L1: Breadth of Experience
B1: Scribe Scroll
L3: Extend Spell
Favored class Wizard, used for skill points.
8 – Appraise: 1+3+4+0
+2 Dex, +2 Int, -2 Con
Medium Size, Normal Speed
Low Light Vision
Immune to Sleep, +2 saves vs. Enchantments
+2 Caster Level to overcome spell resistance, +2 Spellcraft to ID magic items
+2 Perception checks
Weapon Familiarities: longsword, rapier, short bow, long bow, elven weapons proficiencies
Arcane Bond: Ring.
Hand of the Apprentice. Seven times per day.
Cantrips: Detect Magic, Acid Splash, Presdigitation, Ray of Frost.
1st level spells: Mage Armor, Burning Hands, Azlanti Luck, Protection from Evil.
2nd level spells: Azlanti Glue, Glitterdust, Create Pit.
Cantrips: 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: Endure Elements, Protection from Evil, Mage Armor, Unseen Servant, Comprehend Languages, Sleep, Burning Hands, Expeditious Retreat, Feather Fall, Magic Missile, True Strike, Azlanti Luck, Vanish.
2nd level spells: Azlanti Glue, Mirror Image, Glitterdust.
Boarded in Mediogalti: +2 on saves vs. Poison, Immune to Giant Wasp venom.
Forlorn: +1 on Fort Saves.
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.
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.
Encumbrance: 26#, light.
Spell Component Pouch, 2#
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.
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
To Tragershen from scrolls: Vanish (10), Azlanti Luck (10), Summon Swarm (40), Azlanti Glue (40).
To Tragershen from Corbius: Magic Weapon, Ray of Enfeeblement, Shield, Shocking Grasp, Chill Touch,
Color Spray, Grease.
Magic Weapon (1), Ray of Enfeeblement (1), Shield (1), Shocking Grasp (1), Chill Touch (1), Color Spray (1), Grease (1),
10 gp: Write Azlanti Luck into Tragershen’s spellbook.