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Tarvinda Darvelle's page

268 posts. Alias of Deevor.

Full Name

Tarvinda Darvelle




Paladin 1

HPs 13/13 AC=15,FF=15,T=10, Saves F=4,R=0,W=2, Init+0, Perception+0



Strength 15
Dexterity 10
Constitution 14
Intelligence 13
Wisdom 10
Charisma 16

About Tarvinda Darvelle

Tarvinda for Jade Regent Paladin(hospitaler) 1:

Tarvinda Darvelle
Male human (Garundi) paladin (hospitaler) 1 (Pathfinder RPG Advanced Player's Guide 116)
LG Medium humanoid (human)
Init +0; Senses Perception +0
AC 15, touch 10, flat-footed 15 (+5 armor)
hp 13 (1d10+3)
Fort +4, Ref +0, Will +2
Speed 30 ft. (20 ft. in armor)
Melee heavy flail +4 (1d10+3/19-20)
Ranged javelin +1 (1d6+2)
Special Attacks smite evil 1/day (+3 attack and AC, +1 damage)
Paladin Spell-Like Abilities (CL 1st; concentration +4)
. . At will—detect evil
Paladin (Hospitaler) Spells Prepared (CL 1st; concentration +4)
Str 15, Dex 10, Con 14, Int 13, Wis 10, Cha 16
Base Atk +1; CMB +3; CMD 13
Feats Combat Expertise, Weapon Focus (heavy flail)
Traits magical knack, student survivalist
Skills Acrobatics -4 (-8 to jump), Diplomacy +7, Handle Animal +7, Sense Motive +4, Survival +6
Languages Common, Elven, Osiriani
Combat Gear scroll of cure light wounds, scroll of cure light wounds; Other Gear scale mail, heavy flail, javelin (5), backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[ACG], pot, spell component pouch, torch (10), trail rations (5), waterskin, wooden holy symbol of Sarenrae, 14 gp, 9 sp
Special Abilities
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Magical Knack (Paladin [Hospitaler]) +2 CL for a specific class, to a max of your HD.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
Student Survivalist (Shalelu) (Ex) +1 vs. foes threatening Shalelu.
Born to merchants of Garundi, Tarvinda was orphaned at an early age, when her parents caravan was attacked in the forests of Varasia by a gang of thugs, thieves and murderers. All the caravan was left for dead, but fortunately for Tarvinda, she was hiding in an empty water barrel. When she awoke from unconsciousness, the eight year old saw the devastation, breaking down in tears when she found the decapitated head of her mother, clothes ripped from her body. Her father had died with an arrow cutting through his throat, leaving him clutching the wound, covered in a pool of drying blood. No child should see such a scene.
In a haze of mental torment and sorrow, the grieving child wandered through the forest for several days, in the dark and green until she found a clearing in the canopy. The sun shone down and onto the earth, heating it and making it most welcome place to rest in the rich grass that covered the floor. It was here under the bright yellow sun that Tarvinda felt the blessing of Sarenrae, seeking her out and comforting her. She curled in a ball and slept under Sarenrae's protection. It as here that Shalelu found her, a child, bloodied and under nourished. Having had reports already of a caravan having been massacred, it didn't tae long for Shalelu to work out the child was the lone survivor and she took her under her wing. It was Shalelu that she was given the name Tarvinda Darvelle, meaning in the eleven tongue, Traveller of Varasia and of Sun Fire.

Shalelu did all she could to teach Tarvinda the ways of the ranger, along with the others of her age, but it was not an easy path. In the early days haunted by the images of death, she held a feeling of injustice, taking the opportunity to force her will on others more fortunate than her. It was more than once that Shalelu was ashamed of the bully that Tarvinda had become. As Shalelu went about her business deep into the forests around Sandpoint, once more Sarenrae protected her ward, sending a cleric to bring the bullying to heel. He taught Tarvinda to focus the anger on those who do evil, to focus on those who would murder and steal and on those who drove these unfortunates to perform such acts, the deamons and devils and others who coerce and trick the weak. Trvinda was given a reason, to travel and seek out the evil in the world, and maybe one day to seek divine retribution on those who took her parents life. With this change in attitude, Shalelu was able to teach Tarvinda more on surviving in the ancient forests of Varasia, but not the way of the ranger. Instead Sarenrae's fire that burnt in her belly, took her path down that of the holy warrior, the Paladin.

And so Tarvinda, tall, dark looking out of place as one of Varasia, stands tall in here shining armor, over whose breastplate a tabard of the fiery sun is a centre piece. She walks confidently, a clean looking two handed shaft with an orange cloth or leather handle is held n her hands. At the end of the shaft a large metal spiked ball is attached with a dull metal chain. The ball, wicked and heavy shows slight indentations, as the chain's links nearest the ball, look reddened with dried blood. She has a broad smile and an infectious laugh, some one you would want as a friend, and not an enemy.

And so she has come to Sandpoint, to visit Shalelu once more.

old Tarvinda from Crypt..:

Female Human Paladin 2
LG Medium Humanoid (Human)
Init +5; Senses Perception +3
AC 19, touch 13, flat-footed 16 (+5 armor, +1 shield, +3 Dex)
hp 21 (2d10+4)
Fort +9, Ref +7, Will +9
Spd 20 ft.
Melee Light Shield Bash +5 (1d3+3/20/x2) and
Flail +5 (1d8+3/20/x2) and
Gauntlet (from Armor) +5 (1d3+3/20/x2) and
Javelin +1 (1d6+3/20/x2) and
Longsword +6 (1d8+3/19-20/x2) and
Masterwork Longsword +7 (1d8+3/19-20/x2) and
Unarmed Strike +5 (1d3+3/20/x2)
Ranged Crossbow, Light +5 (1d8/19-20/x2)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin Spells Known (CL 0, 5 melee touch, 5 ranged touch):
Str 16, Dex 16, Con 15, Int 14, Wis 15, Cha 18
Base Atk +2; CMB +5; CMD 18
Feats Dazzling Display: Longsword, Weapon Focus: Longsword
Traits Bully, Reactionary
Skills Acrobatics -2, Climb -2, Craft (Weapons) +0, Diplomacy +8, Escape Artist -2, Fly -2, Handle Animal +8, Heal +6, Intimidate +10, Knowledge (Nobility) +6, Ride -2, Sense Motive +7, Stealth -2, Survival +4, Swim -2
Languages Abyssal, Common, Infernal
SQ Aura of Good (Ex), Divine Grace (Su), Lay on Hands (1d6) (5/day) (Su)
Combat Gear Crossbow, Light, Flail, Javelin (2), Longsword, Scale Mail, Shield, Light Steel; Other Gear Backpack (10 @ 22 lbs), Bedroll, Blanket, winter, Rations, trail (per day) (6), Waterskin (2)
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Dazzling Display: Longsword Intimidate check to demoralize can affect those within 30' who see you.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Divine Grace (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Lay on Hands (1d6) (5/day) (Su) You can heal 1d6 damage, 5/day
Smite Evil (1/day) (Su) +4 to hit, +2 to damage, +4 deflection bonus to AC when used.

[spoiler=Daily allowances and resource usage]
Uses left today/total number of
Smite Evil 1/1
Lay on Hands 4/5 [ooc]Lay on Hands [dice]1d6[/dice] [/ooc]
Reources: xBow Bolts 10

Treasures & Equipment Found and Held:

Light, Flail
Javelin (2)
Scale Mail
Shield, Light Steel
Backpack (10 @ 22 lbs)
-Winter Blanket(2)
-Rations, trail (per day) (11)
-Waterskin (3)
-Small Tent
-50ft hemp rope
-3 torches
-grappling hook
-1 CLW potion
Necklace worth 200gp from skelly passage

Encounter Header Template:

[b]Round x:[/b]

[ooc]HP: 14/21 AC: 19/13/16 Conditions: None[/ooc]

old general dice rolls:

[ooc]Initiative [dice]1d20+5[/dice][/ooc]
[ooc]Perception [dice]1d20+3[/dice][/ooc]
[ooc]CMD 18[/ooc]

[ooc]m/wrk Longsword attack [dice]1d20+7[/dice][/ooc]
[ooc]m/wrk Longsword damage [dice]1d8+3[/dice][/ooc]
[ooc]m/wrk Longsword attack with smite[dice]1d20+11[/dice][/ooc]
[ooc]m/wrk Longsword damage with smite [dice]1d8+7[/dice][/ooc]
[ooc]Flail attack [dice]1d20+5[/dice][/ooc]
[ooc]Flail damage [dice]1d8+3[/dice][/ooc]
[ooc]Javelin attack(ranged) [dice]1d20+5[/dice][/ooc]
[ooc]Javelin damage [dice]1d6+3[/dice][/ooc]

[ooc]Fortitude [dice]1d20+9[/dice][/ooc]
[ooc]Reflex [dice]1d20+7[/dice][/ooc]
[ooc]Will [dice]1d20+9[/dice][/ooc]

[ooc]Acrobatics [dice]1d20-2[/dice][/ooc]
[ooc]Appraise [dice]1d20+2[/dice][/ooc]
[ooc]Bluff [dice]1d20+4[/dice][/ooc]
[ooc]Climb [dice]1d20-2[/dice][/ooc]
[ooc]Diplomacy [dice]1d20+8[/dice][/ooc]
[ooc]Escape Artist [dice]1d20-2[/dice][/ooc]
[ooc]Fly [dice]1d20-2[/dice][/ooc]
[ooc]Handle Animal [dice]1d20+8[/dice][/ooc]
[ooc]Heal [dice]1d20+6[/dice][/ooc]
[ooc]Intimidate [dice]1d20+10[/dice][/ooc]
[ooc]Knowledge(Nobility) [dice]1d20+6[/dice][/ooc]
[ooc]Perception [dice]1d20+3[/dice][/ooc]
[ooc]Ride [dice]1d20-2[/dice][/ooc]
[ooc]Sense Motive [dice]1d20+6[/dice][/ooc]
[ooc]Stealth [dice]1d20-2[/dice][/ooc]
[ooc]Survival [dice]1d20+4[/dice][/ooc]
[ooc]Swim [dice]1d20-2[/dice][/ooc]

Tarvinda history:

You have been training under Sir Dramott since your...falling out with Father Rantal Prasst(cleric mentor). A few days before this adventure starts he set off on a mission to the crypt and hasn't returned. You generally didn't think much of it at first but he should have been back by now. Starting to grow worried you sought out the Mayor for more information about what has happened and you find out that some of the other elders of the town have also gone missing. The Mayor then asks for you to assist in the quest for the Everflame and to investigate what possibly went wrong on their mission. He asks that you don't mention any of this to the others, not wanting to scare them.

Sir Dramott:

The people of Lastwall, the militaristic nation to the north, take it as their responsibility to keep the orcs of Belkzen in check. Unfortunately, their forces are spread thin, so they rely on a number of scouts close to the border of Belkzen to keep watch. Sir Dramott is one such scout. Although he has no authority here in town, he regularly
reports to his commanders in Lastwall, informing them of any orc activity. Mayor Uptal is grateful for Sir Dramott’s assistance whenever trouble is brewing, but he is concerned about a military officer from a foreign land stationed in his town. The people of Kassen respect Sir Dramott, but they would rather he go home and leave them to their own devices. As a mentor, Sir Dramott is capable and wise, if a bit harsh. Unfortunately, all of his lessons deal with service to Lastwall, and his pupils are taught to think of such service as a high honor.

Character Advancement:

2nd Level in Paladin favored class +1 HP
General: +7 HPs, +1 BAB, Divine Grace, Lay on Hands (5/day)
Skills +1 Heal, +1 Intimidate, +1 Knowledge(Nobility), +1 Perception, +1 Survival

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