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Kelvos the Wormtouched

Seltyn Sevenleaf's page

889 posts. Alias of Dave Young 992.


Full Name

Seltyn Sevenleaf

Race

Elf

Classes/Levels

stats:
Init +2/ HP 32/32 // AC: 12/T:12/FF:10 - Percep: +4// F +1/R +3/W +6 /CMB +3 - CMD 15

Gender

M

Size

M

Age

120

Special Abilities

Elf racial traits

Alignment

CG

Deity

Labelas Enoreth

Location

Elven lands

Languages

Abyssal, Celestial, Draconic, Dwarf, Elf, Elothian, Giant, Goblin, Infernal, Orc, Sylvan, Thassilonian

Strength 12
Dexterity 14
Constitution 10
Intelligence 21
Wisdom 9
Charisma 10

About Seltyn Sevenleaf

Defense:
Init: +2, Senses: Low-light vision, Perception: +4
AC: 12/12/10 (+2 dex)
hp: 32 6,4,4,4,4 +5 (toughness) +5 (favored)
Fort +1, Ref +3, Will +6 (+3 feat)

Offense:
Speed 30'
Melee MW Longsword +4 (1d8+1 S, 19-20, x2)
or Dagger +3 (1d4+1 S or P, 19-20 x2)
Ranged Force missile (Sp) (1d4+2) 8/day
Ranged Touch Spells +4
Base Atk +2; CMB +3; CMD +15

Skills:
Points/Ranks (35)

Appraise: 9/1
Craft: 5/0
Fly: 6/1
Knowledge:
arcana 13/5 (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)
dungeoneering 10/2 (abberations, caverns, oozes, spelunking)
engineering 10/2 (buildings, aqueducts, bridges, fortifications)
geography 10/2 (lands, terrain, climate, people)
history 10/2 (wars, colonies, migrations, founding of cities)
local 10/2 (legends, personalities, inhabitants, laws, customs, traditions, humanoids)
nature 10/2 (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)
nobility 10/2 (lineages, heraldry, personalities, royalty)
planes 10/2 (the Inner Planes, Outer Planes, Astral Plane, Ethereal Plane, outsiders, planar magic)
religion 9/1 (gods, mythic history, ecclesiastic tradition, holy symbols, undead)
Linguistics: 13/2+5
Profession: 0/0
Spellcraft: 13/5

Non-Class Skills: Perception: 5/4

Feats:
Scribe Scroll
Touched by Labelas Enoreth: Your existence is the result of intervention by the Elven god of time. You have an occasional indication of Labelas' feelings about a particular situation or person as if he were there. You gain +3 to all Will Saves.
Elven Caster (+1 DC to all spells)
Toughness
Extend Spell
Spell Focus

Racial Traits:
•+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 (see low-light vision).
•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.

Gear:
Weapons MW Longsword 4 lbs. 315gp, Dagger 1 lb. 2gp
Bonded Object Ring (Cast any spell known 1/day)
Gear Spellbook 3 lbs. Free
Spell Component Pouch 2 lbs. 5gp
Explorer's outfit 8 lbs. Free
Backpack 2 lbs. 2gp
Bedroll 5 lbs. 1sp
Sack 1/2 lb. 1sp
Waterskin 4 lbs. 1gp
Ink - 8gp
Inkpen - 1sp
2 Parchment - 4sp
2 Rations 2 lbs. 10sp

Special items:
Scrolls Grease, Enlarge Person (CL 1), Dispel Magic, Displacement, Fly, Haste (CL 5)
Necklace +2 Intelligence, grants one level of linguistics per level of the wearer that can stack with levels normally chosen for linguistics (level 4 character can have 8 ranks in linguistics). First two languages granted are Elothean and Thassilonian, the rest may be chosen normally.
Ring One smoky black magic ring -- empower (metamagic) 3/day for evocation and necromantic spells only.
31 1/2 lbs. /35 gp, 7sp
Encumbrance Capacity: 43/86/130
Has: 2 sp


Spells Prepared:
Concentration +10
0: 4 (DC 16): Dancing Lights, Mage Hand, Message, Read Magic
1: 5+1/day (DC 17): Mage Armor, Shield, Magic Missile x3
2: 3+1/day (DC 18): Glitterdust, Mirror Image, Scorching Ray x2
3: 2+1/day (DC 19): Haste, Fireball, Summon Monster III

School:
Evocation Opposed Schools: Enchantment, Necromancy
Intense Spells (Su)

Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.

Force Missile (Sp)

As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Elemental Wall (Sp)

At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it.

History:
Seltyn was apprenticed to Elaes after the evoker met his parents. Both parties agreed that he was unfocused, even for a young elf, and Elaes taught him how to do flashy and impressive evocations, among other spells. Seltyn learned quickly, but resented his lack of choice in his career. He had to admit, though, he was pretty good at it, and decided that even though evokers sometimes get a bad rap, he would prove the usefulness of creating fire and ice (and other things) from thin air. Elaes had taught him very well. Now it was time to practice what he'd learned, and grow his power outside of Elaes's depressing tower. It was time to make his mark in the world.
While Seltyn is very bright, and has a natural talent for things arcane, he's spent more time studying histories and mysteries than developing a deeper "common sense" understanding of the world around him. He's rather naive, and Elaes took advantage of that with a number of wizard's pranks, and the poor elf just kept falling for them.
He's likewise awkward in social situations. Seltyn means well, but he's never at ease, and often comes off as insincere or sarcastic when he tries to interact with others.

Appearance:
Seltyn looks like a typical elf. He has blond, almost white hair, large green eyes, and is 6'1" tall, but weighs only 147 lbs. He's pale, even for an elf, and looks like he could use some more sunshine.
He favors simple, utilitarian clothes with lots of pockets, in dark colors of green, blue, gray and black, usually with a dark gray, hooded cloak. However, there is always a bright, multicolored accent somewhere, such as a gaudy scarf or an embroidered sleeve, reflecting his penchant for bright, colorful evocation spells.


Others:

Ciedrel: boss lady

Lithiel Flambeaux: bannerman

Derrick: Human friend in the city. His kid's stayed with the elves.

Merk: #&@^@* piece of #*#& barbarian cultist who almost killed me.

Radriel: dryad who died for us

Spider: roguish human fellow

Lienilda: Cleric who died right away. She was instrumental in bringing us Azlain.

Alex, Julius and Miesko: Crazy wizards or something.
The book: The book depicts a history of martial elves dedicated to hunting, archery, riding, and leadership. It details how they were always fiercely independent and shunned by the more cultured elves. After they broke away from the elf nation, it appears they formed many partnerships with humans. The wood elf nation has specialized in forming free mercenary companies and hiring them out. The core of the leadership has been wood elves, but they have developed a command structure that allows humans to delegate tasks among themselves. In essence, the elves are the officers, and they have trained many human mercenaries to work in their employ. The successful human leaders have even been allowed to start their own companies. The book also details the machinations of a high elf noble- Lord Pentima- that influenced the elven council to grant him the use of the Caduceus when the wood elves refused to continue to pay taxes to the elven nation. He paid the first year of the taxes for the wood elves, and declared the Caduceus his as collateral against his 'loan'.

Lord Pentima's daughter, Lady Fontina, has significant influence in the elvish nation and sits on the Queen's council.


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