Stygian Slayer

Seltyiel Renn's page

99 posts. Alias of adsapiens.


Full Name

Seltyiel Renn

Race

| HP 24/24 | AC 20 TO 18 FF 15 | F +5 R +8 W +6 (+1 vs. divine) | CMD 21 | Init +7 | Perc +7 DV LLV | Construct Traits | Cold 5 Elec 5 Fire 5

Classes/Levels

| Channel 5/5 | Copycat 6/6 | Aspect 5/5 | Touch of Evil 6/6

Gender

Male Trompe L'Oeil Tiefling Cleric (Fiendish Vessel) 2 / Shifter (Elementalist) 2

Size

Medium

Alignment

Neutral Evil

Deity

Norgorber

Languages

Abyssal, Common, Druidic

Strength 13
Dexterity 20
Intelligence 8
Wisdom 17
Charisma 14

About Seltyiel Renn

Background:

Jasper Hine was a small graffiti artist in Talingarde. Despite the overall prosperity that the good nation had over the Mitran inspired forces, Jasper didn't have the easiest childhood: his father, a single parent, was a small time pickpocket that ended up arrested by the men under the High Inquisitor Solomon Tyrath, and confused with another dangerous criminal he ended up beheaded.

The mistake was covered by the authorities, but Jasper never could prove his father's erroneous punishment, or even that his father wasn't the actual criminal. Yet, the young man was simply let to live by his own. Jasper ended up taking his father's mantle with small, petty crimes, but he especially dedicated his time to further his faith on Norgorber and create his very blasphemous graffiti against Mitra and her Inquisitor.

At a given day, he was caught doing his "art" in a state building. He couldn't flee and feared he'd share his father's fate; instead, however, his captors were actually working for a mysterious man - who commissioned him to create one of his works in an actual life sized canvas. The single instruction was to picture the High Inquisitor himself, and to do so in a position that would bring him shame.

Collecting the canvas and the strange arcane glyphed inks and candles, Jasper ran to his house and immediately started the job. He was inspired by the defiance of the contract, and wanted to truly put his best - or his worst - on the work. Weeks passed - some of which, he'd sleep in hunger, focused on the task at hand - until finally, one day, someone knocked the door.

Jasper was arrested - apparently, one of the neighbors saw the artwork through the wall cracks and engaged the authorities. Sir Balin of Karfeld, the famous witch hunter, led the group. The painting was practically finished already, and depicted the High Inquisitor with demonic features, relieving himself over an image of Mitra while worshipping Asmodeus. The incredibly offensive image net the graffiti artist a sentence for heresy.

He was executed, by burning, just a few days after that. The work was confiscated and taken to the depths of the Mitran cathedral dungeons, to be filed and stored together with other profanities. Exact seven years passed that Jasper's greys spreaded over the winds, the canvas now was covered in dust and spider webs, and suddenly...

The unholy candles lighted up. Their fire consumed other artifacts, but the canvas was untouched - instead, the figure of the Inquisitor in it animated. The ink slowly took the shape of the man, then a tridimensional form, and finally a very confusing, demonic looking Tyrath started running around, until it finally fled from the dungeons.

The creature - an unholy creation known as a "Trompe L'Oeil" - wandered the outskirts of the town, until finally its memory and thoughts stabilized. He was taken into care by a pig farmer, a widow half-orc called Seltyel Renn. The good old man attended to the stranger's feeble mind, not really comprehending why he wouldn't ever eat or sleep.

The construct, understanding its existence and immediately developing a hatred against the man it was depicting - Solomon Tyrath - killed his benefactor, stole his name, and headed back to the city. The new Seltyel knew his face could be somewhat recognized; while he was depicting a much younger version of the Inquisitor, with outsider looking features, people would eventually figure out they had something related about them.

As he arrived back, he sought to cover himself with a hood. He wanted to somehow to go back to his painting, but found out that the objects in the dungeons either were all consumed by the fire... Or stolen. This just helped to feed more to his hatred, as in his scarce sanity, he saw all his infortune as a consequence of the Inquisitor's actions, from the very execution of Jasper's father to the death of his creator. In top of it, he felt as if the very existence of Solomon presented a challenge to his own identity.

He wanted to provoke the man to show himself, so slowly - like Norgorber, the "Reaper of Reputation" - he started to spread rumors: that the Inquisitor would consort with devils and demons, and that Mitra, the god, was involved and was to be shunned. For months he navigated the nights, town to town, until a given church day - in a full cathedral - he revealed himself. Taking possession of the images in the stained-glass windows, he suddenly moved. People looked at him with curiosity, not really understanding where they were recognizing him from. It was like a similarity with someone they knew but couldn't pinpoint... Until he spoke with his guttural voice.

A devil you say? A demon? Well, my mother was a succubus. But my father... - he stopped, smiling and trying his best impression at the now aged Inquisitor - Well, let's just say my father wasn't really coherced into anything. Tyrath enjoyed! And Mitra, your Shining Lord, your Sun god, likely watched everything with a smile as well!

The rumor would now turn into panic and an overall uproar against the inquisitor, but yet the situation was contained - for Sir Balin was on Seltyel's tail since he first reappeared, and immediately shot the glass windows with specially designed manacles to arrested him. The eyes of the witch hunter couldn't barely believe what he was seeing, for he couldn't start to fathom what kind of unholy ritual would bring that aberration to life. The same painting he saw so many years ago. Heresy..., he muttered, ... Heresy! - and, with that, an entire platoon of soldiers surrounded and captured the living painting.

While Seltyel expected resistance, he always thought he'd be able to fight his way out of the situation; yet, he never expected such a strong force had been dispatched. His plans of calling the attention of the High Inquisitor didn't work. Even the rumors were contained with barely hitting his ears, and now he was sent to Brandescar for the same crimes of his creator... To be burnt like him. To be forgotten.

Character Sheet:

Seltyel Renn
Trompe l'oeil asura-spawn tiefling cleric (fiendish vessel) of Norgorber 2/shifter (elementalist shifter) 2/gestalt 2 (Pathfinder Player Companion: Blood of Fiends 19, Pathfinder RPG Advanced Race Guide 170, Pathfinder RPG Bestiary 264, Pathfinder RPG Horror Adventures 242, Ultimate Wilderness 26, 78)
NE Medium construct (outsider, native)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +7
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Defense
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AC 20, touch 18, flat-footed 15 (+3 defensive instinct, +5 Dex, +2 natural)
hp 24 (2d10+24)
Fort +5, Ref +8, Will +6; +1 trait vs. divine spells
Defensive Abilities defensive instinct +3/+1, rejuvenation; Immune construct traits; Resist cold 5, electricity 5, fire 5
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Offense
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Speed 30 ft.
Melee unarmed strike +7 (1d3+1 nonlethal) or
. . 2 claws +7 (1d4+1)
Special Attacks elemental aspect (fire[UW]), elemental strike (1d6)
Domain Spell-Like Abilities (CL 2nd; concentration +5)
. . 6/day—copycat (2 rounds), touch of evil (1 round)
Cleric (Fiendish Vessel) Spells Prepared (CL 2nd; concentration +5)
. . 1st—bless, disguise self[D], infernal healing[ISWG] (2)
. . 0 (at will)—detect magic, grasp, guidance, read magic
. . D Domain spell; Domains Evil (Daemon[APG] subdomain), Trickery
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Statistics
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Str 13, Dex 20, Con —, Int 8, Wis 17, Cha 14
Base Atk +2; CMB +7; CMD 21
Feats Agile Maneuvers, Armor Of The Pit[ARG], Combat Expertise, Deadly Aim, Power Attack, Selective Channeling
Traits blessing of darkness, heresy, reactionary, sacred conduit
Skills Acrobatics +10, Bluff +7 (+12 to pretend to be the base creature, +11 to tell a lie), Craft (painting) +2, Diplomacy +6, Disguise +2 (+4 to appear as the base creature), Knowledge (history) +4, Knowledge (religion) +4, Perception +7, Stealth +5 (+7 to appear as part of a painting)
Languages Abyssal, Common, Druidic; elemental speech
SQ autotelic, beguiling liar[ARG], channel evil, elemental aspect (minor: 5 min./day), enter painting, fiendish summonining, finesse weapon attack attribute, paranoid, prehensile tail[ARG], track +1
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Tracked Resources
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Channel Evil 1d4 (5/day, DC 14) (Su) - 0/5
Copycat (6/day) (Sp) - 0/6
Elemental Aspect (5 minutes/day) (Su) - 0/5
Touch of Evil (1 round, 6/day) (Sp) - 0/6
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Special Abilities
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Agile Maneuvers Use DEX instead of STR for CMB
Autotelic (Ex) Use Charisma in place of Constitution.
Beguiling Liar +4 to Bluff to tell a lie.
Channel Evil 1d4 (5/day, DC 14) (Su) Heals evil creatures and sickens and harms good creatures in a 30-ft radius.
Cleric (Fiendish Vessel) Domain (Daemon)
Cleric (Fiendish Vessel) Domain (Trickery) Granted Powers: You are a master of illusions and deceptions. Bluff, Disguise, and Stealth are class skills.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Construct Traits (+20 HP) Constructs have many immunities.
Copycat (6/day) (Sp) Create a single mirror image duplicate
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Defensive Instinct +3/+1 (Ex) +3 AC & CMD unarmored and unshielded or +1 with nonmetal armor or shield
Elemental Aspect (5 minutes/day) (Su) Gain abilities of selected elemental aspects.
Elemental Speech (Su) When in elemental aspect, gain tongues with creatures of same elemental subtype that matches your aspect.
Elemental Strike (1d6) (Su) Charge melee attack with elemental energy.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Energy Resistance, Fire (5) You have the specified Energy Resistance against Fire attacks.
Enter Painting (Su) Standard action to enter painting touched.
Fiendish Summonining You can only summon fiendish creatures and evil outsiders of your patron's alignment.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Immunity to Ability Damage Immunity to ability damage
Immunity to Ability Drain Immunity to ability drain
Immunity to Bleed You are immune to bleed.
Immunity to Death and Necromancy effects You are immune to Death and Necromancy effects.
Immunity to Disease You are immune to diseases.
Immunity to Energy Drain Immune to energy drain
Immunity to Fatigue You are immune to the fatigued condition.
Immunity to Mind-Affecting effects You are immune to Mind-Affecting effects.
Immunity to Nonlethal Damage You are immune to Nonlethal Damage
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Low-light Vision You can see twice as far in dim light.
Paranoid Aid Another DC 15 for attempts to help you.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Prehensile Tail Your tail can retrieve small objects on your person as a swift action.
Rejuvenation (Su) When destroyed, reforms 2d4 days later on its canvas.
Selective Channeling Exclude targets from the area of your Channel Energy.
Shifter Aspect (Fire, +2 Dex) (Su) Minor Form: +2 enhancement bonus to Dex. Major Form: medium fire elemental.
Touch of Evil (1 round, 6/day) (Sp) With a melee touch attack, target is sickened and counted as good-aligned for the purpose of [Evil] spells.
Track +1 Add the listed bonus to Survival checks made to track.

Custom Template (Trompe L'Oeil):

2 Construct, Darkvision 30ft, Low-light Vision, Construct Traits, Rejuvenation, Autotelic, +2 skills
3 +5 hit points
4 Weapon Enhancement +1, +4 skills
5 Darkvision 60ft, Armor Enhancement +1, Enter Painting
6 +10 hit points, +6 skills
7 Weapon Enhancement +2
8 +8 skills
9 Armor Enhancement +2, Shield Enhancement +1, +15 hit points
10 Weapon Enhancement +3, +10 skills
11
12 +20 hit points
13 Armor Enhancement +3, Shield Enhancement +2, Weapon Enhancement +4
14
15 +25 hit points
16 Weapon Enhancement +5
17 Armor Enhancement +4, Shield Enhancement +3
18 +30 hit points
19
20