Seltyiel

Nulyth Shenir's page

149 posts. Alias of Faelyn.


Full Name

Nulyth Shenir

Race

Angelkin (Aasimar)

Classes/Levels

1st level Paladin (Undead Scourge) | HP 12/13 | AC 19 | T 11 | FF 18 | CMD 15 | Fort +4 | Ref +1 | Will +1 | Init +1 | Perc +4 | Sense Motive -1

Gender

Male

Size

Medium

Age

20

Special Abilities

Aura of Good, Detect Evil, Smite Evil

Alignment

Lawful Good

Deity

Sarenrae

Location

Hati

Languages

Common, Celestial, Elven

Homepage URL

Character Sheet

Strength 16
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 8
Charisma 15

About Nulyth Shenir

Nulyth Shenir
Male Angelkin (Aasimar) Paladin 1
Lawful Good Native Outsider
Init +1; Senses Darkvision, Perception +4
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Defense
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AC 19, touch 11, flat-footed 18 (+1 Dex, +6 Armor, +2 Shield)
hp 13 (1d10+2)
Fort +4, Ref +1, Will +1
Defensive Abilities Celestial Resistance (Acid, Cold, Electricity 5)
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Offense
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Speed 20 ft.
Melee
Scimitar +3 (1d6+5/18-20/x2)
Warhammer +3 (1d8+5/x3)
Glaive +3 (1d10+7/x3)
Ranged
Shortbow +2 (1d6/x3)
Special Attacks Undead Crusader, Smite Evil
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Statistics
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Str 16, Dex 12, Con 14, Int 12, Wis 8, Cha 15
Base Atk +1; CMB +4; CMD 15
Feats Power Attack
Skills Climb -1, Diplomacy +6, Heal +1, Knowledge: Religion +6, Perception +4, Sense Motive -1
Languages Common, Celestial, Elven
SQ Aura of Good, Detect Evil, Smite Evil
Other Gear Scimitar, Warhammer, Glaive, Shortbow w/ 20 arrows, Breastplate, Scarab Shield*, Backpack (Bedroll, Iron Pot, Mess Kit, Silk Rope (50ft.), Soap, Trail Rations – 5 days), Belt Pouch (Flint & Steel), Waterskin, Wooden Holy Symbol of Sarenrae
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Traits
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Seeker: You are always on the lookout for reward and danger. Benefits: You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Undead Crusader: You have dedicated your life to eradicating the scourge of the undead from Golarion. You have spent countless hours studying the different types of undead and have trained endlessly to learn the best ways to defeat them. If any undead creatures come out of the tombs of Wati’s necropolis, you’ll be ready for them! Benefit: You gain a +1 trait bonus on damage rolls against undead creatures. In addition, you gain a +1 trait bonus on Knowledge (religion) checks, and that skill is always a class skill for you.

Cleansing Light: Requirement(s) Sarenrae; Your faith is pure and strong, and your positive energy purges undead. When dealing damage to undead with your channel energy ability, you can reroll any damage die roll that results in a natural 1.

Drawback
Overprotective: In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally.
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Special Abilities
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Undead Scourge:
Undead are an abomination in the eyes of the just and righteous. It is no surprise then that there are some paladins that dedicate themselves to wiping these unholy terrors from the world.

The following are the class features of the undead scourge:
Smite Evil (Su): This functions as the paladin ability of the same name, but the undead scourge does not deal 2 points of damage per level on the first successful attack against evil dragons and evil outsiders. She does deal 2 points of damage per level on all smite attacks made against evil undead creatures.

Aura of Life (Su): At 8th level, an undead scourge emits a 10-foot aura of life around her that weakens undead creatures. Undead in this aura take a –4 penalty on Will saves made to resist positive energy. In addition, undead in this aura do not regain hit points from channeled negative energy. This ability replaces aura of resolve.

Undead Annihilation (Su): At 11th level, an undead scourge can expend one use of her smite evil ability as a standard action and make a single melee attack against an undead creature. If this attack hits, the undead creature must make a Will save or be destroyed. The save DC is equal to 10 + 1/2 the undead scourge’s level + the undead scourge’s Charisma modifier. Undead with twice as many Hit Dice as the undead scourge are unaffected by this ability. If the attack misses, the smite evil is wasted without effect. This ability replaces aura of justice.

Aura of Good (Ex): The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su):
: Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.

The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.

Scarab Shield:
Scarab Shield (Sell Value 2,199.5 gp) 6 lbs.
This +1 light steel shield is fashioned in the shape of a scarab beetle—a creature that functions as a psychopomp for Pharasma, guiding the souls of the departed into the afterlife. Scarab shields are especially favored by archaeologists and tomb raiders for the protection they grant against guardians and vermin frequently found in ancient ruins and forgotten tombs.
Once per day on command, a scarab shield grants its wielder a +2 sacred bonus on saving throws against fear and death effects for 3 minutes. At any time while this bonus is in effect, the wielder can end the effect as a swift action for a burst of healing energy. The wielder loses the saving throw bonus, but is healed of 1d8+3 points of damage.

In addition, a scarab shield can protect its wielder from swarms. If a mindless swarm attempts to enter the wielder’s space, the swarm must attempt a DC 11 Will save. If the save succeeds, the swarm can enter the wielder’s space and attack the wielder normally. If the save fails, the swarm instinctively avoids the space occupied by the wielder, completely ignoring the wielder for 3 rounds. This effect ends if the wielder makes any attacks, but the wielder may use non-attack spells or otherwise act without ending the effect. This ability functions once per day.

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Standard Racial Traits (Angelkin Aasimar):

Ability Score Racial Traits: Aasimars are insightful, confident, and personable. They gain +2 Strength and +2 Charisma.
Type: Aasimars are outsiders with the native subtype.
Size: Aasimars are Medium creatures and thus have no bonuses or penalties due to their size.
Base Speed: Aasimars have a base speed of 30 feet.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan. See the Linguistics skill page for more information about these languages.

Defense Racial Traits
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.

Feat and Skill Racial Traits
• Skilled: Aasimar have a +2 racial bonus on Heal and Knowledge: Planes checks.

Magical Racial Traits
Spell-Like Ability (Sp): Aasimars can use Alter Self once per day as a spell-like ability (caster level equal to the aasimar's class level).

Senses Racial Traits
Darkvision: Aasimar have darkvision 60 ft. (they can see perfectly in the dark up to 60 feet.)


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Background:
I’ll never forget the day that changed everything, the day I killed my little brother. I was always different than the other children of Wati and so I worked hard at being accepted by the others. Therefore when they dared me one night to walk the empty streets of the Necropolis I took the challenge, little did I know my younger brother would follow me into that accursed place.

I never did see the foul undead that took my brother, but I did hear his shriek of terror that was cut short too quickly. I ran to find his limp body sprawled a top the steps of one of the tombs, his eyes wide and face frozen with the final look of terror upon his face. I held him close for a few moments, tears of blood streaming down my cheeks… Until suddenly I felt the breath of life in my brother’s chest! ”Hasan!” I cried and as I pushed him back to marvel at my little brother’s resurrection I froze at the look of terrible hatred upon his normally cheerful face. A strange light shone behind those cold eyes that were no longer Hasan’s as he screamed and lunged at me!

I stumbled away, but fell on my back side. I heard footfalls running towards me as Hasan scrambled towards me. That’s when I heard a voice calling out to Pharasma… and then a glow filled the air around us… The once Hasan shielded his eyes against the glow and let out the most terrifying shriek, which still haunts my dreams to this day, before collapsing to the ground…

I awoke in my home to the sound of a crackling fire. The Voices of the Spire told my parents that dear Hasan had been taken by a wight… They did not tell them he had been turned into one as well, that was a secret I kept from them as well. On that day I vowed I would destroy any and all undead I found; I vowed to devote my life to their extermination. I learned from the Voices everything they would teach me about the foul undead and the ways to hunt them. And I finally gave into the voice that would whisper to me during the dawn… the voice of my goddess, Sarenrae. She granted me power that I might avenge myself upon the vile undead and in turn I have given my life into her service.

Description:
Image for reference. Tall, muscular, and handsome with a slight somber air. He has the olive skin of his Keleshite ancestry, but with appear to be tiny golden flecks beneath his skin that shimmer in direct sunlight. His hair is long and a strange off-white color… His eyes are the most striking feature about him; they are an iridescent shade of blue that seem to change and shift with his mood. When angry, his eyes glow with a bright, eldritch blue. When sad they fade to a deep blue… And when he weeps, his sheds tears of blood.