Masang's page

No posts. Organized Play character for Grumbaki.


Full Name

Masang Medvyed

Race

Human

Classes/Levels

Dual Cursed Oracle with Lore Mystery

Special Abilities

Movement without armor land and swim: 25ft / Movment with armor: 20ft

Languages

Common, Varisian, Orc

Strength 12
Dexterity 7
Constitution 14
Intelligence 14
Wisdom 12
Charisma 18

About Masang

Str (12) Dex (7) Con (14) Int (14) Wis (12) Cha (18) HP (10) AC (18/14/14) Fort (+2) Ref (+4) Will (+3) Initiative (+4)

Lvl 0 Spells Unlimited times per day
* Ghost Sound (Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. You choose what type of sound ghost sound creates when casting it and cannot thereafter change the sound's basic character. The volume of sound created depends on your level. You can produce as much noise as four normal humans per caster level (maximum 40 humans). Thus, talking, singing, shouting, walking, marching, or running sounds can be created. The noise a ghost sound spell produces can be virtually any type of sound within the volume limit. A horde of rats running and squeaking is about the same volume as eight humans running and shouting. A roaring lion is equal to the noise from 16 humans, while a roaring dragon is equal to the noise from 32 humans. Anyone who hears a ghost sound receives a Will save to disbelieve.)
* Mage Hand (25ft range: You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.)
* Detect Magic (60ft range)
* Light (10min per level, This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius from the point touched, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object)
* Prestigitation (Minor tricks like cleaning clothes)

Lvl 1 Spells 4 times per day
* Cure Light Wounds (1d8+1 healing)
* Murderous Commands
Range close (25 ft. + 5 ft./2 levels)
DC 15
Target one living creature
Duration 1 round
Saving Throw Will negates; Spell Resistance yes

You give the target a mental urge to kill its nearest ally, which it obeys to the best of its ability. The target attacks its nearest ally on its next turn with a melee weapon or natural weapon. If necessary, it moves to or charges to the nearest ally in order to make this attack. If it is unable to reach its closest ally on its next turn, the target uses its turn to get as close as possible to the ally.

Defenses
* Armor Class (18)
* Touch (14)
* Flat Footed (14)
* CMD (15)

Saves
* Fortitude (+2)
* Reflex (+4)
* Will (+3)

Combat
To Hit (+1)
Damage (1d6+1)

Traits
* Two world magic (prestigitation)
* Seeker (+1 perception and class skill)

Feats
* Human Bonus Feat: Extra Revelation
* Lvl 1: Noble Scion of War (Cha for initiative, +2 knowledge nobility and class skill)

Equipment
* Courtier's outfit with 50gp worth of jewelry
* Hide Armor (+4 AC, -3 ACP)
* Longspear (two handed, 1d8, reach)
* Cold Iron Gauntlet (1d3, x2)
* Silver Gauntlet (1d3, x2)
* 25gc

Skills
* Diplomacy: 1 skill point (+8)
* Bluff: 1 skill point (+8)
* Knowledge Nobility: 1 skill point (+8)
* Knowledge Planes: 1 skill point (+6)
* Knowledge Religion: 1 skill point (+6)
* Perception: 1 skill point (+6)
* Craft-Calligraphy: 1 skill point (+6)

Curses 1-Haunted: Advances
* Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
* At 5th level, add levitate and minor image to your list of spells known.
* At 10th level, add telekinesis to your list of spells known.
* At 15th level, add reverse gravity to your list of spells known.

Curse 2-Deep One Curse: Doesn't Advance
* You reduce your base land speed by 5 feet. You gain a swim speed equal to your land speed, and if you already have a swim speed, you increase it by 10 feet.

Mysteries
* Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.
* Sidestep Secret (Su): Your innate understanding of the universe has granted you preternatural reflexes and the uncanny ability to step out of danger at the very last second. Add your Charisma modifier (instead of your Dexterity modifier) to your Armor Class and all Reflex saving throws. Your armor’s maximum Dexterity bonus applies to your Charisma instead of your Dexterity (An oracle of lore with the sidestep secret revelation uses his Dexterity to calculate his CMD since no provision is made in the text to use his Charisma for that statistic. He does, however, lose his Charisma bonus to AC whenever he is flat-footed, since his Charisma modifier is being used in place of his Dexterity modifier.)

Mystery Plan:

* Lvl 3: Brain Drain (Su): You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 1d4 points of damage per oracle level. After successfully attacking with this ability, you may use a fullround action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in your mind for a number of rounds equal to your Charisma modifier. Treat the knowledge gained as if you used detect thoughts. This is a mind-affecting effect. You can use this ability once per day at 1st level, plus one additional time per day at 5th level and for every 5 levels beyond 5th.

* Lvl 5: Fortune (Ex): At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.

* Lvl 7: Think On It (Ex): Once per day, the oracle of lore can reattempt any previously failed Knowledge check. On this attempt, add a +10 competence bonus on the check.

* Lvl 11: Mental Acuity (Ex): Your explorations into the secret mysteries of the world have granted you a preternatural understanding of all things—and you just keep getting smarter. You gain a +1 inherent bonus to Intelligence upon taking this revelation and another at every third oracle level gained thereafter. You must be at least 7th level to select this revelation.

Noble Family:

House Medvyed is a noble house of Brevoy that holds authority over the eastern lands that border and contain the Icerime Peaks and Gronzi Forest. They have maintained the traditions of worshiping nature, the "Old Way". Lord Gurev Medyed heads the Stoneclimb-based house.

The people of the area raise mountain goats and sheep. They hunt in the forest and farm what little good land is on the edges of their concerns. Religion in this area tends to be more centralized on Erastil, but rumors of hidden shrines to Lamashtu do exist.

The house crest is a black bear with black antlers above its head in front of a red field. Their motto is "Endurance Overcomes All."