Mindslaver Mold

Chuthan's page

29 posts. Alias of Xan Nes.


Full Name

Chuthan

Race

hp 56/56; AC 16; Fort +3 Ref +2; Will +6; Init +1; Perception +10; Stealth +9; Lowlight vision

Classes/Levels

Oracle(Nature/Haunted) 5/ Heirophant 1

Gender

Male Chleorn

Size

Small

Age

Unkown

Alignment

N

Strength 14
Dexterity 12
Constitution 14
Intelligence 12
Wisdom 14
Charisma 17

About Chuthan

special abilities:

Haunted:Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.

Nature's Whispers: You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class.

Bonded Mount (Su): You gain the service of an unusually intelligent, strong, and loyal mount. The creature must be one that you are capable of riding and is suitable as a mount. A Medium oracle can select a camel or a horse. A Small oracle can select a pony or wolf, but can also select a boar or a dog if she is at least 4th level. This mount functions as a druid's animal companion, using your oracle level as your effective druid level. Bonded mounts have an Intelligence score of at least 6.

Spirit of Nature (Su): When in a natural setting, whenever you are reduced to negative hit points, you automatically stabilize. At 5th level, you gain fast healing 1 for 1d4 rounds whenever you are reduced to negative hit points. At 10th level, the ability works everywhere, even in civilized or wholly artificial realms. At 15th level, you gain fast healing 3 for 1d4 rounds when reduced to negative hit points.

Spells Known and Casting Abilities:

0-Detect Magic, Create Water, Stabilizing, Guidance, Read Magic, Light DC 13
1-Divine Favor, Cure Light Wounds, Magic Stone , Charm Animal, Shield of Faith DC 14 6/day
2-Barkskin, Cure Medium Wounds, Hold Person Weapon of Awe DC 15 4/day
DC 10 +CHA+ Spell Level

Racial Powers:

Chleorn:
Plant

Plants have the low-light vision racial trait.
Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Plants are immune to paralysis, poison, polymorph, sleep effects, and stunning.
Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a plant creature can sleep in order to regain spells, but sleep is not required to survive or stay in good health.

Small races gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty on combat maneuver checks and to their CMD, and a +4 size bonus on Stealth checks. Small races have a space of 5 feet by 5 feet and a reach of 5 feet.

+2 str +2 Cha -2 Wis

defensive training- humanoid (humans) Chleorn gain a +4 dodge bonus to AC against humanoids of human subtype.

stalker: Perception and Stealth are always class skills for members of this race.

Languages:
Common, Chleorn, Terran

Skills:

Stealth +13
Perception +10
Diplomacy +11
Spellcraft +9
Knowledge nature +9

feats:

Combat casting
Extra Revelation- Spirit of Nature

Hierophant Abilities:

Divine Surge: Select one of the following abilities. Once chosen, it can't be changed.
Beast's Fury (Su): As a swift action, you can expend one use of mythic power to imbue your animal companion, cohort, eidolon, familiar, or bonded mount with some of your mythic power. As an immediate action, that creature can move up to its speed and make an attack with one of its natural weapons. When making this attack, the creature rolls twice and takes the higher result. Any damage dealt by this attack bypasses all damage reduction. A creature affected by this ability can take these actions in addition to any other actions it takes during its turn.

Path Abilities
Relentless Healing (Su): You can restore life to the recently dead. If a creature has died within 1 round, as a free action you can expend one use of mythic power to apply healing magic to that creature. This healing can be from a spell or effect you cause or from a magic item you wield. If this healing brings the creature's hit points above the threshold for death, it comes back to life and stabilizes at its new hit point total (similar to the way breath of life functions); otherwise, it remains dead. Alternatively, you can expend two uses of mythic power on a dead creature that would have the ability to magically heal itself if it were alive (such as a dead cleric with a prepared cure light wounds spell) in order to trigger the most powerful healing magic it knows or has prepared. If this brings the creature's hit points above its death threshold, it returns to life.

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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.

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. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.

Mythic Power: 7/day

Mythic Feats:

EXTRA MYTHIC POWER (MYTHIC)
You can store more mythic power than your tier would normally allow.
Benefit: You gain two extra uses of mythic power each day.

gear:

Breastplate 200 gp +6 armor, max dex +6 -4 armor check
MWK Mourning star 358gp +6 (1d6+2/x2)
Key of Lockjamming 400 gp
42 gp

background:

Originally with the escaped slaves, however after a while he left the group, connecting with nature, something all Chelorn do when faced with disaster. This included a journey that sent him from any chance if civilization, many miles away. It took several days to reach his intended goal, a small price untouched by the hands of meat men. To him, the Grove was the sacred place where he was born and discovered his powers gifted to him by the gods of nature. It was the most peaceful place he had ever known. When he arrived there was a boat guarding the Grove. At first aggressive to Chatham, the two made peace and lived side by side in the Grove.

However, even the he could not escape the mad king. His time to connect with nature was cut short as the Xenophobic king continued to advance against other races by attacking the Grove. Chatham and the Boat faught back, forging a bond between them. Angered by the kings assault, he vowed make his way back to the lands where he was imprisoned and bring the wrath of nature against this "king". He heard of the success his old comrade had, and decided to rejoin them. Once again luck was not on his side, they were much harder to find than he thought. He did eventually find them, shortly after they fought a mystic being, and his connection to nature granted him further abilities. Confused by his new mystical power, he has rejoined the team in order to protect nature and stop the kings advance.