Wizard

Tavar Lynning's page

23 posts. Alias of Walter Lindie.


Full Name

Tavar Lynning

Race

Elf

Classes/Levels

Occultist

Gender

Male

Strength 14
Dexterity 17
Constitution 13
Intelligence 19
Wisdom 11
Charisma 10

About Tavar Lynning

Statistics:
Male Elf Occultist 1
N Medium Humanoid (Elf)
Init +5; Senses lowlight vision Perception +4
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DEFENSE
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AC 18, touch 14, flat-footed 14 (+4 armor, +4 dex, +0 shield)
hp 9
Fort +2(3), Ref +0(1), Will +2(3)
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OFFENSE
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Speed 20 ft.
Melee
Elven Branched spear: +4 (1d8+3) reach; Dagger +4 (1d4+2)
Ranged
Long bow +4 (1d8)
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STATISTICS
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Str 14, Dex 17, Con 13, Int 19, Wis 11, Cha 10
Base Atk +0; CMB +2; CMD 15
Traits Reactionary, Pragmatic Activator, Azlanti Scholar
+2 init
Use int for UMD
+1 trait bonus on K (history), K (local), and Use Magic Device checks K(local) is a class skill
Drawbacks Meticulous -2 all untrained skills
Feats Weapon Finesse
Skills (8 points; 4 class, 4 INT)
all skills
-2 all untrained skills
Acrobatics Dex*
Appraise C Int +7
Bluff Cha
Climb Str*
Craft C Int
Diplomacy C Cha
Disable Device C Dex*
Disguise Cha
Escape Artist Dex*
Fly C Dex*
Handle Animal Cha
Heal Wis
Intimidate Cha
Knowledge (arcana) C Int +7
Knowledge (dungeoneering) Int
Knowledge (engineering) C Int
Knowledge (geography) Int
Knowledge (history) C Int +10[+2+1]
Knowledge (local) C Int +10[+2+1]
Knowledge (nature) Int
Knowledge (nobility) Int
Knowledge (planes) C Int +7
Knowledge (religion) C Int +7
Linguistics C Int
Perception C Wis +4
Perform Cha
Profession C Wis
Ride Dex*
Sense Motive C Wis
Sleight of Hand C Dex*
Spellcraft C Int +9[+2]
Stealth Dex*
Survival Wis
Swim Str*
Use Magic Device C Int [+1]
ACP -4
*ACP applies to these skills
FCB +1/2 focus points
Languages Common, Elven, Celestial, Draconic, Sylvan, Orc, Azlanti

Special Abilities:

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SPECIAL ABILITIES
Race
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Loremasters: Some elves are steeped in lore older than most civilizations. They gain a +2 racial bonus on Knowledge (history), Knowledge (local), and Spellcraft checks. This racial trait replaces elven magic and keen senses.
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.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Class
Implements and invested points
Transmutation weapon 3, Abjuration brooch 2
Mental Focus 5 points
Abjuration
Warding Talisman (Su)
The implement wards against adverse effects. Whoever wears (or holds, for bells) the implement gains a +1 resistance bonus on saving throws for every 2 points of mental focus invested in the implement, to a maximum bonus of 1 + 1 for every 4 occultist levels you possess.
Mind Barrier (Sp)
As a swift action, you can expend 1 point of mental focus to create a shield of mental energy around you that protects you from harm. The shield prevents a total of 2 points of damage per occultist level you possess. It lasts until the start of your next turn or until exhausted. You can activate this ability as an immediate action, but doing so costs 2 points of mental focus instead of 1.

Transmutation
Physical Enhancement (Su)
When you invest mental focus in the implement, select a physical ability score. The implement grants a +2 temporary enhancement bonus to that physical ability score for every 3 points of mental focus invested in the implement maximum of +2 at 1st level, plus an additional 2 for every 6 levels.
Legacy Weapon (Su)
As a standard action, you can expend 1 point of mental focus and touch a weapon to grant it an enhancement bonus. The bonus is equal to 1 + 1 for every 6 occultist levels you possess (to a maximum of +4 at 18th level). Enhancement bonuses gained by this ability stack with those of the weapon, to a maximum of +5. You can also imbue the weapon with any one weapon special ability with an equivalent enhancement bonus less than or equal to your maximum bonus by reducing the granted enhancement bonus by the appropriate amount. The item must have an enhancement bonus of at least +1 (from the item itself or from legacy weapon) to gain a weapon special ability. In either case, these bonuses last for 1 minute.
Sudden Speed (Sp)
As a swift action, you can expend 1 point of mental focus to grant yourself a burst of speed. This increases your land speed by 30 feet for 1 minute. This ability does not stack with itself.

Spells:

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Spells
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0th (at will)
Resistance, Mage Hand
1st (2/day)
Shield
liberating command

Gear/Possessions:

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GEAR/POSSESSIONS
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Carrying Capacity
Light 0-50 lb. Medium 51-116 lb. Heavy 117-175 lb.
Current Load Carried 80 lb.
Hide, Elven Branched spear, Dagger, Long bow, Scrivener’s kit, Pathfinder’s Kit
Money 36 GP 0 SP 0 CP

Backstory:

Son of a moderately prosperous merchant Tavar Lynning, lived a pretty easy life. He like many well off elves attempted to train in the arcane arts but his family found him talentless. Eventually he found his talents not in the harnessing of the arcane might but through the steadily drawing strength and echoes of power from weird and powerful tools. His favorite treasure, a broken piece of a brooch that he found came from Azlant, found among the leftovers from old caravans. He eventually reforged it into an amulet that he never takes off. After finding it he became obsessed looking for more treasures and information from Azlant finding useless baubles and treasures from several later ages of history that he left to his family to deal with. He eventually became an expert in the field and a Master Appraiser. This occult power disturbed his relations and while his family made some decent profits off of “junk” that caught his eye. His habit of collecting items, arranging them in weird places and occasionally even having conversations with them was an embarrassing and intolerable issue for them. As he aged his family gave him an ultimatum he could take the place of his brother as the leader of one of the family’s small traveling caravans from which he could sell the remainder of his collection or he could leave the family forever with not a coin to his name but all of his treasures. Unfortunately for his relatives he had already planned on leaving them after the Bountiful Venture Company had contacted him to appraise several items that they found. He agreed in exchange for the chance to head over to the location of their colony and try to search for the treasures and history of Azlant itself.