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Tragershen's page

700 posts. Alias of markofbane.


About Tragershen

Chaotic Good Male Elf Ranger (Divine Hunter) 5//Wizard (Diviner, Foresight) 5
Medium Size (6’ 0”, 125 pounds, Blue Eyes, Blond Hair)
Age: 133
Move: 30’
Languages: Common, Elven, Celestial, Draconic, Goblin, Orc, Abyssal, Infernal, Terran, Aquan, Ignan.

11 Strength 11 base
16 Dexterity 14 base, +2 racial modifier
14 Constitution 15 base, -2 racial modifier, +1 level 4 adjustment
18 Intelligence 16 base, +2 racial modifier
13 Wisdom 13 base
12 Charisma 12 base

Initiative: +13 +3 Dexterity, +2 racial, +2 trait, +4 feat, +2 class feature
AC: 15 +3 Dexterity, +1 Enhancement, +1 Deflection
Melee:
Hand axe (+5, 1d6+0, x3, S)
Ranged:
Short Bow (+8, 1d6+0, x3, P) +1/+1 within 30’
CMB: +5
CMD: 18
Fort: +7 +4 Base, +2 Constitution, +1 Resistance
Ref: +8 +4 Base, +3 Dexterity, +1 Resistance
Will: +6 +4 Base, +1 Wisdom, +1 Resistance; Immune to magic sleep, +2 vs. enchantments
Hit Points: 44 +26 d10 base, +18 Constitution

Automatic Bonus Progression:

3rd level – Resistance +1
4th level – Armor Attunement +1 (clothes), Weapon Attunement +1 (short bow)
5th level – Deflection +1

Traits and Feats:

Trait: Reactionary. +2 to Initiative
Trait: Pragmatic Activator. Use Intelligence modifier for Use Magic Device
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 (race bonus): Run.
Level 2 Feat (class bonus): Point Blank Shot. +1 to hit and damage with ranged attacks within 30’
Level 3 Feat: Improved Initiative. +4 to Initiative
Level 3 Feat (class bonus): Endurance.
Level 5 Feat: Spell Penetration. +2 to overcome SR
Level 5 Feat: (class bonus): Craft Wondrous Items. Can craft arcane items

Skills:

13 points per level: 6 class, 4 intelligence, 1 favored class, 2 background

+8 - Appraise (1+3+4+0)
+4 – Climb (1+3+0+0)
+8 - Craft (alchemy) (1+3+4+0)
+14 - Knowledge (arcana) (5+3+4+2)
+13 – Knowledge (dungeoneering) (4+3+4+2)
+13 – Knowledge (engineering) (4+3+4+2)
+13 - Knowledge (geography) (4+3+4+2)
+12 – Knowledge (history) (3+3+4+2)
+12 – Knowledge (local) (3+3+4+2)
+12 – Knowledge (nature) (3+3+4+2)
+12 – Knowledge (nobility) 3+3+4+2)
+12 – Knowledge (planes) (3+3+4+2)
+12 – Knowledge (religion) (3+3+4+2)
+12 – Linguistics (5+3+4+0)
+9 - Perception (5+3+1+0)
+3 – Profession (any) (0+3+1+2)
+12 - Spellcraft (5+3+4+0)
+11 - Stealth (5+3+3+0)
+5 - Survival (1+3+1+0)
+4 - Swim (1+3+0+0)
+12 - Use Magic Device (5+3+4+0)


Race/Class Abilities:

Favored Class: Wizard (5 used for skill 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 racial bonus on Initiative
Wizard Abilities:
Proficiencies. club, dagger, heavy crossbow, light crossbow, quarterstaff.
Arcane Bond. Ring. Can cast one spell per day from spellbook, can enchant at 7th level
Cantrips and spells.
Bonus Feats. Scribe Scroll (1st), Craft Wondrous Items (5th).
Arcane School, Forewarned. Always act in surprise round, but flatfooted until take an action. Initiative bonus +2
Arcane School, Prescience. Free action, roll a d20. Substitute roll for another d20 roll before next turn. 7 times per day.

Ranger Abilities:
Proficiences. Simple weapons, martial weapons, light armor, medium armor, shields
Favored Enemy (Undead +4, Outsider (evil) +2). Bonus applies to Bluff, Knowledge, Perception, Sense Motive and Survival checks vs. creature, as well as weapon attack and damage rolls
Track. +2 to Survival checks to follow tracks
Combat Style Feat (archery). Point Blank Shot as bonus feat.
Favored Terrain (Undergroundb+2). Bonus applies to initiative checks, Knowledge (geography), Perception, Stealth, Survival while in the terrain
Endurance: A ranger gains Endurance as a bonus feat at 3rd level.
Favored Weapon. Gains proficiency with deity’s favored weapon
Blessings (Luck and Travel). Gain blessings as a warpriest. 5 uses per day
-Lucky Presence. Touch ally as standard action. Can roll any one ability check, attack roll, saving throw, or skill check twice and take the better. Lasts 1 minute or until used.
-Agile Feet. Swift action, can ignore all difficult terrain for 1 round.


Spells:

Ranger Spells Prepared:
1st level DC 12): Bowstaff, Liberating Command.

Memorized: Spells in blue indicate they have been cast
Cantrips (DC 14) 4:Acid Splash, Detect Magic, Detect Poison, Light.
1st level spells (DC 15) 4+1:True Strike, Magic Missile, Mage Armor, Grease, Unseen Servant.
2nd level spells (DC 16) 3+1:See Invisible, Glitterdust, Invisibility, Mirror Image.
3rd level spells (DC 17) 2+1: True Strike, Summon Monster III, Haste.

Spell Book
Cantrips (22 pages): Resistance, Acid Splash, Detect Magic, Detect Poison, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Spark, Ghost Sound, Haunted Fey Aspect, Bleed, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation.
1st level spells (9 pages): Grease, Mage Armor, Unseen Servant, Burning Hands, Magic Missile, Vanish, Feather Fall, Liberating Command, True Strike
2nd level spells (8 pages): Glitterdust, See Invisible, Invisibility, Mirror Image.
3rd level spells (6 pages): Summon Monster III, Haste.


Background:
Like many elves in souther Kyonin, Tragershen was recruited to help patrol the southern forests for menaces. With the plague of Treerazer infesting the land, any elf available was pressed into service and apprentices were often loaded to the patrols.

Tragershen expected years of hardship, of course. Boring years of patrol punctuated by brief battles. However, Tragershen’s troop came into unusual circumstances. When fleeing from a particularly powerful demonic-tainted foe, they sought shelter in an ancient burial barrow. Unfortunately the barrow too was tainted. It was populated with undead, many of them demonically influenced, that had created mazes and links to other nearby barrows. For more than a month, the group struggled and fought, trying to regain the surface. One by one they were slain until there was only Tragershen and a priest of Sinashakti. The undead lured them to an exit where they could see daylight, only to spring an ambush in the narrow tunnels. The priest swore to hold them off and Tragershen climbed ahead. Once above, Tragershen fled as they agreed. When Tragershen stopped, the priest wasn’t with him. By the time Tragershen made it back to the hole he’d emerged from, it was daylight. The only sign of the priest was his wooden holy symbol, stained with blood. Tragershen took it, and has worn it since.

After several days, Tragershen made it back to civilization and reported all that had happened. He was released from service given the trauma he had been through. But that wasn’t enough for Tragershen. He had vengeance on his mind. He started to consider other solutions. When he came across books describing Rappan Athuk, he felt he had his answer. He would go to the legendary complex and plumb its depths for secrets and answers that he could take back and use in the fight against Treerazer. Given the reputation of Orcus’s lair, he knew he would have little trouble finding others to join him.


Description:
Tragershen is a fair elf with handsome features. He dresses in brown and green hunter’s clothes, and carries a short bow. He wears a large scarf tied around his neck, ready to be pulled up over his mouth and nose. His belt has a large pouch hanging from it and an axe tucked into it. His early misadventures make Tragershen cautious and a little withdrawn, though he can be quite jovial when he feels at ease.

Equipment:

Encumbrance: 15 ½ # Light, (38/76/115).

Carried/Worn
Hunter’s Garb (Explorer’s Outfit)
Spell Component Pouch, 2#
Scarf (around neck), ½#
Wooden Holy Symbol
Ring of Sustenance
Ring (bonded object)
Handaxe, 3#
Short Bow, 2#
Quiver, 3#
-10 arrows
-10 blunt arrows

Handy Haversack, 5#
-Spell Component Pouch (spare), 2#
-Quiver
--10 arrows
--10 blunt arrows
-Potion of Cure Light Wounds (CL1)
-Wealth (98 gp, 5 sp)


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