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About MeridasStatistics:
Meridas
Life Oracle (Spirit Guide) 2 CG Medium humanoid (human, orc) Init +2; Perception +6; darkvision 60' ---------------------------
AC 18, touch 10, flat-footed 18 (Armor +6, Shield +2)
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Speed 20' ---------------------------
Ability Scores: Str 10
Feats: Skill Focus- Knowledge History
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Burning Assurance: Half-orcs from desert terrain lack the chip on their shoulder that many others of their kind acquire as a result of prejudice, and their self-confidence puts others at ease. Desert half-orcs with this racial trait gain a +2 racial bonus on Diplomacy checks. This racial trait replaces the intimidating racial trait. Fey Thoughts: Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. This trait replaces racial weapon familiarity. Skills Chosen: Perception, Use Magic Device Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies. Mystery: 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. Each oracle must choose from among the following mysteries. Mystery Chosen: Life- Bonus Spells: detect undead (2nd), lesser restoration (4th), neutralize poison (6th), restoration (8th), breath of life (10th), heal (12th), greater restoration (14th), mass heal (16th), true resurrection (18th). Oracle’s Curse (Ex): 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. Each oracle must choose one of the following curses. Curse chosen- Tongues: n times of stress or unease, you speak in tongues. Pick one of the following languages: Abyssal, Aklo, Aquan, Auran, Celestial, Ignan, Infernal, or Terran. Language chosen: 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. At 5th level, pick an additional language to speak in combat and add it to your list of known languages. At 10th level, you can understand any spoken language, as if under the effects of tongues, even during combat. At 15th level, you can speak and understand any language, but your speech is still restricted during combat. Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. 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 (see FAQ at right). 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. Revelations: 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. Class Skills: A spirit guide gains all Knowledge skills as class skills. This replaces the bonus class skills gained from the oracle’s mystery. Oracle Spells Known:
0-Level: Create Water, Detect Magic, Mending, Read Magic, Stabilize
1st-Level: Bless, Cure Light Wounds, Detect Undead, Weapons Against Evil Character Background:
While many know Meridas of Kintargo, his past is a mystery to even those he is closest to. Some have asked, but Meridas has never answered to anyone's satisfaction.
Meridas was not always as he was now. Born in the desert to a nomadic tribe of Orcs, Meridas was a relatively normal, happy child, growing up free of much of the prejudice suffered by half-orcs that grew to maturity in urban areas. In the course of his tribe's wanderings, they came across members of the Glorious Reclamation. Enamored by the glamorous, valorous knights, Meridas decided for himself that he would serve a noble purpose, and fight evil to aid his fellows. A decade later, Meridas was broken inside. His bestial, savage nature had come to the forefront as he developed his martial talents. He had proven able to channel divine power, and been trained as a Paladin of Iomedae...and he had been utterly ruthless in dispatching her brand of justice to whomever the Glorious Reclamation judged deserving. He killed "evildoers" by the score, but no matter how bloodstained his hands became, Iomedae's light shone around him. One day, he was in a terrible battle, surrounded by enemy Hellknights. He fought, unceasingly, receiving terrible wounds but calling on Iomedae's grace to heal himself and continue on. Hours passed, and men and women fell to his falchion. His armor had been damaged far past the point of effectiveness, and Meridas bled from dozens of wounds, but he fought on, seeing red, until at last there were no more foes. Meridas breathed, wounded, the pain he had pushed away for so long suffusing him... and then he looked at one of the "men" he had killed. It had to be a girl of no more than thirteen. Shocked, he realized that the Hellknights had brought their squires into battle with them, and he had given them no quarter...and Iomedae's light still shined on Meridas. And Meridas broke. He cast down his weapon and left his armor, swearing to never again allow the battle-lust to overwhelm him. There was no righteous work here; just people killing other people because their gods say they must. Meridas turned from Iomedae, and though her favor faded as his worship ceased, Meridas found that he still possessed a connection to divine powers. As his wounds healed, he decided not to magically heal their remnants. He would bear the scars, as a reminder of his shame, a reminder for him to always try to be better than the animal he had once been. Meridas found a tattoo artist, and made those scars part of an elaborate tattoo that gives Meridas a sense of purpose and comfort. Meridas spent some time in solitude, thinking about who he was and who he wanted to be. He decided that the right path for him was to heal and inspire, to lead by example and help those that most needed him. With this mindset, Meridas found himself drawn to Kintargo. Meridas found the cosmopolitan city a place where he could reinvent himself. He has become something of a doctor and a scholar, using his magical powers of healing to assist the wounded and researching the history of Kintargo. As he did so, and learned more of Cheliax, Meridas began writing essays against the authoritarian government. After a bit, Meridas found that he had a knack for scathing political commentary, and began writing under the pen name "The Saint of Kintargo". Since the Night of Ashes, Meridas has found himself a busy man. Many of the good clerics and healers were killed, imprisoned, or missing. Meridas has spent his time speaking to locals, finding where he was most needed and helping those he could. After the riot at the Opera House, Meridas purchased a set of armor and a shield. He will hold to his promise to never again bear arms, but he is not foolish enough to leave himself undefended. Meridas is not content to sit in the shadows while others are threatened. He now seeks allies. He is not a fool; he knows that Barzillai Thrune and his lackeys must be opposed with force of arms, not just with words and ideals. Meridas is unwilling to do that, because he knows the monster he could become should he wield weapons again. He is more than ready and willing to lend his support to allies, though, and stand with them against oppressors. Appearance and Personality:
Meridas is a handsome, charismatic half-orc. He is tall, standing at 6'4", and thin. He favors dark colors that compliment his green skin. Meridas is excessively tattooed with flowing, geometric patterns that have spiritual but not religious significance.
Meridas is kind, if a bit world-weary. He has seen and done many terrible things, but now always attempts to do what is right and moral. Meridas has become a pacifist, but he is a realist; he knows that words and belief alone are not enough. He will not wield a weapon for personal reasons, but does not disrespect those who do so for the good of others. Having started his adult life as a paladin of Iomedae, Meridas harbors an intense dislike for the rule of Cheliax and for the Thrice-Damned House of Thrune in particular. Meridas enjoys writing, and also enjoys reading quite a bit. He reads everything from histories to trashy romance novels (though the last are a private, guilty pleasure). Meridas has begun to use his writing as it's own kind of weapon against Barzillai Thrune,
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