Seltyiel Renn's page

18 posts. Alias of adsapiens.

Full Name

Seltyiel Renn




Magus 1 | HP 13/13 | AC 16 TO 12 FF 14 | F +3* R +2* W +2* *+2 vs. Ench | CMD 15 | Immune Sleep | Init +4 | Perc +2 LLV | Arcane Pool 4/4






Lawful Neutral


Common, Draconic, Elven, Ignan, Infernal

Strength 16
Dexterity 14
Constitution 12
Intelligence 16
Wisdom 10
Charisma 8

About Seltyiel Renn

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.

Seltyiel Renn
Half-elf magus 1 (Pathfinder RPG Ultimate Magic 9)
LN Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +2
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 13 (1d8+5)
Fort +3, Ref +2, Will +2; +2 vs. enchantments
Immune sleep
Speed 30 ft.
Melee scimitar +3 (1d6+3/18-20) or
. . unarmed strike +3 (1d3+3 nonlethal)
Ranged sling +2 (1d4+3)
Special Attacks arcane pool (+1, 4 points), spell combat
Magus Spells Prepared (CL 1st; concentration +6)
. . 1st—color spray (DC 14), shocking grasp
. . 0 (at will)—arcane mark, detect magic, light
Str 16, Dex 14, Con 12, Int 16, Wis 10, Cha 8
Base Atk +0; CMB +3; CMD 15
Feats Skill Focus (Use Magic Device), Toughness
Traits focused mind, reactionary
Skills Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (planes) +7, Perception +2, Spellcraft +7, Use Magic Device +6; Racial Modifiers +2 Perception
Languages Common, Draconic, Elven, Ignan, Infernal
SQ elf blood
Combat Gear scroll of shield; Other Gear chain shirt, scimitar, sling, sling bullets (10), backpack, spell component pouch, spellbook, sunrod, 9 sp
Tracked Resources
Arcane Pool +1 (4/day) (Su) - 0/4
Sling bullets - 0/10
Sunrod - 0/1
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.
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 *.

Spells and Gear Seltyiel’s spells and fear are described below.
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.

Born from a dead mother amid screams and disgrace, this sickly half-elf is haunted by whispers. They remind him of his fear, his violent youth, his betrayal, and his loathing. They led him to a great discovery: a tattered book of magic. He learned its runes and gained a measure of control over the cantrips within. He swore he’d have riches, influence, respect, fear—and revenge.

“I will have riches and influence. I will have respect and fear. But most of all, I will have revenge.”