Kwava

Tragershen's page

1,925 posts. Alias of markofbane.


Race

Male Elven Wizard (Diviner, Foresight) 8 | HP 58 | AC:23 | FF:19 | T:16 | CMB:+4 | CMD:20 | Fort:+7 | Ref:+9 | Will:+9 | Init:+12 | Perc +8 | St:+4 | | St:+3 |

About Tragershen

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Neutral Male Elf Wizard (Diviner, Foresight) 8
Medium Size (6’ 0”, 125 pounds, Blue Eyes, Blond Hair)
Age: 120
Move: 30’

Languages:
Racial: Common, Elven
Intelligence: Celestial, Draconic, Goblin, Orc, Gnome
Linguistics: Abyssal, Infernal, Terran, Drow Sign Language, Halfling, Aquan, Ignan,
Stone: Undercommon, Auran

10 Strength 0 points
18 Dexterity 5 points, +2 racial modifier, +2 enhancement
14 Constitution 5 points, -2 racial modifier, +2 enhancement
22 Intelligence 10 points, +2 racial modifier, +2 enhancement, +2 level 4,8
10 Wisdom 0 points
10 Charisma 0 points

Initiative: +12 +4 Dexterity, +2 trait, +2 racial, +4 class feature
AC: 23 FF: 19 T: 16 +4 armor, +4 Dexterity, +2 Shield, +1 Sacred, +1 Deflection, +1 Natural Armor
Melee:
Staff (+4, 1d6+1 +d6 flaming, x2, B)
Club (+4, 1d6+0, x2, B)
Dagger (+5,1d4+0, 19-20/x2, P/S)
Spike of Anoma (+7, 1d4+3, 19-20/x2, P/S) + Spell discharge
Ranged:
Acid Splash (+8, 1d3+0, 30’ range)
CMB: +4 +4 BAB, +0 Strength, +0 Size
CMD: 20 10 base +4 BAB, +0 Strength, +4 Dexterity, +0 Size, +1 Sacred, +1 Deflection
Fort: +7 +2 Base, +1 Constitution, +2 Resistance, +1 Enhancement, +1 Sacred
Ref: +9 +2 Base, +4 Dexterity, +2 Resistance, +1 Sacred
Will: +9 +6 Base, +0 Wisdom, +2 Resistance, +1 Sacred; Immune to magic sleep, +2 vs. enchantments
Hit Points:58 +34 d6 base (6+4+4+4+4+4+4+4), +8 Constitution, +8 Enhancement, +8 Favored Class

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
+10 - Craft (alchemy) (1+3+6+0)
+11 - Craft (calligraphy) (1+3+6+1) +1 due to trait
+10 - Craft (drawing) (1+3+6+0)
+18 - Diplomacy (8+3+6+1)*
+19 - Knowledge (arcana) (8+3+6+2)* +2 due to Breadth of Knowledge feat
+14 – Knowledge (dungeoneering) (3+3+6+2) +2 due to Breadth of Knowledge feat
+14 – Knowledge (engineering) (3+3+6+2) +2 due to Breadth of Knowledge feat
+14 - Knowledge (geography) (3+3+6+2) +2 due to Breadth of Knowledge feat
+14 – Knowledge (history) (3+3+6+2) +2 due to Breadth of Knowledge feat
+14 – Knowledge (local) (3+3+6+2) +2 due to Breadth of Knowledge feat
+14 – Knowledge (nature) (3+3+6+2) +2 due to Breadth of Knowledge feat
+14 – Knowledge (nobility) 3+3+6+2) +2 due to Breadth of Knowledge feat
+14 – Knowledge (planes) (3+3+6+2) +2 due to Breadth of Knowledge feat
+14 – Knowledge (religion) (3+3+6+2) +2 due to Breadth of Knowledge feat
+17 – Linguistics (8+3+6+0)*
+8 - Perception (8+0+0+0) 8 ranks due to headband
+2 – Profession (any) (0+3+0+2) +2 due to Breadth of Knowledge feat
+17 - Spellcraft (8+3+6+0)*
+4 - Stealth (0+0+4+0)
+14 - Use Magic Device (8+0+6+0)*


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.
1st level spells (DC 16) 6+1: Grease, Magic Missile, Mage Armor, Unseen Servant, Reduce Person, Vanish, True Strike.
2nd level spells (DC 17) 5+1: Invisibility, Web, Glitterdust, Create Pit, Levitate, Darkvision.
3rd level spells (DC 18) 4+1: Lightning Bolt, Haste, Haste, Fireball, Extended See Invisible.
4th level spells (DC19) 3+1: Black Tentacles, Dimensional Anchor, Lesser Globe of Invulnerability, Arcane Eye.

Spell Books
[First Spellbook]
Cantrips (23 pages): Acid Splash, Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Haunted Fey Aspect, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Scrivener’s Chant, Spark, Touch of Fatigue.
1st level (34 pages): Air Bubble, Alarm, Animate Rope, Ant Haul, Burning Hands, Color Spray, Command, Comprehend Languages, Detect Secret Doors, Detect Undead, Ear-Piercing Scream, Enlarge Person, Expeditious Construction, Expeditious Excavation, Feather Fall, Grease, Hypnotism, Liberating Command, Mage Armor, Magic Missile, Obscuring Mist, Ray of Enfeeblement, Reduce Person, Shocking Grasp, Snowball, Sure Casting, True Strike, Unseen Servant, Vanish, Mount, Floating Disk, Protection from Evil, Jump, Expeditious Retreat
2nd level (28 pages): Arcane Lock, Blur, Create Pit, Ghoul Touch, Glitterdust, Hideous Laughter, Invisibility, Knock, Locate Object, Scorching Ray, See Invisible, Web, Levitate, Bulls Strength.
3rd level (15 pages):Earth Tremor, Fly, Haste, Slow, Summon Monster III.

[Second Spellbook]
2nd level (16 pages): Acid Arrow, Alter Self, Bear’s Endurance, Create Treasure Map, Darkvision, Frigid Touch, Mirror Image, Resist Energy, Protection from Arrows.
3rd level (18 pages): Ice Spears, Lightning Bolt, Shrink Item, Fireball, Wind Wall, Gaseous Form, Heroism, Protection from Energy.
4th level (20 pages): Arcane Eye, Black Tentacles, Lesser Globe of Invulnerability, Dimensional Anchor, Wall of Fire.


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
Scholar’s Outfit
holy symbol of Nethys, 1# [smaller]unique magic item
Tragershen’s ring unique magic item
greater staff of fire, 4# [
Spike of Anoma, 1#
Club, 3#
Whip, 2#
stone of vast intellect +2
belt of physical might (constitution/dexterity) +2, 1#
Cloak of Resistance +2, 1#
Masterwork mithral buckler +1 light fortification, 2.5#

Spell Component Pouch, 2#
-Brimstone (2)
-Saltpeter
-Myrrh (4)
-Spirit of wine (6)
-Cold iron (5)
-Black powder
-Ginger extract
-Dew of lunary (5)
-Nethys dagger
-10gp miniature shovel
-50gp gold dust

Wrist Sheathe, 1#
-Wand of Disrupt Undead w/weapon cord (CL1, 38 charges)
Wrist Sheathe, 1#
-Masterwork mithral dagger w/weapon cord, ½#

Handy Haversack, 5# Currently holds 29# out of 120# capacity
-Spare Spell Component Pouch, 2#
-Spellbook (91/100 pages used), 3#
-Spellbook (33/100 pages used), 3#
-Arcane Family Workbook, 3#
-Pearl of Power (1st level)
-universal solvent
-ioun torch
-bead of newt prevention
-elixir of vision
-clockwork key
-dweomer’s essence
-arrow magnet
-salve of slipperiness
-dust of appearance

-Wealth, 0#
--0 pp
--27 gp
--3 sp
--0 cp

-Acid, 1#
-Vermin Repellent
-Antitoxin
-Bodybalm
-Stillgut
-Antiplague
-Sunrod
-Tindertwig (3)
-Alchemical grease (2)
-Alchemical glue
-Alchemical solvent (2)
-Smokestick (2)
-Tanglefoot bag

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)
-Scroll: Touch of the Sea (CL1)
-Scroll: Bulls Strength (CL3)
-Scroll: Protection from energy (CL10)
-Scroll: Mage Armor (CL1)
-Scroll: Burning Hands (CL2)
-Scroll: Detect Secret Doors (CL1)
-Scroll: See Invisible (CL3)
-Scroll: Invisibility (CL3)
-Scroll: Vanish (CL2), True Strike (CL1)
-Scroll: Obscuring Mist (CL1)
-Scroll: Grease (CL1)
-Scroll: Mage Hand (CL1)
-Scroll: Mage Hand (CL1)
-Scroll: Mending (CL1)
-Scroll: Open/Close (CL1)
-Scroll: Transmute Rock to Mud (CL9)
-Scroll: Haste (CL5)
-Scroll: Lightning Bolt (CL5)
-Scroll: Lightning Bolt (CL5)
-Scroll: Create Treasure Map (CL3), Create Treasure Map (CL3), Create Treasure Map (CL3)
-Scroll: Glitterdust (CL3)
-Scroll: Web (CL3)
-Scroll: Magic Missiles (CL5), Magic Missiles (CL5)
-Scroll: Burning Hands (CL5)
-Scroll: Vanish (CL2), True Strike (CL1)

-Potion of Cure Light Wounds (CL1)
-Potion of Cure Featherlight Wounds (CL1) (2)
-Potion of Stone to Flesh
-Potion of Entropic Shield (CL1)

-Scrivener’s Kit, 1#
-Journals (4), 4#
-Iron Vials (4)
-Glass Vials (2)
-Blanket, 3#
-Chalk
-Earplugs
-Waterproof Bag, ½#
-Candles (6)
-Flint and Steel
-Waterskin, 4#
-Trail Rations (10), 10#
-Wooden holy symbol of Nethys


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.