Kwava

Tragershen's page

1,490 posts. Alias of markofbane.


Race

Male Elven Wizard (Diviner, Foresight) 6 | HP 38 | AC:18 | FF:14 | T:13 | CMB:+3 | CMD:16 | Fort:+4 | Ref:+ | Will:+6 | Init:+10 | Perc +0 | St:+3 |

About Tragershen

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Neutral Male Elf Wizard (Diviner, Foresight) 6
Medium Size (6’ 0”, 125 pounds, Blue Eyes, Blond Hair)
Age: 120
Move: 30’
Languages: Common, Elven, Celestial, Draconic, Goblin, Orc, Abyssal, Infernal, Terran, Drow Sign Language, Halfling, Aquan, Undercommon.

10 Strength. 0 points
16 Dexterity 5 points, +2 racial modifier
14 Constitution 5 points, -2 racial modifier, +2 enhancement
21 Intelligence 10 points, +2 racial modifier, +2 enhancement, +1 level 4
10 Wisdom 0 points
10 Charisma 0 points

Initiative: +10 +3 Dexterity, +2 trait, +2 racial, +3 class feature
AC: 18 +4 armor, +3 Dexterity, +1 Shield
Melee:
Club (+3, 1d6+0, x2, B)
Dagger (+4,1d4+0, 19-20/x2, P/S)
Ranged:
Acid Splash (+6, 1d3+0, 30’ range)
CMB: +3 +3 BAB, +0 Strength, +0 Size
CMD: 16 10 base +3 BAB, +0 Strength, +3 Dexterity, +0 Size
Fort: +5 +2 Base, +1 Constitution, +1 Resistance, +1 Enhancement
Ref: +6 +2 Base, +3 Dexterity, +1 Resistance
Will: +6 +5 Base, +0 Wisdom, +1 Resistance; Immune to magic sleep, +2 vs. enchantments
Hit Points: 44 +26 d6 base (6+4+4+4+4+4), +6 Constitution, +6 Enhancement, +6 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)
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

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
+8 - Craft (alchemy) (1+3+4+0)
+9 - Craft (calligraphy) (1+3+4+1) +1 due to trait
+8 – Craft (drawing) (1+3+4+0)
+15 - Knowledge (arcana) (6+3+4+2) +2 due to Breadth of Knowledge feat
+11 – Knowledge (dungeoneering) (2+3+4+2) +2 due to Breadth of Knowledge feat
+11 – Knowledge (engineering) (2+3+4+2) +2 due to Breadth of Knowledge feat
+11 - Knowledge (geography) (2+3+4+2) +2 due to Breadth of Knowledge feat
+11 – Knowledge (history) (2+3+4+2) +2 due to Breadth of Knowledge feat
+11 – Knowledge (local) (2+3+4+2) +2 due to Breadth of Knowledge feat
+11 – Knowledge (nature) (2+3+4+2) +2 due to Breadth of Knowledge feat
+11 – Knowledge (nobility) 2+3+4+2) +2 due to Breadth of Knowledge feat
+12 – Knowledge (planes) (3+3+4+2) +2 due to Breadth of Knowledge feat
+12 – Knowledge (religion) (3+3+4+2) +2 due to Breadth of Knowledge feat
+13 – Linguistics (6+3+4+0)*
+6 - Perception (0+0+0+0) 6 ranks due to headband
+2 – Profession (any) (0+3+0+2) +2 due to Breadth of Knowledge feat
+13 - Spellcraft (6+3+4+0)
+3 - Stealth (0+0+3+0)
+10 - Use Magic Device (6+0+4+0)


Race/Class Abilities:

Favored Class: Wizard (6 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 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.

Spells:

Memorized:
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

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 (29 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.
2nd level (24 pages): Arcane Lock, Blur, Create Pit, Ghoul Touch, Glitterdust, Hideous Laughter, Invisibility, Knock, Locate Object, Scorching Ray, See Invisible, Web.
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.
3rd level (9 pages): Ice Spears, Lightning Bolt, Shrink Item.


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: 14# Light, (38/76/115).

Carried/Worn
Scholar’s Outfit
holy symbol of Nethys, 1#
Club, 3#
Whip, 2#
stone of vast intellect +2
belt of mighty constitution +2, 1#
Cloak of Resistance +1, 1#
Ring (bonded object)
Masterwork mithral buckler, 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 (25/100 pages used), 3#
-Arcane Family Workbook, 3#
-Pearl of Power (1st level)

-Wealth, 0#
--0 pp
--11 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

-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)

-Potion of Cure Light Wounds (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

-Materials to craft belt of mighty constitution +2 2,000 gp
-Materials to craft stone of vast intellect +2 2,000 g
-Materials to enhance buckler to +1 500 gp
-Materials to craft boots of the cat 500 gp
-Materials to craft holy symbol (see below) 1,000 gp
-Materials to craft amulet of natural armor +1 1,500 gp
-Materials to enhance cloak of resistance to +2 1,500 gp
-Materials to craft ring of protection +1 1,000 gp
-Materials to craft universal solvent 50 g
-Materials to craft ioun torch 37.5 gp
-Materials to scribe Haste (CL5)
-Materials to scribe Lightning Bolt (CL5)
-Materials to scribe Lightning Bolt (CL5)
-Materials to scribe Create Treasure Map (CL3), Create Treasure Map (CL3), Create Treasure Map (CL3)
-Materials to scribe -Glitterdust (CL3)
-Materials to scribe Web (CL3)
-Materials to scribe Magic Missiles (CL5), Magic Missiles (CL5)
-Materials to scribe Burning Hands (CL5)
-Materials to scribe Vanish (CL2), True Strike (CL1)


Crafting Schedule:

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.

Leave Riddleport.

Trag’s belt of mighty constitution +2, day 3 of 4.
Trag’s belt of mighty constitution +2, day 4 of 4.

Dragon’s Island.

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 1 of 6.
Tal’s spear to +2, day 2 of 6.
Tal’s spear to +2, day 3 of 6.

Restore Bedlam.

Tal’s spear to +2, day 4 of 6.
Tal’s spear to +2, day 5 of 6.
Tal’s spear to +2, day 6 of 6.
Lolly’s cloak, day 1 of 4.
Lolly’s cloak, day 2 of 4.
Lolly’s cloak, day 3 of 4.
Lolly’s cloak, day 4 of 4.
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 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 holy symbol, day 1 of 2.
Trag’s holy symbol, day 2 of 2.
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.
Lolly’s ioun stone, day 1 of 1.
Trag’s universal solvent, day 1 of 1.
Trag’s ioun torch, day 1 of 1.
Trag’s ring of protection +1, day 1 of 2.


Magic Items:

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.


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.

Advancement:

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.