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About Janus SevenstarStats:
Starting
After Racial Adjustments
After Level Adjustments Every Four Levels
After Magic Items
Favored Class Points:
Favored Class: HP or Half-Elf Oracle Racial
Janus Stat Block:
Janus Sevenstar Male Half-Elf Oracle (Ancient Lorekeeper) 8/Hierophant 1 Neutral Good Medium Humanoid (Human, Elf, Mythic) Initiative: +1 (1 Dex); Senses: Low-Light Vision; Perception +8 -------------------- Defenses -------------------- AC: 24, Touch: 11, Flat Footed: 23 (10, +1 Dex, +8 Armor, +3 Shield, +2 Natural) HP: 87 (8d8+17+4) [64 (8*8), +16 (2*8) Con, +3 FC, +4 Hierophant] Fort: +7 (2 Oracle, +2 Con, +1 Trait, +2 Resistance) Ref: +5 (2 Oracle, +1 Dex, +2 Resistance) Will: +10 (+2 vs. enchantment) (6 Oracle, +1 Wis, +2 Resistance, +1 Feat) Immune: Magic Sleep Effects -------------------- Offenses -------------------- Speed: 30 ft. Melee: +1 Morningstar +8 (1d8+2/x2/20) (6 BAB, +1 Strength, +1 Enhancement) On-Going Spells: None Oracle Spells Known (CL 8th; Concentration +13)
Mystery: Life
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Feats:
Level 1 Campaign Bonus: Unforgotten Level 1 Half-Elf Bonus: Skill Focus (Knowledge Arcana) Level 1: Eldritch Heritage (Arcane) Level 3: Evolved Familiar: +8 Racial Use Magic Device Level 5: Improved Familiar Level 7 Bonus: Leadership Level 7: Craft Magic Arms and Armor Mythic Tier 1: Selective Channel (Mythic) Equipment:
CONTAINERS:
Armor: +2 Mithral Agile Breastplate – 6,400 gp – 25 lbs.
Spell Component Pouch – 5 gp – 2 lbs.
CONSUMABLES:
TOTAL SPENT: 22,627.2 gp
Skills:
Total Ranks: 40 [ (5 * 8) 40 Oracle] Diplomacy: +14 (5 Cha, +6 Ranks, +3 Class)
Oracle Revelations:
Level 1 - Channel: You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. Level 3 - Energy Body: As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level. Level 7 - Life Bond: As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action). Half-Elf Racial Traits:
+2 to One Ability Score: Half-elf characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature. Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size. Normal Speed: Half-elves have a base speed of 30 feet.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level. Elf Blood: Half-elves count as both elves and humans for any effect related to race. Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects. Keen Senses: Half-elves receive a +2 racial bonus on Perception checks. Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes. Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Oracle (Ancient Lore Keeper) Class Abilities:
Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies. Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier. Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score. In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed. Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components. Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed. At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table: Oracle Spells Known. They cannot be exchanged for different spells at higher levels. Oracle’s Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle. Each oracle must choose one of the following curses.
Revelation: At 1st level, 3rd level, and every four levels thereafter (7th, 11th, and so on), an oracle uncovers a new secret about her mystery that grants her powers and abilities. The oracle must select a revelation from the list of revelations available to her mystery. If a revelation is chosen at a later level, the oracle gains all of the abilities and bonuses granted by that revelation based on her current level. Unless otherwise noted, activating the power of a revelation is a standard action. Unless otherwise noted, the DC to save against these revelations is equal to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier. Channel (Su): You can channel positive energy like a cleric, using your oracle level as your effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. You can use this ability a number of times per day equal to 1 + your Charisma modifier. Energy Body (Su): As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature’s square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level. Life Link (Su): As a standard action, you may create a bond between yourself and another creature. Each round at the start of your turn, if the bonded creature is wounded for 5 or more hit points below its maximum hit points, it heals 5 hit points and you take 5 hit points of damage. You may have one bond active per oracle level. This bond continues until the bonded creature dies, you die, the distance between you and the other creature exceeds medium range, or you end it as an immediate action (if you have multiple bonds active, you may end as many as you want as part of the same immediate action). Class Skills: An ancient lorekeeper adds Knowledge (arcane) and Knowledge (local) to her list of class skills. Whenever she makes a Knowledge check of any kind about a question regarding elves (creatures of the elf subtype), the ancient lorekeeper adds half her class level on her check. This replaces the bonus skills the ancient lorekeeper gains from her mystery. Elven Arcana (Ex): At 2nd level, an ancient lorekeeper's mastery of elven legends and philosophy has allowed her to master one spell used by elven wizards. She selects one spell from the sorcerer/wizard spell list that is at least one level lower than the highest-level oracle spell she can cast. The ancient lorekeeper gains this as a bonus spell known. The spell is treated as one level higher than its true level for all purposes. The ancient lorekeeper may choose an additional spell at 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels. This ability replaces the bonus spells she would normally gain at these levels from her chosen mystery. Hierophant Mythic Abilities:
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. Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount. 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. Inspired Spell (Su): As a standard action, you can expend one use of mythic power to cast any one divine spell without expending a prepared spell or spell slot. The spell must be on one of your divine class spell lists (or your domain or mystery spell list), must be of a level that you can cast with that divine spellcasting class Faith's Reach (Su): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack. Noelle – Faerie Dragon Familiar:
Female Faerie Dragon Familiar 8 Chaotic Good Tiny Dragon Initiative: +1 (1 Janus); Senses: Darkvision 60 ft., Low-Light Vision; Perception +8 ----------------------
Spell-Like Abilities (CL 3rd; concentration +6)
Spells Known (CL 3rd; concentration +6) 1st (6/day)—Grease (DC 14), Silent Image (DC 14), Sleep (DC 14)
Breath Weapon (Su): 5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based. Spells: A faerie dragon casts spells as a 3rd-level sorcerer. Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat. Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Appearance:
Janus is a fairly tall, handsome man, standing at a comfortable five feet ten inches. Despite his more backline role, he sports a very strong, muscular body build, spends at least an hour a day working out to keep in top physical condition, and moves with a grace not unlike that of many elves. The healer keeps his spiky auburn hair a bit longer than he should, and overall, Janus ages remarkable well. Despite being in his forties and his chocolate brown eyes sporting a weary sense of wisdom of somebody even older, he looks and moves as if he was fifteen years younger. Janus’ typical attire is subtly colored for practicality reasons. He usually wears a fitting silver long-sleeved shirt, a pair of thick leather gloves, and a pair of long obsidian black trousers, which are tucked neatly into heavy boots of the same color. Over this ensemble, he wears a well-sculptured silver breastplate. Additionally, he uses various other pieces of armor to protect his head, limbs, and joints. His faerie familiar Noelle is usually perched on one of his shoulders.
Personality:
Janus is a disciplined, noble individual who goes out of his way to assist others in need. He is a very outgoing and chatty person too who sports a strong air of charisma anywhere he goes. Unless somebody really goes out of their way to antagonize him or has been firmly established as an enemy beforehand, Janus is kind and formal with just about everyone he deals with. While Janus does much prefer the order of law, he is by no means foolish and zealous. If necessary, he will adjust his actions on the grounds that no set of rules is perfect and use other pieces of the code to justify his actions. Janus also never forgets any kindness another person gives him and is sure to repay the favor whenever he can. Janus is a slightly weary, tired man, but he hides this fact well. While he has doubtlessly saved many people with his magic, the few that he has lost seem to literally haunt him at times. He often regrets not having the spell versatility of a true cleric. On occasion, strange things seem to happen when he is present, and despite his graceful movements, the man has the worst case of butterfingers in all of Golarion. As such, he rather heavily relies on Noelle to assist him with his job at times.
History:
Unlike many other people of his caliber, Janus comes from relatively unremarkable origins. Janus was born in Restov, Rostland, Brevoy, and like many half-elves, he was the result of a single night of passion between an elf and a human. In a bit a of twist, his father (name unknown) was a human adventurer just passing through town, while his mother - a respected painter named Skyla - was the elf, who remarkably loved her son unconditionally and did everything in her power to raise him well. Even for an "older" woman like herself, Brevoy's nature of acceptance had long since work its way into her principles. She was an ideal role model for her son, whose own kind nature was learned largely from Skyla. All that being said, Janus' certainly had a few... quirks growing up. Skyla first noticed it when her son was six. The family dog Lulu had just passed, and while he had been sad about it for a week, Janus began talking to empty air as if Lulu was still alive, well, and often present. It got to the point where Skyla had the house checked for ghosts by the local priests of Erastil. However, Janus thankfully stopped at some point; he seemed to notice that his actions were stressing out his mother. Considering that his mother was making a limited wage on her commissions, Janus eventually sought to bring some extra income for their small family. At the age of seventeen, he got his first job as a wooden cutter, and quite frankly, he stunk at it. His butterfingers could barely hold the ax! His real calling came just a month into the job when Janus dropped a massive log on his foot. After much cursing and jumping around Restov, he managed to summon some strange... power that healed his foot in seconds. At that point, Janus turned in his letter of resignation and took work as a magical healer at the local temple of Erastil. While he hide his gift from his mother for a bit, Janus eventually told Skyla about it and was very pleased to learn that she saw it as a blessing. Janus' tale could have ended right then and there. True, there was occasionally somebody that he could not save, and strange little hauntings ensued. However, that was about the extent of it. He would have gone on to become a priest of Erastil and lived peacefully in Restov until the day he died. Sadly, it was not to be. One day, just as Janus was thinking about moving out and striking it on his own, Skyla vanished. By all accounts, it seemed as if she had been kidnapped by some means of magic as she painted. There was no real sign of struggle, and nothing from the house was missing. Just his mother. Naturally, he went all out in his efforts to locate Skyla. After finding a trail of paint stains that went directly into the local fey-infested woods, Janus spent quite awhile fruitlessly searching the area. Just when he thought he had a lead, it turned out to either be a trick of his mind or a trick of the fey. He eventually stumbled upon the trickster who had been leading him in circles - a tiny faerie dragon by the name of Noelle. It had never been her intention for her pranks to be so coincidentally similar to things Janus would mistake as a trail, but needless to say, Janus got rather angry about it. Feeling guilty about her actions, thinking it would only take a few days at most, and not realizing that she might be going far away from her home in the Greenbelt, the little faerie dragon agreed to help Janus with his mission. |