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Tulrin Endessell

Latharien "Lefty" Setiva's page

403 posts. Alias of Dave Young 992.


Full Name

Lothorian "Lefty" Setiva

Race

Elf

Classes/Levels

Rogue 3/Admixture Evoker 7/Arcane Trickster 10

Gender

M

Size

M

Age

152

Special Abilities

Rolled stats: 17, 14, 15, 15, 20, 22 (4d6, re-roll all 1s)

Alignment

CN

Deity

Calistria

Location

Kyonin

Languages

All

Occupation

Special Agent

Strength 15
Dexterity 32
Constitution 22
Intelligence 40
Wisdom 22
Charisma 14

About Latharien "Lefty" Setiva

CN M Elf Rogue 3/Admixture Evoker 7/Arcane Trickster 10
Init +17; Senses low-light vision, darkvision 60'; Perception +31

Defense:
AC 37, touch 26, flat-footed 26 (+8 armor, +5 deflection, +11 dex, +3 natural)
hp 255 (3d8+17d6 (88+120+20+7)
Saves Fort +20 Ref +27 Will +23; +2 vs. enchantment (Base: 6, 10, 11)
Defensive Abilities evasion, trap sense +1 Immune magic sleep effects

Offense:
Speed 30
Melee +5 adamantine, agile, spell-storing rapier +26/+21 (1d6+16, 18-20x2), MW dagger +22, +17 (1d4+2, 19-20x2), touch +21
Ranged +5 shuriken (6) +26/+21 (1d2+7), ranged touch +21
Special Attacks sneak attack +7d6
Base Atk +10/+5 CMB +12 CMD +33

Feats:
Arcane Armor Proficiency, Greater Fortitude, Greater Spell Penetration, Improved Initiative, Intensified Spell, Quicken Spell, Selective Spell, Scribe Scroll, Spell Focus (evocation), Spell Penetration, Toughness, Weapon Finesse

Skills:

acrobatics +39
appraise +28
bluff +25
climb +15
diplomacy +15
disguise +25
disable device +34 {36 w/tools}
escape artist +34
fly +23
intimidate +10
knowledge (arcana) +38
knowledge (dungeoneering) +31
knowledge (engineering) +31
knowledge (geography) +31
knowledge (history) +31
knowledge (local) +31
knowledge (nature) +38
knowledge (nobility) +31
knowledge (planes) +31
knowledge (religion) +31
linguistics +38
perception +31
sense motive +29
sleight of hand +34
spellcraft +38 {+40 identify magic items}
stealth +39
swim +15
use magic device +25

78 base, 300 bonus, 819 total


Traits:
Magical Knack Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t increase your caster level higher than your current Hit Dice.
Warrior of Old As a child, you put in long hours in combat drills, and though time has made this training a dim memory, you still have a knack for quickly responding to trouble. You gain a +2 trait bonus on Initiative checks.

SQ:
elven magic, impromptu sneak attack 2/day, ranged legerdemain, surprise spells, trapfinding +1, tricky spells 5/day, weapon familiarity
Rogue Talent Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.
Permanent Abilities Arcane Sight, Darkvision, Read Magic, See Invisibility, Tongues (27,500)
Headband Grants max ranks in Escape Artist, Knowledge (nature) and Linguistics
Ability scores raised by Wish Dex 4, Con 1, Int 5, Wis 1 (275,000)
Arcane Trickster abilities: Ranged Legerdemain (Su): An arcane trickster can use Disable Device and Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and an arcane trickster cannot take 10 on this check. Any object to be manipulated must weigh 5 pounds or less. She can only use this ability if she has at least 1 rank in the skill being used.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an arcane trickster gets a sneak attack bonus from another source, the bonuses on damage stack.

Impromptu Sneak Attack (Ex): Beginning at 3rd level, once per day an arcane trickster can declare one melee or ranged attack she makes to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).

At 7th level, an arcane trickster can use this ability twice per day.

Tricky Spells (Su): Starting at 5th level, an arcane trickster can cast her spells without their somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. She can use this ability 3 times per day at 5th level and one additional time per every two levels thereafter, to a maximum of 5 times per day at 9th level. The arcane trickster decides to use this ability at the time of casting.

Invisible Thief (Su): At 9th level, an arcane trickster can become invisible, as if under the effects of greater invisibility, as a free action. She can remain invisible for a number of rounds per day equal to her arcane trickster level. Her caster level for this effect is equal to her caster level. These rounds need not be consecutive.

Surprise Spells: At 10th level, an arcane trickster can add her sneak attack damage to any spell that deals damage, if the targets are flat-footed. This additional damage only applies to spells that deal hit point damage, and the additional damage is of the same type as the spell. If the spell allows a saving throw to negate or halve the damage, it also negates or halves the sneak attack damage.


Gear:
CONTAINERS: Handy Haversack, Secret Chest

Armor:
Waist: Belt of Physical Might + 6 Con and Dex (90,000)
Body: Robe of Stars (58,000)
Chest:
Eyes: Sniper Goggles, Greater (50,000)
Feet: Boots of Elvenkind/Speed (15,250)
Hands:
Head:Hat of Disguise (1800)
Headband: Headband of Mental Prowess +6 Int and Wis (90,000)
Neck: Amulet of Natural Armor +3 (18,000)
Ring 1: Bonded Object: Ring of Invisibility/Protection +5/Mind Shielding/Sustenance/Wizardry IV (130,375)
Ring 2: Mundane
Shoulders: Cloak of Elvenkind/Etherealness/Resistance +5 (107,500)
Wrist: Bracers of Armor +8 (64,000)

Wish 275,000
Permanency 27,500
Rapier "Hornet"; Agile, Spell Storing, Adamantine +5 (75,320)
Handy Haversack (2,000)
Secret Chest (5050)

Material Components/Foci Diamonds (x3) (4500), Diamond (25,000), Eye Ointment (x3, 750). Jacinth (1,000), MMM (15), Miniature Sword (250) Diamonds and Diamond Dust (9000)
Potions Bull's Strength (300)
Rods Empower (normal) (32,500), Silent (lesser)(3,000), Silent (normal)(11,000)
Scrolls Transformation (CL 11) (1650), Vampiric Touch (CL 20) (1500)
Wands Cure Light Wounds (x2) (50) (1,500), Prestidigitation (50) (375), Protection from Evil (50) (750), Shield (CL 10) (7500), True Strike (50) (750) :(11,400)
Other Magic Blessed Book (12,500), Orange Ioun Stone (30,000)
Other Mundane Disguise kits (3) (150), MW Thieves’ tools (100), MW Dagger (302), Explorer's Outfit, Cold Weather outfit (8) 3 Spell Component Pouches (15), Wizard's/Rogue's/Survival Kits (MW) (121)
Total Gear 1,092,806
Cash 6,669 gp

Other Special Box to use near Tar-Baphon

Hornet hardness 20, hp 55.


Admixture School:
Admixture School
Associated School: Evocation. Opposed Schools: Enchantment, Necromancy
Arcane Bond If Lefty attempts to cast a spell without his ring, he must make a concentration check (DC 20 + the spell’s level) or lose the spell. Once per day, Lefty may use his ring to cast any single spell from his spellbook, even if it is not prepared, as if he had memorized it that morning.
Elven Magic, Greater Spell Penetration Lefty adds a +6 bonus to all caster level checks to overcome spell resistance.
Intense Spells (Su) Lefty adds +3 damage to any evocation spell that deals hit point damage.
Versatile Evocation (Su) When Lefty casts an evocation spell that does acid, cold, electricity, or fire damage, he may change the damage dealt to one of the other four energy types 18/day.

Spells:
Per Day:(CL 20, Concentration +34)
0: 4, 1: 8+1, 2: 8+1, 3: 7+1, 4: 7+1+4, 5: 7+1, 6: 7+1, 7: 6+1, 8: 4+1, 9: 3+1
Prepared:
0 (DC 25):4 Mage Hand, Open/Close, Read magic, Ray of Frost

1 (DC 26):9 Magic Missile (x4), Detect Secret Doors, Detect Undead, Shield (x2)

2 (DC 27):9 Scorching Ray x3, Intensified Burning Hands, Acid Arrow x2, Alter Self, Detect Thoughts, Intensified Shocking Grasp

3 (DC 28):8 Intensified Acid Arrow, Detect Scrying, Gaseous Form (x2), Displacement, Fireball (x2), Slow

4 (DC 29):12 Greater Invisibility (x5) Dimensional Anchor, Dimension Door (x2), Scrying, Ice Storm, Resilient Sphere,

5 (DC 30):8 Overland Flight, Selective/Intensified Fireball x2 (DC 29), Cone of Cold, Passwall, Quickened Magic Missile, Wall of Force

6 (DC 31):8 Chain Lightning (x2), Disintegrate (x2), Greater Dispel (x2), True Seeing, Quickened Acid Arrow

7 (DC 32):7 Greater Teleport (x2), DBF, Reverse Gravity, Prismatic Spray, Quickened Fireball (x2)

8 (DC 33):5 Mind Blank, Quickened Greater Invisibility, Quickened Dimension Door, Polar Ray, Greater Prying Eyes

9 (DC 34):4 Etherealness, Mage's Disjunction, Time Stop, Winds of Vengeance

Spell stored in "Hornet": Vampiric Touch (10d6)

*Add +1 to DC for evocations, +3 damage.

Add +6 to CL vs. SR.

Uses of Invisible Thief: 0/10
Uses of Tricky Spells: 1/5
Uses of Versatile Evocation: 0/18
Rods: Empower(lesser)0/3. Silent (lesser) 0/3, (normal) 0/3, (greater) 0/3

Spellbook:
0 level (DC 25):
Acid Splash, Arcane Mark, Dancing Lights, Detect Magic, Detect Poison, Flare*, Ghost Sound, Light*, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost*, Read Magic, Spark

1st level (DC 26):
Animate Rope, Burning Hands*, Color Spray, Comprehend Languages, Detect Secret Doors, Detect Undead, Disguise Self, Endure Elements, Enlarge Person, Feather Fall, Floating Disc*, Grease, Identify, Mage Armor, Magic Missile*, Obscuring Mist, Protection from Evil, Shield, Shocking Grasp*, Silent Image, Stone Fist, Unseen Servant, Vanish

2nd level (DC 27):
Acid Arrow, Arcane Lock, Alter Self, Blur, Cat's Grace, Darkness*, Clairaudience/Clairvoyance, Darkvision, Detect Thoughts, Glitterdust, Gust of Wind, Invisibility, Knock, Mirror Image, Misdirection, See Invisibility, Scorching Ray*, Whispering Wind

3rd level (DC 28): Arcane Sight, Dispel Magic, Displacement, Fireball*, Fly, Gaseous Form, Haste, Lightning Bolt*, Major Image, Nondetection, Protection from Energy, Seek Thoughts, Slow, Summon Monster III, Tongues, Twilight Knife*, Vampiric Touch#, Wind Wall*

4th level (DC 29): Arcane Eye, Darkvision, Greater, Detect Scrying, Dimension Door, Dimensional Anchor, Fire Shield*, Ice Storm*, Invisibility, Greater, Locate Creature, Phantasmal Killer, Resilient Sphere*, Scrying, Secure Shelter, Shout*, True Form

5th level (DC 30): Black Tentacles, Break Enchantment, Cone of Cold*, Dismissal, Feeblemind, Mage's Private Sanctum, Overland Flight, Passwall, Permanency, Polymorph, Secret Chest, Sending, Seeming, Teleport, Wall of Force

6th level (DC 31): Analyze Dweomer, Antimagic Field, Chain Lightning*, Disintegrate, Forceful Hand*, Freezing Sphere*, Greater Dispel Magic, Shadow Walk, Transformation, True Seeing

7th level (DC 32): Delayed Blast Fireball*, Ethereal Jaunt, Fly, Mass, Forcecage*, Grasping Hand*, Greater Teleport, Invisibility, Mass, Limited Wish, Mage's Sword*, Mage's Magnificent Mansion, Plane Shift, Prismatic Spray*, Reverse Gravity, Scrying, Greater

8th level (DC 33):
Clenched Fist*, Dimensional Lock, Discern Location, Mind Blank, Polar Ray*, Protection from Spells, Prying Eyes, Greater, Summon Monster VIII, Sunburst*, Telekinetic Sphere*

9th level (DC 34):
Astral Projection#, Crushing Hand*, Etherealness, Freedom, Foresight, Mage's Disjunction, Meteor Swarm*, Shapechange, Time Stop, Winds of Vengeance*, Wish

(* Evocation Spell, +1 DC) (# Opposition School Spell)

Party (17th):
Ridge: Krokod Firetongue (Kellid Oracle, Mystery of Flame)
Nazard: Ryarg Gravemaker (druidic bear shaman)
Flykiller: Raulzig Turfoodle II (Archaeologist 17)

Party (20th):

Baergar and Mûmak, Dwarf Ranger/Champion // Darksmokepuncher
Hiram Morrow, Human Fighter/Champion // Ptolmaeus Arvenus
Lorelei Starling, Human Oracle/Heirophant Trickster // cosmic dream lord
Manisha Johar, Aasimar Wizard/Arcane Savant // fnord72
Troy McClure, Human Unbreakable Fighter // DEWN MOU'TAIN

Background:
At 152 years of age, Lothorian is young by elven standards, but is nonetheless an accomplished adventurer, and now a trusted “special” agent and adviser to Queen Telandia Edasseril of Kyonin.

He wasn't always so well regarded. As a youngster, he lived in such far-flung places as Absalom, Irrisen, and Katapesh, the son of a Kyonin diplomat and her merchant husband. His natural curiosity, smooth talking charm and deftness at stealth got him (and his family) in trouble with various nobles, officials, and other people important to Kyonin. It usually revolved around a scandalous affair with some rich person's daughter.

He was sent back to Kyonin, charged with finding a more useful application for his talents. It wasn't long before he found himself adventuring with other young elves, acting as a forward scout for skirmishers trying to contain the threat of the Tanglebriar, and the deadly things found therein.

Like many elves, Latharian was quite intelligent, and discovered his faculty for wizardry by associating with adventuring wizards during his service. He soon found out that he could wring impressive damage from even the simplest evocations, and delighted in using spells to surprise and defeat the unwary, and to spy on enemies unnoticed.

By mid-level, the elf had again traveled widely, and gained a reputation as a go-to guy for people wanting information, or a particular item stolen, or a scout who could go ahead alone, and return with valuable intelligence for an adventuring party, a suspicious spouse, or an army.

As he grew in experience and power, Lefty began to prefer working alone. To him, dungeon delving and monster fighting were entertaining, but adventuring groups were a noisy and sometimes cantankerous lot, and the risks were often greater than the rewards. Why storm the castle when what you want can be taken quietly, with the right magic and a skillful hand?

It was around this time that he caught the notice of the Queen of Kyonin.

Upon their first meeting, his loyalty shifted. He was still a mercenary, but also a servant; a servant of his queen, even more than her people. She rewarded him well.

Queen Telandia is herself a powerful wizard, with all the resources her position as queen of an ancient and magical race avail her. Latharian believes that she was born to rule. The problem, as she explained it, was that she ruled a people who cared little for rules, and sometimes lived more like spoiled children than almost immortal beings. In spite of their long lives, elves can sometimes be short-sighted, and work at cross purposes.

He respects her, and likes the ideas she comes up with. It doesn't hurt that she's also kind and beautiful. He spies, steals, and even kills for Telandia, without question or regret, under dozens of guises. Few ever see his true form. He's an agent of Kyonin. More importantly, he's an agent of the Queen, herself.

He's traveled Golarion, some planes, and even accompanied Telandia to Sovyrian as her escort.

He does some dirty jobs, now and then, and spares her the details. She's merciful and forgiving.

Lefty? Not so much.

In the last couple of decades, Lefty's been a very "deep cover" sort of spy. He can travel to strange places, assume a persona, and keep up the chicanery long enough to find out what he really wants to know.

Or, sometimes (especially since he hit 18th and learned Mind Blank), he goes to dangerous places and takes out specific enemies to the Queen's interests. They are generally not powerful enough to detect him, and he leaves no clues. He just learns what the subject knows, and disappears.

When she told him to go on this adventure, with a band of other adventurers of comparable stature, he simply obeyed. It seemed the situation was dire, and needed a touch of discretion.

He teleported from her veranda to his villa in Erages, and began to prepare.

Points:
7 6 Gallowspire, 9 7 Tar-Baphon, 12 11 Whispering Way

Gallowspire: you may use any points that you have accrued regarding your knowledge of gallowspire to do the following:

you may spend 1 point to declare that you are hiding behind architecture in the area, giving yourself total cover to an enemie's round of attacks. doing this is an immediate action.

you may spend 1 point if you believe you've entered an area where there might be a secret door or hidden object (including traps). if there is such a hidden thing, I will say that there is in the main chat when I describe your actions. doing this is a free action that may only be taken on your turn.

Tar-Baphon: you may use any points that you have accrued regarding your knowledge of Tar-Baphon to do the following:

you may spend 1 point to add your highest level in a single class to your ac, touch ac, flat-footed ac, or any saving throw against an attack from tar-baphon. doing so is an immediate action in response to an attack by the lich.

you may spend 1 point to add your base attack bonus to your attacks for a round or add your caster level to all spells you cast for a round, as long as the attacks/spells only target Tar-Baphon (i.e. no area spells). doing this is a swift action.

finally, you may spend 5 points if you are killed by Tar-Baphon to negate his death. this will leave you at 0 hp, unconscious, and stable. doing this is a free action that can only be taken on tar-baphon's turn, and only in response to an attack by him. if you are killed in a manner that doesn't involve HP (negative levels, con drain) then you are stable and unconscious with a number of negative levels equal to your max levels minus one (i.e. you have 1 level), or you have 1 point, in the case of attribute damage/drain.

the Whispering way: you may use any points that you have accrued regarding your knowledge of The Whispering Way to do the following:

you may spend a point from your pool to force a member of the whispering way to reroll a save against one of your abilities, or to reroll an attack against a member of the whispering way. doing this is an immediate action.

you may spend 1 point to add your base attack bonus to your attacks for a round or add your caster level to all spells you cast for a round, as long as the attacks/spells only target members of the whispering way (unlike tar-baphon, above, this can be used for area spells, as long as all the targets of the spell(s) are members of the whispering way or their undead minions.

Knowledge Checks:

[dice=knowledge (arcana)]1d20+38[/dice]
[dice=knowledge (dungeoneering)]1d20+31[/dice]
[dice=knowledge (engineering)]1d20+31[/dice]
[dice=knowledge (geography)]1d20+31[/dice]
[dice=knowledge (history)]1d20+31[/dice]
[dice=knowledge (local)]d20+31[/dice]
[dice=knowledge (nature)]1d20+38[/dice]
[dice=knowledge (nobility)]1d20+31[/dice]
[dice=knowledge (planes)]1d20+31[/dice]
[dice=knowledge (religion)]1d20+31[/dice]
Dragon rune staff:
Lefty knows that the staff itself is not an artifact, but the runes on it are part of one, particularly an epic on the nature of magic called The Ballad of Creation. This ballad, which normally is only spoken, reportedly has massive powers related to using, changing, and creating magic. The runes here appear to be focused on protecting against magic.

Mechanically, the runes work like this: as an attack of opportunity, the wielder of the staff can make an opposed caster level check using half their caster level to turn magic back on the caster. There is no limit to the amount of times this can be done, other than available attacks of opportunity per round. The bone staff itself can be used as either a masterwork club, quarterstaff, or greatclub, depending on the whim of the user. This ability was made using mythic power. Enjoy!


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