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Olvan

Tolvan's page

1,363 posts. Alias of Skorn.


Full Name

Tolvan

Race

Elf

Classes/Levels

Wizard 6

Stats:
HP 35/35 AC 13/17 (T= 13 FF= 10/14) CMD 23, +1 L Sword+7 (1d8+4/19-20/x2), Club+6 (1d6+3/20/x2) +1 Comp Long Bow (+2str)+7 (1d8+3/20/x3) F+5 R+7 W+8, +2 vs enchants INIT+10 Per.+13 CMB +10

Gender

Male

Size

Medium

Age

40

Special Abilities

Teleportation Subschool

Alignment

CG

Deity

Desna

Languages

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

Occupation

Guard and Scholar

Strength 14
Dexterity 16
Constitution 12
Intelligence 21
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 +5, Refl +7, Will +8, +2 vs. enchantments (+1 Cloak or Resistance)
Immune: Magic sleep: Resist: elven immunities
CMD: +23

OFFENSE

Speed 30 ft., shift 15' 8 times a day
Init: +10, Perception +18, Low Light
Melee: +1 Long Sword +6, 1d8+3, (17-20X2)
Club +5, 1d6+2
Dagger, +5, 1d4+2
Range: Composite Longbow +7, 1d8+3
CMB: +10

Wizard Spells Prepared (CL 6th; concentration +11)
3rd—fly, haste, haste, summon monster III
2nd—create pit(DC 18), flaming sphere (DC 17), glitterdust (DC 18), glitterdust (DC 18), resist energy
1st—gravity bow, infernal healing, mage armor, magic missile, magic missile, protection from evil
0 (at will)—acid splash, dancing lights, detect magic, prestidigitation
Opposition Schools Illusion, Necromancy

Spells Used:
Shifts Used:
Spells Extended:

STATISTICS
SR 14, DEX 16, CON 12 INT 21, WIS 12 CHR 8

Base Atk +3; CMB +10; CMD 23

Feats: Elven Weapon Proficiencies, Improved Initiative, Scribe Scroll, Wizard Weapon Proficiencies, Breadth of Experience, Knowledge Is Power, Spell Focus Conjuration

Traits: Chance Savior, Valashmai Veteran: Perception

Skills:
Appraise +9,
Craft (Alchemy) +11,
Fly +7,
Knowledge (Arcana) +16,
Knowledge (Dungeoneering) +11,
Knowledge (Engineering) +11,
Knowledge (Geography) +11,
Knowledge (History) +11,
Knowledge (Local) +11,
Knowledge (Nature) +15,
Knowledge (Nobles) +11,
Knowledge (Planes) +13,
Knowledge (Religion) +11,
Linguistics +11,
Perception +18,
Ride +4,
Spellcraft +14 (+16 to determine the properties of a magic item)

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

SPECIAL ABILITIES
SQ Bonded Object: Masterwork Longbow, Composite (Str +2) (1/day) (Sp)
Elven Magic,
Enchantment, Illusion are opposition
Summoner's Charm (+3r) (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.
Knowledge Is Power (Ex) Add intelligence bonus to CMB, CMD, and to Strength checks to break or lift objects.
Ring of sustenance Immune to hunger and thirst, and only sleep two hours a night.

Shift (15') (8/day) (Sp) Short-range teleport
Summoner's Charm (+2r) (Su) Increase duration of summoning spells by 1/2 level

SPELLBOOK
Level 1: Abundant Ammunition, Burning Hands, Crafter's Fortune, Expeditious Retreat, Feather Fall, Gravity Bow, Identify, Liberating Command, Mage Armor, Magic Missile, Protection from Evil, Shield, True Strike Windy Escape
Level 2: Bull's Strength, Create Pit, Flaming Sphere, Fox's Cunning, Glitterdust, Gust of Wind, Levitate, Resist Energy, Symbol of Mirroring
Level 3: Dispel Magic, Fireball, Fly, Haste, Phantom Steed, Stinking Cloud, Summon Monster III
Level 4: Ice Storm Summon Monster IV

GOLD -
Starting - 70gold

Gear
Weapons:
Arrow, Raining
Arrow, Smoke
Arrows (40)
Arrows, Blunt (20)
Arrows, Cold Iron (20)
12 silver arrows
1 +1 undead bane arrows
1 +1 ghost touch arrows
2 shimmering +1 arrows
Club
+1 Longsword
+1 Longbow, Composite (Str +2)
Dagger
Staff of Swarming Insects with 10 charges (Summon Swarm 1 charge and Insect Plague 3 charges)

Armor:
None

Magic:
+2 Cloak
Eyes of the Eagle
Handy Haversack
Ring of Sustenance
Cracked Dusty Rose Prism Ioun Stone (+1 Initiative)
Badge of Lesser Extend Spell
Headband of Vast Intelligence.

Misc
Pathfinder's Kit
Spring Loaded Wrist Sheaths (2)

Consumables:
Potions: Potion of Cure Light WoundsX4, Potion of Cure Moderate Wounds X2, Potion of Restoration, Lesser X2, 2, potion of gaseous form
Alchemicals: 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, 2 vials of alchemically preserved basilisk blood
Wands: Wand of Shield (42), wand of hold person (11 charges), Wand of Acid Arrow - 21 charges, wand of charm monster - 44 charges
Crafted Scrolls - Abundant Ammunition, Mage Armor, Obscuring Mist, Protection from Evil, Shield, Scroll of Fly, Scroll of Protection from Evil
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 = 7076


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