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Telsyn Setiva's page

1,016 posts. Alias of Dave Young 992.

Full Name

Telsyn Setiva




Evoker 4 [ HP: 30/30 | AC: 14 T: 13 FF: 11 | F: +3 R: +5 W: +4 | Init: +5 Per: +2 ]







Special Abilities

Elf racial traits




Shelyn, Cayden Cailean


Common, Celestial, Draconic, Elf, Goblin, Orc, Sylvan, Undercommon

Strength 10
Dexterity 16
Constitution 12
Intelligence 21
Wisdom 10
Charisma 9

About Telsyn Setiva

Initiative: +5, Senses: Low-light vision, Perception: +2
AC: 14/13/11 (+3 dex)
hp: 23 (18, +4 Favored, +4 Con, +4 Toughness)
Saves: F +3, R +5 W +5
Speed: 30'
Melee: Masterwork Longsword +3 (1d8 S, 19-20, x2)
Dagger +2 (1d4 P or S, 19-20 x2)
Ranged: Dagger +5 Ranged Touch +5
BAB: +2, CMB +2 CMD +15


Points: 7/level (28)
Acrobatics 3/6
Appraise 1/9
Craft 1/9 (alchemy)
Fly 0/3
arcana 4/12
dungeoneering 1/9
engineering 1/9
geography 1/9
history 1/9
local 1/9
nature 1/10
nobility 1/9
planes 1/9
religion 1/9

Linguistics 1/9
Perception 4/6
Profession 0/0
Spellcraft 4/12
Stealth 1/4

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 composite longbows), longswords, rapiers, and shortbows (including 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.

Weapons: Masterwork Longsword 4 lbs. 315gp,
Dagger 1 lb. 2gp

Bonded Object: Ring (Cast any spell known 1/day)

Gear: Spellbook 3 lbs. Free
Wizard's Kit: This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10, ditched), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one. 11 lbs. 21gp
Extra Spell Component pouch 2 lbs. 5gp (kept in backpack)
Explorer's outfit 8 lbs. Free
Sack 1/2 lb. 1sp
2 Parchment - 4sp
Liquid Ice:Also known as “alchemist's ice,” this sealed jar of crystalline blue fluid immediately starts to evaporate once opened. During the next 1d6 rounds, you can use it to freeze a liquid or to coat an object in a thin layer of ice. You can also throw liquid ice as a splash weapon. A direct hit deals 1d6 points of cold damage; creatures within 5 feet of where it hits take 1 point of cold damage from the splash.
Create: Craft (alchemy) DC 25
Source Adventurer's Armory
Liquid ice augments cold magic.
Cone of Cold (M): The spell deals +1 point of damage per caster level.
Gentle Repose (M): The spell's duration increases to 2 days per level.
Ray of Frost (F): The spell deals +1 point of damage.
Ray of Frost (M): The spell creates an icicle of frozen water vapor that strikes the target and deals 1d3 points of piercing damage and 1 point of cold damage.
Protection from Energy (M): If cast to ward against fire, increase the amount of fire damage absorbed by 5.
Resist Energy (M): If cast to ward against fire, increase the fire resistance to 12. At caster level 7th, you may use two jars of liquid ice as a power component to increase the fire resistance to 24. At caster level 11th, you may use three jars as a power component to increase the fire resistance to 36. Self-crafted, 20 gp.

Bracers of Armor +1, 1000 gp
Cloak of Resistance +1, 1000 gp
Wand CLW, 50 charges, 750
Wand Infernal Healing, 26 charges

29 1/2 lbs.
Capacity: 43/86/130

Gold: 793 gp, 5 sp

Admixture School:
Admixture School
Associated School: Evocation. Opposed Schools: Enchantment, Necromancy
Arcane Bond If Telsyn attempts to cast a spell without his ring, he must make a concentration check (DC 20 + the spell’s level) or lose the spell. Once per day, Telsyn may use his ring to cast any single spell from his spellbook, even if it is not prepared, as if he had memorized it that morning.
Elven Magic Telsyn adds a +2 bonus to all caster level checks to overcome spell resistance.
Intense Spells (Su) Telsyn adds +1 damage to any evocation spell that deals hit point damage.
Versatile Evocation (Su) When Telsyn casts an evocation spell that does acid, cold, electricity, or fire damage, he may change the damage dealt to one of the other four energy types 7/day.

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.

Telsyn 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. Telsyn 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 Telsyn 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. Telsyn means well, but he's never at ease, and often comes off as insincere or sarcastic when he tries to interact with others.

Telsyn looks like a typical elf. He has dark, almost black hair, large green eyes, and is 6'1" 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.

1 Toughness
3 Spell Focus
5 Empower Spell, Spell Specialization
7 Intensified Spell
9 Greater Spell Focus
10 Quicken Spell
11 Spell Penetration
13 Greater Spell Penetration
15 Dazing Spell, Spell Perfection

Found spells: disguise self, hold portal, hypnotism, darkvision, false life and invisibility.

Background specific to Arkwright's campaign:
Telsyn comes from a family of merchants and diplomats. His parents have lived off and on in Cheliax for decades, representing Kyonin and working trade deals for their benefit. The elves of Kyonin gain wealthy customers for their products, and can keep an eye on what goes on in a country so antithetical to their own.

Unlike his parents, Telsyn lacked the charm to wheel and deal with nobles. He was incredibly smart, though, and took to magic with ease. When he came of age, he was sent to the Academy of Magical Arts in Westcrown, studying under the evoker Elaes in a dismal tower. He learned quickly, and it wasn't long before he, himself began instructing young nobles in the art of minor magics, and made a comfortable living due to his mastery. What he lacked in charm, he made up for in well-understood instruction. People came to him to learn a little magic and they almost always did.

Chelaxian aristocrats tend to have decent int scores, and sometimes dip a level of wizard because it makes life so much easier for their effete lifestyle. Being able to cast Mage Hand or Prestidigitation makes it easy and even impressive to keep the wine flowing and the party going. Some have the money to pay for lessons until they can get out of any number of jams with the right spells/items. An Aristocrat 5/Wizard 2 is not unheard of, even if their charisma is higher than their intelligence.

Coming from a very freedom-loving culture, Telsyn hasn't failed to notice the cruelty of the accepted norms of Chelaxian life. Diabolists are hardly his favorite people, and their casual cruelty to their underlings grates against his sensibilities.

It hasn't dawned on him that there's anything he can really do about it, but he's got a streak of the iconoclast in him. He'd like to poke this slave culture in the eye, if he could get away with it.

Due to his somewhat sheltered life, Telsyn doesn't know much, if anything, about the Bellflower network. Any sort of resistance would surely be eradicated in this LE culture. If he were to learn of it, though, he'd be eager to assist them with his magic, just to see if he could do it.

The Bellflower network would benefit from an ally who can turn people invisible, or blast their enemies with arcane fire. How he would find them and convince them to work with him remains to be seen. Encountering an organization of underground slave liberators would probably be a happy accident.

-I hope this makes Telsyn feel more “real.” Elf wizards can sometimes seem a little dull (if effective). He isn't a great conversationalist, but he has a great mind for strategy. I could see him stoically keeping his cool when the pressure is on, and coming up with an unexpected move to turn the tables now and then.

Campaign notes:
Abrosh, third seneschal to King Thornfiddle, sent us on our first mission.

Spells Prepared:
0 (DC 15) 4/day: Dancing Lights, Detect Magic, Prestidigitation, Ray of Frost

1 (DC 16) 5+1/day: Grease, Mage Armor, Magic Missile x3, Snowball

2 (DC 17) 3+1/day: Glitterdust, Invisibility x2, Scorching Ray