Seltyiel - Pregen's page

38 posts. Alias of PaleDim.


| HP 47/47 | AC 17, T 13, FF 14 | CMB +6 CMD 18 | F +7 R +5 W +6 (+2 vs. enchantments) | Init +7 | Perc +2 SM +0


| Speed 30ft | arcane pool 3/5 | Mythic Power: 10/11 | 2nd-glitterdust, mirror image; 1st-enlarge person, grease, shocking grasp (2) | Active Conditions: endure elements (wand)


”Seltyiel” | Male LN Half-elf Sage-blessed Magus 4

About Seltyiel - Pregen

For years, Seltyiel sat rotting in a dungeon, listening to the dark whispers that fanned his sense of anger and betrayal. Now released, he wields the magic he has learned in a quest for vengeance.
Male half-elf magus 4
LN Medium sage-blessed humanoid (elf, human, mythic)
Init +7; Senses low-light vision; Perception +2
AC 17, touch 13, flat-footed 14 (+4 armor, +2 Dex, +1 dodge)
hp 47 (4d8+9+15 [mythic])
Fort +7, Ref +5, Will +6; +2 vs. enchantments
Immune sleep
Special Defenses hard to kill
Speed 30 ft.
Melee +1 scimitar +7 (1d6+4/18–20)
Ranged mwk composite longbow +6 (1d8+3/×3)
Special Attacks amazing initiative extra action, arcane pool (5 points, +1), magus arcana (spell shield), spell combat, spell recall, spellstrike
Magus Spells Prepared (CL 4th; concentration +9)
2nd—glitterdust (DC 15), mirror image
1st—enlarge person (DC 14), grease, shocking grasp (2)
0 (at will)—arcane mark, detect magic, light, prestidigitation
Str 16, Dex 14, Con 12, Int 17, Wis 10, Cha 8
Base Atk +3; CMB +6; CMD 18
Feats Combat Casting, Skill Focus (Use Magic Device)*, Toughness*
Traits Focused Mind*, Reactionary*
Skills Climb +6, Intimidate +3, Knowledge (arcana) +10, Knowledge (dungeoneering) +7, Knowledge (history) +4, Knowledge (local) +4, Knowledge (nature) +4, Knowledge (planes) +7, Knowledge (religion) +4, Perception +2, Spellcraft +10, Use Magic Device +9; Racial Modifiers +2 Perception; Armor Check Penalty –1
Languages Common, Draconic, Elven, Ignan, Infernal
SQ elf blood, mythic heroics (heroic dodge, heroic resilience)
Combat Gear pearl of power (1st level), scroll of fly, scroll of true strike, wand of cure light wounds (8 charges);
Other Gear mwk chain shirt, +1 scimitar, mwk composite longbow (+3 Str) with 50 cold iron arrows, cloak of resistance +1, backpack, spellbook (contains all prepared spells and all 0-level spells plus the following: 1st—burning hands, color spray, magic weapon, shield, true strike, unseen servant 2nd—invisibility, pyrotechnics, web), spell component pouches (2), sunrod, 16 gp
* The effects of these abilities are calculated into Seltyiel’s statistics.
Special Abilities
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.
Amazing Initiative (Ex) You gain a +3 bonus on initiative checks. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell, and you can’t gain an extra action in this way more than once per round.
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.
Spell Recall As a swift action, Seltyiel can recall one spell he has already cast today by expending a number of points from his arcane pool equal to the spell’s level. The spell is prepared again, as if he had never cast it.
Spell Shield Seltyiel can spend one point from his arcane pool as an immediate action to grant himself a +3 shield bonus to AC until the end of his next turn.
Combat Casting Seltyiel gains a +4 bonus on concentration checks to cast spells on the defensive or while grappled.
Elf Blood As a half-elf, Seltyiel counts as both an elf and a human for any effect related to race.
Hard to Kill (Ex) Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Mythic Power (Su) You can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you have 9 uses of mythic power (those with the sage-blessed simple template receive 11 uses). If an ability allows you to regain uses of your mythic power, you can never have more than this amount.
Recuperation (Ex) You are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
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”.
Surge (Su) You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll.
Versatile Surge You can expend one use of mythic power to do any of the following. Except when noted, using this ability is a free action that you can use once per round.
Mystic Might: Increase the caster level of the next spell you cast before the end of your next turn by 2.
Penetrating Strike: Your attacks deal an additional 3 damage and ignore all damage reduction until the end of your next turn.
Savant: When performing a skill check or ability check, you may roll twice and take the higher result.
Unbeatable: As an immediate action, you can reduce the damage you take from one attack, spell, or special ability by 10.
Spells and Gear Seltyiel’s spells and gear are described below.
Arcane MarkT Seltyiel marks a touched target with his rune.
Cure Light Wounds Seltyiel’s wand heals a touched target for 1d8+1 points of damage. He needs Use Magic Device to activate this wand (DC 20).
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.
Enlarge Person After 1 full round of casting, Seltyiel can make a humanoid target within 40 feet become one size larger for 4 minutes, gaining +2 Strength, –2 Dexterity, a +1 size bonus to CMD and on combat maneuver checks, a –1 size penalty to hit and to AC, a –4 size penalty on Stealth checks, and a –2 size penalty on Fly checks. Medium creatures such as Seltyiel become Large and gain reach. Melee weapons increase in damage (Seltyiel’s scimitar’s damage die goes up to 1d8).
Fly Seltyiel’s scroll grants the target a 60-foot fly speed and a +6 bonus on Fly checks (+7 total for Seltyiel himself) for 5 minutes.
Glitterdust Creatures in a 10-foot radius take a –40 penalty on Stealth checks and lose the benefit of invisibility and the like for 4 rounds. They are also blinded if they fail a DC 16 Will saving throw, but at the end of each of their turns, they can attempt the Will saving throw again to end the blindness.
Grease Seltyiel can grease a 10-foot-by-10-foot square of floor or an item within a range of 35 feet for 4 minutes. If he greases the ground, creatures in the area must succeed at a DC 14 Reflex saving throw or fall prone, and creatures walking through the area must succeed at a DC 10 Acrobatics check or stop moving and be forced to attempt the same Reflex saving throw (failing the Acrobatics check by 5 or more makes them fall with no Reflex saving throw). If he greases an attended object, the object’s possessor can attempt a Reflex saving throw to make the grease miss the item. Otherwise, if the possessor was holding the object, she drops it and must attempt a Reflex saving throw each round to pick up or use the item. If he greases clothing, the wearer gains a +10 bonus on Escape Artist checks, on combat maneuver checks to escape grapples, and to CMD against grapples.
Light An object Seltyiel touches sheds light for 40 minutes. He can’t have more than one copy of this spell active at once.
Mirror Image Seltyiel’s spell causes 1d4+1 copies of Seltyiel to weave around him for 4 minutes. Any attack requiring an attack roll has an equal chance to hit and destroy each image, missing Seltyiel, as it does to hit Seltyiel (so with 3 images, there would be a 1 in 4 chance to hit Seltyiel and a 3 in 4 chance of destroying an image). An attack that misses by 5 or less also destroys an image. If the enemy can’t see the images, it is not fooled.
Pearl of Power Seltyiel can activate the pearl as a standard action to recall a 1st-level spell he cast earlier in the day as if he hadn’t cast it.
Prestidigitation Seltyiel can perform simple magic tricks for 1 hour, such as cleaning his outfit or flavoring his meal.
Shocking GraspT A touched target takes 4d6 points of electricity damage. Seltyiel gains a +3 bonus on his attack roll with this spell if the target is wearing metal armor.
True Strike Seltyiel’s scroll grants him a +20 insight bonus on his next attack roll, as long as he makes it before the end of next round.

Born from a dead mother amid screams and disgrace, this sickly half-elf—bastard son of the duped Lady Phiaura Bhrostra and the brigand-sorcerer Lairsaph, the so-called Feign Prince of Cheliax’s Whisperwood—Seltyiel would never have lived had he remained in his stepfather’s clutches. Through guile and illusion, he was conceived as a living disgrace to the sonless Bhrostra family, who had long hunted the woodland bandits. Two weeks before Seltyiel’s thirteenth birthday, with the bedridden youth already nursing a thrice-broken arm, a drunk and enraged Lord Bhrostra rampaged into the bastard’s attic room. Catching the unsuspecting lord below the waist, the boy’s blow sent him tumbling down the steep attic stairs. Seltyiel stared down at his stepfather’s unconscious body in terror. Without a word to his sister, the bloodied and crippled half-elf fled into the Whisperwood that night.

Three brigands found the youth. Terrified, Seltyiel repeated the name he’d heard Lord Bhrostra curse a thousand times—Lairsaph—and as luck would have, Lairsaph was the bandits master. The Feign Prince gave the boy the name Seltyiel—a corruption of the elven word for malicious humor—and sought a use for the youth.

Gradually, as the boy grew into a young man, he cultivated a quiet intellect and began collecting the merchants’ letters, ledgers, and books, which the bandits discarded. Slowly he taught himself to read, first Taldane, then other languages. As he neared his twentieth birthday, he made his greatest discovery in a treasure-stripped caravan wagon: a book of simple magic.
Seltyiel became obsessed. For years, the bastard read the tome over and over, learning its runes and memorizing its symbols.

In the half-elf ’s twenty-third year, Lairsaph and his thugs made a daring robbery, stealing a fully loaded tax wagon headed to Egorian. Seltyiel was captured and left to rot in a dank Chelish dungeon for nearly 5 years.

During Seltyiel’s imprisonment, the whispers came. They reminded him of his fear, his violent youth, his loathing, and his betrayal. They told him much: tales of ancient magic, paths to lost treasures with feckless guardians, and the names of beings who could teach him forbidden secrets. For years he listened, and his soul turned to steel. He knew that if he were to ever have anything, he needed to take it himself.

In 4707 AR, Seltyiel was released. He walked from Egorian to Westcrown, murdering two thieves along the way, then bought passage on a ship, not caring about its destination. He decided to kill his fathers—but first, he would have power.