Kutholiam Vuere

Micheo Barbulcus's page

592 posts. Alias of Decimus Observet.


Full Name

Micheo Barbulcus

Race

Kyton-Spawn Tiefling

Classes/Levels

Hospitaler Paladin 2/Dual-Cursed Oracle of Life 2 - HP 26/38, 5 non-lethal damage Fort- +9, Ref +3, Will +8. Perception: +0. 1st: 5/5, LoH 6/6, Non-Lethal Damage 0

Gender

Male

Size

M, 5' 11"

Age

24

Alignment

LG

Deity

Sarenrae

Location

Falcon's Hollow

Languages

Common, Infernal

Occupation

Hospitaler of Sarenrae

Strength 16
Dexterity 10
Constitution 16
Intelligence 10
Wisdom 8
Charisma 17

About Micheo Barbulcus

Micheo Barbulcus
Hospitaler Paladin 2/Dual-Cursed Oracle of Life 2

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
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Defense
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AC 19, touch 10, flat-footed 19 (Bulette-hide full plate, Max Dex Bonus of +2 and Hardness 12)
hp 38 (4 HD; 2 Paladin 1d10+3+0, 2 Oracle 1d8+3+0)
Fort +9, Ref +3, Will +8 (+2 vs death effects)

cold resistance 5, electricity resistance 5, and fire resistance 5.
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Offense
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Speed 30 ft. (20 ft. in armour)

Melee
+1 Keen Rapier +7 1d6+4 15–20/x2 P / Finesse

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
Sling +3 (1d4+3/x2)

Magic
Oracle Spells Known (CL 2; concentration +5)

Orisons
Create Water
Detect Magic
Mending
Read Magic
Stabilise

1st Level Spells 4/day
Bless
Protection from Evil

Cure Light Wounds

Mystery: Detect Undead

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Statistics
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Str 16, Dex 10, Con 16, Int 10, Wis 8, Cha 17
Base Atk +3; CMB +6; CMD 15

Racial Bonus: +2 con, +2 cha, -2 wis
L4: +1 Cha

STR 16 (+3)
DEX 10 (+0)
CON 16 (+3)
INT 10 (+0)
WIS 8 (0)
CHA 17 (+3)

Feats
L1: Fey Foundling
L3: Extra Lay on Hands

Fey Foundling
You were found in the wilds as a child.

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
Blessed Touch - Faith
You may have been raised in a devout family, studied the divine in a formal church environment, or even learned how to combine traditional healing techniques with those of divine casters. In so doing, you have focused yourself into being the perfect vessel for your deity. Divine power flows through you like a mountain stream, making your healing touch more potent than that of others.

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)
You were raised, either wholly or in part, by a magical creature, either after it found you abandoned in the woods or because your parents often left you in the care of a magical minion. This constant exposure to magic has made its mysteries easy for you to understand, even when you turn your mind to other devotions and tasks.

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
Common, Infernal

Skills
The paladin’s class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

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
Appraise +0 |+0 Int
Bluff +3 |+3 Cha
Climb +3 |+3 Str
+Craft +0 |+0 Int
+Diplomacy +8 |+3 Cha +2 rank +3 class skill
Disable Device* -- |+0 Dex untrained
Disguise +3 |+3 Cha
Escape Artist +2 |+0 Dex +2 racial
Fly +0 |+0 Dex
+Handle Animal* +7 |+3 Cha +1 rank +3 class skill
+Heal +3 |-1 Wis +1 rank +3 class skill
Intimidate +5 |+0 rank +3 Cha +2 racial
Knowledge Arcana* -- |+0 Int
Knowledge (Dungeoneering)* +1 |+0 Int +1 rank
Knowledge (Engineering)* -- |+0 Int untrained
Knowledge Geography* -- |+0 Int untrained
+Knowledge History* -- |+0 Int untrained
Knowledge Local* +1 |+0 Int +1 rank
+Knowledge Nobility* -- |+0 Int untrained
Knowledge Nature* +1 |+0 Int +1 rank
+Knowledge Planes* +4 |+0 Int +1 rank +3 class skill
+Knowledge Religion* +4 |+0 Int +1 rank +3 class skill
Linguistics* -- |+0 Int untrained
Perception +0 |-1 Wis +1 rank
Perform +3 |+3 Cha
+Profession (farmer) +3 |-1 Wis +1 rank +3 class skill
+Ride +0 |+0 Dex
+Sense Motive +3 |-1 Wis +1 rank +3 class skill
Sleight of Hand* -- |+0 Dex untrained
+Spellcraft* -- |+0 Int untrained
Stealth +0 |+0 Dex
Survival -1 |-1 Wis
Swim +3 |+3 Str
Use Magic Device* -- |+3 Cha untrained

SQ
Pass for Human: Discrimination against tieflings with horrifically fiendish features is so intense that even tieflings look up to those precious few of their kind who can pass as human. These tieflings have otherworldly features that are so subtle, they aren’t often noticed unless the tiefling points them out (for example, eyes that flash red in the throes of passion, or fingernails that are naturally hard and pointed). Such a tiefling doesn’t need to succeed at a Disguise check to appear to be human and count as humanoid (human) as well as outsider (native) for all purposes (such as humanoid-affecting spells like charm person or enlarge person). The tiefling does not automatically gain his associated outsider language (but may select it as a bonus language if his Intelligence score is high enough), and he may not select other racial traits that would grant him obviously fiendish features (such as the fiendish sprinter, maw or claw, prehensile tail, scaled skin, or vestigial wings alternate racial traits). This ability alters the tiefling’s type, subtype, and languages.

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
Warhammer 12g
Pick, heavy 8g
Dagger 2gp
Sling ___
20 sling bullets 0.2g 97.2

Backpack 2g
Bedroll 0.1g
Belt Pouch 1g
Grooming kit 1g
Explorer's outfit [free at start]
Flint and Steel 1g
Hemp rope (50 feet) 1g
Holy Symbol, Iron 5g
Holy text, simple 10g
Meditation Crystal 100g
http://www.d20pfsrd.com/equipment-/goods-and-services/toys-games-puzzles#TO C-Meditation-Crystal
121.1

2 Torches 0.02g
Trail rations (7) 3.5g
Waterskin 1g
4.62

Banded Mail 250g +7 +1 –6 35% 20 ft.2 35lb

Starting Gold: 500g
Total Starting Equipment Cost: 473.02g

Current Wealth: 6.98g

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Special Abilities
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Weapon and Armor Proficiency
Paladins are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex)
The power of a paladin’s aura of good (see the detect good spell) is equal to her paladin level.

Detect Evil (Sp)
At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.

Smite Evil (Su)
Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Cha bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.

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)
At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all Saving Throws.

Lay On Hands (Su)
Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.

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).

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Progression
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L1: Paladin 1. Diplomacy, Profession (farmer), +1 HP healed on self by lay on hands
Fey Foundling

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