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988 posts. Alias of nilesr.

Full Name

Nilus Romani


Nilus' New Friends


Paladin 7 Sentinel 5/MT 5 Guardian | AC 27 T 16 F 26 DR 5/EPIC | HP 166 | F +18 R +13 W +17 | Init +8 | Perc +13


Nilus' Consumables















Strength 18
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 10
Charisma 21

About Nilus Romani

Nilus Romani
Male human paladin 7/sentinel 5/Guardian 5 (Pathfinder Campaign Setting: Inner Sea Gods)
LG Medium humanoid (human)
Init 8; Senses Perception +13
Aura courage (10 ft.)
AC 27, touch 16, flat-footed 26 (+11 armor, +5 deflection, +1 Dex)
hp 166 (12d10+90)
Fort 18, Ref 13, Will 17; +2 sacred bonus vs. divine spells
Defensive Abilities hard to kill, mythic saving throws; DR 5/epic; Immune disease, fear
Speed 30 ft. (20 ft. in armor)
Melee rose's kiss +18/+13/+8 (1d8+6 S/19+ plus 2d6 vs. ) or
. . rose's stem +24/19/14 (1d10+9 S/×3 plus 2d6 vs. evil)
POWER ATTACK +20/+15/+10 1d10+17 s/x3 PLUS 2d6 vs. evil
Space 5 ft.; Reach 5 ft. (10 ft. with rose's stem)
Special Attacks channel positive energy 5/day (DC 18, 4d6), guardian's call (absorb blow), mythic power (14/day, surge +1d8), smite evil 3/day (+5 attack and AC, +7 damage)
Paladin Spell-Like Abilities (CL 7th; concentration +12)
. . At will—detect evil
Paladin Spells Prepared (CL 4th; concentration +9)
Str 18, Dex 12, Con 14, Int 10, Wis 10, Cha 21
Base Atk +12; CMB 16; CMD 32
Feats Clarifying Channel, Deific Obedience, Extra Lay on Hands, Extra Path Ability[M], Iron Will[M], Power Attack, Weapon Focus (glaive)[M]
Traits exposed to awfulness, inner beauty
Skills Acrobatics -2 (-6 to jump), Diplomacy +20, Knowledge (nobility) +8, Knowledge (religion) +6, Perception +13, Perform (dance) +10, Sense Motive +10
Languages Common
SQ aligned strike, amazing initiative, bonus feat, display of charisma[MA], divine bond (weapon +1, 1/day), divine quickness, divine source[MA], draw fire[MA], impervious body[MA], lay on hands 11/day (3d6), legendary item[MA], legendary power, legendary surge, mercies (sickened, staggered), mythic bond, mythic mercy[MA], recuperation, stalwart, symbolic weapon
Other Gear armor of the pious, rose's kiss, rose's stem, belt of mighty constitution +2, cloak of resistance +1, ring of protection +5, talisman of pure good

Special Abilities:

+4 bonus on Craft and Perform checks (Su) Gain a +4 sacred bonus on Craft and Perform checks.
Absorb Blow (25 damage) (Su) As an imm action, use 1 power when dam to absorb listed amount to gain epic DR and Resist.
Aligned Strike (Evil) (Su) Bypass certain DR when wielding deities favored weapon.
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Bonus Feat Gain bonus combat feats, and count sentinel level for fighter level pre-reqs.
Clarifying Channel +5 (1/day) Grant those healed by your channel an extra save vs. charm or compulsion.
Damage Reduction (5/epic) You have Damage Reduction against all except Epic attacks (weapons with a +6 bonus).
Deific Obedience Purify yourself daily to prove devotion to a deity and gain benefits. Paint a small picture, compose a short poem or song, dance a scene from a ballet, or create another work of art, whispering praise to Shelyn’s beauty and grace as you do so. The art piece need be neither large nor complex, but heartfelt and made to the best of your ability. Gift the piece of art to a stranger and pay her a sincere compliment as you do so. If there are no suitable individuals around to receive the gift, leave it in an obvious place with a note praising Shelyn and asking whoever finds it to take it with your warmest wishes. Gain a +4 sacred bonus on Craft and Perform checks.
Ultimate Mercy You can expend 10 uses of lay on hands to bring a single dead creature you touch back to life as a raise dead spell with a caster level equal to your paladin level. You must provide the material component for raise dead or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the duration to expire.

Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Display of Charisma (Su) As a free action, use 1 power for +20 to a Cha skill or check.
Divine Bond (Weapon +1, 7 mins, 1/day) (Sp) Weapon shines with light and gains enhancement bonuses or chosen properties.
Divine Quickness Gain initiative bonus when carry deity's favored weapon.
Divine Source (2 domains) (Su) You can grant divine spells to those who follow your cause.
Draw Fire (Su) When ally within 30 ft. is targeted by ranged attack, imm. action or mythic powe to become target.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Iron Will [Mythic] Roll Will save vs. spells, Sp, or Su abilities from non-mythic foe twice (take higher).
Lay on Hands (3d6 hit points, 11/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Greater Mercy When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points of damage.

Legendary Power (2/day) All legendary items contain a pool of power - at least two uses that recharge each day. This power is called legendary power, and it works differently than mythic power. Any creature bearing the item can expend the items uses of legendary power, whet
Legendary Surge (+1d6 to Attack Rolls - Melee) All legendary items have a legendary surge ability, similar to a mythic character's surge ability (see page 170). It can be used only on specific rolls or checks based on the nature or purpose of the legendary item - see the Legendary Surge sidebar o
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Mercy (Staggered) (Su) When you use your lay on hands ability, it also removes the staggered condition. This does not help if the target is at 0 HP.
Mythic Bond A legendary item is typically bonded to a single mythic creature. Others can pick up and use a legendary item for its basic functions (like hitting a foe with a legendary mace), but only the creature bonded to the item can utilize it fully.
Mythic Mercy (Su) Mercies automatically succeed vs. non-mythic source. Use power to add break enchantment.
Mythic Saving Throws (Ex) A successful save negates all effects from a non-mythic source.
Paladin Channel Positive Energy 4d6 (5/day, DC 18) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -4/+8 You can subtract from your attack roll to add to your damage.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Smite Evil (3/day) (Su) +5 to hit, +7 to damage, +5 deflection bonus to AC when used.
Stalwart (Su) +2 to save vs. divine spells.
Surge (1d8) (Su) Use 1 power to increase any d20 roll by the listed amount.
Symbolic Weapon (Su) Deities favored weapon counts as a holy symbol when wielded.
Weapon Focus [Mythic, Glaive] 1 MP: As a swift action, add half tier to attack with selected weapon.

Nilus' Worldview:

Guardians respect life and believe there is no greater duty or higher calling than protecting the lives of innocents and those who are too vulnerable to protect themselves. These brave, unwavering individuals gladly risk life and limb in defending whoever or whatever they have vowed to protect, whether it’s a city, village, fortress wall, or even a strategic pass. They willingly sacrifice themselves to the last soul to carry out their duty, and they find their honor, valor, and glory in defense rather than in taking the battle to others. When not actively involved in protecting their charge, they spend their time teaching defensive tactics and skills to those willing to learn.
If you are a guardian, you:
• Protect the lives of others at your own risk.
• Are motivated to protect the weak and the innocent.
• Improve the tactics and defensive skills of those you aid.
Code: You risk your life to protect the lives and well being of others.

It is not possible for all members of a community to have their way; life is all about compromise, and mediators specialize in steering rational individuals to agreeable terms and favorable outcomes. When things go badly or they must deal with hostile people, mediators do not rashly pull their weapons on others, but instead offer alternative options for resolution through diplomacy or intimidation. Of course, many creatures lack enlightenment, and thus don’t accept compromise. When words fall on deaf ears, mediators resort to weapons to win the day.
If you are a mediator, you:
• Value balance and peaceful, beneficial resolutions.
• Are motivated by the desire to keep the peace and diffuse conflict.
• Attempt to use your wisdom and charisma when dealing with nonevil creatures.
Code: When conflict arises between reasonable creatures of either axis of your alignment, you offer your diplomatic skills to accomplish compromise or agreement.

Redeemers believe that with a few exceptions, most beings are capable of goodness. Beings not following the path of light need only be given a chance to renounce their wayward behavior and be enlightened to the true path of goodness, thus allowing them to redeem their souls and atone for their vile deeds. Redeemers believe in patience, knowing old habits are hard to break. Of course, those who refuse proffered redemption opportunities must not be allowed to continue along their destructive paths, so redeemers must permanently prevent them from doing further harm.
If you are a redeemer, you:
• Value life and are patient.
• Are motivated to bring others into the light, believing they deserve a second chance.
• Are willing to kill those who refuse redemption.
Code: The lost can be returned to the light if given the chance; you must offer it and show them the way.

Shelyn's Code:

Shelyn’s Paladin Code
The paladins of Shelyn are peaceable promoters of art and beauty. They see the ugliness in evil, even when cloaked in the form of beauty, and their mission is to defend those who devote their lives to the creation of beauty, bring it forth themselves, and prevent the weak and foolish from being seduced by false promises. Their tenets include the following adages.

• I see beauty in others. As a rough stone hides a diamond, a drab face may hide the heart of a saint.
• I am peaceful. I come first with a rose rather than a weapon, and act to prevent conflict before it blossoms. I never strike first, unless it is the only way to protect the innocent.
• I accept surrender if my opponent can be redeemed—and I never assume that they cannot be. All things that live love beauty, and I will show beauty’s answer to them.
• I live my life as art. I will choose an art and perfect it. When I have mastered it, I will choose another. The works I leave behind make life richer for those who follow.
• I will never destroy a work of art, nor allow one to come to harm, unless greater art arises from its loss. I will only sacrifice art if doing so allows me to save a life, for
untold beauty can arise from an awakened soul.
• I lead by example, not with my blade. Where my blade passes, a life is cut short, and the world’s potential for beauty is lessened.

Nilus grew up in Varisia hearing about the Worldwound and its effects in the North. He traveled North with a group of idealistic knights from Magnimar. As their Bannerbearer, Nilus was responsible for keeping morale up and keeping them rallied in battle. During a skirmish with a group of cultists he was separated from his unit, the Varisian Lions he was wounded dreadfully and lingered on death's door for weeks. This Exposure to Awfulness, changed his carefree outlook on life and made him a more hardbitten crusader. With the destruction of the Kite and the invasion of Kenabres Nilus has taken a role in rallying the defenders of the city in repelling the demonic horde.


+3 Holy Cold Iron Glaive (Radiance),
+2 Evil Outsider Bane Cold Iron Longsword (Rose’s Kiss)
Kit - Paladin's,
Potion CLW, Holy Water, Potion CSW, Potion of Lesser Restoration, Medal of Valor, Medal of Command,
Red Knight's Pennon of Battle (Heroism once/day)
Armor of the Pious (+2 Mithril FullPlate) (Worn) - 1/day increase enhancement bonus by +2 (swift action) - +1 lay on hands per day - +1 use of mythic power per day
+2 Composite Longbow (+2STR)
Belt of Mighty Constitution +2
Cloak of Resistance +1
Talisman of Pure Good
Ring of Protection +5

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