Spell Sovereign

Sellin Marcadian's page

9 posts. Alias of Paulicus.


Full Name

Sellin Marcadian

Race

Elf

Classes/Levels

Gestalt Wizard/Magus 10

Gender

M

Size

M

Age

121

Alignment

N

Deity

Desna

Languages

Common, Elf, Halfling, Gnome, Kelish, Osirion, Draconic, Azlanti, Celestial

Occupation

Scholar

Strength 19
Dexterity 14
Constitution 12
Intelligence 22
Wisdom 10
Charisma 8

About Sellin Marcadian

Description:

Standing on the docks before you, an average-sized sailor (though shorter than usual for an elf) watches the sunset over the dwindling rush of the port. A short, neat goatee surrounds lips dried by the salty air. His straight black hair is pulled back into a short ponytail, though a few loose strands stick to the sweat on his forehead. His eyes are dark, but swim with curiosity. He seems paler than one might expect, but his rugged skin hints at a time when it was more sun-soaked. His hands are weathered from years of labor, but still hold obvious strength. He wears plain but well made leather trousers, with boots in a lighter contrasting hue. A simple cotton shirt hangs loosely under a dark burgundy leather jacket. At his hip, a short curved sword occupies a thin scabbard. A bright blue handkerchief is tied to the sheath near the guard. A worn pencil rests behind is left ear, and he wears an overstuffed backpack over one shoulder.

* Lacking confidence in the intelligence of others, he often pauses to make sure they are following his explanations ("...you follow?") -- this tends to come off as condescending.
* Enjoys strong rum, though he usally can't hold it well.
* His favorite food is a shellfish pasta in heavy white sauce from the Absolom docks.
* Keeps a blue patterned bandanna on him to remind him of the strange event in Kelorav -- usually tied to sword sheath or worn on head.
* Keep notes and sketches of many things in journal - pencil often held behind the ear.
* His style of speaking is distinctly influenced by seafarers, but edged with a certain refinement from his time at university

Goals:
1- Make a significant discovery that will cement Sellin's reputation as a skilled wizard and researcher, to prove his worth to his colleagues and escape the stigma of his low social status.

2- Sail beyond the inner sea to see the wonders of the world: Tian-Xia, Vudra, The Kelish Empire... on his own boat, if possible.

3- Find the meaning behind the strange blue light in Kelorav, and the flaming brand that has appears on his chest. Perhaps it's linked to the Thassilonian ruins under the city?

People: (described in history, below, bolded)

Secrets:
1- Sellin discovered that Ged, the friendly ship captain, occasionally smuggled illegal drugs into Absolom from about the inner sea. He didn't report this because Sellin liked Ged, though Sellin never told him that he had found out.

2- Unknown to either of them, Sellin is actually related to Cerd (the bully from magic college). Cerd's great-great-grandfather had a tryst with Sellin's grandmother when both were young, though they never spoke of it, making Sellin and Cerd distant cousins (twice removed).

History:

Sellin was born in the slums of Absolom. He grew up in the ramshackle houses of the Docks district, not knowing much about his parents or how he came to reside here. For most of his memorable life, Sellin lived in what could be called a 'common house' of sorts-- in truth it was a forgotten, deteriorating hut intermittently infested by countless street urchins just like him. His Elven heritage and brash nature caused him more trouble than most, however. He was slow to mature, and that brought on a slew of taunts and insults that made Sellin's earlier life a rough affair, to say the least. He grew up watching his few friends mature and taking flight before his eyes. Still others he saw die before Sellin himself was even mature. It was a cruel life, but Sellin was a survivor.

Sellin spent much of his time at his district's namesake: the docks and ports of Absolom. He spent many days there-- looking for work, skulking around for food scraps, and keeping an ear on interesting stories-- of which there was no shortage. His overcompensation for his weaknesses tended up put-off many of the sailors and merchants, but Sellin was able to eke out a living by offering to scrape barnacles off of the ship hulls for a copper piece. It was meager, but it kept him alive. He was isolated and without meaningful connection. The closest thing Sellin had to a friend was a mongoose he found on the street and adopted (probably escaped from one of the ships). He named it Velrin. The weasel kept him from feeling entirely alone. Velrin even came with Sellin on his later voyages, proving himself a useful scout and guard.

Decades passed, Sellin finally came into adulthood, generations behind. He managed to secure less-humiliating and better-paying positions on some of the ships coming into the harbor: unloading the day's catch, swabbing the decks, transporting cargo or personnel-- he even managed to weasel his way onto a few short-term trade voyages to nearby ports. Sellin was by no means rich, but he couldn't really complain. He earned enough coin to keep his belly full, and he had chances to hear of (or more rarely see) the astounding sights that lay beyond the Isle of Kortos. Over time, Sellin learned how to operate a ship, and to navigate. He was hired by a small merchant shipping trade goods throughout the inner sea. From Osirion to Cheliax, Sellin was grateful for the chance to see far-off ports and live his childhood dream. This kept on for many years. However, a chance meeting on the return from the Andoren capital of Almas would alter Sellin's path forever.

It was a seemingly normal voyage-- bring a shipment of textiles to Almas, return with lumber-- and by all accounts but Sellin's, it was just that. The captain was one whom Sellin had worked with many times before: a relatively kind, middle-aged man by the name of Ged. He seemed to like Sellin for some reason, though he was always concerned with money and making sure he maximized his profits. Though, Ged trusted Sellin enough to take him on trips when he felt he needed a little extra safety and sharp eyes. As the crew was loading their cargo to depart, however, a wizened old man came aboard seeking passage back to Absolom-- a wizard. Sellin had seen plenty of wizards before, they were far from uncommon, but he had never paid much mind. The old man bartered with the captain and was given one of the forward cabins. During the return journey, the wizard was often on the prow, apparently enjoying the sea breeze. He took an interest in Sellin, for some reason Sellin couldn't fathom at first. The wizard asked him many poignant questions, some rather personal, but Sellin answered dutifully. He was a customer, after all-- and judging by the captain's eagerness to please him, a well-paying one at that. He seemed quite keen on Sellin's skills with the rigging. Sellin had always been good at predicting the wind, and had a knack for setting things just right when he took hold of the sails. The old man saw something more in him though. Eventually, he came out and bluntly suggested Sellin apply to the College of Mysteries! Apparently he thought Sellin showed significant inclination for the arcane arts, he just didn't know it yet! Needless to say, Sellin was shocked. The College of Mysteries was one of the oldest and most prestigious (not to mention expensive) academies in the region! This wizard however, introducing himself as Kerzin, was owed a favor by one of the faculty. He managed to get Sellin accepted and by some miracle (after some intense training with simple cantrips, in which Sellin excelled) waived the tuition. Who would've ever thought?

Sellin excelled in his studies. He had never challenged his mind in a way quite as this, and it was invigorating. However, no one else at the College saw it that way. To them, Sellin was lowborn trash who had somehow weaseled his way into a place he didn't belong. His aptitude just made the other students jealous, and the professors seemed to disdain him all the more for it. The cocksure attitude he had developed from bringing himself up didn't help matters. Sellin came to loathe most everyone, and he looked down at what he saw as their physical weakness. To him, strength of body was just as important as strength of mind, and the others didn't seem to understand. Sellin spent much of his free time in a secluded yard, alternating his practice between swordplay, archery, and conditioning. He was particularly adept with the razor-sharp cutlass from the ships he once manned, as well as the longbow they used when keeping watch. However, this only further alienated him from his fellows. One in particular, a promising young mage with a chip on his shoulder, took pains to point out Sellin's low birth whenever possible. His name was Cerd, and he was distantly related to some second-cousin of Lord Gyr (current ruler of Absolom), so he had status and wasn't afraid to flaunt it. Cerd specialized in evocations, and was a menace in a duel.

Despite the current pushing against him, Sellin proved himself a capable wizard, forcing the Assembly to begrudgingly recognize his talent. Sellin was particularly skilled in transmutation, which he often employed to increase his natural abilities. When it came to physical trials, he was unmatched in his class. He had come to appreciate the benefit that some structure could bring, as opposed to the boundless and hazily-defined life he had lived on the sea.

Sellin managed to secure a position at one of the smaller libraries of Absolom where he could engage in casual research, while still leaving time for exercise and the occasional sailing trip. He took field assignments when he could get them, as Sellin still enjoyed the freedom of travel. However, his roots followed him even here. His superiors looked down on him (though not so harshly as the snobs of the College), and refused to send him on higher-profile outings. He was given less interesting, more local assignments, though he was glad to be given that much.

One of these assignments sent him to Kelorav: a former penal colony of Absolom that had since grown into a ramshackle city. It was thought to harbor Azlanti ruins beneath its streets, though it was likely nothing more than an old port, not worth sending more respectable minds to investigate-- especially considering the lawless city above. His superiors thought it a cruel joke, but Sellin didn't mind. He knew he was one of the few around who would actually be able to handle himself in Kelorav. It was almost like living in the Docks again! He spent a few weeks in Kelorav reading books, investigating promising cellars or buildings, and discussing potential leads with merchants and dealers. A couple of nights were passed in the bars as well, and though he didn't always get along with the locals, it was easy enough to fend of trouble.

One day, Sellin was investigating a particularly interesting basement under a restaurant to which the owner had graciously allowed access for a minor donation. He was busy copying down some runes on the cellar wall when a strange blue glow began to fill the room. Sellin didn't know what to make of it, and couldn't discern any properties of the light. It quickly grew brighter, and after a few minutes Sellin felt lightheaded, passing out shortly after. When he awoke, several hours must have passed, as it was dark outside. A quick examination did not reveal any injuries, and Sellin couldn't detect any lingering auras in the room or on his body. In fact, Sellin felt better than he had in months. His whole body was light as a feather, and the traces of hangover were entirely gone, though that could've been his unexpected nap. In any case, he resolved to study the situation further, but first he returned to his temporary apartment for some rest.

The next few days were uneventful. Many people described seeing a similar blue light that day, but could tell him nothing else useful besides. Adding to the frustration, Sellin developed a persistent rash on his chest that cause him endless grief, and it only grew worse as time went on.

Three days after the mysterious blue light, rumor began to spread of amazing feats of strength and agility, magical abilities appearing from nowhere, and all sorts of fanciful talk. At first he chalked it up to drunkards tales, but the sheer volume began to make him think otherwise. The next day, Sellin witnessed one of these events for himself. A doddering old man tried crossing the main thoroughfare during morning delivery hour. Unsurprisingly, one of the carts was going fast enough that the driver failed to swerve out of the man's way. Surely, the man should have died, but as the two draft horses tumbled over and threatened to crush him, the man stood firm-- deflecting the two animals to either side and then flipping the cart over his head. He never even lost his balance. Sellin was shocked, and by the look of things the old man was ever more so. The moment didn't last, however. From under the overturned cart burst the driver, apparently unharmed. As his anger flared and he yelled at the stunned elder, the driver's eyes flashed blood red and he let out an otherwordly scream. He lunged at the old man, his features shifting in that instant to show red scales blending into the skin around his face, wickedly pointed ears and wild hair that seemed to have a life of it's own. He tackled the old man, pushing him to the ground and swiping at his face with newly-produced claws. The old man somehow seemed able to protect himself, for the most part. But just then, a surge of feeling flowed through Sellin. He knew he shouldn't interfere, but he just couldn't hold himself back. He approached and pulled the transformed driver off of the old man, tossing him back and driving him off with a few spells. The old man quickly thanked Sellin, introducing himself as Tylar, and quickly leaving with a confused look on his face. To Sellin, the rumors suddenly seemed much more real.

That night, as Sellin tried tending to the rash on his chest, he noticed something new: A faint pattern of flames within the rash. He waved it off, attributing it to the drinks he'd had to take the edge of the day's events. Over the next week, however, it became obvious he was not imagining it. His rash quickly subsided, much to Sellin's relief, but the flame pattern remained, becoming even more defined and obvious. Sellin began to hear rumors of changes in those affected by the mysterious light-- many had fallen prey to base desires and fed off of the weak, becoming corrupted; but there were also those who opposed them and defended the weaker citizens. Further inquiry revealed markings on such individuals... markings of bright flames, just like Sellin's.

Sellin was confused, he was no protector. He had rarely come to the defense of others during his long life, needing to look after himself first of all. On top of that, these "Branded" as they came to be called, all fit the description of sudden and amazing transformations to hold incredible power. Sellin felt none of that. Aside from the golden flames on his chest, he was the same as he had been before the incident. And yet, Sellin couldn't help but wonder if there was some higher purpose behind all of it. Perhaps Desna was pushing him towards something greater? Sellin was conflicted, but perhaps he had a responsibility to the world he had been ignoring all these years. Sellin has spent many nights awake in his bed pondering this question, but has yet to find any satisfactory answers...

Stats:

Str 19 (+4) Dex 14 (+2) Con 12 (+1) Int 22 (+6) Wis 10 (0) Cha 8 (-1)

BaB +7/+2 CMB +11 CMD 23

AC 23 (+2 Dex, +5 Int, +1 Deflection, +1 Nat, +4 Mage armor)
HP 74 (10d8+30; favored class, toughness) {+1d10+10 Temp}[
Init +8
Speed 30ft

Saves:
Fort +9 Ref +6 Will +8 (+2 vs enchantment)

Weapons:
(+10 crit confirm; Arcane Strike +3; Arcane pool +3; Power Attack -2/+4)
+1 Spell Storing Cutlass, 1-hand spell combat +11/+6 (1d6+5) [:intensified shocking grasp:]
--Power Attack +9/+4 (1d6+9)
+1 Spell Storing Cutlass 2-hand +13/+8 (1d6+7)
---Power Attack +11/+6 (1d6+13)
MW Adaptive Composite Longbow +10/+5 (1d8+4)
MW Silver Morningstar +12/+7 (1d8+4)
MW Cold Iron Cutlass +13/+8 (1d6+4)
Daggers (2)

Skills:
1_ Appraise +10
1_ Climb +8
1_ Craft (Drawing) +10
10 Escape Artist* +12 {headband}
1_ Fly +6
__ Intimidate
10 Knowledge (Arcana) +19
5_ Knowledge (Dungeoneering) +14
1_ Knowledge (Engineering) +10
1_ Knowledge (Geography) +10
1_ Knowledge (History) +10
7_ Knowledge (Local) +16
7_ Knowledge (Nature) +16
1_ Knowledge (Nobility) +10
7_ Knowledge (Planes) +16
6_ Knowledge (Religion) +15
1_ Linguistics +10
7_ Perception* +9
1_ Profession (Sailor) +4
__ Ride
__ Sense Motive*? +2
10 Spellcraft +19
1_ Swim +9 {trait}
__ Use Magic Device

* = nonclass skill

Feats:
Alertness (familiar)
Scribe Scroll
Toughness
Weapon Focus (cutlass)^
Power Attack
Arcane Strike (+3)
Fast Study*
Intensify Spell^
Persistent Spell
Critical Focus
Opposition Research (illusion)*

* = wizard bonus feat
^ = magus bonus feat

Class Features
-Proficient with all simple weapons, cutlass, longsword, rapier, longbow, shortbow

Wizard:
-Arcane Bond (Familiar)
-Transmutation/Enhancement specialist (Divination opposed)
--Physical Enhancement (+3 strength, change during spell prep
--Augment (Std action touch - +4 enhancement to ability OR +3 natural armor that stacks with everything -- 5 rounds, 8/day)
--Perfection of Self (swift action, enhance ability score +5, 1 round, 10/day)

Magus/Kensai:
-Arcane Pool (10 points, +3 bonus)
-Spell Combat
-Spellstrike
-Diminished Spellcasting :(
-Canny Defense (+int to AC)
-Magus Arcana
--Close Range (Use rays as melee touch)
--Broad Study/Wizard
-Perfect Strike (max damage die/1 point, +1 crit multiplier/2 points)
-Improved Spell Combat (+2 concentration)
-Fighter Training (magus level-3 for fighter feats)
-Iaijutsu (int to init, AoO's while flat-footed & can draw during AoO)
-Critical Perfection (+Int crit confirm, magus level=BaB for crit feats)

Racial Features
Low-light vision
Immune to sleep, +2 vs enchantment
Keen Senses (+2 perception)
Elven Magic (+2 vs SR, +2 to ID items)
Weapon familiarity

Favored Class: HP

Traits: Defensive Strategist (not flat-footed when unaware of combat)
Sea-Souled (+1 swim, can always take 10)

Spells:

Spells per day:
. .Wizard Magus
0th 4 . . . 4 (DC 16)
1st 6+1 . . 6 (DC 17)
2nd 6+1 . . 5 (DC 18)
3rd 4+1 . . 3 (DC 19)
4th 4+1 . . 1 (DC 20)
5th 3+1 (DC 21)

Concentration +16 (+18 w/ spell combat)
SR +12

Spells Prepared (x = expended)
-Wizard:
0th-Touch of Fatigue(Ray of Frost?), Spark, Message, Mending
1st-(x)Mage Armor, Feather Fall, Liberating Command, Silent Image, Charm Person, Air Bubble, {1 open}
2nd-(x)False Life, Bear's Endurance, Heroism?, Invisibility, Frigid Touch?,
3rd-Haste, Nondetection??, Displacement?, Spiked Pit,
4th-Black Tentacles, Dimension Door, Enervation
5th-Overland Flight, Persistent Slow, Corrosive Consumption?, Icy Prison, Telekinesis?

-Magus:
0th-Detect Magic, Read Magic, Ghost Sound, Prestidigitation
1st-Corrosive Touch, Grease, Ray of Enfeeblement, Shield, Obscuring Mist, True Strike??
2nd-Mirror Image, Blur, Intensified Shocking Grasp, Intensified Corrosive Touch, Bladed Dash
3rd-Dispel Magic, (Persistent Grease??), Force Punch,
4th-Monstrous Physique 2

Pearls of Power: L1, L1, L2

Spellbook:
(Protected by Book Ward, Illusory Script and Sepia Snake Sigil on cover. Stored near familiar in pouch with similar-looking history books. Invisible Arcane Markson all books.)

(W)/(M) = wizard/magus only
(Div) = Divination (opposed school)

0th
Resistance
Acid Splash
Read Magic (Div)
Daze
Dancing Lights
Flare
Light
Ray of Frost
Spark
Bleed (W)
Disrupt Undead
Touch of Fatigue (W)
Jolt (W)
Mage Hand
Mending (W)
Message (W)
Open/Close
Arcane Mark
Prestidigitation
Ghost Sound
Detect Magic (Div)

1st 31-7-7=17x15= 255g
Alarm (W)
Endure Elements (W)
Protection from Evil (W)
Shield (W)
Air Bubble (W)
Corrosive Touch
Grease
Mage Armor (W)
Mount
Obscuring Mist
Stumble Gap (10gp focus)
Unseen Servant
Comprehend Languages (W)(Div)
True Strike (Div)
Charm Person (W)
Burning Hands
Hydraulic Push
Magic Missile
Shocking Grasp
Disguise Self (W)
Silent Image
Ray of Enfeeblement
Ray of Sickening (W)
Alter Winds (W)
Ant Haul (W)
Burning Disarm (W)
Enlarge Person
Expeditious Retreat
Feather Fall
Liberating Command (W)
Touch of the Sea (W)

2nd 33-4-4=25x60=2100
Book Ward (W)
Endure Elements, communal (W)
Obscure Object (W)
Protection from Evil, communal (W)
Resist Energy (W)
Create Pit (W)
Fog Cloud
Glitterdust
Mount, communal
Stone Call
Web
Touch of Idiocy (W)
Darkness
Frigid Touch
Gust of Wind
Blur
Invisibility
Mirror Image
Minor Image
Blindness/Deafness (W)
Brow Gasher (W)
Command Undead (W)
False Life (W)
Alter Self
Bear's Endurance
Cat's Grace
Fox's Cunning
Knock (W)
Make Whole (W)
Rope Trick (W)
Spider Climb
Staggering Fall (W)
Bladed Dash (M)

3rd 29-4-4=21x135=2835
Dispel Magic
Nondetection (W)
Resist Energy, communal (W)
Ice Spears (W)
Sepia Snake Sigil? (W)(500gp M)
Spiked Pit (same shovel focus) (W)
Stinking Cloud
Heroism (W)
Hold Person (W)
Suggestion (W)
Elemental Aura
Fireball
Force Punch
Lightning Bolt
Wind Wall
Displacement
Illusory Script (W)(50gp M)
Major Image
Ray of Exhaustion
Vampiric Touch
Burrow (W)
Darkvision, communal (W)
Fly
Gaseous Form
Haste
Slow
Versatile Weapon
Water Breathing

4th 25-4-4=17x240=4080
Dimensional Anchor (W)
Nondetection, communal (W)
Stoneskin (250gp M)
Black Tentacles
Dimension Door
Fleshworm Infestation (W)
Charm Monster (W)
Confusion (W)
Dragon's Breath
Fire Shield
Resilient Sphere (W)
Telekinetic Charge (W)
Wall of Ice
Invisibility, greater
Bestow Curse (W)
Boneshatter (W)
Contagion (W)
Enervation (W)
Fear (W)
Beast Shape 2
Calcific Touch (W)
Enlarge Person, Mass
Monstrous Physique 2
Stone Shape (W)
Forceful Strike (M)

5th (Wiz only) 14-2=10x375=3750
Life Bubble (W)
Corrosive Consumption
Cloudkill
Teleport
Dominate Person (W)
Hold Monster (W)
Interposing Hand
Icy Prison (W)
Monstrous Physique 3
Overland Flight
Telekinesis

354/420 pages

(get: echolocation, false vision?)

Equipment:

Headband of Vast Intelligence +2 (Escape Artist/Celestial)
Cloak of Resistance +1
Metamagic rod of Silent Spell, Lesser
Amulet of Natural Armor +1
Ring of Protection +1
Cracked dusty rose prism Ioun Stone (+1 init)
Pearl of Power, L1 (2), L2
Wand of Infernal Healing
Potion, Cure Serious Wounds*

Scrolls: See Invisibility, Dimension Door*, Life Bubble

MW Backpack
Air Crystals (2)
Sunrod (2)
Spring-Loaded Wrist Sheath (2) (*loaded items)
Torch
Smokestick (2)
Flint & Steel
Rope, Silk (50ft, knotted)
Grappling Hook
Traveler's Any-Tool
Quiver with arrows (20)
Antitoxin (2)
Antiplague (2)
Stillgut (2) -- (move action, new save vs nausea)
Alchemist's Fire (2)
Acid Flask (2)
Holy Water (2)
Tanglefoot Bag
Bladeguard
Smoked Goggles
Earplugs (2)
Smelling Salts
Hammock
Bedroll
Blanket
Mirror, small steel
Trail Rations (2)
Compass
Parchment (20 sheets)
Inkpen/Ink
Belt Pouch (2)
Compact Spellbook (6)
History Book
Journal
Familiar Pouch
Spell Component Pouch (2) (one in pack)
--Mini shovel focus (10gp)
--Lead ink (for Illusory script, 50gp)
--Powdered Amber (for Sepia Snake Sigil, 500gp)

107 Lbs. (133 light load)

-----
91 GP
18 SP
20 CP

Mongoose Familiar, Velrin:

Mongoose
N Tiny Familiar
Init +2 Senses Low-light vision, scent, Perception +11

AC 20, Touch 14, FF 13 (+2 dex, +6 natural, +2 size)
HP 37
Fort +7 Ref +5 Will +8

Speed 20 ft, climb 20 ft
Melee Bite +9/+4 (1d3-4 plus attach)
Space 2.5 ft; Reach 0 ft

Str 3 (-4) Dex 15 (+2) Con 10 (0) Int 10 (0) Wis 12 (+1) Cha 5 (-3)
BaB +7/+2 CMB +0 CMD 15 (19 vs trip)
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Escape Artist +12, Stealth +14 Racial Modifiers +4 Stealth, +8 Acrobatics

Special Qualities
Attach (Ex) Auto-grapple on successful bite attack and bite damage each round.
Alertness when in arms reach of master
Improved Evasion
Share Spells (personal spells)
Empathic Link (Su) up to 1 mile
Deliver touch spells
Speak with master
Speak with animals of its kind

notes for me on future advancement (maybe):

11- empower spell? sickening critical?? [M]
13- Staggering critical?
15- greater focus/lunge?? [wiz feat-quicken?]
17- critical mastery? [magus-stunning crit?]
19-

lunge? dimensional dervish? greater weap focus (lv11)? weapon spec/greater?

Arcana: ghost blade!, arcane accuracy/accurate strike?

buy: reach rod, extend rod