Hakon

Malylev, the Little Lion's page

116 posts. Alias of karlprosek.


Full Name

Ravan Manolescu

Race

Human

Classes/Levels

Oracle 5 [HP: 18/30| AC: 20| T: 16| FF: 14| CMB:+3 | CMD:14 | Fort:+4 | Ref:+7 | Will:+5 | Init:+7 | Perc:+5 | Spd 30]

Gender

Male

Size

M

Age

30

Special Abilities

Lifelink/Healer's Way

Alignment

TN

Deity

The Green Faith

Languages

Common

Occupation

Herbalist

Strength 10
Dexterity 12
Constitution 14
Intelligence 10
Wisdom 10
Charisma 22

About Malylev, the Little Lion

Ravan Manolescu, aka Malylev the little lion
M TN Human Oracle (Lunar, Dual-Cursed Divine Herbalist/Pei Zin Practitioner), Level 5, Init +7, HP 30/30, Speed 30, AC 20 10 +4 armor +6 Cha, Touch 16, Flat-footed 14, CMD 14, Fort +4, Ref +7, Will +5, CMB +3, Base Attack Bonus +3
Abilities Str 10, Dex 12, Con 14, Int 10, Wis 10, Cha 22
Conditions None

Human Dual-Cursed (Reclusive-A/Legalistic-NA) Pei-Zein Practitioner Lunar Oracle 5

Weapons:

MW Starknife, cold iron +10 1d4+6, x3 P 20 ft. 348gp
MW Starknife, silversheen +10 1d4+6, x3 P 20 ft. 774gp

Background:

Ravan was a foundling from House Manolescu, one of House Medvyed's strongest and most loyal banner houses. To this day he doesn't know who his biological mother and father actually are. His adopted father's first wife had three daughters in a row along with two stillborn boys, so when he was found swaddled in a basket in White Knife keep's private chapel they took it as a sign from the gods. He was formally adopted into the House, but never really fit in with the martially inclined family. His adopted mother died less than a year after he was adopted, and his stepmother produced a pair of strong boys along with two more girl children.

In spite of his strong, insistent noble training for war and strategy, he never really took to it. Eventually he was pushed aside for his more apt brothers, who were of course actually of the lord's blood, and 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 a few years 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 big lion, is a large male lion, golden furred and with a bushy gold mane. The pair of them are never far apart, and while well mannered, Skokan's piercing eyes can scare off the most determined bandit. Also rather intimidating- to bandits, especially- is the barding Malylev has stitched together from the armor of bandits unwise enough to attack the pair of them.

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 +5 Cha mod/day for 1d6 +1/2 Oracle levels (3d6); Standard action to heal others, Swift to heal self (Fey Foundling feat adds +2 hp healed per healing die rolled)
-used 1/6 uses for the day

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:

Diplomacy 10 = 1 +6 Cha +3 CS
Handle Animal 11 = 1 +6 Cha +3 CS +1 trait
Heal 4 = 1 +0 Wis +3 CS
Kn: History 6 = 3 +0 Int +3 CS
Kn: Nature 8 = 5 +0 Int +3 CS
Kn: Planes 4 = 1 +0 Int +3 CS
Kn: Religion 4 = 1 +0 Int +3 CS
Perception 5 = 1 +0 Wis +3 CS +1 item
Profession (Handyman) 4 = 1 +0 Wis +3 CS
Profession (Herbalist) 16 = 5 +6 Cha +3 CS +2 (1/2 Oracle lvl) (Can use in place of Craft: Alchemy)
Ride (stay in saddle) 3 = 0 +1 Dex +2 item
Sense Motive 5 = 1 +0 Wis +3 CS +1 item
Spellcraft 7 = 4 +0 Int +3 CS
Survival 7 = 4 +0 Wis +3 CS (+2 item to avoid becoming lost)

Traits and Feats:

Tr: Tattooed Mystic (+1 vs charm/compulsion, starknife/bladed scarf proficiency)
Tr: Beast Bond (+1 to Handle Animal, skill in class)

Hu: Fey Foundling (+2 hp healed for every healing die rolled)
1: Noble Scion (of War) (Cha to Init)
3: Way of the Shooting Star (Cha to Atk/Dmg with starknives)
5: Strange Mystery (Lifelink)

Spells Known
0 (6, Save DC 16): Detect Magic, Guidance, Light, Mending, Read Magic, Resistance
1 (7+1, Save DC 17): Barbed Chains, Bless, Cure Light Wounds, Ill Omen (b), Liberating Command, Murderous Command, Obscuring Mist, Protection from Evil, Summon Monster I
-Cast today (0 of 7+1):
2 (4+1, Save DC 18): Ashen Path, Boneshaker, Cure Moderate Wounds, Oracle's Burden (b), Resist Energy, Summon Monster II
-Cast today (1 of 4+1): Ashen Path

Spells per day
1: 8
2: 5

Magic Items:
Headband of Alluring Charisma +2 4000gp
Cloak of Resistance +1 1000gp
Bag of Holding, Minor 1000gp
Wand of Magic Weapon 750gp
Ioun Stones:
Dark Blue Rhomboid, cracked 400gp (+1 Perception/Sense Motive)
Dusty Rose Prism, cracked 500gp (+1 Init)
Ioun Torch 75gp (everburning torch)

Gear:

GP: 27

Mithral Chain Shirt 1100gp +4 armor, +6 max Dex, ACP 0, ASF 10%
Spring-loaded wrist sheath (wand)

Backpack (minor bag of holding inside) 3 lbs.
-bedroll
-candles (10)
-feed, animal (2 days)
-fishing kit
-iron pot
-mess kit
-mirror
-rope, 50' silk
-soap
-tent, medium with tent cover (+5 to resist adverse harmful weather conditions)
-torches (10)
-trail rations (15 days)
-waterskin x4 (2 days of water)
-winter blanket

Bandolier
-alchemist's fire x2
-antiplague
-antitoxin
-liquid ice x2
-stillgut

Belt pouch
-air crystal
-chalk x10
-compass
-flint and steel

Skokan, lion animal companion:

Skokan (Cat, Big)

STARTING STATISTICS
Size Medium; Speed 40 ft.; AC +1 natural armor; Attack bite (1d6), 2 claws (1d4); Ability Scores Str 13+1, Dex 17+1, Con 13, Int 2+1, Wis 15, Cha 10; Special Attacks rake (1d4); Special Qualities low-light vision, scent.

7TH-LEVEL ADVANCEMENT
Size Large; AC +2 natural armor; Attack bite (1d8), 2 claws (1d6); Ability Scores Str +8, Dex –2, Con +4; Special Attacks grab, pounce, rake (1d6).

32 hp (5 HD)
BAB +3
Bite +5 (1d6+2), 2 claws +5 (1d6+2), Rake (1d6+2)
CMB +5 = +3 BAB +2 Str
Fort +4+1
Ref +4+3
Will +1+2
Skills 5
Feats 3 (Armor Proficiency/Light, Improved Natural Attack/Claws, Dirty Fighting, Improved Grapple at lvl 8, Deadly Grappler at lvl 10)
Gear: chain shirt barding (100gp), Dire Collar (1000gp)
Natural Armor Bonus +2
AC 21 = 10 +4 armor +4 Dex +3 NA
CMD 19 = 10 +3 BAB +2 Str +4 Dex
Str/Dex Bonus +1
Bonus Tricks 2
Tricks (9 Int +2 = 11): Aid, Attack, Come, Defend, Down, Fetch, Flank, Guard, Heel, Seek, Track

Dire Collar (Enlarge Person 1/day 1 minute, size Large)
Str 16, Dex 16, -1 atk, -1 AC
AC 20, Bite +5 (1d8+3), 2 claws +5 (1d8+3), Rake (1d8+3)

Skills
Intimidate 4 = 1 +0 Cha +3 CS
Perception 7 = 2 +2 Wis +3 CS
Survival 7 = 2 +2 Wis +3 CS (Can track by scent)

Link (Ex)
A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex)
The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Evasion (Ex)
If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion
An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Ability Score Increase (Ex)
The animal companion adds +1 to any one of its ability scores.

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.