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About Mhar "Mharo" the Spirit DragonNote on Languages (for others with racial ties)
Statistics of Mhargeldo 'Mhar' Ysgellion:
Mhar Oracle 2 LG Medium humanoid (human) Init -2; Perception +0 -------------------- Defense -------------------- AC 15, touch 8, flat-footed 15 (+5 armor, -2 Dex, +2 shield) HP 16 (2d8+4) Fort +2, Ref -2, Will +3 -------------------- Offense -------------------- Speed 20 ft. Melee brass dagger +0 (1d4-1/19-20), sickle +0 (1d6-1), hanbo +0 (1d6-1), longspear +0 (1d8-1/x3) Ranged brass dagger (thrown, 10 ft.) -1 (1d4-1/19-20) -------------------- Statistics -------------------- Str 8, Dex 7, Con 14, Int 16, Wis 10, Cha 18 Base Atk +1; CMB +0; CMD 8 Languages Common, Tian, Varisian, Hallit -------------------- Feats -------------------- (b) Selective Channel (1) Seductive Channel (3) Placeholder, 'cause I dunno, yet! (5) Placeholder, 'cause I dunno, yet! (7) Placeholder, 'cause I dunno, yet! -------------------- Traits and Drawbacks -------------------- Spark of Creation You have always had a knack for making useful things, and your talent as an artisan was evident even at an early age. Benefit: You gain a +1 trait bonus on Craft checks, and the cost of creating magic items is reduced by 5%. Desperate Focus You've often found yourself in situations where a lack of focus can lead to worse than a lost spell. (Unhappy Childhood ALT) Benefit: You gain a +2 trait bonus on concentration checks. Clan Artisan You were raised in one of numerous clans and learned a valuable trade in your early years. Choose: One Craft skill. Benefit: You gain a +2 trait bonus on checks with the chosen skill, and it becomes a class skill for you. Wisdom in the Flesh Your hours of meditation on inner perfection and the nature of strength and speed allow you to focus your thoughts to achieve things your body might not normally be able to do on its own. Benefits: Select any Strength-, Constitution-, or Dexterity-based skill. You may make checks with that skill using your Wisdom modifier instead of the skill's normal ability score. That skill is always a class skill for you. Mhar has selected Acrobatics. Drawback Tainted Spirit When you were a child, a parent or other person with authority over you made a minor pact with a fiend on your behalf, stealing some of your vitality in exchange for a minor boon. Effect: At the end of any combat, you must attempt a Fortitude saving throw. The DC is 10 + the number of rounds you acted in combat. If you fail this save, you become fatigued for 10 minutes per round you acted during that encounter. Drawback Overprotective In your youth, you saw a younger friend or loved one suffer a grievous injury or die, and you blamed yourself for not having been there to help, even if there was nothing you could have done. Effect: If one of your allies should fall unconscious from hit point damage, you take a –2 penalty on attack rolls and skill checks as long as you are farther than 10 feet away from your fallen ally. -------------------- Skills -------------------- Acrobatics -1 (WIS +0, -2 acp, +1 training) Diplomacy +9 (CHA +4, +2 rank, +3 class) Craft (armor) +11 (INT +3, +2 rank, +3 class, +2 masterwork tools, +1 trait) Craft (tattoo) +11 (INT +3, +2 rank, +3 class, +2 masterwork tools, +1 trait) Knowledge (history) +8 (INT +3, +2 rank, +3 class) Knowledge (nature) +8 (INT +3, +2 rank, +3 class) Sense Motive +5 (WIS +0, +2 rank, +3 class) Spellcraft +8 (INT +3, +2 rank, +3 class) Survival +5 (WIS +0, +2 rank, +3 class) -------------------- Gear --------------------
Mhar has carefully crafted (or selected) elements of his personal armor to create something that honors his homeland while being perfect for his own use. - Haramaki (body) [+1 AC, +10 max DEX, no acp, no asf, 1 lb., normal speed, 3 g] - Lamellar horn (arm) [+1 AC, +5 max DEX, -2 acp, 25% asf, 5 lbs., normal speed, 25 g] - Studed leather (leg) [+1 AC, +5 max DEX, no acp, 10% asf, 3 lb., normal speed, 25 g] * Outfit (Monk's) * Spell Component Pouch (5 g, 2 lbs.) * Bag, Waterproof (5 s, 1/2 lbs) - - Journal (10 g, 1 lbs) * Backpack (2 g, 2 lbs) - - Bedroll (1 s, 5 lbs) - - Rations (x5) (5s/day, 1 lbs/day) - - Chalk (x2) (2 c, -) - - Charcoal (5 s, -) - - Paper (x10) (4 s, -) - - Soap (1 c, 1 lb.) - - Artisan's Tools, Masterwork [armor] (55 g, 5 lbs.) - - Artisan's Tools, Masterwork [tattoo] (55 g, 5 lbs.) * Waterskin (1 g, 4 lbs) * Brass Knife [1d4, 19-20/x2, 1 lbs, P or S, fragile, 2g] <to use in crafting> * Sickle [1d6, x2, 2 lbs, S, trip, 6g] <to help with the chores> * Longspear [1d8, x3, 9 lbs, P, brace, reach, 7g] <to keep foes at bay> * Hanbo [1d6, x2, 2 lbs, B, monk, trip, 1g] <to honor his ancestral ways> * Heavy Wooden Shield [+2 AC, -2 acp, 15% asf, 10 lbs., 7g] <to defend himself> Coin (Copper Piece) (x8)
Weapon Proficiency Oracles are proficient with all simple weapons, and light and medium armor, and shields (except tower shields). 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. Mhar has chosen the Life mystery, though his 2nd level, 4th level, and 6th level bonus spells are replaced by the Dual-Cursed Oracle bonus spells. Oracle's Curse All oracles are cursed to some degree, but some oracles bear an even heavier burden. Though doubly afflicted with supernatural or physical hindrances, a dual-cursed oracle can manipulate fortune and gains greater insights into her mystery. Each 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. Mhar has chosen the Haunted and Lame Curses. One of Mhar's legs is permanently wounded, reducing his base land speed by 10 feet. His speed is never reduced due to encumbrance. Further, malevolent, jealous spirits follow Mhar wherever he goes, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). 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, Mhar adds levitate and minor image to his list of spells known. At 10th level, he adds telekinesis to his list of spells known. At 15th level, he add reverse gravity to his list of spells known. 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
03rd Level: (Misfortune)
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. Mhar has chosen the Channel and Nature's Whisper's revelations. Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. --------------------
1st Level (4+1b/day: Cure Light Wounds, Comprehend Languages, Shield of Faith; Ill Omen 2nd Level (+1b/day): Cure Moderate Wounds, [Oracle's Burden] 3rd Level (+1b/day): Cure Serious Wounds, [Bestow Curse] 4th Level (+1b/day): Cure Critical Wounds, [Restoration] 5th Level (-/day): Cure Light Wounds (mass), [Breath of Life] 6th Level (-/day): Cure Moderate Wounds (mass), [Heal] 7th Level (-/day): Cure Serious Wounds (mass), [Restoration (greater)] 8th Level (-/day): Cure Critical Wounds (mass), [Heal (mass)] 9th Level (-/day): Cure <> Wounds <?>, [True Resurrection] History of Mhargeldo Ysgellion:
Mhargeldo Ysgellion had always wanted to see Tian Xia.
Although Kotan - including the ever-mysterious kami, if his parents spoke truth - by distant heritage (more than five generations, by his parents reckoning), he always showed little of that, displaying instead his Cimmerian, Byzantine, and Romani sides almost exclusively (his striking red hair notwithstanding). Still, during his life, Mhar was, from the earliest, powerfully curious about that ancient land where the spirits lived in every rock, every hole, and every tree... spirits that had made him different than others, marking him for their own purposes. He'd spent his early life largely preparing to blend in: taking the time to learn the eastern arts, stealth, honor and codes, and generally making a nuisance of himself to the "real" Koteinese families who privately called him a "Weabo" when he wasn't too near. He didn't care: he was preparing for something more important. Upon achieving his majority, he sailed the treacherous seas to find his destiny, a young man, seeking the truth to his family heritage, and seeking a fortune. He never made it: his destiny found him first. Death swallowed his hopes and dreams, and Mhar stood before the endless parade of the dead, slowly awaiting his processing time in the long, slow celestial beauracracy. He spent the endless time constantly talking to others, his obsession still strong, attempting to find any truth to his heritage... and answers for why, and, perhaps more importantly, if his family lived. But, over time, even this, too, faded. He never lost his interest, he simply matured in the line, over time coming to understand that, when you're dead, many things just aren't as important. Then, one day, as he was playing a riveting game of "Gothess" (a fascinating game impossible in the physical world invented by the exceedingly interesting Koteinese fellow who'd been a game-master in life around the time Mhar had lived) Mhar heard someone calling his name... a tugging on his soul. Following the sound, he came to a tunnel of light leading... to life. He was being raised! Mhar was shocked: he'd been pretty certain he was here for quite a while. Still, he could not pass up such an important opportunity! He took a step, but found himself unable to move... something had caught his foot. Glancing down, he noticed: a hand. It... was the game-master! And he wasn't alone! As Mhar looked, he found many hands, many souls from near his place line holding him, desperate - just as he was - for freedom and life, seeking to get out of this forsaken processing and to be alive again! "It's not fair!" one told him. "We deserve to be alive too!" Mhar was terrified. "I- I can't help it!" he explained. "Look! I'll talk to them! I remember you! I'll ask them to raise you, too!" "No!" the response came back. "You won't remember us! You will forget!" "Please!" Mhargeldo asked, "Please free me! I must go! I am being called!" "Take us with you!" cried the old game-maker. The power that called Mhar's name grew stronger, as did the desperate grip of the other souls, desperate to follow back to the world of the living. Soon the spell would fade, having failed. He needed to be free! He struggled, attempting to free himself, but was unable to do so. The guardians of the line moved forward to take all into custody and to break up the minor riot, distracing many of the spirits that held onto Mhar. The young man tore himself free of as many as he could, using his ancient training and throwing himself from the guardians and riot... but his strength was not entirely enough to free him. Some of the other spirits - or at least pieces of them - returned with him. His last thoughts, and last memories, of those spirits was hoping they'd find peace, but knowing, in his heart, they wouldn't, and that they'd forever resent him for achieving life in their stead. He woke screaming in the tomb, to a searing pain in his leg, shoulders, and back. His body had been shattered - he vaguely remembered that happening before his death - and the magic hadn't put it all together again entirely properly. It was hard to move, and he felt so weak. As Mhar was wakened and the situation was explained, he attempted to display his physical worthiness... and failed. His physical training failed him: it had become worthless. His body simply did not recover properly, as the spell had not knitted his flesh back in all the proper ways. He could do nothing. But... he felt so alive - more than he ever had before. His mind was sharp, too - honed far more keenly during his (barely recalled) time in the spirit realm. Despite his body's limitation, his spirit remembered his training, and helped to guide his flesh, keeping him safe from many dangers. And it was very soon that he discovered that he could heal the injured by simply allowing the wave of energy to wash forth from himself. He immediately threw himself into the study of his new abilities, hoping to figure out something - anything - that he could do to aid those in need. Although he is no longer physically skilled as he once was, he seeks to aid others as much as possible, and can always be counted on to lend a helping (if sometimes unsteady) hand. He is fascinated by a Kotei so like that which he once obsessed over, yet so hopelessly removed from that time and place into a new one. He is also deeply burdened - he died once and he remembers little (directly anyway) from that time, but he knows he does not wish death on any of his friends or allies - he wants to keep them and all innocents as alive as possible as long as possible. Mhar was alive again, and though all of his plans were destroyed, he had a new purpose, and he was in the land of his ancestors... and kami certainly lived a long time, so who knows? Perhaps he may discover the truth yet... Code and Edicts of Mhar:
In his attempts to come closer to his ancestors, Mhar has developed a code of ethics and morals that he strives to follow by carefully replicating those honorable sources he could.
Mhar seeks to always be of lawful good alignment and never (knowingly) willingly commits an evil act. Additionally, his code requires that he respect legitimate authority (where applicable), act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil ends), and punish those who harm or threaten innocents. He must be truthful and courageous, respectful to his elders and his masters, and loyal to his friends and any liege he deems worthy. He must conduct himself with honor and dignity. He must always honor and obey the spirits of the land, so long as those spirits are not wicked or do not prevent him from seeking that which is good - even then he must respect them, although he opposes their actions and desires. Mhar has no particular penalty for failing in this code, but he holds himself to this strict standard (personally - he cannot enforce his code on any other), and is deeply disappointed in himself if he fails. He expects no one else to follow this unless they so choose, in which case he will gladly teach them. Training Bonuses:
Training 1 [Raft Defense]: knowledge (local) <of +1: acrobatics, knowledge (local), or [only if damaged] initiative>; Mhar has selected acrobatics. Future Choices:
Revelation (Feat): Nature's Whispers Feat: Strange Revelation (Nature's Whispers) (3rd Party, needs approval) REQUIRES 5 RANKS KNOWLEDGE (RELIGION) Additional Revelation (???) POSSIBLY IGNORE THIS FEAT, UNCERTAIN OF VALIDITY Armor:
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