Bleachling Lunatic

Mya Wictoric's page

234 posts. Alias of Wyshart.


Full Name

Mya Wictoric

Race

Vitals:
HP 21/21 | AC 16 T 14 FF 13 | F +3 R +4 W +5 [+2 against illusions and death effects] [+1 trait against spells and spell-like abilities from evil creatures] | CMD 13 PSD 13 MSD 14 | Init +2 | Perc +5

Classes/Levels

Abilities:
Hit Dice 3/3 | Spell Points 2/8 | Erase from time 1/1 | Anticipate Peril 0/1|Time Flicker 3/3 | DC 16 for Sphere Abilities

Gender

Female Gnome Oracle 3

Size

Small

Age

?

Languages

Common, Elven, Gnome, Sylvan

Strength 10
Dexterity 14
Constitution 12
Intelligence 12
Wisdom 12
Charisma 18

About Mya Wictoric

Mya's portrait (Official Paizo Image by Sebastian Rodriguez)
Sebastian Rodriguez's Artstation

Statistics:

Initiative: +2 (+2 DEX)
Perception: +5 (+2 level +1 WIS +2 racial)
Low-Light Vision
Speed: 20ft
HP: 15 (8 class at level 1 +1 Con mod at level 1 +5 class per level up +1 Con mod per level up)
Fortitude: +3 (+1 class +1 Con Mod +1 resistance) [+2 racial against illusions and death effects] [+1 trait against spells and spell-like abilities from evil creatures]
Reflex: +4 (+1 class +2 Dex Mod +1 resistance) [+2 racial against illusions and death effects] [+1 trait against spells and spell-like abilities from evil creatures]
Will: +5 (+1 class +1 Wis Mod +2 "good save" +1 resistance) [+2 racial against illusions and death effects] [+1 trait against spells and spell-like abilities from evil creatures]

AC: 16 (10 +2 DEX +3 armor +1 size)
CMB: 1 (+2 BAB +0 STR -1 size)
CMD: 13 (10 +2 BAB +0 STR +2 DEX -1 size)
PSB: +6 (+2 BAB +4 Cha Mod)
PSD: 13 (10 +2 BAB +1 WIS)
MSB: +3 (Spherecasting Class Level)
MSD: 14 (11 + spherecasting class level)
Melee: +3 (+2 BAB +0 STR +1 size)
Ranged: +5 (+2 BAB +2 DEX +1 size)

Skills:

Skills per Level: 6 (4 +1 Int Mod +1 FCB)
[-1 penalty to all Strength and Dexterity-based checks from Wizened Oracle curse]
Acrobatics
Athletics
Craft
Deception
Disable Device
Escape Artist
Fly
Heal
Influence +10 (+3 ranks +4 Cha Mod +3 class)
Knowledge (arcane) +9 (+3 ranks +1 Int Mod +3 class +2 from Scholar feat)
Knowledge (civilization)
Knowledge (divine) +9 (+3 ranks +1 Int Mod +3 class +2 from Scholar feat)
Knowledge (dungeoneering)
Knowledge (engineering)
Knowledge (history) +5 (+1 rank +1 Int Mod +3 class)
Knowledge (martial)
Knowledge (nature)
Knowledge (occult)
Knowledge (planes) +6 (+2 rank +1 Int Mod +3 class)
Linguistics
Lore
Perform
Profession
Sense Motive +5 (+1 rank +1 Wis Mod +3 class)
Sleight of Hand
Spellcraft +6 (+2 ranks +1 Int Mod +3 class)
Stealth
Survival
Use Magic Device +10 (+3 ranks +4 Cha Mod +3 class)

Feats:

Sphere Focus [Time]
Benefit: Add +1 to the Difficulty Class for all saving throws against spells or sphere effects from the sphere or school of magic you select. [Time Sphere]
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new sphere or school of magic.

Scholar [Background Feat chosen at lvl 2]
Benefit: Pick any two Knowledge skills. You gain a +2 bonus on checks with these two skills. At character level 10, the bonus increases to +4. (Skills Chosen: Knowledge (Arcana) and Knowledge (divine))

Combat Casting [Feat chosen at level 3]
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Race Traits and Traits:
*Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks (Already added to their respective areas)
*Gnomes have a base speed of 20 feet.
*Gnomes can see twice as far as humans in conditions of dim light.
*Gnomes gain a +2 racial saving throw bonus against illusions and death effects.
*Gnomes add +1 to the DC of any saving throws against illusion spells that they cast. Gnomes with Charisma scores of 11 or higher also gain the following spell-like abilities: 1/day speak with animals. The caster level for these effects is equal to the gnome's level. The DC for these spells is equal to 10 + the spell's level + the gnome's Charisma modifier [DC 16] [Altered by Bleachling]
*Gnomes receive a +2 racial bonus on Perception checks.
*Gnomes gain the Gnomish Heritage Equipment talent as a bonus talent at 1st level [Added]
*Bleachling: Gnomes who have survived the Bleaching are immune to effects of the Bleaching thereafter. These gnomes gain two favored classes: druid, and their choice of any other class. They lose all spell-like abilities granted by the gnome magic racial trait except speak with animals, but they can use their speak with animals spell-like ability three times per day. This racial ability replaces obsessive and alters gnome magic.

Trait:
Driven by Guilt [Campaign Trait]: You awake after your ordeal with a lingering feeling that you have taken part in something outside the normal bounds of your morals. Whether you were corrupted at one point or compelled to perform some forgotten actions, this guilt drives you to fight against those forces in the world that prey upon the good. You see your present condition as a chance to redeem yourself and banish this unsettling emotion.

You gain a +1 trait bonus on saving throws against any spells or spell-like abilities cast by evil creatures. In addition, once per day as a swift action, you can add your Charisma bonus to your attack rolls and deal 1 additional point of damage for each class level you have against evil creatures for 1 round. You must have a good alignment to take this trait.

Class Features:

*Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.
*The oracle may combine spheres and talents to create magical effects. The oracle is considered a High-Caster and uses Charisma as her casting ability modifier. (Note: All casters gain 2 bonus talents and may select a casting tradition the first time they gain the casting class feature.)
*The oracle gains a small reservoir of energy she can call on to create truly wondrous effects, called a spell pool. This pool contains a number of spell points equal to her level + her Charisma modifier (minimum: 1). This pool replenishes once per day after roughly 8 hours of rest. [Spell Pool 7/7 +2 class level +4 Charisma Modifier +1 from Casting Tradition: Oracle]
*An oracle gains 1 magic talent every level.

*Mystery:
TIME
Associated Sphere: Time
Class Skills: An oracle with the time mystery adds Fly, Knowledge (arcane), and Use Magic Device to her list of class skills.
Mystery Spells: -
Revelations:
Erase from Time (Su) (Chosen at 1st level): As a melee touch attack, you can temporarily remove a creature from time altogether. The target creature must make a Fortitude save or vanish completely for a number of rounds equal to 1/2 your oracle level (minimum 1 round). No magic or divinations can detect the creature during this time, as it exists outside of time and space — in effect, the creature ceases to exist for the duration of this ability. At the end of the duration, the creature reappears unharmed in the space it last occupied (or the nearest possible space, if the original space is now occupied). You can use this ability once per day, plus one additional time per day at 11th level.

Time Flicker (Su) (requires 3rd level) (Chosen at 3rd level): As a standard action, you can flicker in and out of time, gaining concealment (as the blur spell). You can use this ability for 1 minute per oracle level that you possess per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 7th level, each time you activate this ability, you can treat it as the blink spell, though each round spent this way counts as 1 minute of your normal time flicker duration.

*Oracle’s Curse (Ex):

Wizened
Your body is prematurely aged and you appear two age categories older than you actually are (maximum Venerable). You take a -1 penalty to all Strength- and Dexterity-based checks, and your lifespan is reduced by 25%. With this loss of mundane longevity comes a boost to your magical longevity. You can cast all of your oracle spells as if they were modified by the Extend Spell feat. This does not increase their level or casting time. At 5th level, with age comes wisdom. If your Charisma score is ever reduced to lower than your Wisdom score, you can use your Wisdom score in place of your Charisma score to continue to cast your oracle spells, but not any other class ability that is based on Charisma. At 10th level, you gain a +1 bonus to all Intelligence-based and Wisdom-based checks. At 15th level, this bonus increases to +2.

*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.

Revelations chosen:
1st – Erase from Time (Su)

*Mystery Spell (Sp):
At 2nd level and every two levels thereafter, the oracle gains a spell-like ability derived from her mystery. Each can be used once per day.

Mystery Spells acquired:
Anticipate Peril

Combat/Magic Talents:

Combat Talents:
Gnomish Heritage (discipline)
You gain proficiency with the heavy crank crossbow, light crank crossbow, battle ladder, flailpole, flask thrower, gnome flick-mace, gnome hooked hammer, gnome pincher, and piston maul.

Magic Talents:
Brief List:
Alter Time [Granted by Time Mystery]
Improved Haste [1/3 chosen at lvl 1]
Ranged Time [range] [1/3 chosen at lvl 1]
Second Chance [1/3 chosen at lvl 1]
Mass Time [mass] [1/1 chosen at lvl 2]
After Image (time) [1/1 chosen at lvl 3]

Magic Talents' full description:

DC 16 for Sphere Abilities [10 + 1 (1/2 of caster level) +4 Cha Mod +1 Sphere Focus Feat]
Alter Time [Granted by Time Mystery]
Haste
You grant the target increased speed. The target gains a +10 feet enhancement bonus to all forms of movement, as well as a +1 bonus to attack rolls and a +1 dodge bonus to AC and Reflex saves. This increases by +10 feet per 5 caster levels, and a +1 bonus per 10 caster levels. You must concentrate to maintain this effect, but may spend a spell point as a free action to allow it to remain for 1 round per caster level without concentration.
Slow
You slow the target’s movements and perception of time. The target has its movement speeds halved (minimum 5 feet) and suffers a -1 penalty to attack rolls, AC, and Reflex saves (Will negates). This penalty increases by 1 per 10 caster levels you possess. You must concentrate to maintain this effect, but may spend a spell point as a free action to increase its duration to 1 round per caster level without concentration.
If a Haste and Slow ability are used on the same creature, the second caster must attempt a magic skill check against the effect of the first caster. On a failure the target is unaffected. On a success, the effects counter each other, leaving neither in place.

Improved Haste [1/3 chosen at lvl 1]
When you use Haste on a target, that target may either make an additional attack at their highest base attack bonus when making a full attack, or make additional attacks of opportunity during the round (+1 attack of opportunity, +1 for every 5 caster levels you possess). The target may only benefit from one such benefit per round; if they make a full attack with a bonus attack, they do not gain additional attacks of opportunity that round. This effect is not cumulative with similar effects, such as that provided by the haste spell or a speed weapon, and taking a full attack with a bonus attack from such a source counts as choosing that option for Haste for that round.

Ranged Time [range] [1/3 chosen at lvl 1]
Your alter time effects gain a range of close. You may select this talent multiple times. Each time it is selected, you may increase the range by one level (close to medium, medium to long). Increasing the range beyond close also increases the range at which you may maintain an effect through concentration.

Second Chance [1/3 chosen at lvl 1]
As an immediate action, you may spend a spell point to allow any creature currently benefiting from one of your alter time effects to reroll a saving throw they just failed. They must accept the new result even if it is worse than the original roll.

Mass Time [mass] [1/1 chosen at lvl 2]
When using an alter time effect that targets creatures, you may spend an additional spell point to affect an additional 1 creature per 2 caster levels (minimum 1) at the same time. Each target must be within range and must be affected by the same alter time effect. Once created, each alter time effect is considered a separate sphere effect. Alternatively, you may spend an extra spell point to double the size of an alter time effect that targets an area.

After Image (time) [1/1 chosen at lvl 3]
You may cause a target to bleed through time, blurring their image so that they appear to be in multiple places at once. This grants the target concealment (20% miss chance) against attacks, +5% per 3 caster levels to a maximum of 50%. This is a blur effect, and may be counteracted by abilities that specify they can see through them. Opponents that cannot see the subject ignore this penalty, although fighting an unseen opponent carries penalties of its own.
This effect lasts as long as you concentrate, although you may spend a spell point as a free action to allow this effect to remain for 1 minute per caster level without concentration.

Casting Tradition:

Casting Tradition:

Magic Type: Divine
Casting Ability Modifier: Charisma
Drawback: Verbal Casting, Magical Signs, Mental Focus
Boon: +1 spell point, +1 per six levels in casting classes, Easy Focus

Verbal Casting: You must speak in a loud, clear voice to cast spells. Using magic alerts all nearby hearing creatures to your presence and location, effectively breaking stealth. You cannot cast in an area of magical silence, or in any other situation where you are unable to speak clearly.
Magical Signs: Your magic is accompanied by tell-tale signs; for example, your body glows brightly, the sound of tortured souls shriek as you cast, a deep chill affects all nearby creatures, etc. Using magic automatically breaks stealth, and whenever you use magic all creatures within 60 feet who are observing you are considered to have automatically succeeded at a Spellcraft check to know which sphere effect, talents, and casting tradition you used.
You may not select this drawback if you possess the Witchmarked drawback.
Mental Focus: Your magic requires you to have a focus that is not always possible to achieve. You normally have focus, but lose it whenever you fail a save versus mind-affecting magic, have a critical hit confirmed on you, or a condition causes you to lose the ability to concentrate (such as being nauseated or helpless or failing a forced concentration check such as from being entangled). Using magic without your mental focus requires you to attempt a concentration check (DC 20 + 1/2 caster level) to produce the desired effect. Failure means time (and any spell points) are spent, but no effect happens. If focus is lost, the caster can refocus by meditating as a full-round action that provokes attacks of opportunity.
Easy Focus: When maintaining a sphere ability through concentration, effects that normally require a standard action to concentrate on only require a move action for you. This does not decrease the sphere ability’s casting time, only the action used to maintain concentration.

Equipment:

46 gp
Light Crossbow (+4 to hit, 19/20 x2, Range 80, 4 lbs, 1d6 piercing damage) + 20 bolts (2 lbs)
Dagger (+2 to hit, 19-20/x2, Range 10 ft., 1 lbs, 1d3 piercing/slashing damage)
Chroniclers' Kit (This bundle contains a map case, two vials of ink, two inkpens, 10 sheets of paper, two blank journals, a pound of fine powder for drying ink, and a 20-foot measuring cord. The supplies usually suffice for chronicling a single expedition of not more than 2 months' duration. / 4-1/2 lbs)
Studded Leather (+3 armor bonus, +5 maximum Dex bonus, -1 armor check penalty, 20 lbs)
18 lbs -> Light Load