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About Micheo BarbulcusMicheo Barbulcus
Background:
A human-looking but strange child found in the woods, Micheo never found out whom his real parents were. Raised by a devout couple into a kind and charitable adult, he eventually learned of the taint in his blood. He decided to continue doing good works and was drawn into the service of Sarenrae, eventually being inducted as a paladin in one of her hospitaler orders. However, he began to suffer oddities. He began to have flashes of insight, but too late to help anyone else. Warnings got garbled into a foul tongue which he realised was in fact infernal. He found though he could heal others in new ways. He chooses to believe that part is a gift of Sarenrae though he wonders otherwise. He blames his kyton "relatives" for his afflictions but tries to do good works regardless. Sarenrae has guided him to the vale, and he has healed many who have been harmed by evil-doers even if he has gotten frustrated that he cannot find the source.
Personality and Appearance:
Micheo stands 5'11" tall and 185lb in weight. Tanned skin with very pale hair, a very light blond. His dark brown eyes give him a kindly look. He has leathery hands and muscles of one who has spent a lot of time farming vegetables. He tries his best to do good works, but did realise some time ago that some people and beasts will only understand violence and so he feels he must put himself in harm's way to protect others. Were someone to examine him closely, they would find something strange. There are lumps at random intervals on his body which feel hard, almost like links of a metal chain. His usual attire is well-weathered brown clothing and banded mail. He carries a number of weapons, most of which also function as tools. He has an old but well cared for iron holy symbol of Sarenrae's sun sigil. He believes that it is a good compromise between hard wearing and wasting gold when he could spend it more charitably or usefully.
Init +0; Senses: Darkvision 60ft Perception: +0
cold resistance 5, electricity resistance 5, and fire resistance 5.
Melee
Falchion +6 2D4+3/18-20/x2 S Warhammer +6 (1d8+3/x3) B Heavy Pick +6 (1d6+3/x4) P Dagger +6 (1d4+3/19-20/x2) S Ranged
Magic
Orisons
1st Level Spells 4/day
Cure Light Wounds Mystery: Detect Undead --------------------
Racial Bonus: +2 con, +2 cha, -2 wis
STR 16 (+3)
Feats
Fey Foundling
Prerequisites: You may only select this feat at 1st level. Benefit: Whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort). Traits
Benefit(s): You heal 1 additional point of damage when using lay on hands, channeling energy, or casting a cure spell. Magical Knack - Magic (Oracle)
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice. Languages
Skills
Skill Ranks per Level: 2 + Int modifier. Armour Check Penalty: -6 The oracle’s class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (history) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). In addition, oracles receive additional class skills depending upon their oracle mystery. Skill Ranks per Level: 4 + Int modifier. Acrobatics +0 |+0 Dex
SQ
Fiendish Resistance: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5. Skilled: Kyton-Spawn Tieflings gain a +2 racial bonus on Escape Artist and Intimidate checks. Soul Seer Rare tieflings have a peculiar sight that allows them to see the state of a creature’s soul. They can use deathwatch at will as spell-like ability. This racial trait replaces the spell-like ability and fiendish sorcery racial traits. Other Gear Bulette-hide full plate +1 keen rapier Falchion 75g
Backpack 2g
2 Torches 0.02g
Banded Mail 250g +7 +1 –6 35% 20 ft.2 35lb Starting Gold: 500g
Current Wealth: 6.98g --------------------
Aura of Good (Ex)
Detect Evil (Sp)
Smite Evil (Su)
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect. The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level. Divine Grace (Su)
Lay On Hands (Su)
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Mystery - Life Oracle’s Curse A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits. Main curse: Tongues 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. Unimproving curse: Powerless Prophecy You are forewarned of danger but can’t act to prevent it. You gain uncanny dodge, as the rogue class feature. However, you can’t take any actions in a surprise round, including free actions, except for flash of insight. In the absence of a surprise round, you are staggered for the entire first round of combat. Uncanny Dodge (Ex) Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her. If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. Class Skills A dual-cursed oracle gains no additional class skills from her mystery. Revelations 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). --------------------
L2: Oracle 1. Heal, Knowledge Planes, Knowledge Religion, Sense Motive L3: Paladin 2. Knowledge Dungeoneering, Knowledge Local, Extra Lay on Hands, +1 HP healed on self by lay on hands L4: Oracle 2. Diplomacy, Handle Animal, Knowledge Nature, Perception L5: Oracle 3 L6: Oracle 4 |