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Shadowy Lurker

Izkrael's page

271 posts. Alias of Nathan Nasif.


Full Name

Izkrael Seldori

Race

Elf

Classes/Levels

Paladin/Ranger 4/1

Gender

Male

Size

Medium

Age

150 years

Special Abilities

Detect Evil- at will; Smite Evil 2/day; Lay on Hands 4/day; Aura of Courage (10 ft.); Divine Health; Mercy (Sickened); Channel Positive Energy (2d6); Spells; Favored Enemy:Undead (+2); Track +1; Wild Empathy +4

Alignment

Lawful Good

Deity

Quetzalcoatl

Location

City of Opal

Languages

Common, Elven, Green-speak

Occupation

Stalker of the Undying

Strength 14
Dexterity 15
Constitution 12
Intelligence 12
Wisdom 12
Charisma 16

About Izkrael

IZKRAEL CR 4
Male Elf Paladin (Oath Against Undeath) 4 Ranger 1
LG Medium Humanoid (Elf)
Init +4; Senses Low-Light Vision; Perception +8
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DEFENSE
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Spoiler:
AC 16, touch 13, flat-footed 13. . (+3 armor, +2 Dex, +1 dodge)
hp 55 (5d10+5)
Fort +10, Ref +8, Will +8
Immune sleep, fear, disease; Resist Elven Immunities

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OFFENSE
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Spoiler:
Spd 30 ft.
Melee Kukri +7 (1d4+2/18-20/x2) or
Masterwork Curve blade, elven +9 (1d10+3/18-20/x2) or
Unarmed Strike +7 (1d3+2/20/x2)
Ranged Masterwork Longbow, Composite (Str +2) +8 (1d8+2/20/x3)
Special Attacks Smite Evil (2/day)
Paladin (Oath Against Undeath) Spells Known (CL 1, 7 melee touch, 7 ranged touch):
1 (1/day) Bless Weapon
Ranger Spells Known (CL 0, 7 melee touch, 7 ranged touch):

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STATISTICS
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Spoiler:
Str 14, Dex 15, Con 12, Int 12, Wis 12, Cha 16
Base Atk +5; CMB +7; CMD 20
Feats Channel Smite, Dodge, Elven Weapon Proficiencies, Weapon Focus: Curve blade, elven
Traits Devotee of the Green: Knowledge (Nature), Warrior of Old
Skills Climb +6, Craft (Bows) +3, Diplomacy +7, Heal +7, Knowledge (Geography) +7, Knowledge (Nature) +7, Knowledge (Religion) +8, Perception +8, Stealth +8, Survival +7, Swim +6
Languages Common, Elven, Greenspeak
SQ Aura of Courage (10' radius) (Su), Aura of Good (Ex), Channel Positive Energy 2d6 (2/day) (DC 15) (Su), Detect Undead (Su), Divine Grace (Su), Elven Magic, Enemies: Undead (+2 bonus) (Ex), Ghost Touch Aura (Su), Lay on Hands (2d6) (5/day) (Su), Track +1, Wild Empathy +4 (Ex)
Combat Gear Arrows (20), Kukri, Leaf Armor, Masterwork Curve blade, elven, Masterwork Longbow, Composite (Str +2); Other Gear Backpack (6 @ 9 lbs), Small Emerald, Elixir of Hiding (2), Flint and steel, Pouch, belt (4 @ 1.7 lbs), Rations, trail (per day) (5), Silversheen (2), Waterskin, Whetstone
Wealth 13 gp, 12 sp, 7 cp

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SPECIAL ABILITIES
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Spoiler:
Aura of Courage (10' radius) (Su) You are immune to Fear. Allies within 10 feet save at +4 vs Fear.
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Channel Positive Energy 2d6 (2/day) (DC 15) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Channel Smite Channel energy can be delivered through a Smite attack.
Detect Undead (Su) This ability works like the standard paladin ability to detect evil, except as detect undead instead of detect evil. This ability replaces detect evil.
Divine Grace (Su) You gain your Charisma Bonus as a bonus to all saving throws.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Enemies: Undead (+2 bonus) (Ex) +2 to rolls vs Undead.
Ghost Touch Aura (Su) At 3rd level, the paladin's armor is treated as if it had the ghost touch armor property. This does not affect the cost or effect of any other abilities of the armor. At 9th level, this ability also applies to the paladin's shield. This abilit
Immune to Fear (Ex) You are immune to all fear effects.
Immunity to Disease You are immune to diseases.
Lay on Hands (2d6) (5/day) (Su) You can heal 2d6 damage, 5/day
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Smite Evil (2/day) (Su) +3 to hit, +4 to damage, +3 deflection bonus to AC when used.
Track +1 +1 to survival checks to track.
Wild Empathy +4 (Ex) Improve the attitude of an animal, as if using Diplomacy.

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DESCRIPTION
Spoiler:

Elf, Male, 6'0", 143 lbs., Silvery-Green Eyes, Straight Shoulder-Length White Hair, Pale Skinned, Many Scars from Claws and Bites
This tall, somber looking elf has a very pale and sallow complexion. He carries a large, strangely-curved blade strapped across his back, a more common-looking longsword at his waist, and a heavy knife with a similar curve to the big sword strapped to his right thigh. A longbow is slung over the opposite shoulder from his sword, and a quiver at his waist, opposite his longsword. His clothing seems to be made of foliage, or grey and green cloths.

BACKGROUND
Spoiler:

Izkrael first came to Mazatil nearly fifty years ago with his lover, a elven druidess named Xenaphia, who was studying certain types of a jungle flora, from the elven homeland. When they arrived in the City of Opal, they stayed only long enough to secure a guide, and then they headed out into the jungle. Things were going well, with Izkrael learning about the local wildlife and dangers, while Xenaphia studied the flora. At first there were a few attacks by some of the more savage species of the giant lizards that were found in the area, but after the first couple of weeks, they began to leave the camp alone. Things calmed down for several days, nearly two weeks, before the next disturbance. A lone zombie, nearly rotted away in the humid environment, stumbled into camp one day. It was easily dispatched, and when they asked about it, the guide explained the basic stories about the old natives who rose as undead, but other than the occasional wanderer, like their 'visitor', they usually were only found in the ruins of their fallen civilization. He was very wrong about the last part, as they found out the next night, when their camp was attacked by a group of ravenous ghouls. Although Izkrael was not a novice with his blade, he quickly found himself fighting alone, as the guide was quickly paralyzed and torn to shreds. As elves, he and Xenaphia were immune to the paralyzing strikes, regardless o f this though, they were overwhelmed by the press of the foul creatures. Just as he was falling to the ground, and losing consciousness, a pair of humans entered the camp from the jungle, and with waves of holy energy radiating from them, which burned many of the undead to ash. The ghouls who survived the divine blast ran off into the night-darkened jungle, bearing with them the fallen body of Xenaphia. The humans healed the worst of Izkrael's injuries, and carried him back to their home. As he was nursed back to health, he learned that his saviors were members of the Order of the Feathered Serpent. Izkrael devoted himself to learning their beliefs and techniques for annihilating undead, and after a few years training, became a full member of the Order. He then spent 20 years wandering the jungles, stalking undead, trying to find some trace of Xenaphia, though as the years passed, he became more and more certain that when he does find her, the only salvation he will be able to bring her is true death.
A year ago, he joined with several companions for a foray into the jungle. They had been doing well, learning of ancient lore, and clearing a few ancient tombs. In one of these tombs, Izkrael found what he thought might be a scrap of Xenaphia's clothes. This caused him to withdraw for several days, as he contemplated the implications of his find. Thus when the mass of scales tooth and claw that rushed them on a rainy day in the jungle attacked, he was completely caught unaware by its tail, which sent him flying off into the brush, to crumple unconscious deep within some ferns. He awoke that evening, hurting but alive, he quickly healed himself, and made his way back to Opal. It was several weeks before he saw San, and learned that many had died, and the rest had scattered and run.
The next year after that became a meaningless routine of tracking down zombies near the farmlands and surrounding villages, with the occasional stronger threat. But none of it seemed to matter, and he began to withdraw, and spend more and more time walking in the jungle alone.
After months of this insular rambling, he chanced across a beautiful find. A feather, colored red, indigo, and green, over a foot long. Not recognizing it as any type of bird or winged lizard he knew of, he decided to take it as a sign from his deity, Quetzlcoatl, and shook off his spiritual torment, and made his way back to the City to seek out his friend in the Order of the Feathered Serpent, Sanvaros, and show him his find.


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