Cyclic's page

399 posts. Organized Play character for miteke.

Full Name



| Diplomacy +6, Intimidate +8, Kn Nature +5, Kn Religion +5, Perception +4, Ride +3, Sense Motive +4, Spellcraft +5, Survival +4


| Active Conditions: ant haul (Mange, at mite rebel site), Barkskin (Mange, at mite rebel site)


Female Gnome Oracle(Nature)/4 N/N | C-HP: 23/35 | M-HP: 33/35 | AC/FF/Tch: C-22/17/11 M-21 17/14/13 | CMB: +1, CMD: 16 | F/R/W: +4/+1/+4 | Init: +7 | Speed 15/35 ft



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Strength 8
Dexterity 10
Constitution 16
Intelligence 12
Wisdom 10
Charisma 20

About Cyclic

Resource Tracking:

Loot Held:
Level 1 Spell uses (8/day):
Level 2 Spell uses (4/day):
Magical Linguist uses (1/day):
Wand of Cure Light Wounds uses this chronicle: 8
Wand of Shield of Faith uses this chronicle: 5
Wand of Summon Monster I uses this chronicle: 1
Wand of Bless uses this chronicle: 4
Wand of Ant Haul uses this chronicle: 1
Other consumable uses: alchemist's fire

Standard Operating Procedures:

During exploration:
1) Cast detect poison to scan for traps or poisonous enemies

Before known action:
1) Cast Ant Haul on Mange from wand

When in combat,
1) Cast Bless
2) Cast Shield of Faith on Mange
3) Cast Shield of Faith on other combatants if the opportunity presents itself
4) Use Antagonize feat
5) Attack with spear as last resort

The woman before you is in varying stages of growth and decay. Parts of her form look wasted or diseased, while others look like freshly grown baby's skin. She wears a breastplate and carries a shortspear.
The gnome woman before you is in varying stages of growth and decay.

Accompanying her is a mangy wolf with a nasty disposition that growls at anyone who gets near.

Common scene: Beside the wolf is a haphazard pile of riding gear that looks like it has been hastily removed and tossed to the side. Unnoticed by the gnome one of the stirrups is in the wolf's mouth as it chews on it.

If asked about her life: "I don't remember my name, but you may call me Cyclic. In some ways I am but a babe, having a mere one month of memories. But that's a long story and probably only interesting to me. My calling is to protect the cycle of birth, decay, death, and rebirth. "

Main Stats:

Cyclic (141936-14) N/N Female Gnome Oracle(Nature)/4
Faction Grand Lodge
Curse: Wasting

Str 8, -1 {8[Gnome] +0[0 points spent]}
Dex 10, +0 {10[Gnome] +0[0 points spent]}
Con 16, +3 {12[Gnome] +4[5 points spent]}
Int 12, +1 {10[Gnome] +1[2 points spent]}
Wis 10, +0 {10[Gnome] +0[0 points spent]}
Cha 20, +5 {12[Gnome] +7[13 points spent] +1[level 4}]
Languages Common, Gnome, Sylvan, Read lips, Sign Language
Deity Pharasma

Init +7 {+0[dex] +2[reactionary] +4[imp init] +1[drp ioun]}
Senses Low-light vision
Speed 15' (med enc)/35' mounted
Base Attack +3


HP 35 {+18[4d8] +8[lvl*2[con]] +4[favored class]}
CMD 15 {10 +3[BAB] -1[str] -1[size] +5[Nature's Whisper]}
AC 22, flat-footed 17, touch 11 {10 +1[size] +6[breastplate] +5[Nature's Whispers]}
Fort +4 {+3[con] +1[oracle]}
Ref +1 {+0[dex] +1[oracle]}
Will +4 {+0[wis] +4[oracle]}
Special Saving Throw Bonuses:
  • Magical Linguist: +2 to saves to resist language dependent spells
  • Wasting: +4 on saves vs. disease
  • Reincarnated: +2 vs. fear and death

  • Offense:

    CMB +1 {+3[BAB] -1[str] -1[size]}

    Normal Attacks

  • +3/1d4-1 Shortspear [crit 20/x2; P) {+3[BAB] +1[size] -1[str]/dice -1[str]}
  • [dice=to hit shortspear, bless]1d20+3+1[/dice]
  • [dice=damage shortspear]1d4-1[/dice]


  • +3/1dxx+x Weapon [rng: 30 ft;crit 20/x2; P] {+3[BAB] +1[size] +0[dex]/dice -1[str]}


  • Spells:

  • Concentration +9 {+4[oracle] +5[cha]}
  • +1 DC to language dependent spells [magical linguist]

    Spells Available per day:

  • Level 0: infinite
  • Level 1: 8 {6 +2[cha]}
  • Level 2: 4 {3 +1[cha]}

    Orisons DC 15

  • Detect Poison: Close range, instantaneous, one object or 5' cube.
  • Guidance
  • Mending
  • Purify Food and Drink
  • Read magic
  • Stabilize

    Level 1 DC 16 {1[spell lvl] +5[cha]}

  • (M) Charm Animal
  • (O) Cure Light Wounds:
  • Doom: save or shaken 1 min/level
  • Bless: +1 morale bonus to attacks and ST vs. Fear
  • Decompose Corpse: touch, Fort ST, –2 penalty on all rolls and to its Armor Class and CMD for 1 minute.
  • Ray of Sickening, Fort ST or sickened, 1 minute/level
  • Remove Sickness, 10 m/lvel, +4 morale bonus on saving throws against disease, nausea, and sickened effects. Effect is suppressed for the duration of the spell.

    Level 2 DC 17 {2[spell lvl] +5[cha]}

  • (M) Barkskin
  • (O) Cure Moderate Wounds
  • Hold Person, med range, 1 r/lvl, will negates

    Wanted: Bull's Strength, Burst of Radiance, Weapon of Awe

  • Skills:

    Skill Ranks 20 {(+4[oracle]+1[int]) * +4[class level]}

    Acrobatics -4 {+0 ranks, +0[dex] -4[ACP]}
    Appraise +1 {+0 ranks, +1[int]}
    Bluff +2 {+0 ranks, +5[cha] -4[wasting] +1[gift of tongues]}
    Climb -1 {+1 ranks, -1[str] +3[nature mystery/class] -4[ACP]}
    Craft (baskets) +7 {+1 ranks, +1[int] +3[class] +2[Obsessive]}
    Diplomacy +6 {+1 ranks, +5[cha] +3[class] -4[wasting] +1[gift of tongues]}
    Disable Device N/A {+0 ranks, +0[dex] -4[ACP]}
    Disguise +1 {+0 ranks, +5[cha] -4[wasting]}
    Escape Artist -4 {+0 ranks, +0[dex] -4[ACP]}
    Fly +2 {+1 ranks, +0[dex] +2[size], +3[nature mystery/class] -4[ACP]}
    Handle Animal N/A {+0 ranks, +5[cha] -4[wasting] (+4)[animal companion]}
    Heal +0 {+0 ranks, +0[wis] +3[class]}
    Intimidate +8 {+3 ranks, +5[cha]}
    - arcana N/A {+0[ranks] +1[int]}
    - dungeoneering N/A {+0[ranks] +1[int]}
    - engineering N/A {+0[ranks] +1[int]}
    - geography N/A {+0[ranks] +1[int]}
    - history N/A {+0[ranks] +1[int] +3[class]}
    - local N/A {+0[ranks] +1[int]}
    - nature +5 {+1[ranks] +1[int] +3[mys class]}
    - nobility N/A {+0[ranks] +1[int]}
    - planes N/A {+0[ranks] +1[int] +3[class]}
    - religion +5 {+1[ranks] +1[int] +3[class]}
    Linguistics +2 {+1[ranks] +1[int] - read lips, sign language[Gift of Tongues]}
    Perception +4 {+2[ranks] +0[wis] +2[Keen Senses]}
    Perform +5 {+0[ranks] +5[cha]}
    Profession N/A {+0[ranks] +0[wis] +3[class]}
    Ride +5(3) {+4[ranks] +0[dex] +3[nature mystery/class] (+2)[mil saddle] -4[ACP]}
    Sense Motive +4 {+1[ranks] +0[wis] +3[class]}
    Sleight of Hand N/A {+0[ranks] +0[dex] -4[ACP]}
    Spellcraft +5 {+1[ranks] +1[int] +3[class]}
    Stealth +0 {+0[ranks] +0[dex] -4[ACP] +4[size]}
    Survival +4 {+1[ranks] +0[wis] +3[nature mystery/class]}
    Swim -1 {+1[ranks] -1[str] +3[nature mystery/class] -4[ACP]}
    Use Magic Device N/A {+0[ranks] +5[cha] -4[wasting]]}


  • Gear:

    Sleeves of Many Garments
    Breastplate (1/2 weight small)
    Weapon Cord
    Shortspear (1/2 weight small)
    Spell Component Pouch
    Belt Pouch
    Ioun Torch
    Cracked Dusty Rose Prism Ioun Stone, +1 init
    Wayfinder engraved with name
    Traveller's Any-Tool
    Spring-loaded Wrist Sheath
    - Wand of Shield of Faith (45/50 ch)
    Wand of Cure Light Wounds (18/50 ch)
    Wand of Summon Monster I (CL 3rd, 5/8 charges)
    Wand of Bless (34/50 ch)
    Wand of Ant Haul (49/50 ch)
    Scroll Box
  • 1 Scroll of Air Bubble
  • 1 Scroll of Ant Haul
  • 1 Scroll of Comprehend Languages
  • 1 Scroll of Detect Evil
  • 1 Scroll of Endure Elements
  • 1 Scroll of Kreighton's Perusal
  • 3 Scrolls of Protection from Evil
    2 Antiplague
    2 Antitoxin
    1 Air Crystals
    1 Oil of Bless Weapon
    2 Alchemist's Fire
    3 Acid Flask
    1 Alkali Flask
    1 Alchemical Solvent
    1 Alchemical Glue
    1 Vermin Repellent
    1 Buoyant balloon
    1 Impact Foam

    On riding animal:
    Riding Kit: This kit includes a bit and bridle, a saddle, a saddle blanket, saddlebags, and 2 days’ worth of feed for a mount.
    Military saddle upgrade to riding kit
    Oracle's Kit: This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin.
    Grappling hook (and knotted silk rope)

    ~1000 gp

  • Racial Traits, Traits:

    Gnome Specials
  • Small: Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Slow Speed: Gnomes have a base speed of 20 feet.
  • Low-Light Vision: Gnomes can see twice as far as humans in conditions of dim light.
  • Defensive Training: Gnomes get a +4 dodge bonus to AC against monsters of the giant type.
  • Gnome Magic: Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation, and speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier.
  • Hatred: Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.
  • Illusion Resistance: Gnomes get a +2 racial saving throw bonus against illusion spells or effects.
  • Keen Senses: Gnomes receive a +2 racial bonus on Perception skill checks.
  • Obsessive: Gnomes receive a +2 racial bonus on a Craft or Profession skill of their choice.
  • Weapon Familiarity: Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
  • Languages: Gnomes begin play speaking Common, Gnome, and Sylvan. Gnomes with high Intelligence scores can choose from the following: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
  • Gift of Tongues: Gnomes love languages and learning about those they meet. Gnomes with this racial trait gain a +1 bonus on Bluff and Diplomacy checks, and they learn one additional language every time they put a rank in the Linguistics skill. This racial trait replaces the defensive training and hatred racial traits.
  • Magical Linguist: Gnomes study languages in both their mundane and supernatural manifestations. Gnomes with this racial trait add +1 to the DC of spells they cast with the language-dependent descriptor or those that create glyphs, symbols, or other magical writings. They gain a +2 racial bonus on saving throws against such spells. Gnomes with a Charisma of 11 or higher also gain the following spell-like abilities: 1/day—arcane mark, comprehend languages, message, read magic. The caster level for these effects is equal to the gnome's level. This racial trait replaces the gnome magic and illusion resistance racial traits.

    Starting Traits

  • Reactionary: +2 init
  • Reincarnated: You lived a previous life as someone—or something—else. For you, life and death are a cycle, and you have no fear of death. You gain a +2 trait bonus on saving throws against fear and death effects.

  • Class Abilities:

    Class Abilities
  • Orizons
  • Mystery: Nature
  • - lvl 1 Revelation: Nature's Whispers (Ex) 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.
  • - lvl 2 Spell: Charm Animal
  • - lvl 3 Revelation: Bonded Mount 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.
  • - lvl 7 Revelation: Friend to Animals Add all summon nature's ally spells to your spell list. You must still select these spells using your allotment of spells known. Animals within 30 feet of you receive a bonus on all saving throws equal to your Charisma modifier.
  • Curse: Wasting
  • - Your body is slowly rotting away. You take a –4 penalty on Charisma-based skill checks, except for Intimidate. You gain a +4 competence bonus on saves made against disease. At 5th level, you are immune to the sickened condition (but not nauseated). At 10th level, you gain immunity to disease. At 15th level, you are immune to the nauseated condition.

  • Feats:

  • 1) Antagonize: You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10+ the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.
  • - Diplomacy: You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.
  • - Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.
  • 3) Improved Initiative: +4 to init

    Feat Track

  • 5) Monstrous Mount:

  • Mange the Wolf Mount:

    Str 14 {13 +1[companion level 3]}, Dex 16 {15 +1[companion level 3]}, Con 16 {15 +1[level 4]}, Int 6, Wis 12, Cha 6
    Size: Medium
    Senses: low-light vision, scent
    Speed 50', 35' under medium encumbrance (when mounted or carrying extra gear)
    Encumbrance Limits (×1-1/2 for medium quadruped): 87/174/262

    CMB +4 {+3[BAB] +2[str]}
    +4/1d6+5 bite {+3[BAB] +2[Str] -1[pwa]/1d6 +3[1.5 str] +2[pwa]}
    +5 trip {+3[BAB] +2[Str])}

  • [dice=to hit bite, bless]1d20+4+1[/dice]
  • [dice=damage bite]1d6+5[/dice]
  • [dice=trip, bless]1d20+5+1[/dice]

    CMD 17 {+3[BAB] +2[str] +3[dex], 19 vs. trip}
    AC/FF/T 17/14/13 {10 +3[dex] +2[NA] +2[NA/comp bonus]}
    HP) 35 {+23[4d8] + 12[con]}
    [8]Current AC bonuses: Barkskin, Shield of Faith
    Fort +7 {+4[companion] +3[con]}, Ref +7 {+4[companion] +3[dex]}, Will +2 {+1[companion] +1[wis]}

    1W) Skill Focus (Perception)
    1C) Power Attack
    2C) Armor Proficiency, light

    Perception: +8 {+1[rank] +1[wis] +3[class] +3[skill focus]}
    Stealth +6 {+1[rank] +3[dex] +3[class]}
    Survival +2/11 {+1[rank] +1[wis] (+5)[scent] (+4)[wolf racial modifier, tracking by scent]}
    Swim +6 {+1[rank] +2[str] +3[class]}

    Tricks 8 {6 +2[comp bonus]}:
    Attack (all creatures, 2 tricks)

    Special Abilities:
    link, share spells, evasion

  • Chronicles And Boons:

  • The Confirmation
  • Master of the Fallen Forteress
  • The Wounded Wisp
  • Heroes for Highdelve
  • The Shattered Shield
  • Breath of the Dragonskill
  • TDWK I - Shipyard Rats
  • TDWK II - Cassomir's Locker
  • TDWK III - Crypt of Fools
  • TDWK IV - Rules of the Swift