Ulfen Guard

Trianne Ashton's page

463 posts. Alias of Gamefates.


Ulfen Transmuter 5 HP=36/36 AC: 12|12|10 - Fort: +3 | Ref: +3 | Will: +5 - Per: +3 Init: +2 CMD: 14

About Trianne Ashton

Appearance: Trianne’s hearty and robust Ulfen heritage complements her proud bearing. Utilitarian traveling clothes in greens and browns are overshadowed by her long red hair, braided as often as not, and a red belt sash. The hilt of a long dagger and a book chained to her waist are the only elements that speak to her purpose.

Trianne Ashton

Personality: Educated and forthright, Trianne tends to lead with her mouth though her intentions are always noble. Still uncovering her own identity after leaving the rigid caste system in which she was raised, she is enchanted by the prospect of change, of transformation and transmutation. She is fiercely loyal, to her beliefs above all and to those who respect the choices she has made. She possesses a slight phobia to large bodies of water, having nearly drowned as a child.

Background: Born into an affluent family, Trianne manifested arcane talent early on, and orchestrated education was arranged. Her time serving as messenger and runner between her family’s holdings and the powers that protected the Grungir Forest came to an end, though her affection for nature continues to thrive.

Her affinity for transmutation and fascination with ancient artifacts brought her into contact with a school colleague, Hakon Kolfinnr, with whom she ultimately fell in love. When Hakon shared with her that he was dying of a familial blood disease and that he needed to continue his search for a cure elsewhere and more swiftly, Trianne brashly joined his quest.

She has been tasked with traveling to the Hold of Belkzen and tracking down an artifact rumored to reside somewhere in the Mindspin Mountains. If she could obtain samples of giant blood as well, the combination of the two might provide answers to her beloved’s fate.

She has only recently come to the region surrounding the human redoubt of Trunau…

Languages: Common, Draconic, Elven, Giant

Level 5 CG Female Ulfen Transmuter
Height: 5’11”
Weight: 160 lbs.
Eyes: Hazel
Hair: Red
Age: 28

HPs: 36
AC: 12 (+2 Dex) touch: 12 flatfooted: 10
Base speed: 35’

Melee: +2
Ranged: +4
CMB: +2
CMD: +14

Initiative: +2
Current Speed: 35’

Dagger +2 (1d4, 19-20) P/S

Dagger +4 (1d4, 19-20) 10' P/S
Light Crossbow +4 (1d8, 19-20) 80' P

Ranged Touch:
Telekinetic Fist +4 (1d4+2) 30' B (5 / 6 charges/day remaining)

Fort: +1 +2 = +3
Ref: +1 +2 = +3
Will: +4 +1 = +5

Str: 10 +0
Dex: 14 +2
Con: 15 +2 (Transmuter +2)*
Int: 17 +3 (Human +2, CL4)
Wis: 12 +1
Cha: 14 +2

Acrobatics +3
Appraise +13
Bluff +2
Climb +0
Craft: Jewelry +7
Craft: Weaponry +8
Diplomacy +3
Disguise +2
Escape Artist +2
Fly +2
Heal +1
Intimidate +2
Knowledge: Arcana +11
Knowledge: Dungeoneering +9
Knowledge: Geography +8
Knowledge: History +9
Knowledge: Nature +8
Perception +3
Perform +2
Ride +3
Sense Motive +1
Spellcraft +13
Stealth +4
Survival +1
Swim +0
Use Magic Device +11
(+1 trait bonus to Spellcraft to identify the properties of magic items)
Total skill pts: 30
Background skill pts: 10

Scribe Scroll:
You can create magic scrolls.
Prerequisite: Caster level 1st.
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.
See magic item creation rules for more information.

Fleet: You are faster than most.
Benefit: While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Special: You can take this feat multiple times. The effects stack.

Nimble Moves: You can move across a single obstacle with ease.
Prerequisites: Dex 13.
Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.

Alertness: While your familiar is within reach, you often notice things others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Craft Wondrous Item: You can create wondrous items, a type of magic item.
Prerequisite: Caster level 3rd.
Benefit: You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.

Craft Magic Arms and Armor: You can create magic armor, shields, and weapons.
Prerequisite: Caster level 5th.
Benefit: You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Artifact Hunter:
You’ve always had an interest in magic, but you’re fascinated with those legendary magic items known as artifacts. You’ve spent years researching these mythical relics and committed the stories and legends about them to memory, making you something of an expert on the subject. You gain a +1 trait bonus on Spellcraft checks to identify the properties of magic items and a +1 trait bonus on Use Magic Device checks, and one of these skills (your choice) becomes a class skill for you. In addition, whenever you first encounter an artifact, there is a 50% chance (+1% per level) that you recognize the artifact and know its name, origin, and something of that artifact’s powers, abilities, or dangers. Exactly how much knowledge you possess is left to the GM’s discretion.

Desperate Resolve: You gain a +1 trait bonus on concentration checks. This trait bonus increases to + 4 when you are grappled, pinned, in violent weather, or entangled.

Favored Class Bonus: Add one spell from the wizard spell list to the wizard’s spellbook. This spell must be at least one level below the highest spell level he can cast.

Racial Traits: Human
Ability Score Racial Traits:
Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Bonus Feat: Humans select one extra feat at 1st level.

Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class Features: Wizard
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.

Spells: A wizard casts arcane spells drawn from the sorcerer/wizard spell list. A wizard must choose and prepare his spells ahead of time.

To learn, prepare, or cast a spell, the wizard must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Intelligence modifier.

A wizard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Wizard. In addition, he receives bonus spells per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Spells).

A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Starting Spells: A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards’ spellbooks to his own (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Bonus Languages: A wizard may substitute Draconic for one of the bonus languages available to the character because of his race.

Arcane Bond: At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard’s skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed.

Arcane School - Transmutation: 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.

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.

Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.

Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Change Shape (Sp): At 8th level, you can change your shape for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.

Opposed schools - Conjuration, Evocation: 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. 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.

Cantrips: Wizards can prepare a number of cantrips, or 0-level spells, each day, as noted on Table: Wizard under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. A wizard can prepare a cantrip from an opposition school, but it uses up two of his available slots (see below).

Scribe Scroll: At 1st level, a wizard gains Scribe Scroll as a bonus feat.

Bonus Feats: At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels.
A wizard may also choose an Arcane Discovery that he qualifies for in place of a bonus feat at these levels.

Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.

A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his opposed schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook.

Adding Spells to a Wizard’s Spellbook: Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists (see Magic).

Spells Gained at a New Level: Wizards perform a certain amount of spell research between adventures. Each time a character attains a new wizard level, he gains two spells of his choice to add to his spellbook. The two free spells must be of spell levels he can cast.

Spells Copied from Another Spellbook or Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard’s spellbook. No matter what the spell’s source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell’s level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty.


Concentration: 1d20+5+1/4

Spells Memorized:
0: (4+1 any#/day - DC13): Detect Magic, Haunted Fey Aspect, Message, Open/Close, Jolt
1: (4+1/day - DC14): Vanish, Vanish, Comprehend Languages, Feather Fall, Windy Escape
2: (3+1/day - DC15): Resist Energy, Stricken Heart, Steal Breath, Steal Breath
3: (2+1/day - DC16): Earth Tremor, Haste, Haste

0: Resistance, Detect Magic, Detect Poison, Read Magic, Daze, Light, Spark, Ghost Sound, Haunted Fey Aspect, Bleed, Disrupt Undead, Touch of Fatigue, Jolt, Mage Hand, Mending (10 Min), Message, Open/Close, Root, Arcane Mark, Prestidigitation
1: Shield, Charm Person, Comprehend Languages, Detect Secret Doors, Heightened Awareness, Identify, Shadow Trap, Ray of Enfeeblement, Vanish, Enlarge Person (F/R), Feather Fall, Monkey Fish, Swift Girding, Windy Escape
2: Resist Energy, Stricken Heart, Masterwork Transformation, Steal Breath, Tremor Blast
3: Tongues, Earth Tremor, Haste
4: Phantasmal Killer


Equipment Sheet

Current Crafting Project:
Hours Invested:
Post Begun:

Familiar - Raven: Master gains a +3 bonus on Appraise checks
Name: Soot
Language: Common

N Tiny animal HD 3
Init +2; Senses low-light vision; Perception +6

AC 17, touch 14, flat-footed 15 (+2 Dex, +2 size, +3 Natural Armor)
HP 18
Fort +1, Ref +4, Will +6

Speed 10 ft., fly 40 ft. (average)
Melee bite +6 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

Str 2, Dex 15, Con 8, Int 8, Wis 15, Cha 7
Base Atk +1; CMB +0; CMD 6
Feats: Skill Focus (Perception), Weapon Finesse, Improved Evasion
Abilities: Shared Spells, Empathic Link, Deliver Touch Spells, Speak with Master (Indecipherable to others)
Skills: Acrobatics +3, Fly +6, Perception +6, Stealth +4