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Olvan

Tolvan's page

591 posts. Alias of Skorn.


Full Name

Tolvan

Race

Elf

Classes/Levels

Wizard 4

Stats:
HP 24/24 AC 13/17 (T= 13 FF= 10/14) CMD 17, +1 L Sword+6 (1d8+4/19-20/x2), Club+5 (1d6+3/20/x2) MW Comp Long Bow (+2str)+6 (1d8+2/20/x3) F+2 R+4 W+5 INIT+9 Per.+11 CMB +3

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 18
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.

Loot:

From the Crypt
12 silver arrows - Tolvan
4 sun rods - Anna and Kimberly
6 flasks of holy water - One each - extra to Anna
10 shimmering +1 arrows (one used)- Tolvan
five +1 ghost touch arrows - Tolvan
two +1 undead bane arrows - Tolvan
five potions of cure light wounds - One each
two potions full of lesser restoration Anna and Andjela
a scroll wrapped in red (detect undead) - Kim
two scrolls wrapped in black (hide from undead) - Kim
a scroll wrapped in white (protection from evil) -Kim

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.

4 Vials - Anna, Kimgald, Tolvan, Andjela,

OFFENSE

Speed 30 ft.
Init: +9
Perception +10, Low Light
Melee: +1 Keen Long Sword +6, 1d8+4, (17-20X2)
Club +6, 1d6+3
Range: Composite Longbow +6, 1d8+2
CMB: +4

DEFENSE
Health: 24/24
AC 17 (Mage Armor), Touch 13 Flat Footed 10/14
Saves: Fort +2, Refl +4, Will +5
CMD: +17

STATISTICS

Feats: Elven Weapon Proficiencies, Improved Initiative, Scribe Scroll, Wizard Weapon Proficiencies, Breadth of Experience
Traits: Chance Savior, Valashmai Veteran: Perception

Skills: Appraise +8, Knowledge (Arcana) +13, Knowledge (Dungeoneering) +10, Knowledge (Engineering) +10, Knowledge (Geography) +10, Knowledge (History) +10, Knowledge (Local) +10, Knowledge (Nature) +13, Knowledge (Nobles) +10, Knowledge (Planes) +10, Knowledge (Religion) +10,
Linguistics +10, Perception +11, Spellcraft +11

Knowledge Planes
151 to 154 of 154

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, Summoner's Charm (+1r) (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

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 (5') (7/day) (Sp) Short-range teleport
Summoner's Charm (+1r) (Su) Increase duration of summoning spells by 1/2 level

SPELLS
Wizard Spells Known (CL 3, 3 melee touch, 4 ranged touch):
2 (2+1/day) Create Pit, Flaming Sphere, Glitterdust, Resist Energy
1 (4+1/day) Protection from Evil (DC 15), Mage Armor (DC 15), Gravity Bow (DC 15), Magic Missile, Shield
0 (at will) Disrupt Undead, Detect Magic, Dancing Lights, Prestidigitation

Spells Cast - Mage Armor, Gravity Bow, Magic Missile

SPELLBOOK
Abundant Ammunition, Burning Hands, Gravity Bow, Mage Armor, Magic Missile, Protection from Evil, Shield, Windy Escape, Liberating Command
Level 2: Create Pit, Levitate, Gust of Wind, Flaming Sphere, Glitterdust, Resist Energy,
Level 3: Dispel Magic
Level 4: Summon Monster IV

GOLD
Starting - 70gold

Gear
Arrow, Raining, Arrow, Smoke, Arrows (40), Arrows, Blunt (20), Club, Longsword,
Masterwork Longbow, Composite (Str +2), Silver Arrows (50); Other Gear Pathfinder's Kit, Potion of Cure Light Wounds, 2 Alchemical Fire, 2 Acid flasks, Used Haunt Sipons (2), +1 Long Sword
Crafted Scrolls - Abundant Ammunition, Mage Armor, Obscuring Mist, Protection from Evil, Shield
Other Scrolls: True Strike, Exped. Retreat

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 - 4 gold (330gold to scribe spells found)

Loot:

+1 keen longsword
12 silver arrows
4 sun rods
3 flasks of holy water
9 shimmering +1 arrows
3 +1 ghost touch arrows,
1 +1 undead bane arrows,
2 potions of cure light wounds
2 potions of cure moderate wounds
1 potion of remove disease
two potions of lesser restoration
wand of hold person (11 charges)
a scroll wrapped in red (detect undead)
two scrolls wrapped in black (hide from undead)
a scroll wrapped in white (protection from evil)
spirit board



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