (1 used for hit points)
Elven Abilities:
Attribute adjustments. Applied above
Medium size, Normal speed.
Keen Senses. Low Light Vision and +2 to Perception rolls
Elven Immunities. Immune to magic sleep and +2 on saves vs. enchantment spells and effects
Elven Magic. +2 caster level vs. spell resistance, +2 spellcraft to ID magic items
Elven Proficiencies. Longbows, longswords, rapiers, shortbows, elven weapons are marital

Wizard Abilities:
Proficiencies: club, dagger, heavy crossbow, light crossbow, quarterstaff.
Arcane Bond: Familiar, Centipede.
Arcane School: Divination, Foresight subschool (opposed: Enchantment, Necromancy).
Spell casting.
Spell Failure Chance.
Forewarned. Always act in surprise round (flat footed until action), +1 bonus to initiative checks
Prescience. , Up to eight times per day as a free action, roll a d20 at start of turn. May sub that roll for another before next turn

Ranger Abilities:
Weapon and Armor Proficiences. Simple Weapons, Martial Weapons, Light Armor, Medium Armor, Shields (not Tower)
Track. +1 to Survival to follow tracks
Ranger’s Focus. Once per day, swift action vs. single enemy in line of sight. Gain +2 to attack and damage vs. them until 0 hit points, surrenders or new focus is designated
Wild Empathy. Can use d20 + ranger level + Charisma modifier to change animal attitudes


Cantrips (DC 15) 3: Detect Magic, Ray of Frost, Presdigitation.
1st level spells (DC 16) 3+1: Mage Armor, Color Spray, Burning Hands, True Strike.

Spell Book
Cantrips (17): Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Presdigitation, Ray of Frost, Read Magic, Resistance, Spark.
1st level spells (8): Color Spray, Mage Armor, Grease, True Strike, Feather Fall, Burning Hands, Magic Missile, Protection From Evil/Good/Chaos/Law.

Tragershen remembers everything. Almost. He does not remember being sent from the World Wound back to southern Kyonin to live with relatives. He remembers the briefest flashes of Kenebres and his parents, but nothing more.

The small village he was raised in was in a quaint, peaceful and remote valley in southern Kyonin. He spent his formative decades learning everything he could. Sometimes tutors would come along and teach for a while, but mostly it was the townsfolk and especially his aunt, with whom he resided. Anything and everything caught his interest, at least for a little while. Despite his best efforts, two mysteries eluded him most of his life: what was the significance of the strange birthmark over his heart and what lay beyond their valley home to the south.

While he was good natured, he was also quite mischievous. Every chance he got he would pick locks and explore forbidden places. Or he would try to sneak beyond the confines of their valley, which was strictly forbidden.

It was always so exhilarating when Tragershen managed to get past the elven rangers and explore the forest beyond their valley. He often was able to get through to the north and sometimes to the east and west. But for decades, he could not slip past the rangers to the south. He was close to adulthood before he managed, and what he saw changed his life forever.

Between their valley and the distant mountains was a vast swamp, uncharacteristic for the region. Not far off, he saw the crackle of a lightning bolt, but not from the clear sky; it ran amongst the trees in the swamp. That was followed by a blossoming sphere of flame in the same area. As he watched in awe, a hand came to rest on his shoulder. One of the ranger guards had snuck up on him and now watched with him. “The Tanglebriar,” the ranger told him. “Home of evil fey, abyssal monstrosities and, of course, the demonic Treerazer.” They watched for a long time, but didn’t see any more signs of conflict. Finally, the ranger walked with him back down to the village.

From that day, Tragershen was more focused than he had ever been. While he still kept up his eclectic studies, he kept a new emphasis on the demonic in the world. Secretly, he hoped he would be the one who would eventually discover the means to banish Treerazer from the world and restore the Tanglebriar to its previous glory. His studies touched on Tanglebriar, Rappan Athuk and, of course, the war at the Worldwound.

It was while he was reading through books that a wandering tutor had brought that Tragershen cam across an illustration that sent chills through him. The caption called it the Sign of the Seeker’s Spiral, and the chapter was dedicated to rumors of the secret society called Riftwardens. The author suggested that the symbol often was seen as a birthmark on children of Riftwardens who had been exposed to strange energies associated with the Worldwound.

Tragershen confronted his aunt with this lore and exposed the birthmark over his heart. The birthmark so closely resembled the illustration that it could have been an exquisite tattoo rather than a natural birthmark. His aunt reluctantly admitted that his mother, her sister, was a Riftwarden, and so was his father. When Crusaders brought Tragershen to his aunt, they told her very little. She said they didn’t know if his parents were still alive. In that instant, Tragershen knew with certainty that they were not; both had been killed. His aunt told him that the Crusaders had last seen them fighting off foes at the Worldwound, covering the escape of many others. This too Tragershen instinctively knew to be true and somehow he knew (he absolutely knew!) that the foes they had been warding off had murdered them. Further, he knew these assassins still lived and wreaked havoc upon the world. He didn’t tell his aunt these things, for he had no reason he could point to for his certainty.

He has been back in Kenebres for months now. When Tragershen finished his education and the rites of passage to adulthood, he set out for the Worldwound. He has been working odd jobs in the city that he lived in as a small child. His free time was full of efforts to find clues about the Riftwardens and his parents, but to date has had no tangible success.

Tragershen is a handsome elf who is strong and graceful. He is always dressed in traditional elven hunting clothes, which are sturdy garments with mottled patches of green, brown, gray and black to help them hide. In lieu of backpack, he has an oiled leather bag that he keeps slung over one shoulder. He carries with him traditional elven weapons, a longsword and a longbow.


Encumbrance: 31.75#, Light (43/66/130).
Explorer’s Outfit
Longsword, 4#
Dagger, 1#
Longbow, 3#
Arrows (40), 6#
Spell Component Pouch, 2#
Centipede Familiar, ¼#

Pouch, ½#
-Whetstone, 1#
-Wealth (3 gp, 9 sp, 4 cp)

Waterskin, 4#
Waterproof Bag, ½#
-Spellbook, 3#
-Scrivener’s Kit with Ink, 1#
-Scroll Case, ½#
--Parchment (5)
-Sealing Wax, 1#
-Thieves Tools, 1#
-Rations (3), 3#

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