Kelvos the Wormtouched

Seltyn Sevenleaf's page

1,035 posts. Alias of Dave Young 992.


Full Name

Seltyn Sevenleaf (Admixture Evoker 7)

Race

Elf Wiz

Classes/Levels

Init +3/ HP 55/55 // AC: 24 16/T:15/FF:13 - Percep: +9/ F 7/R 7/W 7 (+2 v. ench) /CMB 3 - CMD 16 , Mage Armor, Shield, Mirror Image

Gender

M

Size

M

Age

120

Special Abilities

Elf racial traits

Alignment

CG

Deity

Corellon Larethian, Sehanine Moonbow

Languages

Abyssal, Celestial, Common, Draconic, Dwarf, Elf, Giant, Goblin, Infernal, Orc, Sylvan, Undercommon

Occupation

Sewing, embroidery

Strength 10
Dexterity 16
Constitution 12
Intelligence 23
Wisdom 10
Charisma 8

About Seltyn Sevenleaf

Defense:
Init: +3, Senses: Low-light vision, Perception: +9
AC: 16/15/13 (+3 dex, +2 deflection, +1 natural)
hp: 55 6/4/4/4/4/6/6 +7 (toughness) +7 (favored) +7 (con)
Fort +7, Ref +7, Will +7 (+2 v. enchantment)

Offense:
Speed 30'
Melee +1 Longsword +4 (1d8+1 S, 19-20, x2)
or MW Dagger +4, +7 ranged (1d4 S or P, 19-20 x2)
Ranged Touch Spells +6
Base Atk +3; CMB +3; CMD +16

Skills:
Points/Ranks (56)

Appraise: 11/2
Craft: 5/0
Diplomacy: 3/1 (+1/giants/giant subtypes)
Fly: 9/3
Knowledge:
arcana 16/7 (ancient mysteries, magic traditions, arcane symbols, constructs, dragons, magical beasts)
dungeoneering 12/3 (abberations, caverns, oozes, spelunking)
engineering 12/3 (buildings, aqueducts, bridges, fortifications)
geography 12/3 (lands, terrain, climate, people)
history 12/3 (wars, colonies, migrations, founding of cities)
local 12/3 (legends, personalities, inhabitants, laws, customs, traditions, humanoids) (+1/giants/giant subtypes)
nature 12/3 (animals, fey, monstrous humanoids, plants, seasons and cycles, weather, vermin)
nobility 12/3 (lineages, heraldry, personalities, royalty)
planes 12/3 (the Inner Planes, Outer Planes, Astral Plane, Ethereal Plane, outsiders, planar magic)
religion 12/3 (gods, mythic history, ecclesiastic tradition, holy symbols, undead)
Linguistics: 14/2
Profession: 0/0
Spellcraft: 16/7 (+2 to identify the properties of magic items)

Background Skills
Lore (Stone giants): 7/7
Sewing, embroidery: 7/7

Headband Skills Stealth 10/7

Non-Class Skills Perception 9/7


Traits:
Magical Lineage (Fireball) Pick one spell when you choose this trait. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level.
Student of Giantkind You’ve always been fascinated by the giant races, and have devoted a considerable amount of time to studying their history and societies, gaining insight into the way they think and use their abilities. You gain a +1 trait bonus on Diplomacy checks against creatures with the giant subtype and a +1 trait bonus on Knowledge (local) checks regarding creatures with the giant subtype, and one of these skills (your choice) becomes a class skill for you. In addition, you know the Giant language (this does not count toward your number of languages).

Racial Traits:
•+2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
•Medium: Elves are Medium creatures and have no bonuses or penalties due to their size.
•Normal Speed: Elves have a base speed of 30 feet.
•Low-Light Vision: Elves can see twice as far as humans in conditions of dim light (see low-light vision).
•Elven Immunities: Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
•Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
•Keen Senses: Elves receive a +2 racial bonus on Perception skill checks.
•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.
•Languages: Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.

Equipage:
Weapons +1 Longsword 4 lbs. 2315gp, MW Dagger 1 lb. 302gp
Bonded Object Ring (Cast any spell known 1/day)
Gear Spellbook 3 lbs. Free
Spell Component Pouch 2 lbs. 5gp
Explorer's outfit 8 lbs. Free
Cold weather outfit Free
Bedroll 5 lbs. 1sp
Sack 1/2 lb. 1sp
Waterskin 4 lbs. 1gp
Ink - 8gp
Inkpen - 1sp
2 Parchment - 4sp
2 Rations 2 lbs. 10sp

Special items:
Scrolls Grease, Enlarge Person (CL 1), Dispel Magic, Fly, Haste (CL 5)
Potions:
Magic Items:
+1 longsword 2315
MW dagger 302
Ring of Protection +2 (crafted) 4000
Cloak of resistance +2 4000
Handy Haversack 2000
Headband of Vast intelligence +2 4000
Amulet of Natural Armor +1 2000
13 lbs. / gp, sp
Encumbrance Capacity: 33/66/100
Gold: 2372 gp, 6sp, 6cp

Spells Known:

Spells Prepared:
Concentration +13
0: 4 (DC 16): Dancing Lights, Message, Mending,Prestidigitation
1: 6+1/day (DC 17): Mage Armor x2, Magic Missile x4, Shield
2: 5+1/day (DC 18): Invisibility, Mirror Image, Scorching Ray x3, See Invisibility
3: 3+1/day (DC 19): Haste, Fireball x3
4: 2+1/day (DC 20): Dimension Door, Wall of Ice x2
+1 DC for Evocation

School:
Evocation (Admixture)
Opposed Schools: Enchantment, Necromancy
Associated School: Evocation.
Intense Spells (Su)
Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.

Replacement Powers: The following school powers replace the force missile and elemental wall powers of the evocation school.

Versatile Evocation (Su): When you cast an evocation spell that does acid, cold, electricity, or fire damage, you may change the damage dealt to one of the other four energy types. This changes the descriptor of the spell to match the new energy type. Any non-damaging effects remain unchanged unless the new energy type invalidates them (an ice storm that deals fire damage might still provide a penalty on Perception checks due to smoke, but it would not create difficult terrain). Such effects are subject to GM discretion. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.

Elemental Manipulation (Su): At 8th level, you can emit a 30-foot aura that transforms magical energy. Choose an energy type from acid, cold, electricity, and fire, and a second type to transform it into. Any magical source of energy of this type with a caster level equal to or less than your wizard level is altered to the chosen energy type. This includes supernatural effects from creatures with Hit Dice no greater than your caster level. For example, you could transform a white dragon’s frigid breath weapon (a supernatural ability), but not a fire elemental’s fiery touch (an extraordinary ability). If an effect lies only partially within your aura, only the portions within the aura are transformed. You can use this ability for a number of rounds per day equal to your wizard level. The rounds do not need to be consecutive.

History:
Seltyn was apprenticed to Elaes after the evoker met his parents. Both parties agreed that he was unfocused, even for a young elf, and Elaes taught him how to do flashy and impressive evocations, among other spells. Seltyn learned quickly, but resented his lack of choice in his career. He had to admit, though, he was pretty good at it, and decided that even though evokers sometimes get a bad rap, he would prove the usefulness of creating fire and ice (and other things) from thin air. Elaes had taught him very well. Now it was time to practice what he'd learned, and grow his power outside of Elaes's depressing tower. It was time to make his mark in the world.

While Seltyn is very bright, and has a natural talent for things arcane, he's spent more time studying histories and mysteries than developing a deeper "common sense" understanding of the world around him. He's rather naive, and Elaes took advantage of that with a number of wizard's pranks, and the poor elf just kept falling for them.

He's likewise awkward in social situations. Seltyn means well, but he's never at ease, and often comes off as insincere or sarcastic when he tries to interact with others.

Before he entered this adventure, he was the appointed leader of a group of adventuring elves. When they listened to him, they won, but elves don't always follow leaders. His low charisma didn't help. He did manage to lead them when it mattered, though, and they didn't die.

Appearance:
Seltyn looks like a typical elf. He has blond, almost white hair, large green eyes, and is 5'10" tall, but weighs only 147 lbs. He's pale, even for an elf, and looks like he could use some more sunshine.
He favors simple, utilitarian clothes with lots of pockets, in dark colors of green, blue, gray and black, usually with a dark gray, hooded cloak. However, there is always a bright, multicolored accent somewhere, such as a gaudy scarf or an embroidered sleeve, reflecting his penchant for bright, colorful evocation spells.

Seltyn Sevenleaf



Others:

Ciedrel: boss lady

Lithiel Flambeaux: bannerman

Derrick: Human friend in the city. His kid's stayed with the elves.

Merk: #&@^@* piece of #*#& barbarian cultist who almost killed me.

Radriel: dryad who died for us

Spider: roguish human fellow

Lienilda: Cleric who died right away. She was instrumental in bringing us Azlain.

Alex, Julius and Miesko: Crazy wizards or something.
The book: The book depicts a history of martial elves dedicated to hunting, archery, riding, and leadership. It details how they were always fiercely independent and shunned by the more cultured elves. After they broke away from the elf nation, it appears they formed many partnerships with humans. The wood elf nation has specialized in forming free mercenary companies and hiring them out. The core of the leadership has been wood elves, but they have developed a command structure that allows humans to delegate tasks among themselves. In essence, the elves are the officers, and they have trained many human mercenaries to work in their employ. The successful human leaders have even been allowed to start their own companies. The book also details the machinations of a high elf noble- Lord Pentima- that influenced the elven council to grant him the use of the Caduceus when the wood elves refused to continue to pay taxes to the elven nation. He paid the first year of the taxes for the wood elves, and declared the Caduceus his as collateral against his 'loan'.

Lord Pentima's daughter, Lady Fontina, has significant influence in the elvish nation and sits on the Queen's council.