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SPECIAL ABILITIES
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Alignment As a precondition for joining the Pathfinder Society, Seltyiel had to reform some of his crueler tendencies. For the purposes of the organized play campaign, he is lawful neutral rather than lawful evil.
Arcane Pool Seltyiel has a reservoir of mystic arcane energy that he can draw upon in battle. He can spend 1 point from his arcane pool as a swift action to enhance his scimitar, granting it a +1 enhancement bonus on attack and damage rolls for 1 minute.
Elf Blood As a half-elf, Seltyiel counts as both an elf and a human for any effect related to race.
Spell Combat Seltyiel can cast spells and wield his scimitar at the same time. As a full-round action, he can make his weapon attacks and can also cast any spell he has prepared. If he does so, he takes a –2 penalty on all attack rolls during his turn. If he casts the spell defensively, he can choose to take an additional penalty of up to –3 on his attack rolls to add the same amount as a circumstance bonus on his concentration check.
Spellstrike Whenever Seltyiel casts a spell with a range of touch, he can deliver the spell through his scimitar as a part of a melee attack. Instead of the free melee touch attack normally allowed to deliver a spell, he can make a free melee attack with his scimitar at his full attack bonus as a part of casting the spell. If successful, this melee attack inflicts its normal damage as well as the effects of the spell. The spell uses the scimitar’s critical range (18–20). Seltyiel’s prepared touch spells are marked with a “T”.
Spells
Arcane Mark Seltyiel marks a touched target with his rune.
Color Spray Seltyiel releases a 15-foot cone of beautiful colors. All creatures that can see it attempt a Will save. If they fail and have 1 or 2 Hit Dice, they are knocked unconscious for 2d4 rounds, then stunned and blinded for 1d4 rounds, then stunned for 1 round. If they have 3 or 4 HD, they are stunned and blinded for 1d4 rounds, then stunned for 1 round. Otherwise, they are stunned for 1 round. This is a mind-affecting illusion, so it doesn’t work on all creatures.
Detect Magic Seltyiel can notice magic in a 60-foot cone. If he concentrates, he can find how many magic auras there are on the next round. On the round after that, he can try to find out more about one aura.
Light An object Seltyiel touches sheds light for 10 minutes. He can’t have more than one copy of this spell active at once.
Shocking Grasp A touched target takes 1d6 points of electricity damage. Seltyiel gains a +3 bonus on his attack roll with this spell if the target is wearing metal armor.
Shield Seltyiel’s scroll grants him a +4 shield bonus to AC for 1 minute.