About Mya WictoricMya's portrait (Official Paizo Image by Sebastian Rodriguez)
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)
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]
Combat Casting [Feat chosen at level 3]
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:
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 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
*Revelation:
Revelations chosen:
*Mystery Spell (Sp):
Mystery Spells acquired:
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:
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]
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]
Casting Tradition:
Casting Tradition: Magic Type: Divine
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.
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 |