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About Tragershen..
Languages:
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) 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:
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
Race/Class Abilities:
Favored Class: Wizard (7 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 +3 Arcane School, Prescience. Free action, roll a d20. Substitute roll for another d20 roll before next turn. Eight times per day. Spells:
Memorized: Cantrips (DC 14) : Ray of Frost, Light, Detect Magic, Prestidigitation. 1st level spells (DC 15)6+1: Grease, Magic Missile, Mage Armor, Burning Hands, Reduce Person, Vanish, True Strike. 2nd level spells (DC 16) 4+1: Darkvision, Web, Glitterdust, Create Pit, Extended Detect Secret Doors. 3rd level spells (DC 17) 3+1: Lightning Bolt, Lightning Bolt, Haste, Extended See Invisible. 4th level spells (DC18) 2+1: Black Tentacles, Extended Haste, Arcane Eye. Spell Books
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: 20# Light, (38/76/115). Carried/Worn
Spell Component Pouch, 2#
Wrist Sheathe, 1#
Handy Haversack, 5# Currently holds 29# out of 120# capacity
-Wealth, 0#
-Acid, 1#
-Scroll: Mage Armor (CL1)
-Potion of Cure Light Wounds (CL1) -Scrivener’s Kit, 1#
-Materials to enhance holy symbol (see below) 1,000 gp
Crafting Schedule:
Trag’s AC holy symbol, day 1 of 2. Trag’s AC holy symbol, day 2 of 2. Tal’s belt, day 1 of 4. Tal’s belt, day 2 of 4. Tal’s belt, day 3 of 4. Tal’s belt, day 4 of 4. Trag’s ring of protection +1, day 1 of 2. Trag’s ring of protection +1, day 2 of 2. Trag’s cloak of resistance to +2, day 1 of 3. Trag’s cloak of resistance to +2, day 2 of 3. Trag’s cloak of resistance to +2, day 3 of 3. Trag’s natural armor to symbol, day 1 of 3. Trag’s natural armor to symbol, day 2 of 3. Trag’s natural armor to symbol, day 3 of 3. Trag’s universal solvent, day 1 of 1. Lolly’s ioun stone, day 1 of 1. Trag’s ioun torch, day 1 of 1. Trag’s scroll of haste day 1 of 1. Trag’s scroll of lightning bolt, day 1 of 1. Trag’s second scroll of lightning bolt, day 1 of 1. Trag’s scroll of web, day 1 of 1. Trag’s scroll of glitterdust, day 1 of 1. Trag’s scroll of burning hands, day 1 of 1. Trag’s scroll of vanish/true strike, day 1 of 2. Trag’s scroll of vanish/true strike, day 2 of 2. Trag’s scroll of magic missiles x2, day 1 of 2. Trag’s scroll of magic missiles x2, day 2 of 2. Trag’s scroll of create treasure map x3, day 1 of 3. Trag’s scroll of create treasure map x3, day 2 of 3. Trag’s scroll of create treasure map x3, day 2 of 3. Magic Items:
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. 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.
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. |