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Olvan

Tolvan's page

1,302 posts. Alias of Skorn.


Full Name

Tolvan

Race

Elf

Classes/Levels

Wizard 6

Stats:
HP 34/34 AC 13/17 (T= 13 FF= 10/14) CMD 18, +1 L Sword+7 (1d8+4/19-20/x2), Club+6 (1d6+3/20/x2) MW Comp Long Bow (+2str)+7 (1d8+2/20/x3) F+3 R+5 W+6, +2 vs enchants INIT+10 Per.+13 CMB +5

Gender

Male

Size

Medium

Age

40

Special Abilities

Teleportation Subschool

Alignment

CG

Deity

Desna

Languages

Abyssal, Celestial, Common, Draconic, Elven, Goblin, Sylvan

Occupation

Guard and Scholar

Strength 14
Dexterity 16
Constitution 12
Intelligence 19
Wisdom 12
Charisma 8

About Tolvan

Background:

Tolvan was an elven archer and merc who was bright enough to want a little more out of life. After spending a few years guarding for exploration teams in various parts of the world, including the famed Valashmai jungles, he has decided to apply himself to the arcane arts.

Spending his savings to enroll himself at the famous University of Lepidstadt in Ustalav. There he did well enough as he was bright and loved to learn. But he was never a favored student as he could never fully get behind that magic was enough; that it was to be trusted outright. His view was more that magic supplemented other activities well and his teachers always expected that he would dabble some in the arts arcane and then move into something more martial from his past.

Tolvan has only recently managed to graduate with the basics of magic under his belt. He still leans heavily on his skill with a bow, his initial spell selection favors supplementing his combat skills. Only time will tell if he will stick with these arcane teachings or will focus again on more mundane skills.

It was these more mundane skills that were responsible for his saving of Professor Lorrimor life that night not so long ago,and ultimately to Tolvan being invited to the reading of his will. It was not that big of deal. A couple of thugs in a dark ally jumped the old prof one night and had him down. Maybe they were only gonna rob him but maybe they didn't want a witness to their crimes and were intent on doing the man in. They never expected a student would come to his aid, or that the student would be packing three feet of elven steel.

So, now he was traveling to Ravengro to hear this will and see if the old professor really did remember him. Some funds might help him launch his new career. He should know soon enough.

Description:

Tall for an elf, Tolvan is lean but well muscled and quick. It would be unkind to say lanky, but it would be true. His black hair is worn strait and usually pulled back out of his way in a haphazard way to say he cares little for his appearance. He had never taken to wearing armor but also never adopted the wizardly habit of robes. He prefers the simple and efficient garb of an adventure or soldier and does not dress to impress.

DEFENSE
Health: 34/34
AC 17 (Mage Armor), Touch 13 Flat Footed 10/14
Saves: Fort +4, Refl +6, Will +7, +2 vs. enchantments (+1 Cloak or Resistance)
Immune: Magic sleep: Resist: elven immunities
CMD: +18

OFFENSE

Speed 30 ft., shift 15' 7 times a day
Init: +10, Perception +12, Low Light
Melee: Long Sword +6, 1d8+3, (17-20X2)
Club +6, 1d6+3
Range: Composite Longbow +7, 1d8+2
CMB: +5

STATISTICS
SR 14, DEX 16, CON 12 INT 19, WIS 12 CHR 8

Feats: Elven Weapon Proficiencies, Improved Initiative, Scribe Scroll, Wizard Weapon Proficiencies, Breadth of Experience, Craft Wondrous Items, Spell Focus Conjuration

Traits: Chance Savior, Valashmai Veteran: Perception

Skills: Appraise +8, Craft (Alchemy) +10, Fly +7, Knowledge (Arcana) +15, Knowledge (Dungeoneering) +10, Knowledge (Engineering) +10, Knowledge (Geography) +10, Knowledge (History) +10, Knowledge (Local) +10, Knowledge (Nature) +14, Knowledge (Nobles) +10, Knowledge (Planes) +12, Knowledge (Religion) +10, Linguistics +10, Perception +13, Ride +4, Spellcraft +13 (+15 to determine the properties of a magic item)

Languages: Abyssal, Celestial, Common, Draconic, Elven, Goblin, Sylvan, Infernal, Aklo

SPECIAL ABILITIES
SQ Bonded Object: Masterwork Longbow, Composite (Str +2) (1/day) (Sp)
Elven Magic,
Enchantment, Illusion are opposition
Summoner's Charm (+2r) (Su),
Bonded Object: Masterwork Longbow, Composite (Str +2) (1/day) (Sp) DC 20 + spell level to cast
spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.

Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget you.
Valashmai Veteran: Perception +1 trait bonus on Survival in the jungle

Racial Modifiers
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.

Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Illusion You must spend 2 slots to cast spells from the Illusion school.

Shift (15') (7/day) (Sp) Short-range teleport
Summoner's Charm (+2r) (Su) Increase duration of summoning spells by 1/2 level

SPELLS
Wizard Spells Known (CL 3, 3 melee touch, 4 ranged touch):
3 (3+1/day) Haste X2, Fly, Summon Monster III
2 (3+1/day) Create Pit, Flaming Sphere, GlitterdustX2, Resist Energy,
1 (4+1/day) Protection from Evil (DC 15), Mage Armor (DC 15), Gravity Bow (DC 15), Magic Missile, Feather Fall
0 (at will) Prestidigitation, Detect Magic, Dancing Lights, Mending

Resources Used
Spells Used: Mage Armor, Haste (Extended), Glitterdust

Shifts Used: 1

Spells Extended: 1

SPELLBOOK
Abundant Ammunition, Burning Hands, Crafter's Fortune, Feather Fall, Gravity Bow, Identify, Mage Armor, Magic Missile, Protection from Evil, Shield, Windy Escape, Liberating Command
Level 2: Create Pit, Levitate, Gust of Wind, Flaming Sphere, Fox's Cunning, Glitterdust, Resist Energy, Symbol of Mirroring
Level 3: Dispel Magic
Level 4: Summon Monster IV

GOLD
Starting - 70gold

Gear
+1 Cloak, Arrow, Raining, Arrow, Smoke, Arrows (40), Arrows, Blunt (20), Arrows, Cold Iron (20), Club, Longsword, 12 silver arrows, 1 +1 undead bane arrows, 1 +1 ghost touch arrows, 2 shimmering +1 arrows, Masterwork Longbow, Composite (Str +2) ; Other Gear Pathfinder's Kit, Handy Haversack, Ring of Sustenance, Cracked Dusty Rose Prism Ioun Stone (+1 Initiative), Spring Loaded Wrist Sheaths (2), Badge of Lesser Extend Spell, Staff of Swarming Insects with 7 charges (Summon Swarm 1 charge and Insect Plague 3 charges)

Consumables:
Potion of Cure Light WoundsX4, Potion of Cure Moderate Wounds X2, Potion of Restoration, Lesser X2, 2 Alchemical Fire X4, Acid flasks X3, 1 nushadir, 1 tanglefoot bag, 2 antitoxin, 1 liquid Ice, 1 smoke stick, 1 bladeguard, Used Haunt Sipons (2), 4 sun rods, 3 flasks of holy water, Wand of Shield (42), wand of hold person (11 charges), Wand of Acid Arrow - 21 charges
Crafted Scrolls - Abundant Ammunition, Mage Armor, Obscuring Mist, Protection from Evil, Shield
Found Scroll: Protection from Evil

Pathfinder Kit:

Pathfinder's Kit:22lbs.
Backpack
Bedroll
Belt pouch
Clay mug
Dagger
2 Fish hooks
Flint+Steel
Sewing Needle
Signal Whistle
50ft String
50ft Thread
Waterskin
1 Week of rations
Whetstone

Coin on hand = 5330

Loot:

Party Loot:

Trolls large, heavy crossbow
a pair of bellows,
a shovel,
a sledge,
a battered tankard,
several pretty (but valueless) stones,
308 gp, and 345 sp
needles through his flesh, three of which are actually fancy hatpins ending in tiny rubies, worth 75 gp each
agnificent spyglass bound in gold, easily worth 1,000 gp

a thin darkwood case decorated with an image of a scarab with a single eye glaring from its back—the same design that appears on the cover of the Manual of the Order of the Palatine Eye among the books in the professor’s collection. The darkwood case looks valuable, and contains three objects of interest—a spirit board with a brass spirit planchette, and four iron and glass vials containing tiny, churning clouds of vapor. The vials sit in velvet-lined indentations to the left of the spirit board and planchette, along with six empty indentations—the professor made off with most of the vials but left these four behind.


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