Tre'duinne Braeguldae's page

546 posts. Alias of Deevor.

Full Name

Tri'duinne Braeguld




Wizard (necromancy/undead)/4 HPs 24/24














Azlanti, Celestial, Common, Draconic, Elven, Orc, Sylvan, Thassilonian, Varisian

Strength 9
Dexterity 16
Constitution 12
Intelligence 18
Wisdom 8
Charisma 13

About Tre'duinne Braeguldae

Tre Level 4:

Tri'duinne Braeguld
Male Elf Wizard 4
CN Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +1
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 24 (4d6+6)
Fort +2, Ref +4, Will +3; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee club +1 (1d6-1) and
. . masterwork dagger +2 (1d4-1/19-20)
Ranged shortbow +5 (1d6-1/×3)
Wizard Spells Prepared (CL 4th; concentration +8):
2nd—blindness/deafness [S] (DC 17), flaming sphere (DC 16), glitterdust (DC 16), gust of wind (DC 16)
1st—grease (DC 15), mage armor, mount, protection from evil, ray of enfeeblement [S] (DC 16)
0 (at will)—detect magic, mage hand, prestidigitation (DC 14)
Str 9, Dex 16, Con 12, Int 18, Wis 8, Cha 14
Base Atk +2; CMB +1; CMD 14
Feats Breadth of Experience, Command Undead, Scribe Scroll, Spell Focus (necromancy)
Traits calistrian prostitute, sacred conduit
Skills Appraise +8, Diplomacy +7 (+8 to gather information), Fly +7, Knowledge (arcana) +12, Knowledge (dungeoneering) +6, Knowledge (engineering) +10, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (local) +10, Knowledge (nature) +6, Knowledge (nobility) +10, Knowledge (planes) +11, Knowledge (religion) +10, Linguistics +10, Perception +1, Perform (wind instruments) +3, Ride +4, Sense Motive +0, Spellcraft +11 (+13 to determine the properties of a magic item); Racial Modifiers +2 Perception
Languages Azlanti, Celestial, Common, Draconic, Elven, Orc, Sylvan, Thassilonian, Varisian
SQ elven magic, weapon familiarity, grave touch, opposition schools (divination, illusion), specialized schools (necromancy)
Combat Gear scroll of command undead, scroll of detect undead (2), scroll of hide from undead (2), scroll of see invisibility, wand of cat's grace, wand of slow, caltrops (3); Other Gear arrows (20), club, masterwork dagger, shortbow, backpack, spell component pouch, sunrod (3), travelling spellbook, pony, +1 arrows, +1 ghost touch arrows, +1 undead-bane arrows, animal harness, bit and bridle, blanket, winter, ink, black, merchant's scale, masterwork Flute, paper, riding saddle, saddlebags, silver arrows, spellbook, 5 gp, 1 sp
Special Abilities
Calistrian Prostitute (Diplomacy) +1 Gather Information and Sense Motive, and one of these is a class skill.
Command Undead (8/day) (DC 15) Channel energy can take control of undead.
Divination You must spend 2 slots to cast spells from the Divination school.
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Grave Touch (7/day) (Sp) Melee touch attack, shakes then frightens target.
Illusion You must spend 2 slots to cast spells from the Illusion school.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Scroll of command undead Add this item to create a scroll with spells on it.
Scroll of detect undead (2) Add this item to create a scroll with spells on it.
Scroll of hide from undead (2) Add this item to create a scroll with spells on it.
Scroll of see invisibility Add this item to create a scroll with spells on it.
Spell Focus (Necromancy) Spells from one school of magic have +1 to their save DC.


Horse, Pony
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
Speed 30 ft.
Melee 2 hooves -3 (1d3)
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run
Tricks Come, Heel, Riding, Stay
Skills Perception +5
SQ riding
Combat Gear +1 arrows (50), +1 ghost touch arrows (50), +1 undead-bane arrows (50), silver arrows (50); Other Gear animal harness, bit and bridle, blanket, winter, ink, black, merchant's scale, masterwork Flute, paper, riding saddle, saddlebags (2), spellbook
Special Abilities
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Merchant's scale +2 Appraise for things valued by weight, including anything made of precious metals.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

[ooc]Round x[/ooc]
[ooc]HP: 16/16 Conditions: None[/ooc]
[ooc]Move Action:[/ooc]
[ooc]Std Action: Cast[/ooc]
[ooc]Std Action: Cast Disrupt Undead ranged touch attack [dice]1d20+4[/dice] Damage dealt: [dice]1d6[/dice][/ooc]

General Stats:

XP: 0 Next Level: 9000
Current HPs 16 Damage: 0 Non-Lethal 0
HP: 16 Speed: 30ft Weight limits: 30/60/90
HP rolls 6 = 6,4,3 (+1 per lev Con bonus)
Favored Class: Power over Undead = 0.5, 0.5, 0.5,
Money 10 gp
Initiative [dice]d20+3[/dice] +3 Dex
Concentration [dice]d20+7[/dice] +3 caster level, +4 int
Perception [dice]d20+0[/dice]

Daily Allowances Remaining:

Daily allowances show No. of Uses Left / Max no of uses per day.
Power over Undead: 7/8 DC=13 (10 + 1 (Cha) + 1 (half level) + 1 (trait)
Grave Touch 7/7
Spell DC 0=14, 1=15, 2=16
Spells 0:4, 1:3+1 2:2+1
Spells: Cast today: Level: Spell:

  • 1 level 1 spells used: mount
  • 0 level 2 spells used

Wand of Cat's Grace (x/x)
Wand of Slow (x/x)

Magical Potions & Scrolls ready to use in backpack:
Scroll of Detect Undead
Scroll of See Invisible
Scroll of Command Undead


AC = 10 + Armor Bonus + Shield Bonus + Dex Mod + Size Mod + Natural + Deflect Mod + Misc Mod
AC 13 = 10 + 0 + 0 + 3 + 0 + 0 + 0 + 0 + 0
Touch(13) Flatfooted(10)
AC 17 = 10 + 0 + 0 + 3 + 0 + 0 + 0 + 0 + 4 (with Mage Armor)
CMD = Base attack bonus + Strength modifier + Dexterity modifier + special size modifier + miscellaneous modifier
CMD 13 = 10 + 1 + -1 + 3 + 0 + 0


CMB [dice]1d20+0[/dice] = 1 + -1 + 0
Base Attack +1
Melee Attack +0

  • Unarmed attack [dice]1d20+0[/dice]
  • Unarmed damage [dice]1d4-1[/dice]
  • Club attack [dice]1d20+0[/dice]
  • Club damage [dice]1d6-1[/dice]

ranged Attack +3

  • Shortbow attack [dice]1d20+4[/dice]
  • Shortbow damage [dice]1d6[/dice]
  • Shortbow range 60ft crit range x3
  • Arrows in quiver 20
  • Ray [dice]1d20+4[/dice]


  • Fort save [dice]1d20+2[/dice] = (1+1+0)
  • Reflex save [dice]1d20+4[/dice] = (1+3+0)
  • Will save [dice]1d20+2[/dice] = (3-1+0) +2 racial saving throw bonus against enchantment spells and effects

Spells & School Abilities:

School Necromancy, Opposite Schools Divination, Illusion
Concentration = [dice]1d20+7[/dice] = (3 caster level + 4 int mod)
Spells per day 0/3 DC=14, 1/2+1 DC=15, 2/2+1 DC=16

Spell Book
Level 0

Level 1

Spells copied from the Spellbook found: comprehend languages, dispel magic, false life, gust of wind, illusory script, levitate, mage armor, magic missile, and summon monster IV.

  • Power over Undead (Su) You receive Command Undead as a bonus feat. You can channel energy a number of times per day equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel . The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.
  • Command Undead: Using foul powers of necromancy, you can command undead creatures, making them into your servants.
    Benefit: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your wizard level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your wizard level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.
  • Grave Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
  • Life Sight (Su) Available at 8th level

Feats, Abilities, Traits, etc:


  • Breadth of Experience: Although still young for your kind, you have a lifetime of knowledge and training.
    Prerequisites: Dwarf, elf, or gnome; 100+ years old.
    Benefit: You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Elven Abilities

  • +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
  • Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
  • Normal Speed: Elves have a base speed of 30 feet.
  • Low-Light Vision: Elves can see twice as far as humans in conditions of dim light
  • Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
  • Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
  • Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
  • Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
  • Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Wizard Abilities

  • A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.
  • Weapon and Armor Proficiency: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield. Armor interferes with a wizard's movements, which can cause his spells with somatic components to fail.
  • Scribe Scroll You can create magic scrolls.
    Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price.
  • Arcane Bond (?): At 1st level, wizards form a powerful bond with an object or a creature. Once a wizard makes this choice, it is permanent and cannot be changed.
    Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
    A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (Divination, Enchantment).
    A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
    If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.
  • Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
    A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
    Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot.


  • Racial Trait - Dilettante Artist (Elf): Art for you is a social gateway and you use it to influence and penetrate high society.
    Benefit: You gain a +1 trait bonus to one category of Perform checks and a +1 trait bonus to Diplomacy checks. One of these skills (your choice) is always a class skill for you. Diplomacy class skill.
  • Faith trait - Sacred Conduit: Your birth was particularly painful and difficult for your mother, who needed potent divine magic to ensure that you survived (your mother may or may not have). In any event, that magic infused you from an early age, and you now channel divine energy with greater ease than most.
    Benefit: Whenever you channel energy, you gain a +1 trait bonus to the save DC of your channeled energy.


Skills per level 6 = 2 + 4 (Wizard)
Favored Class Skill points 1
Total - Skill = Ability Mod + Ranks + Skill additions

  • Acrobatics [dice]1d20+3[/dice] = 3 + 0 + 0
  • Appraise [dice]1d20+8[/dice] = 4 + 1 + 3
  • Appraise items that are valued by weight, including anything made of precious metals[dice]1d20+10[/dice] = 8 + 2 (Merchant's scales)
  • Bluff [dice]1d20+1[/dice] = 1 + 0 + 0
  • Climb [dice]1d20-1[/dice] = -1 + 0 + 0
  • Craft(any) [dice]1d20+4[/dice] = 4 + 0 + 0
  • Diplomacy [dice]1d20+7[/dice] = 1 + 2 + 4 (trait)
  • Disguise [dice]1d20+1[/dice] = 2 + 0 + 0
  • Escape Artist [dice]1d20+3[/dice] = 3 + 0 + 0
  • Fly [dice]1d20+3[/dice] = 3 + 0 + 0
  • Heal [dice]1d20-1[/dice] = -1 + 0 + 0
  • Intimidate [dice]1d20+1[/dice] = 1 + 0 + 0
  • Knowledge(arcana) [dice]1d20+11[/dice] = 4 + 2 + 5
  • Knowledge(dungeoneering) [dice]1d20+6[/dice] = 4 + 0 + 2 (feat)
  • Knowledge(engineering) [dice]1d20+6[/dice] = 4 + 0 + 2 (feat)
  • Knowledge(geography) [dice]1d20+6[/dice] = 4 + 0 + 2 (feat)
  • Knowledge(history) [dice]1d20+10[/dice] = 4 + 1 + 5
  • Knowledge(local) [dice]1d20+6[/dice] = 4 + 0 + 2 (feat)
  • Knowledge(nature) [dice]1d20+6[/dice] = 4 + 0 + 2 (feat)
  • Knowledge(nobility) [dice]1d20+10[/dice] = 4 + 1 + 5 (feat)
  • Knowledge(planes) [dice]1d20+10[/dice] = 4 + 1 + 5 (feat)
  • Knowledge(religion) [dice]1d20+7[/dice] = 4 + 1 + 2 (feat)
  • Linguistics [dice]1d20+8[/dice] = 4 + 1 + 3 (new language Osirian)
  • Perception [dice]1d20+1[/dice] = -1 + 0 + 2 (elf)
  • Perform(Wind Instrument) [dice]1d20+4[/dice] = 1 + 0 + 3 (trait, masterwork instrument)
  • Profession(any) [dice]1d20+1[/dice] = -1 + 0 + 2
  • Ride [dice]1d20+3[/dice] = 3 + 0 + 0
  • Sense Motive [dice]1d20-1[/dice] = -1 + 0 + 0
  • Spellcraft [dice]1d20+9[/dice] = 4 + 2 + 3
  • Spellcraft to identify magic items [dice]1d20+11[/dice] +9 +2 (race)
  • Stealth [dice]1d20+3[/dice] = 3 + 0 + 0
  • Survival [dice]1d20-1[/dice] = -1 + 0 + 0
  • Swim [dice]1d20-1[/dice] = -1 + 0 + 0


000.5 Winter Blanket
003 Caltrops x3
008 Ink
000.1 Inkpen
002 Paper sheet x5
001 Sealing wax
005 Signet ring
003 Sunrod x3
002 Merchant's Scales
005 Spell component
015 Spellbook
055 Nobles Outfit (-20)
030 Pony
002 Bit & Bridle
008 Saddlebag x2
000 Club


Tri'duinne has always had a heavy heart, the last of his parent's offspring and it would always will be that way, for it was his birth that caused the death his mother in child-birth. His father too, never really recovered from the loss of his Lady Braeguldae and although he tried had to love Tri'duinne as much as his elder siblings, the very sight of his son brought back memories of the tragic lose. He sent the young elf to study under the clerics and teachers in the temple of Calistra. Here he learnt much of the religions of the world, finding solace in the words of Nethys and Pharesma. It was here, in the University of the Temple, he first began the study of magics and arcane arts, leaving behind the . He learnt much as a noble of the elven population in ********.

In his studies, his tutors noted his interest in the world of the dead and undead, but the interest did not pull his soul towards the darker side of magic. That and his fathers wish to rid himself of the pain the boy bought to him, decided and succeeded in petitioning the High Lord ******, to assign the boy to a diplomatic mission. So Tri'duinne was sent to the diplomatic embassy in Caliphas, here to continue his study and work to establish and consolidate elven influence once more in Ustalav.

Grown up a noble elf, sent to Caliphas to learn of the other races and diplomacy in the diplomatic embassy there. As a young diplomat, he lived quite a luxurious life style, met many interesting people and with his elfish good looks, the noble daughters of many in Caliphas. He became enamored with one human lady, but he looks deteriorated as her years passed, whilst the elf did not change. It was at this time he thought to cheat death and the passage of years. His beloved died from a human illness, when she was about 40 years old, he doesn't want to feel the same again. He joined the university in Caliphas to study magic, and more especially that of necromancy, a magic which would mean he will be banished from his homelands.

As a student, he joined the professor on a study trip, to a ancient burial chamber where they were attacked by undead, it was then that the elf discovered he had power over undead and commanded them to let them both leave without harm. Saving the professor's life in the process.

Alignment would be something like Lawful Neutral....he will have no qualms in bringing the unrested dead to protect him and his friends if that were required....it you are OK with that as a GM. He views this as giving the dead a similar lifespan as himself, slightly deluded but not inherently evil. If this does not fit your DM gaming style, let me know as it may effect the way I have to build the guy/girl....maybe a female elf....the sex isn't so important at the moment.



Notes & Progression:

4th Level...
Stat increase Cha +1
HPs 4+1+1 = +6
BAB +1
Will save +1
Skills +6
Mem +1 1st, +1 2nd
Add 2 spells to book, Spectural Hand, ......
3rd level...
HPs 3+1+1
Fort save +1, Reflex save +1
Skills know(aracana)+1, spellcraft+1, fly+1, perception+1, know(eng)+1, know(dung)+1
Add 2 spells to book, plus domain. Blindness/Deafness, Glitterdust, Flaming Sphere
Feat: Spell Focus(necromancy)
2nd level...
HPs 4+1+1 = +6
BAB +1, Will save +1
Skills 6pts, ranks +1 diplomacy, Knowledge(arcana), spellcraft, appraise, knowledge(nobility), knowledge(planes).
Add 2 spells to spellbook: Chill Touch (Necromancy), Unseen Servant.