10 Strength. 0 points
Initiative: +10 +3 Dexterity, +2 trait, +2 racial, +3 class feature
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)
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
9 points per level: 2 Class, 4 Intelligence Modifier, 0 Favored Class, 2 Background Skills 1 Enhancement
+9 - Appraise (1 rank +3 class skill +4 attribute modifier +1 other modifiers) +1 due to trait
Favored Class: Wizard (6 used for hit point points)
+2 Dexterity, +2 Intelligence, -2 Constitution, applied above.
Medium size, Normal speed, Humanoid (elf).
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.
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)
Arcane School, Forewarned. Always act in surprise round, but flatfooted until take an action. Initiative bonus +3
Arcane School, Prescience. Free action, roll a d20. Substitute roll for another d20 roll before next turn. Eight times per day.
Cantrips (DC 14) 4: Detect Magic, Detect Poison, Acid Splash, Prestidigitation.
1st level spells (DC 15) 4+2: Grease, , Mage Armor, Magic Missile, True Strike.
2nd level spells (DC 16) 4+1: Web, Glitterdust, Create Pit, Extended Reduce Person, Extended Detect Secret Doors.
3rd level spells (DC 17) 3+1: Haste, Lightning Bolt, Summon Monster III, Extended See Invisible
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
Encumbrance: 14# Light, (38/76/115).
Spell Component Pouch, 2#
Wrist Sheathe, 1#
Handy Haversack, 5# Currently holds 29# out of 120# capacity
-Scroll: Mage Armor (CL1)
-Potion of Cure Light Wounds (CL1)
-Scrivener’s Kit, 1#
-Materials to craft belt of mighty constitution +2 2,000 gp
Trag’s stone of vast intellect +2, day 1 of 4.
Trag’s stone of vast intellect +2, day 2 of 4.
Trag’s stone of vast intellect +2, day 3 of 4.
Trag’s stone of vast intellect +2, day 4 of 4.
Lolly’s bow to adaptive, day 1 of 1.
Trag’s belt of mighty constitution +2, day 1 of 4.
Trag’s belt of mighty constitution +2, day 2 of 4.
Trag’s belt of mighty constitution +2, day 3 of 4.
Trag’s buckler to +1, day 1 of 1.
Arrive Zelkor’s Ferry.
Trag’s boots of the cat, day 1 of 1.
Tal’s spear to +2, day 4 of 6.
He is getting the materials to craft a ring of protection +1 even though he cannot do it yet. When he hits next level, he’ll be able to use it to add the power to his bonded object (ring).
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 takes the neck slot and gives a +1 sacred bonus to saving throws. Later, I want to enhance it to add a bonus to AC.
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 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.
7th Level: W7, Feat: , +1 4th per day.
8th Level: W8, +1 Int, +1 Init, Foretell school power, +1 bab, +1 will, +1 3rd/+1 4th per day.
9th Level: W9, Feat: , +1 fort, +1 ref, +1 2nd/5th per day.
10th Level: W10, +1 Init, Bonus Feat: , +1 bab, +1 will, +1 4th/1 5th
11th Level: W11, Feat: , +1 3rd/1 6th,
12th Level: W12, +1 Int, +1 Init, +1 bab, +1 fort, +1 ref, +1 will, +1 5th/1 6th.
13th Level: W13, Feat: , +1 4th/1 7th.
14th Level: W14, +1 Init, +1 bab, +1 will,
15th Level: W15, Feat: , Bonus Feat:
16th Level: W16, +1 Int, +1 Init
17th Level: W17, Feat:
18th Level: W18, +1 Init
19th Level: W19, Feat:
20th Level: W20, +1 Int, +1 Init, Bonus Feat: , natural 20 for all init rolls.