Local Celebrity

Malylev's page

3 posts. Alias of karlprosek.


About Malylev

Ravan Manolescu, aka Malylev the little lion
M TN Human Oracle (Lunar, Dual-Cursed Divine Herbalist/Pei Zin Practitioner), Level 1, Init +7, HP 10/10, Speed 30, AC 16 10 +4 armor +1 shield, Touch 11, Flat-footed 15, CMD 11, Fort +2, Ref +1, Will +4, CMB +0, Base Attack Bonus +0
Abilities Str 11, Dex 12, Con 14, Int 12, Wis 14, Cha 18
Conditions None

Human Dual-Cursed (Reclusive-A/Legalistic-NA) Pei-Zein Practitioner Lunar Oracle 1

Weapons:

Morningstar +0 1d8/x2 B/P 8 lbs., 6 gp

Mal's Secret Background:
Most of House Rogarvia's known blood relations, like lesser Houses Rogell and Rogett of New Stetven (cadet branches of House Rogarvia) disappeared in the Vanishing. Even nobles who weren't related but could trace their bloodline back to Choral- like the Plumms and Longwaters- disappeared along with the ruling House. But there were families with even more distant connections than those, like House Rath, whose small island in Lake Reykal is strategically important but economically poor.

A banner house of House Lebeda, the Raths are known have strong connections to House Orlovsky and ancient ones with House Medvyed. But kept secret from the scribes and priests who keep the ancestry records, one of Gortin Rath's children (Mal's 5th-great grandfather and the son of House Rath's founder) was a bastard of Choral's heir with Gortin's wife, Milena Evenstar, also called Milena the Fair. Unrecorded and long forgotten, the blood of Choral the Conqueror flows in the veins of the rulers of Evenstar, though now only faintly.

6 generations later, Mal's mother- Hana Rath- found herself shipwrecked on a tiny, unnamed island in eastern Lake Reykal after a sudden storm destroyed her boat. She spent weeks on the island and fell in love with nisid who claimed the island as his own. Nisids are solitary creatures by nature, but helpful, and over the weeks he tried to help her fix her boat they forged a strong bond. They weren't able to fix her boat but she was eventually rescued by a young nobleman sailing Lake Reykal- Simon Manolescu, son of Wyman Manolescu. Due to the nisid's fey magics, Hana forgot him even though she was newly pregnant with his child (just like Simon and every sailor who ever learned of the island forgot about the nisid's island).

Hana and Simon fell in love and arranged to be married, forging a connection between two of House Lebeda and House Medvyed's most loyal banner houses. Hana, having forgotten her nisid lover, thought Simon got her pregnant, and Simon had no reason to think otherwise.

Unbeknownst to him, this makes him the long lost last descendant of Choral the Conqueror through the blood of Choral's heir as well as half-fey.

Mal's Known Background:
Ravan is the eldest grandson Lord Wyman Manolescu (basically House Manderly from A Song of Ice and Fire), one of House Medvyed's strongest and most loyal banner houses. His father is Wyman's heir and eldest son, Simon, and Hana Rath, eldest daughter of House Rath, one of House Lebeda's most loyal banner houses.

In spite of his strong, insistent noble training for war and strategy, Ravan never really took to it. Even though he had the training he recognized both that he didn't want the title and that both of his more apt younger brothers would be better Lord Manolescus than he, so instead of being bundled off into the church of Abadar he left in the night.

Always somewhat spiritual, he followed signs and feelings out into the Stolen Lands, where he managed not to be killed by bandits long enough for him to discover an aptitude for working with plants. He actually met his mentor, Bokken, when he unknowingly raided the hermit's secret garden. After a rocky initial start, Bokken let him study herbalism with him for a few years.

After too much time spent in one place he started seeing signs again that he needed to move on, so he did, following them all the way to a sick mother mountain lion in need of help. He spent the winter in a cave nursing the sick adult lion back to health and keeping her cubs alive. When spring came and he was ready to leave, one of the cubs insisted on going with him.

Since then, he has been wandering around the Stolen Lands and has come to be known as just another eccentric in the wilds beyond civilization. He frequently helps anyone in need, be they hunter or farmer or soldier or bandit, and has developed a reputation as a friend to all. Not wanting to use his family's name, he stopped using the name given to him by his noble parents and adopted the moniker given to him by the residents of the Greenbelt- the Little Lion, Malylev.

Personality:
While he has developed a reputation around the Greenbelt as friendly and helpful, that is only when he is operating on his own terms. He likes to emerge out of the trees, heal a lamed horse or help pull someone from a raging river, then be off and back into the wilderness. He needs to be able to set the parameters of a social interaction for him to feel comfortable. If he's approached unexpectedly he comes off as paranoid, wary, or even twitchy, always looking here or there and seeming to want to be anywhere else.

The few people who know him as more than a helpful (or odd) stranger say he has a quiet confidence that makes everyone around him feel calmer. He can sit and just think for hours, contemplate the night sky all night long without moving once, and spend hours caring for a sick animal without losing focus.

He speaks quietly, but his words are unnaturally compelling. This could be a blessing from the gods or something he learned sitting alone with his thoughts for weeks and months at a time. People just want to trust him and give his opinion special weight.

He can't tell a lie or half-truth without getting sick to his stomach, so he tries to be honest in all things. Because of this, he has developed a reputation as an honest man willing to speak the truth in spite of how unpopular it might make him- conversely making him even more popular with most honest folk.

Appearance:
Tall and thin, with naturally pale skin tanned leather brown by constant exposure to the elements. He has dark brown eyes that seem incredibly wise and knowing. His wavy blonde hair and beard are very long, having not been cut since he left White Knife years ago. He is annoyed by snags and knots, though, so he tries to keep it in order as best he can. With his sandy coloring and shaggy appearance he even looks a little like his namesake, the lion.

His clothes are well maintained but have clearly seen hard use. He is always dusty from being out in the wilderness and frequently spends days and weeks walking from one place to another, sleeping in tents or caves or just under the open sky. He has a small constellation of tiny glowing gems orbiting his head, one blue, one red, and one a brilliant white that shines like a torch.

His namesake, Skokan the lion, is a half-grown lion cub, golden furred and with a still-growing in bushy gold mane.

Race and Class Traits:

+2 to one ability score
Medium size
30' mvmt
Bonus Feat
Skilled
All simple weapons, light and medium armor, shields (not tower)
Spellcasting
Mystery (Lunar)
Oracle Curses (Reclusive/Legalistic)

Divine Herbalist/Pei Zin Practitioner:
Divine herbalists practice an obscure alchemical art which involves medicinal and restorative techniques that transcend ordinary alchemy, allowing them to blur the line between alchemical medicine and divine miracles.

Like other masters of the art, divine herbalists can use the Profession (herbalist) skill in place of Craft (alchemy) to create alchemical remedies with recipes that include certain plant-derived reagents.

Master Herbalist (Su): +1/2 Oracle level to Profession (Herbalist) checks and can use Cha mod; Can ID potions with Profession (Herbalist) instead of Detect Magic/Spellcraft.

Healer’s Way (Su): Lay on Hands 1 +4 Cha mod/day for 1d6 +1/2 Oracle levels (1d6); Standard action to heal others, Swift to heal self (Fey Foundling feat adds +2 hp healed per healing die rolled)

Lunar Mystery:

Class Skills: An oracle with the lunar mystery adds Acrobatics, Knowledge (nature), Perception, and Survival to her list of class skills.

Bonus Spells: ill omen (2nd), oracle's burden (4th), bestow curse (6th), moonstruck (8th), aspect of the wolf (10th), litany of madness (12th), lunar veil (14th), blood mist (16th), polar midnight (18th).

Reclusive/Legalistic Curses:
Reclusive: In combat, allies must succeed at a melee touch attack to affect him with touch spells, and he must attempt saving throws to resist all spells cast by anyone other than yourself, even those cast by allies.

Instantaneous spells you cast only on yourself affect you as though your caster level were 1 higher.

At 5th level, any self-buffs affected by free Extend Spell feat.

Legalistic: Sickened for 24 hours whenever breaks his word. 1/day can make a vow to someone to get +4 morale bonus to 1 roll.

Revelations:
1: Replaced by Healer's Way.

3: Primal Companion (Ex): Animal companion of bear, boar, crocodile, shark, tiger, or wolf, full Druid level equivalent

5: Prophetic Armor (Ex): Cha mod to AC and Ref saves

5(feat): Life Link (Su): May bond with 5 creatures (1/lvl). Any round in which creature is >5hp below max, at the start of the round the PC takes 5hp dmg and target heals 5hp dmg. Lasts until PC ends link, either subject dies, or distance exceeds medium range.

Skills:
4 +1 Int +1 human /lvl +2 background skills /lvl
Diplomacy 8 = 1 +4 Cha +3 CS
Handle Animal 9 = 1 +4 Cha +3 CS +1 trait
Heal 7 = 1 +2 Wis +3 CS +1 trait
Kn: Planes 5 = 1 +1 Int +3 CS
Perception 6 = 1 +2 Wis +3 CS
Profession (Handyman) 6 = 1 +2 Wis +3 CS
Profession (Herbalist) 9 = 1 +4 Cha +3 CS +1 (1/2 Oracle lvl) (Can use in place of Craft: Alchemy)

Guidance: +1 to skill check

Traits and Feats:

Tr: Caretaker (+1 to Heal checks, skill in class)
Tr: Beast Bond (+1 to Handle Animal, skill in class)

Hu: Fey Foundling (+2 hp healed for every healing die rolled)
1: Healer's Hands (treat deadly wounds as full-round action/can be used more than once per day, +Kn:Planes ranks to damage healed if Heal check exceeds Heal DC by 10 or more)
3: (reserved to lvl 5) Incredible Healer
5: Strange Revelation (Lifelink Mystery)
7: Signature Skill (Heal)

Spells Known
0 (4, Save DC 14): Detect Magic, Guidance, Mending, Resistance
1 (2, Save DC 15): Bless, Ill Omen (b), Protection from Evil

Spells per day
1 (3+1):

Magic Items:

Gear:

Encumbrance: light 38 (MW: 43), med 76 (MW: 86), hvy 115 (MW: 130)

GP: 900 -100 for hunting cat -110 light warhorse -2 raven -100 chain shirt -50 MW backpack

Chain Shirt 100gp +4 armor, +4 max Dex, ACP -2, ASF 20%
Light steel shield 9gp +1 armor, ACP -1

Oracle kit (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) 29 lbs, 9 gp

Explorer's outfit

MW Backpack 29 lbs.
-bedroll
-candles (10)
-fishing kit 3 lbs, 5 sp
-flint and steel
-iron pot
-mess kit
-mirror .5 lbs, 10 gp
-rope, 50' silk 5 lbs, 10 gp
-soap
-torches (10)
-trail rations (5 days)
-waterskin

Saddlebags 8 lbs, 4 gp
-cold weather outfit 7 lbs, 8 gp
-feed, animal (2 days) 10 lbs, .1 sp
-tent, medium with tent cover (+5 to resist adverse harmful weather conditions) 30 lbs, 15 gp
-trail rations (10 days) 10 lbs, 5 gp
-waterskin x3 (1.5 days of water) 15 lbs, 3 gp
-winter blanket 3 lbs, 5 sp

Bandolier

Belt pouch

Skokan, immature lion/hunting cat:

JaguarCR 3

XP 800
N Medium animal
Init +3; Senses low-light vision, scent; Perception +9

DEFENSE

AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 26 (4d8+8)
Fort +6, Ref +7, Will +2

OFFENSE

Speed 40 ft., climb 20 ft., swim 20 ft.
Melee 2 claw +7 (1d4+4), bite +8 (1d8+4 plus grab)
Special Attacks pounce, rake (2 claws +7, 1d4+4)

STATISTICS

Str 18, Dex 17, Con 15, Int 2, Wis 13, Cha 6
Base Atk +3; CMB +7 (+11 grapple); CMD 20 (24 vs. trip)
Feats Improved Natural Attack (bite), Skill Focus (Perception) B, Weapon Focus (bite)
Skills Acrobatics +3 (+11 balancing), Climb +16, Perception +9, Stealth +11 (+15 in heavy undergrowth and tall grass), Swim +16; Racial Modifiers +8 Acrobatics when balancing, +4 Stealth (+8 in heavy undergrowth and tall grass), +4 Swim
Tricks Combat Training (Attack, Come, Defend, Down, Guard, Heel)

Zarak, pet raven:

RavenCR 1/6

XP 65
N Tiny animal
Init +2; Senses low-light vision; Perception +6

DEFENSE

AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
hp 3 (1d8–1)
Fort +1, Ref +4, Will +2

OFFENSE

Speed 10 ft., fly 40 ft. (average)
Melee bite +4 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS

Str 2, Dex 15, Con 8, Int 2, Wis 15, Cha 7
Base Atk +0; CMB +0; CMD 6
Feats Skill Focus (Perception), Weapon Finesse
Skills Fly +6, Perception +5
Tricks Come, Detect, Flee, Get Help (Skokan, ?Oleg?), Speak, Watch

SPECIAL ABILITIES

Familiar
The master of a raven familiar gains a +3 bonus on Appraise checks.

ECOLOGY

Environment any temperate
Organization solitary, pair, flock (3–12), or unkindness (13–100)
Treasure none

The raven is an omnivorous scavenger that eats carrion, insects, food waste, berries, and even small animals.

Milha, riding horse:
Light Riding HorseCR 1

XP 400
N Large animal
Init +2; Senses low-light vision, scent; Perception +6

DEFENSE

AC 11, touch 11, flat-footed 9 (+2 Dex, –1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1

OFFENSE

Speed 50 ft.
Melee 2 hooves +5 (1d4+3)
Space 10 ft.; Reach 5 ft.

STATISTICS

Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, RunB
Skills Perception +6
SQ docile
Tricks Combat Riding (Attack, Come, Defend, Down, Guard, Heel)
Gear bit and bridle, military saddle, saddlebags (4 days of animal feed)

SPECIAL ABILITIES

Docile (Ex)
Unless specifically trained for combat (see the Handle Animal skill), a horse’s hooves are treated as secondary attacks.
Trained for combat.

ECOLOGY

Environment temperate plains
Organization solitary, pair, or herd (3–30)
Treasure none

The statistics above are for a typical riding horse, called by some a “light horse.” Some horses are larger and heartier, bred for labor such as pulling plows or carriages. These horses are called “heavy horses” and gain the advanced simple template, a bite attack, increased hoof damage, and can be specifically trained for combat with the Handle Animal skill.

Horses stand 5 to 6 feet tall at the shoulder and weigh between 1,000 and 1,500 pounds.