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The Mad Priest (Ghost)

Tragershen's page

613 posts. Alias of markofbane.


About Tragershen

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Neutral Male Elf Wizard (Universalist) 5
Medium Size (5‘11”, 130 pounds, Green Eyes, White Hair)
Age: 168
Move: 30’
Languages: Common, Elven, Celestial, Draconic, Sylvan, Goblin, Aklo, Ignan, Azlanti, Aquan, Polygot, Dwarven*
*From Headband

10 Strength
18 Dexterity includes +2 from belt
12 Constitution
21 Intelligence includes +2 from headband
10 Wisdom
10 Charisma

Initiative: +4 +4 Dexterity
AC: 17 Mage Armor +4, Dexterity +4
Melee:
Staff (+2, 1d6+0, x2, B)
Dagger (+2, 1d4+0, 19-20/x2, P/S)
Longsword (+2, 1d8+0, 19-20/x2, S)
Ranged:
Staff (+5, 1d6+0, x2, B)
Dagger (+5, 1d4+0, 19-20/x2, P/S)
Longbow (+5, 1d8+0, x3, P)
CMB: 2
CMD: 16
Fort: +3 +2 vs. Poisons
Ref: +5
Will: +4 +2 vs. Enchantments
Hit Points: 27

Traits/Feats:

T: Boarded in Mediogalti. +2 on saves vs. Poison, Immune to Giant Wasp venom
T: Forlorn +1 on Fort Saves
L1: Breadth of Knowledge. +2 to all knowledge skills; can make knowledge and profession checks without ranks
B1: Scribe Scroll: Can craft arcane scrolls
L3: Extend Spell
L5: Combat Casting
B5: Reach Spell

Skills:

7 skill points per level (+4 Intelligence, +2 Class, +1 Favored Class)
Headband skill points: Perception.

+9 – Appraise: (1 ranks +3 class skill +5 attribute +0 other)
+9 – Craft: Alchemy (1+3+5+0)
+15 – Knowledge (arcana (5+3+5+2)*
+12 – Knowledge (dungeoneering) (2+3+5+2)
+12 – Knowledge (engineering) ( 2+3+5+2)
+12 – Knowledge (geography) ( 2+3+5+2)
+12 – Knowledge (history) (2+3+5+2)
+11 – Knowledge (local) (1+3+5+2)
+12 – Knowledge (nature) (2+3+5+2)
+11 – Knowledge (planes) (1+3+5+2)
+12 – Knowledge (religion) (2+3+5+2)
+13 - Linguistics (5+3+5+0)*
+7 – Perception (5+0+0+2)+
+2 – Profession (any) (0+3+0+2)
+13 - Spellcraft (5+3+5+0)* +2 to ID magic items
+7 – Stealth (4+0+3+0)


Race/Class Abilities:

Favored class Wizard (5 used for skill points)

Elven Abilities:
+2 Dexterity and Intelligence, -2 Constitution.
Medium size, Normal speed.
Elven Senses. Low Light Vision and +2 to Perception checks.
Elven Immunities. Immune to sleep effects, +2 vs. enchantment spells and effects.
Elven Magic. +2 to CL to overcome SR. +2 to Spellcraft to ID magic items.
Proficiencies. Longbows, longswords, rapiers, shortbows and elven weapons are considered martial.
Wizard Abilities:
Proficiencies. club, dagger, heavy crossbow, light crossbow, quarterstaff.
Hand of the Apprentice. Standard action for ranged attack with melee weapon. 30’ range, up to eight times per day
Arcane Bond: Ring. Can enchant, can use to cast any one spell known.

Other Abilities:
Spark of the Vudrani
The chants of the Vudrani have focused your mind in a manner that allows you to cast under duress easier. You gain +2 to concentration checks to cast defensively. If you are damaged during spellcasting you can ignore the first 5 points of damage dealt for the DC of the concentration check.
Vudrani Spark (SU): The mystics of the Vudrani allow you to empower spells with their mystical power. Once per day you can Silent, Still, or Extend a spell as a full round action with no level increase. Only one of these effects can be applied per day to the spell. Another feat can be applied to a spell after this power is used.


Spells:

Memorized: Spells in blue indicate they have been cast
Cantrips (DC 15) 4: Detect Magic, Ray of Frost, Presdigitation, Disrupt Undead.
1st level spells (DC16) 4: Magic Missile, Grease, Azlanti Foresight, Mage Armor.
2nd level spells (DC 17) 3: Azlanti Glue, Mirror Image, Create Pit.
3rd level spells (DC 18) 2: Haste, Summon Monster III.
Spell Book:
Cantrips: (21 pages) Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Presdigitation, Spark.
1st level spells: (29 pages) Endure Elements, Protection from Evil, Mage Armor, Unseen Servant, Comprehend Languages, Sleep, Burning Hands, Expeditious Retreat, Feather Fall, Magic Missile, True Strike, Azlanti Foresight, Vanish, Magic Weapon, Ray of Enfeeblement, Shield, Shocking Grasp, Chill Touch, Color Spray, Grease, Alarm, Detect Secret Doors, Touch of the Sea, Mount, Obscuring Mist, Detect Undead, Identify, Erase, Reduce Person.
2nd level spells: (20 pages) Azlanti Glue, Mirror Image, Glitterdust, Summon Swarm, Knock, Cats Grace, Darkvision, Protection from Arrows, See Invisible, Resist Energy, Create Pit.
3rd level spells: (6 pages) Haste, Summon Monster III.

Background:
Tragershen awoke, surprised to be alive. He was still in the alley where the thugs had dragged him, stripped of anything of any bit of value. It took him minutes to even raise his head and get his bearings. Homeless beggars walked past occasionally, with looks of pity in their eyes for him. For him! He, who mere hours ago had been a prosperous sage, travelling the lands to his whim, selling his accumulated knowledge for a hefty price and enjoying the prosperity that brought. He eventually got to his feet and made his way back to his inn. It took a few minutes to convince them he was a patron at the lofty facility. When they took him to his room, it had been cleared out. When he was robbed, they certainly found his room key and, with its distinctive styling, figured out where he was staying and took everything. Everything. In one turn of fortune, he had lost everything he had accumulated.

Without money to pay for the room, or any room for that matter, he was left wandering. It wasn’t long before he came to a temple of Calistria, and he entered. The priestesses took him in and listened to his story. When he was done telling it, he begged for their help with vengeance against those who had robbed and beat him. They cleaned him up and helped research who it was that had assaulted him and found it was a prominent and powerful thieves guild, one that they could not cross, not lightly anyway.

Instead, the high priestess made him an offer. Allow himself to be stung by a giant wasp, a symbol of her mistress. If he survived, they would help him leave town so he could gain strength and power and seek vengeance on his own. Tragershen agreed.

The sting was painful, and the poison took him to the edge of death, but he survived. The priestess kept her promise. She had a patron provide him with spells to rebuild a simple repertoire of spells to take him on his travels. Tragershen was snuck out of the city, and he went on his way. He wandered from place to place, looking for opportunities to quickly build up his wealth and power.


Description:

A thief seeing Tragershen walk by would probably figure he wasn’t worth it. Except for the plain rapier at his side, there is nothing to show that the elf had two silver coins to rub together. Serviceable clothes, simple pouches and a well worn backpack. With silver hair and green eyes, he would blend into most crowds of elves.

Equipment:

Encumbrance: 24.0#, light (33/66/100)

Carried/Worn
Explorer’s Outfit
Cloak of Resistance +1, 1#
Headband of Vast Intellect +2 (Perception), 1#
Belt of Incredible Dexterity +2, 1#
Feather Step Boots, 1#
Longsword, 4#
Dagger, 1#
Whip, 2#
Longbow, 3#
Arrows (20), 3#

Spell Component Pouch, 2#

Handy Haversack, 5#
-Staff, 4#
-Rod of Metamagic, Lesser Extend, 5#
-Spare Spell Component Pouch, 2#
-Waterskin (2), 8#
-Pouch, ½#
--Wealth (3 gp, 4 cp)
-Rations (10 days), 10#
-Traveler’s Any-Tool, 2#
-Pouch, ½#
--Scrivener’s Kit, 1#
--Ink

-Ptn of Cure Disease
-Ptn of Lesser Restoration (3)
-Ptn of Water Breathing
-Ptn of Remove Fear
-Ptn of Shield of Faith +2
-Ptn of Calm Emotions
-Restorative Ointment (4 uses)
-Antitoxin (3)
-Antiplague
-Soothe Syrup
-Vermin Repellant

-Wand of Magic Missiles (17 ch)
-Thunderstone, 1#
-Sunrod (2), 2#
-Smoke Stick, ½#
-Wand of Bear’s Endurance (7 ch)
-Acid (2), 2#
-Alchemist’s Fire (2), 2#
-Alakali Flask (2), 2#
-Tanglefoot Bag (2), 8#

-Azlanti Scroll Tube, 1#
--Scroll: Mage Armor (CL 4), Shield (CL 4)
--Scroll: Burning Hands (CL 4) x3
--Scroll: Touch of the Sea (CL 1) x6
--Scroll: See Invisible (CL 3), Glitterdust (CL 3)
-Yarzoth’s Scroll Tube, ½#
--Paper (10)
--Scroll: Fireball
--Scroll: Blink, Fly, Beast Shape 2, Mass Enlarge Person
--Scroll: Protection from Evil (CL 1) x6
--Scroll: Gust of Wind
--Scroll: Invisibility
--Map: Smuggler’s Shiv
--Map: Mwangi Expanse
-Journal Book, 1#
-Special Inks (to scribe Gust of Wind, Invisibility, Fireball, Blink and Fly to spellbook)
-Spellbook, 3#


Azlanti Foresight :

School divination (compulsion) [mind-affecting]; Level sorcerer/witch/wizard 1
Casting Time 1 standard action
Components V, S
Range 20 ft.
Area The caster and all allies within a 20-ft. burst, centered on the caster
Duration 1 min./level
Saving Throw none; Spell Resistance yes (harmless)
This spell grants a small a measure of foreknowledge to all of those within 20' when cast. All allies within its
range gain a +1 insight bonus to attack rolls and reflex saving throws for up to 1 minute per caster level.

Azlanti Glue:

School conjuration (creation); Level sorcerer/witch/wizard 2
Casting Time 1 standard action
Components V, S, M (pinch of tree sap)
Range close (25 ft. + 5 ft./2 levels)
Area One creature
Duration 1 round/level
Saving Throw Reflex (partial); Spell Resistance yes
A globe of sticky resin springs from your hand and strikes the target.
The subject is immediately held in place, effectively stuck to the ground. A failed reflex save means the creature gains the grappled condition and cannot move until the spell expires.
Each round they make attempt to break free by making a successful combat maneuver check or escape artist check at against the DC of the spell as a full round action.
A successful save means the subject gains the entangled condition for 1 round.

Azlanti Scroll Tube:

This airtight, unusual container allows the owner to place up to 5 scrolls in it. Each one has its own compartment for easy identification. Each compartment also has a special symbol at the top so you can draw a scroll without looking down by feeling the symbol. This allows the owner to draw a scroll from it as a move action WITHOUT drawing an AOO. The glass and top/bottom were specially forged to give it the strength of steel. The container has a hardness of 10 with 25 hit points.
Value: 250gp or more to a collector. Weight: 1 lb

Planning:

6th level spells: Dispel Magic, Lightning Bolt.


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