Paracount Julistar

Mellaius Selliene's page

17 posts. Alias of stardust.


Race

Human

Classes/Levels

Gestalt Unfettered - Magister 12 / Unfettered - Evolved Human 3 / Unfettered - Mage Priest 5

About Mellaius Selliene

Reason for Visiting:
Mellaius is traversing the planes to find spirit contacts related to those spiritual beings he has devoted most of his life as a mage priest to.

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Description
Mellaius Selliene is a figure of powerful intelligence and high charisma, both of which he uses to his advantage as a priest of Idonis. His dark brown hair is magically cleaned and groomed, shining almost unhealthily in comparison to those who do not have access to such magic. His beard is neatly trimmed. All of these features combined accent his turquoise green eyes with golden rings.

Clothing
Mellaius wears a robe of ivory silk with rose and floral designs in metallic multicolored silk. This robe seems to repel dirt and stains, and gleams brightly under any light. On his head is a polished steel and silver crown of fire opals, diamonds, rubies and opals that release dazzling sparkling rainbows everywhere he goes. Beneath the robe of ivory silk is a chain shirt of golden mesh so tight that it seems more like fabric than a shirt of metal rings. A large medallion weighs down on the chest, with the book and zethyr of Idonis clearly visible. On his back is a cloak of cerulean blue with silver stars and golden suns embroidered in the fabric. Peacock feathers (an animal sacred to Idonis) line the interior and the upper half of the cloak. In his hand, Mellaius carries a tall staff of white wood, tipped with an intricate carving of a beautiful open rose, where a glowing crystal sheds brilliant white light as a torch.

Companions
Standing with Mellaius is a white lion, Thesferan, his mane jeweled in small emeralds and sapphires. The animal seems surprisingly clean, sophisticated, and intelligent for a wild brute. Thesferan is outfitted with a saddle of white leather and full padding. The saddle is large enough for two, and Mellaius and his other companion, Denaria ride Thesferan as their primary mode of transportation.

Denaria is a beautiful woman who wears a thick cloak with a hood over her head. Her emerald green eyes gleam a little unnaturally, however, and close inspection reveals the slits in their centers instead of normal irises. Denaria wears a gossamer robe of pink and cream, a gold and silver pendant with the Book of Idonis inscribed with a single rose around her neck. A long dagger hangs at her side, and a bow and quiver on her back. A belt of gold and platinum circles her waist, matching the decorative bracers she wears on her arms. Over her chest (ample bosom included), Denaria wears an unusual assortment of gold and silver plates chained together that do little to hide her features.

Mellaius Selliene
Male human gestalt unfettered//magister 12 / unfettered//evolved human 3 / unfettered//mage priest 5
Medium humanoid (human)
Init +2; Senses Perception +20, detect thoughts (1), Intuitive Sense, Sensitive, Mind Reading
DEFENSES
AC 29, touch 25, flat-footed 29 (+4 armor, +5 deflection, +3 dex, +7 dodge) (3)
hp 115 hp (20d8+20), dying -1, dead -12, regeneration 1 (2)
Fort +12, Ref +20, Will +20 (3)
Immune bleed (2), divination or scrying (5)
Defensive Abilities SR 22 (3), improved evasion, cannot be caught flat-footed (is always aware of attacks)
Resist Fire 30 (6)
OFFENSE
Speed 30 feet, fly 60 ft (average) (4)
Melee magister's staff of arcane blasting +22 (1d6+1+3d6 force, crit. 19-20/x2)
Full Attack magister's staff of arcane blasting +22/+16/+11/+6 (1d6+1+3d6 force, crit. 19-20/x2)
Special Attacks
Sneak Attack +5d6
Low Blow, Paralyzing Blow, or Stunning Blow (DC 22)
Eldritch Spell Template: Mellaius can cast spells that are harder to resist (+1 DC) or (+2 DC) if laden.
Nonlethal Spell Template: Mellaius can cast damaging spells that only deal nonlethal damage.
Psionic Spell Template: Mellaius can cast spells with no components or arcane focus, but the spell is laden when cast and gains the psionic descriptor. If the spell already has the psionic descriptor, it need not be laden.
Magister Spells Prepared (CL 20th, CL 21st nonhostile spells, DC 17+level)
9th (3/day) - call guardian, greater raise the dead, greater summon major elemental, perfect health
8th (3/day) - conjure energy creature VIII, mantle of egregious might, rapturous dance, telekinetic shield, utter thrall
7th (5/day) - extend life, incorporeal form, mental protection, multiple personalities, scout's eyes, true lore, window to elsewhere
6th (5/day) - coma, conjure energy creature VI, feedback strike, glory of the beast, greater oathbind, lesser call guardian, security, spell of challenge
5th (6/day) - animal evolution, aura of trust, greater battle healing, greater sealed door, massive sword, overcome force, remove malady, restoration, scrying
4th (6/day) - chains of vengeance, conjure energy creature IV, greater telekinesis, greater transfer wounds, inner world, modify memory, telepathy, roses of life, strength to strike, warding globes
3rd (8/day) - blind the mind, bolt of conjuring, clairaudience/clairvoyance, conjure repast, dispel magic, flight, lion's form, sanction staff, suggestion, whisper of madness
2nd (8/day) - conjure energy creature II, dreaded freeze, helm of warding, lesser battle healing, location loresight, pierce, read mind, see invisibility, staff focus, startling touch, vivid discharge
1st (8/day) - charm, creature loresight, detect secret doors, glamour, lesser transfer wounds, magic weapon, mind stab, see invisibility, object loresight, private conversation, protect staff, safe search
0 (9/day) - bash, contact, detect disease, detect magic, detect poison, disorient, hygiene, keep fresh, lesser telekinesis, read magic, sense thoughts
STATISTICS
Str 12, Con 12, Dex 16, Int 24, Wis 14, Cha 22
Base Atk +20/+15/+10/+5, CMB +21, CMD 34
Feats Affinity with Skill (Diplomacy), Armor Proficiency (Exotic), Combat Expertise, Conjure Mastery, Defensive Move (B), Etch Object Rune, Improved Critical (staff), Intuitive Sense, Low Blow (B), Mind Reading, Mirror Sight, Mobility (B), Modify Spell, Paralyzing Blow (B), Peaceful Mage, Priest (of Idonis), Psion, Runic Beast Affinity, Sensitive, Stunning Blow (B), Title, Weapon Focus (staff)
Skills Acrobatics +26, Bluff +26, Craft (Calligraphy) +27, Diplomacy +32, Fly +8, Heal +20, Intimidate +20, Knowledge (Cosmology) +20, Knowledge (Magic, Religion, History) +27, Perception +20, Perform (Dance, Oratory) +19, Psychic Focus +10, Ride +14, Sense Motive +20, Spellcraft +22, Survival +13, Use Magic Device +14

Skill Ranks:

Acrobatics 20 +3 +3 =26
Bluff 20 +3 +3 =26
Craft (Calligraphy) 17 +3 +7 =27
Diplomacy 20 +3 +5(+4) =32
Heal 15 +3 +2 =20
Intimidate 12 +3 +5 =20
Knowledge (Magic) 17 +3 +7 =27
Knowledge (Religion) 17 +3 +7 =27
Knowledge (History) 17 +3 +7 =27
Knowledge (Cosmology) 10 +3 +7 =20
Perception 15 +3 +2 =20
Perform (Dance) 10 +3 +6 =19
Perform (Oratory) 10 +3 +6 =19
Psychic Focus 5 +3 +2 =10
Ride 8 +3 +3 =14
Sense Motive 15 +3 +2 =20
Spellcraft 12 +3 +7 =22
Survival 7 +3 +3 =13
Use Magic Device 5 +3 +6 =14

Class Skills Acrobatics, Bluff, Climb, Craft (any), Disable Device, Disguise, Escape Artist, Intimidate, Knowledge (all), Linguistics, Perform, Perception, Psychic Focus (from Psion feat), Sense Motive, Sleight of Hand, Spellcraft, Stealth, Use Magic Device.
Evolved Human Class Skills Bluff, Diplomacy, Heal, Ride, Sense Motive, Survival
Languages auran, celestial, common, draconic, sylvan
Gear magister's staff of arcane blasting with beacon of light node, devanian chain shirt of spellcasting, glass rose, mirror of vanity +4, helm of brilliance, robe of scintillating colors, medallion of thoughts, ring of regeneration, ring of spledid security, wings of flying, bracers of the planes (as amulet of the planes, boots of the spellmaster
FEATS AND SPECIAL ABILITIES
Affinity with Skill (Feat) Mellaius has a +4 inherent bonus to diplomacy skill checks.
Combat Expertise (Feat) Mellaius can take a -1 or -2 penalty on an attack roll to add the same number to his AC as a dodge bonus until his next turn.
Conjure Mastery (Feat) Mellaius's summoned creatures have +2 Strength, Dexterity, and Constitution.
Defensive Move (Feat) Mellaius gains a +4 dodge bonus to AC against ranged attacks in any round in which he moves at least 10 feet, or in any circumstance when he has cover.
Eldritch Spirits (Su) Mellaius is surrounded by eldritch spirits and has access to the eldritch spell template. Each time he uses it, he must call upon the name of an eldritch spirit.
Etch Object Rune (Feat) Mellaius can etch runes into any object capable of bearing runes. These runes can be read and activated much like scrolls can. There are costs involved for special materials. An Object Rune costs (caster level x spell level x 30 gp) to etch.
Evasion (Ex) Whenever Mellaius makes a Reflex saving throw that allows for half damage on a successful roll, Mellaius instead takes none.
Familiarity with Magic (Ex) Mellaius has a +2 competence bonus to saving throws vs spells, spell-like abilities, or supernatural abilities (including those from magic items), and +2 competence bonus to Armor Class against spells requiring attack rolls.
Greater Aspect of Power (Su) Mellaius becomes aware when someone speaks his name (referring specifically to him); he knows when it happens and learns the name of the speaker.
Intuitive Sense (Feat) Mellaius does not lose Dexterity bonus to AC when flat-footed or attacked by an invisible opponent. He is always considered to be aware of all incoming attacks.
Improved Critical (Feat) Mellaius doubles the critical range when he fights with his staff. This is a bonus feat provided by the Unfettered class.
Improved Evasion (Ex) When Mellaius fails a Reflex saving throw, he only takes half damage from the spell or effect.
Lesser Aspect of Power (Su) At will, as a free action, Mellaius makes his voice magically distinct so that it can be heard within 100 feet regardless of noise and the volume of Mellaius's voice.
Lesser Pact (Su) Mellaius has formed a lesser pact with the outsider Lillidiren, a spirit of compassion and love from a plane of pure emotions. As a free action, Mellaius can call on him and grant him a bit of his lifeforce (1d8 hit points or 2 Strength damage), to gain one of the following advantages: double the duration of a noninstantaneous spell cast in the same round, double the area of an area spell cast in the same round, gain a +5 circumstance bonus to a single attack roll, gain +3 to overcome spell resistance for a spell cast in the same round, or a +2 circumstance bonus to any caster power or caster level check made in the same round.
Low Blow (Feat) When fighting a humanoid or monstrous humanoid, Mellaius can use a full attack action to make a single melee attack. If he inflicts damage, the target must make a Will save (DC 22) or be dazed for one round.
Magister's Staff (Ex) Mellaius has a staff of white birch with delicate silver glass roses imbedded in its surface. The head is shaped like an open white rose. A small, but perfectly cut, crystal sits in the middle of the rose and gleams with brilliant white light, shedding light in a 30 feet radius.The staff has hardness 16, 74 hitpoints, and break DC of 34. The staff has also been enchanted with arcane blasting.
Mind Reading (Feat) Mellaius can read the surface thoughts of others. Doing so is dangerous to his own mental health. Requires a Psychic Focus skill check, and inflicts 1d3 Wisdom damage or 1 Wisdom damage.
Minor Pact (Su) Mellaius has formed a minor pact with the outsider Shanathadris, a spirit of elegance and beauty from a plane of insurpassable beauty. As a free action, Mellaius can call on her, granting a bit of his lifeforce (1d4 hit points or 1 Strength damage), to gain one of the following advantages: double the range of a ranged spell cast in the same round, cast a spell without a somatic component, or gain +1 deflection bonus to AC for 5 rounds.
Mirror Sight (Feat) Mellaius can look into a mirror and see through other mirrors.
Mobility (Feat) Mellaius has a +4 dodge bonus to AC against attacks of opportunity caused by moving into or out of threatened areas.
Modify Spell (Feat) Mellaius can laden a spell to do one of the following: double range, double duration, double area or number of targets, no verbal components, no somatic components, increase power (50%).
Paralyzing Blow (Feat) Mellaius can use a full attack action to make a single melee attack. If he inflicts damage, the target must make a Will save (DC 22) or be paralyzed and helpless for one round.
Parry (Ex) Mellaius can add his Intelligence bonus (max +10) to his AC against a single opponent per round, but only for melee attacks that he is aware of.
Parry Magic (Ex) Mellaius can parry spells that are cast against him with a successful attack roll vs the caster's power check. If Mellaius wins the contest, he gains a +4 competence bonus on the save vs. the spell. Mellaius can only parry spells he is aware of, and cannot parry against melee or ranged attacks in the same round.
Parry Ranged Attacks (Ex) Mellaius can add his Intelligence bonus (max +10) to his AC against a single opponent per round who is using ranged physical attacks against him. He cannot parry against both melee attacks and ranged attacks in the same round.
Peaceful Mage (Feat) Mellaius can use the nonlethal template for his spells. Any spell cast that does not inflict damage or adversely effect anyone present are cast at +1 level.
Priest (Feat) While wearing the symbols of his office, Mellaius gains +2 circumstance bonus to bluff, diplomacy, and intimidate with people of hte same religion. Mellaius is a priest of Idonis, god of beauty, poetry, and love.
Psion (Feat) Mellaius has access to exotic spells with the psionic descriptor, and may also use the psionic template.
Runic Beast Affinity (Feat) Mellaius has an animal companion. A white lion named Thesferan.
Sensitive (Feat) Mellaius sometimes has dreams of a precognitive nature or can recognize when something extraordinary is about to happen.
Sneak Attack (Ex) Mellaius deals an additional 5d6 sneak attack damage whenever he attacks an opponent denied its Dexterity bonus to AC or when attacking from a flanking position.
Stunning Blow (Feat) Mellaius can use a full attack action to make a single attack. If he inflicts damage, the target must make a Will save (DC 22) or be stunned for one round.
Title (Feat) Mellaius has earned the title "The Pulchritudinous" and has a +1 inherent bonus to Charisma.
Weapon Focus (Feat) When attacking with his staff, Mellaius attacks with a +1 bonus.

(1)- Provided by medallion of thoughts
(2)- Provided by ring of regeneration
(3)- Provided by ring of splendid security
(4)- Provided by wings of flying
(5)- Provided by glass rose when held in hand.
(6)- Provided by helm of brilliance

Acquired Wealth and Treasures
240,000 gp

Expenses
6 foot polished silver mirror 450 gp
6 foot polished silver mirror 450 gp
crystal 100 gp
devanian chain shirt 4,400 gp
glass rose 15,000 gp
mirror of vanity +4 16,000 gp
arcane blasting enchantment 32,000 gp
helm of brilliance 125,000 gp
belt of physical perfection +2 8,000 gp
robe of scintillating colors 27,000 gp
medallion of thoughts 12,000 gp

Additional Wealth
640,000 gp

Additional Expenses
ring of regeneration 90,000 gp
ring of splendid security 180,000 gp
wings of flying 54,000 gp
bracers of the planes 120,000 gp
boots of the spellmaster 218,000 gp

Thesferan
Male Lion
Large animal (Lion)
Init +9; Senses low-light vision, Perception +15
DEFENSE
AC 26, touch 14, flat-footed 21 (+5 Dex, +12 natural, -1 size)
hp 90 (13d8+39)
Fort +11, Ref +13, Will +4 (+5 vs enchantments)
Special Defenses devotion, evasion.
OFFENSE
Speed 40 ft.
Melee bite +16 (1d8+7 plus grab, crit. 20/x2), 2 claws +16 (1d4+7, crit. 20/x2)
Full Attack bite +16 (1d8+7 plus grab, crit. 20/x2) and 2 claws +14 (1d4+7, crit. 20/x2)
Space 10 ft. Reach 5 ft.
Special Attacks pounce, power attack, rake (2 claws +16, 1d4+7)
STATISTICS
Str 25, Dex 20, Con 16, Int 2, Wis 12, Cha 6
Base Atk +9/+4; CMB +16 (+18 bull rush, +20 grapple); CMD 29 (31 vs bull rush, 33 vs. trip)
Feats Endurance, Improved Bull Rush, Improved Initiative, Multiattack (B), Power Attack, Run, Skill Focus (Perception), Tough Hide
Skills Acrobatics +11, Perception +15, Stealth +12 (+16 in snow); Racial Modifiers +4 Acrobatics, +4 Stealth (+8 in snow)
Tricks Combat Training (attack, defend, down, guard, and heel), come, fetch, perform, seek, stay
SPECIAL QUALITIES
Devotion (Ex) Thesferan has a +5 morale bonus to Will saves vs enchantment spells and effects.
Evasion (Ex) Thesferan takes no damage when he successfully makes a reflex saving throw that would normally inflict half damage.
Grab (Ex) If Thesferan hits with a bite attack, he deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. Thesferan also has +4 bonus on combat maneuver checks to grapple.
Link (Ex) Mellaius handles Thesferan as a free action, or pushes him as a move action, even without the Handle Animal skill. Mellaius has +4 circumstance bonus to handle Thesferan.
Pounce (Ex) When Thesferan charges, he can make a full attack, including rake attacks.
Rake (Ex) When Thesferan grapples a foe, he gains two free claw attacks to use against the grappled enemy. Thesferan must already be grappling at the beginning of his turn in order to use this attack.

Spells:

greater call guardian
-conjures a medusa to perform a single task, or to serve in a simple capacity for one year and one day, requires 500 gp incense
greater raise the dead
-resurrects a creature after being cast seven times, requires a 1000 gp pearl for each casting.
greater summon major elemental
-summons an elder elemental that remains for 20 rounds, casting time 1 round.
perfect health
-cures all hit point damage, all ability score damage (but not drain, lost levels, lost limbs or body parts), removes all diseases and poisons, and any unwanted conditions. Also removes unwanted enchantments and transmutations (requires a caster power check), requires an 800 gp ivory wand.

conjure energy creature VIII
-summons a tyrannosaurus of sonic energy for 20 rounds, casting time 1 round.
mantle of egregious might
-+4 luck bonus to AC, attack rolls, saving throws, and ability scores for 200 minutes, casting time 1 round (+6 AC, +6 to hit, +6 saving throws, +2 damage, +40 hitpoints).
rapturous dance
-forces a touched creature to dance for 1d4+1 rounds while you sing or whistle. (-4 AC, -10 Ref, no shield bonus, provokes attacks of opportunity each round on its turn).
telekinetic shield
-all creatures and objects within 5 feet gain +8 deflection bonus to AC for 20 rounds.
utter thrall
-one humanoid of medium size or smaller is completely dominated forever, at an unlimited range, and will do anything at all for the caster. protective magic prevents the telepathic link from allowing the caster to directly control the thrall.

extend life
-subtracts 10 years from the caster's age, so that the body remains young and healthful (preventing aging effects that diminish physical ability scores). It does not effect appearance, actual age or lifespan. Requires 10,000 gp in crushed gemstones.
incorporeal form
-you become incorporeal for 20 minutes (immune to nonmagical weapons, 50% miss chance except against force or ethereal weapons)
mental protection
-touched creature is warded against mind-affecting spells, enchantments, compulsions, and psionic spells for 20 hours. using these against the creature requires an opposed caster power check.
multiple personalities
-creates a permanent second personality in a target creature. That creature must make a will save to take any action. If he fails the will save, the creature is frozen for 1d4 rounds, then rolls d100. 1-50, the target can take the action. 51-00, the second personality wins out and the target does the opposite of the intended action.
scouts eyes
-conjures 1d4+20 magical orbs for 20 hours. each eye sees 120 feet, but can only remain within 1 mile of the caster. AC 18, flight 30 (perfect), 1 hitpoint, +16 Stealth. +15 Perception. Eyes follow commands of no more than 25 words.
true lore
-casts creature loresight, object loresight, and location loresight all at once, 10 questions asked about some creature, place, or object. if in physical proximity, the caster receives a vision with a successful caster power check, against DC 20. (DC 25 if not in physical proximity, and information incomplete). DC 30 if only rumors are known, and information vague. After the vision, make a Fort save (DC 17) fatigue/exhaustion. +5 competence bonus for any Knowledge checks made on particular creature, place, or object.
window to elsewhere
-after casting for 1 hour, this spell creates a permanent window to a particular location, much as scrying targets a specific creature. the 4 ft. oval window can be noticed by those with Int 12 or higher, but cannot be seen back through. This spell acts much like teleportation in that the location must be familiar to be successful (the more familiar, the more successful).

coma
-one living creature at close range is placed into a coma for 20 hours
conjure energy creature VI
-summons a manticore of fire for 20 rounds, casting time 1 round.
feedback strike
-For 200 minutes, whenever a creature attacks Mellaius (any action that requires an attack roll), that creature suffers 3d6+20 force damage.
glory of the beast
-For 20 hours, an animal you touch gains the celestial template, has maximum hitpoints, and +2 enhancement to all ability scores.
greater oathbind
-After a 10 minute ritual, the caster binds a creature that can understand him to perform a certain task that can be fulfilled within 20 days. Each day the subject fails to comply with the task, it takes 3d6 damage and must make a Fortitude save or become sickened. This spell can be removed by a enchantment dispel or curse removal with a successful caster power check (DC 35).
lesser call guardian
-calls a minotaur to perform a certain task, or to serve in a simple capacity for one year and one day, requires 500 gp incense
security
-For 20 hours, the warded area is proof against divination or teleportation spells. Casting time 1 minute. Casters of warded spells must succeed at caster power check.
spell of challenge
-the spell compels an intimately known person (replacing truename requirement) to travel to the caster. This spell only affects a single creature once, and can never be used on that creature again. 1 round casting time.

animal evolution
-Up to 10 animals are evolved for 20 minutes. Each animal gains +8 size bonus to Strength and +4 size bonus to constitution and a -2 size penalty to Dexterity. Existing natural AC improves by 2. Each animal increases in size to double its current size. And gains DR 10/magic (+1), +4 resistance bonus on saving throws
aura of trust
-For 200 minutes, the caster is surrounded by a 75 ft. radius of charm. Anyone who enters this area must save or be affected as though charmed.
greater battle healing
-heals 15d6 damage or harms undead by same amount by touch, battle healing can leave scars
greater sealed door
-Creates a permanent magical seal around a door or other openable object so that it cannot be opened except by brute strength (break DC 35). If the door is already locked, sealed, or barred, the spell adds +20 to the DC to open it. The door gains 20 points of hardness, and SR 25 against spells that would affect it.
massive sword
-For 20 rounds, the caster controls a huge, shimmering sword of force that hovers nearby and strikes a single target within 75 feet once per round, with a +30 attack roll, dealing 4d6+3 force damage. The sword threatens on a roll of 19-20 and deals double damage on a successful critical. Switching the sword to a new target is a standard action.
overcome force
-For 20 minutes, or until discharged, a creature touched is protected from force damage. When the spell absorbs 240 points of force damage, the spell ends. The creature touched can also move through a wall of force or an eldritch wall, but only once. The spell will immediately end once the creature walks through the wall.
remove malady
-After 10 minutes of casting, the caster can remove a horrible malidy affecting a creature: paralysis, blindness, deafness, madness, petrification, vitrification, fear, poison, or disease. More permanent injuries must be healed by regeneration.
restoration
-After 3 rounds of casting, dispels magical effects reducing the subject's ability scores, negative levels, and also restores one drained level. Cures all temporary ability damage, and 1 point of permanent drained ability scores.
scrying
-After an hour of casting, the caster places a magical senser near another creature for 20 minutes. This requires a power level check, the DC relies on how well known the target is. The sensor is detected easily by a person with Int 12 or higher.