Golthwur Strath's page

215 posts. Organized Play character for Lysle.

Full Name

Golthwur Mordrolsteen Strath


| HP15/15 AC 13 T 13 FF 11 | CMB +0, CMD 12| F: +1, R: +2, W: +3 | Init: +8 | Perc: +5, SM: +5


| Speed 30 ft.| Spells: 1st- 4/4 Active conditions: none.

Knowledge (arcana, dungeoneering, local, nature, planes, religion) +10, Spellcraft +11


Male N Human Wizard 2

Spells Remaining:
1st | 0—detect magic, mage hand, ghost sound, prestidigitation

About Golthwur Strath


Golthwur fancies himself a master of the arcane and wishes others to know it. He believes that all problems are best solved through the use of magic and has little patience for those who wish to address matters by more mundane means.


Golthwur is an elderly, bearded man dressed almost always in traditional wizard’s robe and pointy hat.

Height 6’ 1”
Weight 110 lbs.
Eye Color Green
Hair Color White
Skin Tone Pale
Region of Origin Cheliax

PFS #90900-9
Experience 5 XP
Faction Dark Archive
Wealth 225| 8 PP | 10 Fame
Golthwur Strath
Wizard 2
N Human

Init +8 (+2 Dex, +2 Reactionary, +4 Improved Init)
Senses Perc +5, SM +0
AC 13, touch 13, flat-footed 13 (+2 Dex, +1 ring)
HP 15 ( + 1 Con, Toughness )
Fort +1, Ref +2, Will +3

Speed 30 ft. encumbered at 26+ lbs. due to Str 8

Melee quarterstaff +0 (1d6-1 B, Crit x2)
Melee dagger +0 (1d4-1 P/S, Crit 19/20 x2)
Ranged dagger +3 (1d4 P, Crit 19/20 x2, 10 ft.)
Ranged (Hand of Apprentice) quarterstaff +6 (1d6-1 B, Crit x2)
Ranged (Hand of Apprentice) dagger +6 (1d4-1 P, Crit 19/20 x2, 30 ft.)

Wizard Spells Prepared (Wiz 1st; concentration +6 (DC 16)
. . 1st (4/day)—expeditious retreat, mage armor, magic missile, silent image
. . 0 (at will)—daze, [i]detect magic, ghost sound, prestidigitation

Space 5 ft.; Reach 5 ft.

Str 8, Dex 14, Con 12, Int 20, Wis 10, Cha 8
Base Atk +1; CMB +0; CMD 12 (-1 Str, +2 Dex, +1 BAB)
Feats Improved Initiative, Spell Focus, Toughness
Traits Classically Schooled, Reactionary
Languages Languages Taldane (Common), Aklo, Draconic, Giant, Infernal, Sylvan

Knowledge (arcana) +10, Knowledge (dungeoneering) +10, Knowledge (local) +10, Knowledge (nature) +10, Knowledge (planes) +10, Knowledge (religion) +10, Perception +5, Sense Motive +0, Spellcraft +11(*trait bonus)

Favored Class 1) Skill 2) Skill

(8/day)Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Ranged (Hand of Apprentice) quarterstaff +6 (1d6-1 B, Crit x2)
Ranged (Hand of Apprentice) dagger +6 (1d4-1 P, Crit 19/20 x2, 30 ft.)

Arcane Bond - signet ring
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell’s level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.

A bonded object can be used once per day to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard’s level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard’s opposition schools of which Golthwur has none.

Gear on person:

scholar’s outfit 5 gp 6 lb.
spellbook - 3 lbs.
quarterstaff 4 lb.
dagger 1 gp 1 lb.
spell component pouch 5 gp 2 lbs.
backpack 2 gp 2 lbs.
ring of protection
18 lbs.

Gear in backpack:

•5x candles 5 cp
•2x tindertwigs 2 gp
•ink 8 gp
•pen 1 sp
•10 sheets of parchment 2 gp
•sealing wax 2 sp 5 cp 1/4 lb
•soap 2 sp 1/4 lb
•sunrod 2 gp 1 lb.
•bedroll 1 sp 5 lbs.
•scroll case 1 gp ½ lbs.
• scroll of endure elements x2 50 gp
• scroll of unseen servant 25 gp
Scroll of obscuring mist 25 gp
Scroll of ray of enfeeblement 25 gp
Scroll of hypnotism 25 gp
Scroll of grease 25 gp
Scroll of sleep 25 gp
Scroll of ghost sound 25 gp
Scroll of summon monster I 25 gp
Wand of cure light wounds (purchased with Prestige)

Weight carried (with backpack) 25.5 pounds
Carrying Capacity: Light (26), Medium (53),
Heavy (80)

Level 1 spells DC 16
color spray
comprehend languages
endure elements
enlarge person
expeditious retreat
mage armor
magic missile
obscuring mist
see invisibility
silent image

Favored Class: 1) HP

Daily Preparation:

Take a little over an hour to do the following
Study spellbook to prepare daily spells Partake of breakfast and tea. Cast prestidigitation to remove the “old man smell”.


Golthwur is an old grump who has little respect or time for any matters that he deems "mundane", i.e., not involving the study or application of magic. He is a non-repentant coward in combat, preferring to rely on magic to distract or avoid himself getting hit. However, should he feel he is left with no alternative (or if he thinks he can do so with little likelihood of retaliation) he will engage in combat as follows:

Before Combat

Golthwur first cases mage armor. He then casts ghost sound (Will save DC 16) to simulate the sound of an approaching dragon or other predator.

Order of Actions in Subsequent Rounds (once combat begins)

If within melee, Golthwur takes every effort to avoid getting hit, including a step of five feet, and casts daze (Will save DC 16) on the nearest humanoid opponent that does not threaten him.

If at range, Golthwur strikes with his occasionally flying staff.
[dice=Ranged Attack (Hand of Apprentice), quarterstaff]1d20+6[/dice]
[dice=Damage (quarterstaff)(B)]1d6-1[/dice]

In social situations, Golthwur usually says something condescending or inappropriate, huffs when not permitted to speak, then sulks in a corner. He will, however, interject with an appropriate Knowledge check if he possesses the proper skill and thinks that it may elicit some awe or admiration from others present.

PFS Boons:
If Zamir is coerced into joining the Pathfinder Society
Venture-Captain Mihi presents you with a copper coin that has the sigil of the open road on one side and the flag of Jalmeray on the other. When in Absalom or any major city (more than 5,000 residents) in Andoran, Cheliax, Jalmeray, Osirion, Qadira, or Taldor, you can present this coin to any citizen of Jalmeray (it takes 1d4 hours to locate one) and receive a +4 circumstance bonus to any one Appraise, Diplomacy, or Knowledge (any) skill check. You may only use this coin once per scenario.

Confirmed Field Agent - may purchase wayfinder.

Explore, Report, Cooperate (x2)- Can gain help on identifying second success conditions

Friend of Janira Gavix - +1 bonus to Knowledge checks in Grand Lodge

Prized Find - Can gain Prestige Point if failed to earn it

Mercy's Blessing - Reroll to saving throw against poison or disease

Nira's Gratitude - Can gain familiar or aid on certain skill checks

Impressive Find - Additional Fame earned after gaining 12+ Fame.

Piercing the Veil [][][] - At start of adventure, Golthwur can choose to gain +1 bonus to Perception, Sense Motive, and Will saves vs. illusions

Dark Life Ring (Golthwur may purchase a dark life ring

Research Specialist - Gain Knowledge bonus by collecting stories