Khabekh-Shu

Massielo Cirus's page

509 posts. Organized Play character for Anthorg.


Full Name

Massielo Cirus

Race

| HP: 66/66 | AC: 16, T: 10, FF: 16 | CMB: +6, CMD: 16 | F: +6, R: +4, W: +9 | Init: +0 | Perc: +0, SM: +0

Classes/Levels

| Speed 20ft | Channel energy: 5/5 | Will save reroll: 1/1 | Life link: Benedic, Caliban, Greta, Tristan, Junior, Selann | Spells: 1 (5); 2 (6); 3 (4)| | Active conditions: none | Sinesia HP 23/23

Gender

M NG Human Life Oracle 6 | Mythic Tier: 1 | Hero Points: 3/3 | Mythic power: 5/5

Size

M

Age

26

Alignment

NG

Deity

Iomedae

Location

Kenabres

Languages

Common, Celestial

Occupation

Healer

Strength 14
Dexterity 10
Constitution 14
Intelligence 10
Wisdom 10
Charisma 19

About Massielo Cirus

Appearance
Inspiring image
Massielo is a kind looking man. Tall and beautiful, he has mysterious golden eyes which match the golden rings that pierce his ears and shine bright against dark brown skin. Having a deep soothing voice makes him naturally agreeable. Someone who looks at him more attently notices he has sad eyes. He wears simple clothes, which shows he doesn't want to appear pompous, and gives the impression of honesty. His pants are usually beige in color and usually new. His shirt is white, which he usually keeps under a simple vest when he is unarmored, or just under his armor, in order to keep it clean. When in his combat gear, a longspear and a light crossbow are tied to his back next to his backpack.

Background
Massielo was born in Kenabres. Son of Zarate, an Iomedaen priestess and Titus, a retired soldier of the Third Crusade. Titus had terrible memories of the crusade and the corruption of many of its members and implanted the notion of duty in young Massielo. Zarate was the first to notice the divine heritage in the boy and set out to teach him as much about Iomedae as she could. Since his mother's teachings matched his father's strong will, Massielo found no difficulty in following this path. The connection he felt with Iomedae was so strong that he believed his differently colored skin and eyes were her doing.

His training as a cleric, however, did not go as well as his mother wished. He was not enough disciplined and strange powers began manifesting in the boy, such as learning the Celestial language without ever trying to study it. To avoid further distressing his mother, Massielo stopped his study as a cleric and joined the military forces of the Iomedaen armada. His father Titus was particularly pleased with what appeared to be a natural magnetism about Massielo which made the soldiers respect him intrinsically.

At first, it seemed that he could cut out to be a paladin, but Zarate said that he was too undisciplined to. She was right, it turned out, as Massielo was not particularly fond of following every one of his superior's orders and often brought some other soldiers along in his unruliness. As Zarate prayed to Iomedae for wisdom, Massielo was impressing others with his healing powers that came so natural to him.

It was only later that he discovered why it came so naturally to him. He suffered much from seeing injustice, and the first time he witnessed a bribe in the military forces, he immediately thought of the many who lived in hunger and looking up to the military. He could not keep quiet and immediately spoke up, which yielded him some time in the brig. After he got out, he continued speaking against the corrupt and was dishonorably expelled from the militia. Now he hopes to find some other way he can prove his worth and help those who cannot fend for themselves.

Personality
Massielo cannot see injustice, but he is not without planning and patience, so he doens't run in mindlessly to attack a bully at every opportunity. He prefers words and talks calmly. Undoubtfully his large size and impressive presence help him have things his way, yet he doesn't try to get advantage of this. He tries to make the best for the less fortunate and calls out to his mother when he succeeds. He calls out to his father when violence is about to burst. It is easy to see he has strong ties to his family and tries to do right by them, and that includes whoever he considers family.

Basic Info:

STR 14, DEX 10, CON 14, INT 10, WIS 10, CHA 21
Human
Male
Medium Size
NG Oracle lvl 6 (Life mistery)
BaB 4
Init +0; Senses: Perception +0, Sense Motive +0
CMB +6 (4BaB +2strength)
CMD 16 (4BaB +2strength +10)
Favored Class: Oracle (+6 HP)
Channel positive energy (3d6) - 5x/day

Defense
AC 18, touch 10 flat-footed 18 (+7 Armor +1 Shield)
HP 66 (8 (lvl 1) + 25 (lvl 2 to 6) + 12 (6*2Con) + 6 (6*1FavClass) + 6 (Toughness) + 4 (Hierophant Tier 1) + 5 Iomedae's blessing)
Fort +6 (+2 base +2 Con +2 Resistance)
Ref +4 (+2 base +2 Resistance)
Will +9 (+5 base +2 Feat +2 Resistance)

Offense
Speed 30 ft (20 ft with armor)
Melee +1 Cold Iron Morningstar +7 (1d8+3/20x2)
Melee Spiked Gauntlet +6 (1d4+3/20x2)
Ranged light crossbow +4 (1d8/19-20x2), Range increment 80ft
Space 5 ft, Reach 10 ft

Life mystery:

Revelations:
Level 1 - 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.
Level 3 - 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).

Spells:
Detect undead (level 2)
Lesser restoration (level 4)
Neutralize poison (level 6)

Oracle's curse:
Tongues (Celestial) - Whenever you are in combat, you can only speak and understand the selected language. This does not interfere with spellcasting, but it does apply to spells that are language dependent. You gain the selected language as a bonus language.

Mythic:

Path: Hierophant
Tier: 1
Mythic power: 5/day
Surge: 1d6
Divine surge: Inspired Spell

Path abilities
1 - Faith's Reach

Mythic feats
1 - Spell lore (Mythic)

Spells:

CL 6
Concentration (Oracle level + Cha + trait): +12

DC: 14+spell level

Touched by divinity + hierophant (Glory + Sun)
Spell-like ability: Tier/day: Shield of Faith, Endure elements

Spell level (Slots): Known+bonus
Cantrips (n/a): Create Water, Detect Magic, Detect Poison, Guidance, Light, Mending, Purify Food and Drink
1 (8): Bless, Liberating Command, Moment of Greatness, Unbreakable heart + Cure Light wounds, Detect Undead
2 (6): Calm Emotions, Silence + Cure Moderate Wounds, Lesser Restoration
3 (4): Communal Resist Energy + Cure Serious Wounds (Mythic), Neutralize Poison

Traits, feats, skills and languages:

Traits:
Focused Mind: Your childhood was either dominated by lessons of some sort (whether musical, academic, or other) or by a horrible home life that encouraged your ability to block out distractions and focus on the immediate task at hand. You gain a +2 trait bonus on concentration checks.
Touched by Divinity: You begin play with a silver holy symbol of your chosen deity for free. In addition, choose one domain associated with your chosen deity. You gain the use of that domain’s 1st-level domain spell as a spell-like ability usable once per day (CL equals your character level). - Iomedae (Glory)

Feats:
Lvl 1 - Selective channeling
Human - Iron Will
Lvl 3 - Toughness
Lvl 5 - Improved Iron Will

Skills (4 class + 1 human = 5 ranks/level) - ACP: -4 (subtract 1 when using shield):
Diplomacy +13 (6 Rank, +4 Cha, +3 Class skill)
Heal +9 (6 Rank, +3 Class skill)
Knowledge (planes) +11 (6 Rank, +3 Class skill +2 Iomedae's blessing)
Knowledge (religion) +4 (1 Rank, +3 Class skill)
Knowledge (nature) +8 (5 Rank, +3 Class skill)
Spellcraft +9 (6 Rank, +3 Class skill)

Background skills:
Handle animal +13 (6 Rank, +4 Cha, +3 Class skill)
Profession (soldier) +9 (+6 Rank, +3 Class skill)

Languages: Common, Celestial

Equipment:

Magical gear
Acid
Holy water
Dragon scale of Levitate (Cast Levitate 3x/day - CL 19)
+1 Cold Iron Morningstar
Potion of CLW (2)
Scroll of Cause Fear x4
Scroll of Comprehend Languages
Scroll of Restoration
Wardstone shard
Cloak of Resistance +2
+1 breastplate

Normal gear
Silver holy symbol of Iomedae
Light steel shield
Mwk Cold Iron Longspear
Light crossbow
. Cold Iron bolts x50
. Bolts x10
Scale mail
Backpack
Bedroll
Candle x10
Flint and steel
Grappling hook
Iron pot
Belt pouch
Trail rations x10
Hemp rope
Sewing needle x2
Signal whistle
Soap x2
Waterskin

Money left: 5181.01

Money transactions:

Money tracked in gp. Sp and cp are tracked in decimals

Spent
Starting gear - 137.8

Earned
180gp - Starting money
353 - Raiding the mongrelmen
500gp - Horgus' reward
1500 - Irabeth's reward
784.2 - this post
3007.61 - Gray garrison loot

Race abilities:

Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Class abilities:

Mystery (Life): 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 (Tongues): 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.

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.

Sinesia:

Mongrelman ranger 1
LN Medium monstrous humanoid
Init +3; Senses darkvision 60 ft., low-light vision; Perception +9

|DEFENSE|
AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural)
HP 23 (3d10+7)
Fort +4, Ref +8, Will +6

|OFFENSE|
Speed 30 ft.
Melee club +6 (1d6+3)
Ranged mwk longbow +8 (1d8/×3)
Special Attacks favored enemy (humans +2)

|STATISTICS|
Str 16, Dex 17, Con 15, Int 12, Wis 16, Cha 5
Base Atk +3; CMB +6; CMD 19
Feats Point-Blank Shot, Weapon Focus (longbow)
Skills Climb +8, Knowledge (dungeoneering) +6, Perception +9,
Sleight of Hand +9, Stealth +12, Survival +9
Languages Common, Undercommon
SQ sound mimicry (voices), track +1, wild empathy –2
Combat Gear potions of cure light wounds (2), wand of
gravity bow (10 charges); Other Gear mwk chain shirt, club,
mwk longbow