Kjaerulff

Elyanias Myoch's page

906 posts. Alias of Governayle.


Full Name

Elyanius Myoch

Gender

Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Size

Medium

Age

39

Alignment

Chaotic Good

Strength 14
Dexterity 10
Constitution 13
Intelligence 12
Wisdom 14
Charisma 18

About Elyanias Myoch

HeroLab Statblock, Level 2:

Elyanius Myoch
Male Human Oracle 2 (Sightless Retribution)
CG Medium humanoid (human)
Init +0; Senses oracle's curses (clouded vision), darkvision 30 ft.; Perception +6
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 17 (2d8+4)
Fort +1, Ref +0, Will +7
Defensive Abilities hard to kill
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron chakram +2 (1d8+2/×2) and
cold iron lucerne hammer +4 (1d12+3/×2) and
cold iron war razor +3 (1d4+2/19-20/×2)

Oracle Spells Known (CL 2nd; concentration +5):
1st (5/day)—divine favor, shield of faith, cure light wounds, enlarge person (DC 14)
0 (at will)—resistance, detect magic, mending, detect poison, enhanced diplomacy
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 13, Int 12, Wis 14, Cha 16
Base Atk +1; CMB +3; CMD 13
Feats Extra Revelation, Extra Revelation, Weapon Focus (lucerne hammer)
Traits armor expert, touched by divinity
Skills Diplomacy +8, Heal +7, Knowledge (engineering) +5, Knowledge (history) +5, Knowledge (planes) +8, Knowledge (religion) +5, Perception +6, Profession (herbalist) +6, Sense Motive +7
Languages Celestial, Common
SQ mysteries (battle), revelations (skill at arms, war sight, weapon mastery)
Other Gear Masterwork Chain Shirt, Cold Iron Chakram(3), Cold Iron Lucerne hammer, Cold Iron War razor, Applejack (per mug), Backpack (empty), Blanket, Cards, Earplugs, Hip flask, Waterskin, Whetstone, 23 GP, 2 SP, 7 CP
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white vision only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.

War Sight (Su) Take your choice of 2 initiative rolls.

HeroLab Statblock, Level 3:

Elyanius Myoch
Male Human Oracle 3
CG Medium humanoid (human)
Init +0; Senses oracle's curses (clouded vision), darkvision 30 ft.; Perception +7
--------------------
Defense
--------------------
AC 14, touch 10, flat-footed 14 (+4 armor)
hp 24 (3d8+6)
Fort +2, Ref +1, Will +7 (+3 Trait bonus vs. mind-affecting spells and effects from demons)
Defensive Abilities hard to kill
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron chakram +3 (1d8+2) and
cold iron lucerne hammer +5 (1d12+3) and
cold iron war razor +4 (1d4+2/19-20)
Oracle Spells Known (CL 3rd; concentration +6):
1st (6/day)—cure light wounds, divine favor, enlarge person (DC 14), protection from evil, shield of faith
0 (at will)—detect magic, detect poison, enhanced diplomacy, mending, resistance
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 13, Int 12, Wis 14, Cha 16
Base Atk +2; CMB +4; CMD 14
Feats Extra Revelation, Extra Revelation, Weapon Focus (lucerne hammer)
Traits armor expert, demon hunter, touched by divinity
Skills Diplomacy +9, Heal +8, Knowledge (engineering) +5, Knowledge (history) +5, Knowledge (planes) +9 (+12 on checks related to demons), Knowledge (religion) +5, Perception +7, Profession (herbalist) +6, Sense Motive +8, Spellcraft +5
Languages Celestial, Common
SQ mysteries (mystery [battle]), paranoid, revelations (battlefield clarity, skill at arms, war sight, weapon mastery)
Other Gear masterwork chain shirt, cold iron chakram, cold iron lucerne hammer, cold iron war razor, applejack (per mug), backpack, blanket, cards, earplugs, hip flask, waterskin, whetstone, 23 gp, 2 sp, 7 cp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Demon Hunter You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.
Battlefield Clarity (1/day) (Ex) Reroll failed saves against many conditions with a bonus.
Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white vision only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Paranoid Aid Another DC 15 for attempts to help you.
War Sight (Su) Take your choice of 2 initiative rolls.

HeroLab Statblock, Level 4:

Elyanius Myoch
Male Human Oracle 4
CG Medium humanoid (human)
Init +0; Senses oracle's curses (clouded vision), darkvision 30 ft.; Perception +8
--------------------
Defense
--------------------
AC 16, touch 10, flat-footed 16 (+6 armor)
hp 31 (4d8+8)
Fort +2, Ref +1, Will +8 (+3 Trait bonus vs. mind-affecting spells and effects from demons)
Defensive Abilities hard to kill
--------------------
Offense
--------------------
Speed 20 ft.
Melee cold iron chakram +4 (1d8+2) and
cold iron war razor +5 (1d4+2/19-20) and
masterwork cold iron lucerne hammer +7 (1d12+3)
Oracle Spells Known (CL 4th; concentration +7):
2nd (4/day)—bull's strength, cure moderate wounds, fog cloud
1st (7/day)—cure light wounds, divine favor, enlarge person (DC 14), protection from evil, shield of faith
0 (at will)—detect magic, detect poison, enhanced diplomacy, guidance, mending, resistance
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 13, Int 12, Wis 14, Cha 17
Base Atk +3; CMB +5; CMD 15
Feats Extra Revelation, Extra Revelation, Weapon Focus (lucerne hammer)
Traits armor expert, asmodean demon hunter, touched by divinity
Skills Diplomacy +10, Heal +9, Intimidate +7, Knowledge (engineering) +5, Knowledge (history) +5, Knowledge (planes) +10 (+13 on checks related to demons), Knowledge (religion) +5, Perception +8, Profession (herbalist) +6, Sense Motive +9, Spellcraft +5
Languages Celestial, Common
SQ mysteries (mystery [battle]), paranoid, revelations (battlefield clarity, skill at arms, war sight, weapon mastery)
Other Gear masterwork breastplate, cold iron chakram, cold iron war razor, masterwork cold iron lucerne hammer, applejack (per mug), backpack, blanket, cards, earplugs, hip flask, waterskin, whetstone, 23 gp, 2 sp, 7 cp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Demon Hunter You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.
Battlefield Clarity (1/day) (Ex) Reroll failed saves against many conditions with a bonus.
Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white vision only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Paranoid Aid Another DC 15 for attempts to help you.
War Sight (Su) Take your choice of 2 initiative rolls.

HeroLab Statblock, Level 5:

Elyanius Myoch
Male Human Oracle 5 (Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human)
Init +0; Senses oracle's curses (clouded vision), darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+7 armor)
hp 37 (5d8+9)
Fort +2, Ref +1, Will +8

--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 adamantine morningstar +6 (1d8+3) and
cold iron chakram +4 (1d8+2) and
cold iron war razor +5 (1d4+2/19-20) and
masterwork cold iron lucerne hammer +7 (1d12+3)
Oracle Spells Known (CL 5th; concentration +8):
2nd (5/day)—bull's strength, cure moderate wounds, fog cloud, sound burst (DC 15)
1st (7/day)—air bubble, cure light wounds, divine favor, enlarge person (DC 14), magic weapon, protection from evil, shield of faith
0 (at will)—detect magic, detect poison, enhanced diplomacy, guidance, mending, resistance
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 13, Int 12, Wis 14, Cha 17
Base Atk +3; CMB +5; CMD 15
Feats Extra Revelation[APG], Extra Revelation[APG], Power Attack, Weapon Focus (lucerne hammer)
Traits armor expert, touched by divinity
Skills Diplomacy +11, Heal +10, Intimidate +7, Knowledge (engineering) +5 (+7 when related to Abyss or demons), Knowledge (history) +5 (+7 when related to Abyss or demons), Knowledge (planes) +11 (+13 when related to Abyss or demons), Knowledge (religion) +5 (+7 when related to Abyss or demons), Linguistics +2, Perception +9, Profession (herbalist) +6, Sense Motive +10, Spellcraft +5
Languages Abyssal, Celestial, Common
SQ mysteries (mystery [battle]), paranoid, revelations (battlefield clarity, skill at arms, war sight, weapon mastery)
Other Gear +1 breastplate, +1 adamantine morningstar, cold iron chakram, cold iron war razor, masterwork cold iron lucerne hammer, applejack (per mug), backpack, blanket, cards, earplugs, hip flask, waterskin, whetstone, 23 gp, 2 sp, 7 cp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Battlefield Clarity (1/day) (Ex) Reroll failed saves against many conditions with a bonus.
Clouded Vision You cannot see beyond 60 ft
Darkvision (60 feet) You can see in the dark (black and white vision only).
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Paranoid Aid Another DC 15 for attempts to help you.
Power Attack -1/+3 You can subtract from your attack roll to add to your damage.
War Sight (Su) Take your choice of 2 initiative rolls.

Mythic Tier 1:

Elyanius Myoch
Male Human Oracle 5/Hierophant 1 (Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human)
Init +0; Senses oracle's curses (clouded vision), darkvision 60 ft.; Perception +9
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+7 armor)
hp 44 (5d8+13)
Fort +2, Ref +1, Will +8
Defensive Abilities hard to kill; Immune inhaled poison
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 adamantine morningstar +6 (1d8+3) and
cold iron chakram +4 (1d8+2) and
cold iron war razor +5 (1d4+2/19-20) and
masterwork cold iron lucerne hammer +7 (1d12+3)
Special Attacks mythic power (5/day, surge +1d6)
Oracle Spells Known (CL 5th; concentration +9):
2nd (5/day)—bull's strength, cure moderate wounds, fog cloud, sound burst (DC 16)
1st (7/day)—air bubble, cure light wounds, divine favor, enlarge person (DC 15), magic weapon, protection from evil, shield of faith
0 (at will)—detect magic, detect poison, enhanced diplomacy, guidance, mending, resistance
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 13, Int 12, Wis 14, Cha 18
Base Atk +3; CMB +5; CMD 15
Feats Demonologist, Extra Revelation[APG], Extra Revelation[APG], Power Attack, Power Attack[M], Weapon Focus (lucerne hammer)
Traits armor expert, touched by divinity, unintentional linguist
Skills Diplomacy +14, Heal +10, Intimidate +8, Knowledge (engineering) +5 (+7 when related to Abyss or demons), Knowledge (history) +5 (+7 when related to Abyss or demons), Knowledge (planes) +11 (+13 when related to Abyss or demons), Knowledge (religion) +5 (+7 when related to Abyss or demons), Linguistics +3, Perception +9, Profession (herbalist) +6, Sense Motive +10, Spellcraft +5
Languages Abyssal, Celestial, Common, Infernal
SQ mysteries (mystery [battle]), paranoid, revelations (battlefield clarity, skill at arms, war sight, weapon mastery)
Other Gear +1 breastplate, +1 adamantine morningstar, cold iron chakram, cold iron war razor, masterwork cold iron lucerne hammer, applejack (per mug), backpack, blanket, cards, earplugs, hip flask, waterskin, whetstone, 23 gp, 2 sp, 7 cp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Battlefield Clarity (1/day) (Ex) Reroll failed saves against many conditions with a bonus.
Clouded Vision You cannot see beyond 60 ft
Darkvision (60 feet) You can see in the dark (black and white vision only).
Demonologist May take 10 on Knowledge checks to identify demons.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Inhaled Poison You are immune to inhaled poisons.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Mythic Sustenance (Su) You don't need to eat, drink, or breathe. Immune to effects that require breathing.
Paranoid Aid Another DC 15 for attempts to help you.
Power Attack -1/+3 You can subtract from your attack roll to add to your damage.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
War Sight (Su) Take your choice of 2 initiative rolls.

HeroLab Statblock, Level 6:

Elyanius Myoch
Male human oracle 6/Hierophant 1 (Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human)
Init +0; Senses darkvision 60 ft.; Perception +11
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+7 armor)
hp 50 (6d8+14)
Fort +3, Ref +2, Will +9
Defensive Abilities hard to kill; Immune inhaled poison
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 adamantine morningstar +7 (1d8+3) or
+1 cold iron lucerne hammer +8 (1d12+4) or
cold iron chakram +5 (1d8+2) or
mwk cold iron war razor +7 (1d4+2/19-20)
Special Attacks mythic power (5/day, surge +1d6)
Oracle Spells Known (CL 6th; concentration +10)
3rd (4/day)—cure serious wounds, magic vestment, searing light
2nd (6/day)—bull's strength, cure moderate wounds, fog cloud, sound burst (DC 16)
1st (7/day)—air bubble[UC], cure light wounds, divine favor, enlarge person (DC 15), magic weapon, protection from evil, shield of faith
0 (at will)—detect magic, detect poison, enhanced diplomacy, guidance, mending, purify food and drink (DC 14), resistance
Mystery Battle
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 13, Int 12, Wis 14, Cha 18
Base Atk +4; CMB +6; CMD 16
Feats Demonologist, Extra Revelation[APG], Extra Revelation[APG], Power Attack[M], Weapon Focus (lucerne hammer)
Traits armor expert, touched by divinity, unintentional linguist
Skills Acrobatics -2 (-6 to jump), Diplomacy +15, Heal +11, Intimidate +8, Knowledge (engineering) +5 (+7 when related to Abyss or demons), Knowledge (history) +5 (+7 when related to Abyss or demons), Knowledge (planes) +13 (+15 when related to Abyss or demons), Knowledge (religion) +5 (+7 when related to Abyss or demons), Linguistics +3, Perception +11, Profession (herbalist) +6, Sense Motive +11, Spellcraft +5
Languages Abyssal, Celestial, Common, Infernal
SQ oracle's curse (clouded vision), paranoid, revelations (battlefield clarity, skill at arms, war sight, weapon mastery)
Other Gear +1 breastplate, +1 adamantine morningstar, +1 cold iron lucerne hammer, cold iron chakram, mwk cold iron war razor, applejack (per mug), backpack, blanket, cards, earplugs, hip flask, whetstone, 23 gp, 2 sp, 7 cp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Battlefield Clarity (1/day) (Ex) Reroll failed saves against many conditions with a bonus.
Clouded Vision You cannot see beyond 60 ft
Darkvision (60 feet) You can see in the dark (black and white vision only).
Demonologist May take 10 on Knowledge checks to identify demons.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Inhaled Poison You are immune to inhaled poisons.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Mythic Sustenance (Su) You don't need to eat, drink, or breathe. Immune to effects that require breathing.
Paranoid Aid Another DC 15 for attempts to help you.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
War Sight (Su) Take your choice of 2 initiative rolls.

HeroLab Statblock, Level 7:

Elyanius Myoch
Male human oracle 7/Hierophant 1 (Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human)
Init +0; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 17, touch 10, flat-footed 17 (+7 armor)
hp 57 (7d8+16)
Fort +3, Ref +2, Will +9
Defensive Abilities hard to kill; Immune inhaled poison
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 adamantine morningstar +8 (1d8+3) or
+1 cold iron lucerne hammer +9 (1d12+4) or
cold iron chakram +6 (1d8+2) or
mwk cold iron war razor +8 (1d4+2/19-20)
Special Attacks mythic power (5/day, surge +1d6)
Oracle Spells Known (CL 7th; concentration +11)
3rd (5/day)—cure serious wounds, magic vestment, prayer, searing light
2nd (7/day)—bull's strength, cure moderate wounds, fog cloud, lesser restoration, sound burst (DC 16)
1st (7/day)—air bubble[UC], bless, cure light wounds, divine favor, enlarge person (DC 15), magic weapon, protection from evil, shield of faith
0 (at will)—detect magic, detect poison, enhanced diplomacy, guidance, mending, purify food and drink (DC 14), resistance
Mystery Battle
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 13, Int 12, Wis 14, Cha 18
Base Atk +5; CMB +7; CMD 17
Feats Demonologist, Extra Revelation[APG], Extra Revelation[APG], Extra Revelation[APG], Power Attack[M], Weapon Focus (lucerne hammer)
Traits armor expert, touched by divinity, unintentional linguist
Skills Acrobatics -2 (-6 to jump), Diplomacy +16, Heal +12, Intimidate +8, Knowledge (engineering) +5 (+7 when related to Abyss or demons), Knowledge (history) +5 (+7 when related to Abyss or demons), Knowledge (planes) +14 (+16 when related to Abyss or demons), Knowledge (religion) +5 (+7 when related to Abyss or demons), Linguistics +3, Perception +12, Profession (herbalist) +6, Sense Motive +12, Spellcraft +6
Languages Abyssal, Celestial, Common, Infernal
SQ oracle's curse (clouded vision), paranoid, revelations (battlecry, battlefield clarity, skill at arms, surprising charge, war sight, weapon mastery)
Other Gear +1 breastplate, +1 adamantine morningstar, +1 cold iron lucerne hammer, cold iron chakram, mwk cold iron war razor, applejack (per mug), backpack, blanket, cards, earplugs, hip flask, whetstone, 23 gp, 2 sp, 7 cp
--------------------
Special Abilities
--------------------
Armor Expert -1 Armor check penalty.
Battlecry +1 (2/day) (Ex) Allies in 100 ft gain +1 to hit, skills, and saves for 4 round(s).
Battlefield Clarity (2/day) (Ex) Reroll failed saves against many conditions with a bonus.
Clouded Vision You cannot see beyond 60 ft
Darkvision (60 feet) You can see in the dark (black and white vision only).
Demonologist May take 10 on Knowledge checks to identify demons.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Inhaled Poison You are immune to inhaled poisons.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Mythic Power (5/day, Surge +1d6) Use this power to perform your mythic abilities.
Mythic Sustenance (Su) You don't need to eat, drink, or breathe. Immune to effects that require breathing.
Paranoid Aid Another DC 15 for attempts to help you.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprising Charge (2/day) (Ex) Move your speed as an immediate action.
War Sight (Su) Take your choice of 2 initiative rolls. Always act in the surprise round.

Mythic Tier 2:

Elyanius Myoch
Male human oracle 7/Hierophant 2 (Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +12
--------------------
Defense
--------------------
AC 22, touch 10, flat-footed 22 (+12 armor)
hp 61 (7d8+20)
Fort +3, Ref +2, Will +9
Defensive Abilities hard to kill; Immune inhaled poison
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 adamantine morningstar +8 (1d8+3) or
+1 Legendary cold iron lucerne hammer +9 (1d12+4) or
cold iron chakram +6 (1d8+2) or
mwk cold iron war razor +8 (1d4+2/19-20)
Special Attacks inspired spell[MA], mythic power (7/day, surge +1d6)
Oracle Spells Known (CL 7th; concentration +12)
3rd (5/day)—cure serious wounds, magic vestment, prayer, searing light
2nd (7/day)—bull's strength, cure moderate wounds, fog cloud, lesser restoration, sound burst (DC 17)
1st (8/day)—air bubble[UC], bless, cure light wounds, divine favor, enlarge person (DC 16), magic weapon, protection from evil, shield of faith
0 (at will)—detect magic, detect poison, enhanced diplomacy, guidance, mending, purify food and drink (DC 15), resistance
Mystery Battle
--------------------
Statistics
--------------------
Str 15, Dex 10, Con 13, Int 12, Wis 14, Cha 21
Base Atk +5; CMB +7; CMD 17
Feats Demonologist, Extra Revelation[APG], Extra Revelation[APG], Extra Revelation[APG], Power Attack[M], Weapon Focus (lucerne hammer)
Traits armor expert, touched by divinity, unintentional linguist
Skills Acrobatics -4 (-8 to jump), Diplomacy +17, Heal +12, Intimidate +9, Knowledge (engineering) +5 (+7 when related to Abyss or demons), Knowledge (history) +5 (+7 when related to Abyss or demons), Knowledge (planes) +14 (+16 when related to Abyss or demons), Knowledge (religion) +5 (+7 when related to Abyss or demons), Linguistics +3, Perception +12, Profession (herbalist) +6, Sense Motive +12, Spellcraft +6
Languages Abyssal, Celestial, Common, Infernal
SQ amazing initiative, legendary item[MA], mythic sustenance[MA], oracle's curse (clouded vision), paranoid, revelations (battlecry, battlefield clarity, skill at arms, surprising charge, war sight, weapon mastery)
Other Gear +1 breastplate, +3 full plate, +1 adamantine morningstar, +1 Legendary cold iron lucerne hammer[APG], cold iron chakram[APG], mwk cold iron war razor[ISWG], headband of alluring charisma +2, applejack (per mug)[UE], backpack, blanket[APG], cards[UE], earplugs[APG], hip flask[UE], whetstone, 23 gp, 2 sp, 7 cp
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Battlecry +1 (2/day) (Ex) Allies in 100 ft gain +1 to hit, skills, and saves for 5 round(s).
Battlefield Clarity (2/day) (Ex) Reroll failed saves against many conditions with a bonus.
Clouded Vision You cannot see beyond 60 ft
Darkvision (60 feet) You can see in the dark (black and white only).
Demonologist May take 10 on Knowledge checks to identify demons.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Inhaled Poison You are immune to inhaled poisons.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Mythic Sustenance (Su) You don't need to eat, drink, or breathe. Immune to effects that require breathing.
Paranoid Aid Another DC 15 for attempts to help you.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprising Charge (2/day) (Ex) Move your speed as an immediate action.
War Sight (Su) Take your choice of 2 initiative rolls. Always act in the surprise round.

HeroLab Statblock, Level 8:

Elyanius Myoch
Male human oracle 8/Hierophant 2 (Pathfinder RPG Advanced Player's Guide 42)
CG Medium humanoid (human)
Init +2; Senses darkvision 60 ft.; Perception +13
--------------------
Defense
--------------------
AC 22, touch 10, flat-footed 22 (+12 armor)
hp 68 (8d8+22)
Fort +3, Ref +2, Will +10
Defensive Abilities hard to kill; Immune inhaled poison
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 adamantine morningstar +10/+5 (1d8+4) or
+1 Legendary cold iron lucerne hammer +11/+6 (1d12+5/19-20) or
cold iron chakram +8/+3 (1d8+3) or
mwk cold iron war razor +10/+5 (1d4+3/19-20)
Special Attacks inspired spell[MA], mythic power (7/day, surge +1d6)
Oracle Spells Known (CL 8th; concentration +13)
4th (4/day)—blessing of fervor[APG] (DC 19), cure critical wounds, wall of fire
3rd (6/day)—cure serious wounds, magic vestment, prayer, searing light
2nd (7/day)—bull's strength, cure moderate wounds, fog cloud, lesser restoration, sound burst (DC 17)
1st (8/day)—air bubble[UC], bless, cure light wounds, divine favor, enlarge person (DC 16), magic weapon, protection from evil, shield of faith
0 (at will)—detect magic, detect poison, enhanced diplomacy, guidance, mending, purify food and drink (DC 15), resistance, stabilize
Mystery Battle
--------------------
Statistics
--------------------
Str 16, Dex 10, Con 13, Int 12, Wis 14, Cha 21
Base Atk +6; CMB +9; CMD 19
Feats Demonologist, Extra Revelation[APG], Extra Revelation[APG], Extra Revelation[APG], Improved Critical (lucerne hammer), Power Attack[M], Weapon Focus (lucerne hammer)
Traits armor expert, touched by divinity, unintentional linguist
Skills Acrobatics -4 (-8 to jump), Diplomacy +18, Heal +13, Intimidate +9, Knowledge (engineering) +5 (+7 when related to Abyss or demons), Knowledge (history) +5 (+7 when related to Abyss or demons), Knowledge (planes) +15 (+17 when related to Abyss or demons), Knowledge (religion) +5 (+7 when related to Abyss or demons), Linguistics +4, Perception +13, Profession (herbalist) +6, Sense Motive +13, Spellcraft +6
Languages Abyssal, Celestial, Common, Daemonic, Infernal
SQ amazing initiative, legendary item[MA], mythic sustenance[MA], oracle's curse (clouded vision), paranoid, revelations (battlecry, battlefield clarity, skill at arms, surprising charge, war sight, weapon mastery)
Other Gear +1 breastplate, +3 full plate, +1 adamantine morningstar, +1 Legendary cold iron lucerne hammer[APG], cold iron chakram[APG], mwk cold iron war razor[ISWG], headband of alluring charisma +2, applejack (per mug)[UE], backpack, blanket[APG], cards[UE], earplugs[APG], hip flask[UE], whetstone, 23 gp, 2 sp, 7 cp
--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Battlecry +1 (2/day) (Ex) Allies in 100 ft gain +1 to hit, skills, and saves for 5 round(s).
Battlefield Clarity (2/day) (Ex) Reroll failed saves against many conditions with a bonus.
Clouded Vision You cannot see beyond 60 ft
Darkvision (60 feet) You can see in the dark (black and white only).
Demonologist May take 10 on Knowledge checks to identify demons.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Inhaled Poison You are immune to inhaled poisons.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Mythic Sustenance (Su) You don't need to eat, drink, or breathe. Immune to effects that require breathing.
Paranoid Aid Another DC 15 for attempts to help you.
Power Attack [Mythic] Use 1 power to eliminate attack penalties of Power attack for 1 min.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Surprising Charge (2/day) (Ex) Move your speed as an immediate action.
War Sight (Su) Take your choice of 2 initiative rolls. Always act in the surprise round.

Backstory:

Current Consumables:

Wand of Spiritual Weapon- 8 charges
Wand of Cure Light Wounds- No charges left, 2/10/16
Potion- Cure Serious Wounds
Potion- Lesser Restoration
Scroll- Dispel Magic

Father Marcus:

Father Marcus CR 2
XP 600
Human cleric of Erastil 3
LG Medium humanoid (human)
Init +1; Senses Perception +3
--------------------
Defense
--------------------
AC 16, touch 11, flat-footed 15 (+4 armor, +1 shield, +1 Dex)
hp 21 (3d8+3)
Fort +4, Ref +2, Will +6
--------------------
Offense
--------------------
Speed
Melee mwk heavy mace +3 (1d8)
Ranged darkwood longbow +4 (1d8/×3)
Special Attacks channel positive energy 5/day (DC 13, 2d6)
Domain Spell-Like Abilities (CL 3rd; concentration +6)
6/day—calming touch (0d0+1 nonlethal damage), touch of good
Cleric Spells Prepared (CL 3rd; concentration +6):
2nd—hold person (DC 15), lesser restoration, shield other{super}D{/super}
1st—bless{super}D{/super}, bless water (DC 14), protection from evil, sanctuary (DC 14)
0 (at will)—create water, guidance, purify food and drink (DC 13), stabilize
D Domain spell; Domains Archon (Good), Archon (Law), Community, Good
--------------------
Statistics
--------------------
Str 10, Dex 13, Con 13, Int 12, Wis 17, Cha 14
Base Atk +2; CMB +2; CMD 13
Feats Combat Casting, Scholar[ISWG], Selective Channeling
Skills Craft (calligraphy) +7, Diplomacy +8, Heal +8, Knowledge (history) +5, Knowledge (nobility) +8, Knowledge (religion) +9, Sense Motive +8, Spellcraft +5
Languages Common, Elven
SQ aura
Combat Gear holy water (4); Other Gear mwk chain shirt, light steel quickdraw shield, arrows (20), blunt arrows (20), darkwood longbow, mwk heavy mace, masterwork artisan's tools, backpack, masterwork, cleric's kit, cooking kit, earplugs, fishing kit, wooden holy symbol (Erastil), journal, riding saddle, scrivener's kit, shaving kit, tent, medium, waterproof bag, light horse (combat trained), flying squirrel, 303 gp, 4 sp, 7 cp
--------------------
Special Abilities
--------------------
Aura (Ex) The character has a strong aura corresponding to his deity's alignment.
Calming Touch (6/day) (Sp) Heal 1d6+1 nonlethal damage and cure conditions by touch.
Cleric Channel Positive Energy 2d6 (5/day, DC 13) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Archon)
Cleric Domain (Community) Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Scholar (Knowledge [nobility], Knowledge [religion]) +2 bonus on two Knowledge skills
Selective Channeling Exclude targets from the area of your Channel Energy.
Touch of Good (6/day) (Sp) Grant +1 to skill checks, ability checks and saving throws for 1 rd.

History

Marcus Witte understood early on to respect the clergy, when Learned Boulstridge observed him stealing and eating a fresh mincemeat pie from the spinstress across the lane. Blackmail is a powerful thing. Well, guilt, anyways. Boulstridge made sure Marcus attended her yard, and fetched her groceries, and repaired her roof. All over a pie. A genuine life lesson.

Needing a wingman, and finding a friend, Marcus and Eli grew to be as close as brothers. Extrovert and Introvert, respectively. They attended school together, defended themselves against the fisher boys, and tutored the younger classes to help support their education. 'Marcy' was Eli's first man at the wedding, and second man to kiss the bride that evening.

The impulse to pull up roots and travel with Eli and Lenore was great. Greater still was his loyalty to his sister Beatrice, who would never be independent, due to her child-like mind. Greengold, and their family estate, was his home. His faith in Erastil tempered his frustration, and gave him strength to endure Beatrice's failing health and early passing.

Always the flirt, Marcus never found true love, keeping himself from intimacy to avoid imposing Beatrice's care on another. Now, with her gone, Father Marcus looks forward to what possibilities lie in his new found freedom.

Saul Haverbash:

Saul Haverbash CR 2
XP 600
Male human barbarian 2/fighter 1
CG Medium humanoid (human)
Init +2; Senses Perception +6
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+5 armor, +1 shield, +2 Dex)
hp 34 (2d12+1d10+9)
Fort +9, Ref +2, Will +0
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft.
Melee gauntlet (from armor) +6 (1d3+3) and
mwk battleaxe +7 (1d8+3/×3) and
unarmed strike +6 (1d3+3)
Ranged darkwood heavy crossbow +6 (1d10/19-20)
Special Attacks rage (8 rounds/day), rage power (brawler)
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 10, Wis 10, Cha 13
Base Atk +3; CMB +6; CMD 18
Feats Great Fortitude, Improved Unarmed Strike, Power Attack, Toughness
Skills Acrobatics +2, Climb +3, Craft (armor) +7, Craft (blacksmith) +7, Craft (weapons) +7, Intimidate +6, Perception +6, Ride +3
Languages Common
SQ fast movement
Other Gear mwk scale mail, mwk light steel quickdraw shield, darkwood heavy crossbow, mwk battleaxe, masterwork artisan's tools, masterwork artisan's tools, masterwork artisan's tools, masterwork artisan's tools, custom container, light horse (combat trained)
--------------------
Special Abilities
--------------------
Brawler While raging, the barbarian is treated as if she has Improved Unarmed Strike. If she already has the feat, her unarmed strikes deal 1d6 points of damage (1d4 if she is Small).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (8 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

History

Saul Haverbash lived up to his name. "Have a bash! First one's free! It's on me!" Obnoxiously loud, exceptionally strong, and surprisingly fast for someone his size, Saul never lacked in attentions of the softer sex. Pick-up games of throttleball, deep dives in the lake, Saul had no less than two cheerleaders vying for his favor. But Saul only had eyes for Acrissa, and he threw himself at her as much as the girls threw themselves at him. But to no effect. Acrissa needed Mind as much as Body, and Saul was never good with words, let alone depth of thought.

He often took out his frustrations on her younger brother, Eli, as was her pastime as well. He endeavored to learn his father's skill in blacksmithing when Acrissa began her weapons training. The day she left for Kyonin, he was only two days from completing a rather beautiful blade, just for her. His rejection fueled a short-lived period of intensified bullying, but he soon found his actions hollow, and embarrassing.

The next time Saul met with Eli, it was many years later, and both men quite a bit grayer. Eli's offer to sell his home to Saul was unexpected, and touched Saul greatly. Eli's counseling also brought him Bettyanne, a better wife, there was none. Such a good wife, she didn't question Saul's resolve to depart, only asking him to promise that he would return to her, and do his best to keep his promises.