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About Massielo CirusAppearance
Background
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
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
Offense
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:
Oracle's curse:
Mythic:
Path: Hierophant Tier: 1 Mythic power: 5/day Surge: 1d6 Divine surge: Inspired Spell Path abilities
Mythic feats
Spells:
CL 6 Concentration (Oracle level + Cha + trait): +12 DC: 14+spell level Touched by divinity + hierophant (Glory + Sun)
Spell level (Slots): Known+bonus
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:
Skills (4 class + 1 human = 5 ranks/level) - ACP: -4 (subtract 1 when using shield):
Background skills:
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
Money left: 5181.01
Money transactions:
Money tracked in gp. Sp and cp are tracked in decimals Spent
Earned
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|
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