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About Mykhael MedvyedHuman Spirit Guide Oracle – 3
DEFENSE
OFFENSE
STATISTICS
Combat Gear – Chain Shirt, MW (25 lbs, 250 gp), Armored Kilt (10 lbs, 10 gp), Dagger (1 lbs, 2 gp), Short spear x4 (12 lbs, 4 gp), Long spear (9 lbs, 5 gp), sling (-), Sling Bullets 10 (-, 5lbs)
Oracles Kit (9gp, 29lbs)- This kit includes a backpack, a bedroll, a belt pouch, candles (10), a flint and steel, an iron pot, mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin. Horse light (Combat Trained), Saddle [Military](30 lbs, 20 gp), Bit and Bridle ( 1 lbs, 2 gp) GP: 164; SP: 7; CP: Light Load 100 Medium Load 200 Heavy Load 300
Feats & Traits:
Noble Scion (War) [Link] - gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. Also, use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier. Natrual Born leader You’ve always found yourself in positions where others look up to you as a leader, and you can distinctly remember an event from your early childhood where you led several other children to accomplish a goal that each of you individually could not. All cohorts, followers, or summoned creatures under your leadership gain a +1 morale bonus on Will saves to avoid mind-affecting effects. If you ever take the Leadership feat, you gain a +1 trait bonus to your Leadership score. Class Abilities:
Hit Die: d8. Starting Wealth: 3d6 x 10 gp (average 105 gp). Class Skills 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 Points at each Level: 4 + Int modifier. Unlike other divine spellcasters, an oracle’s selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed. In addition to the spells gained by oracles as they gain levels, each oracle also adds all of either the cure spells or the inflict spells to her list of spells known (cure spells include all spells with “cure” in the name, inflict spells include all spells with “inflict” in the name). These spells are added as soon as the oracle is capable of casting them. This choice is made when the oracle gains her first level and cannot be changed. Upon reaching 4th level, and at every even-numbered oracle level after that (6th, 8th, and so on), an oracle can choose to learn a new spell in place of one she already knows. In effect, the oracle loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. An oracle may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any cure or inflict spells, nor can she swap any spells gained from her mystery. Unlike a cleric, an oracle need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level. Oracles do not need to provide a divine focus to cast spells that list divine focus (DF) as part of the components. 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. At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels. Oracle’s Curse (Ex): Each oracle is cursed, but this 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. Each oracle must a single curse. All curses can be found here. Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table 2–6 under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. 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. Final Revelation: At 20th level, an oracle learns the final revelation about her mystery, granting her amazing powers and abilities. The nature of these bonuses depends upon the oracle’s mystery. =================================================================
A spirit guide gains one hex of her choice from the list of hexes available from that spirit. She uses her oracle level as her shaman level, and she switches Wisdom for Charisma and vice versa for the purpose of determining the hex's effects. At 4th level, she adds the bonded spirit’s spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast. At 7th level, she gains the spirit ability of her current bonded spirit. At 15th level, she gains the greater spirit ability of her current bonded spirit. This ability replaces the revelations gained at 3rd, 7th, and 15th levels.
Revelations:
Nature’s Whispers (Ex): You have become so attuned to the whispers of the natural world, from the croaking of frogs to the groaning of great boulders, that your surroundings constantly keep you preternaturally aware of danger. You may add your Charisma modifier, instead of your Dexterity modifier, to your Armor Class and CMD. Any condition that would cause you to lose your Dexterity modifier to your Armor Class instead causes you to lose your Charisma modifier to your Armor Class. Curse:
Lame (Advanced Player's Guide pg. 44 (Amazon)): One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance. At 5th level, you are immune to the fatigued condition (but not exhaustion). At 10th level, your speed is never reduced by armor. At 15th level, you are immune to the exhausted condition.
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Apperance:
APPEARANCE Height: 6’ 4” Weight: 220 lbs Eyes: Gray Hair: light brown Age: 17 Appearance: Mykhael stands a well over six feet tall with a thick and well-muscled build. He is broad shouldered and deep of chest, with a thick corded neck and heavily muscled limbs. His skin is bronzed from constant exposure to the elements which accentuates the hard, dangerous lines of his body. The big man is long limbed and walks with a noticeable limp. Mykhael has dark gray eyes, the same color of the sky right before a storm, and his gaze appears knowing and penetrating. His eyes are set in a well-proportioned and handsome face which is framed by light brown flowing hair, the color of a wheat, with a luxurious well-groomed mustache, a small goatee, and long sideburns that extend below his ears. Mykhael favors clothing in woodland colors and is usually clad in a well-made breastplate. He is never far from his spear which he uses as a walking stick. Personality:
PERSONALITY
He is a lover of geography, the outdoors, and stout ale, as well as smoking his pipe. He can be meticulous, especially when it comes to the care of his horse and his gear, but he is also thoughtful and imaginative, willing to experiment. Mykhael is stubborn, courageous, and dedicated to seeing tasks through to completion. However, he is not fool hardy. Rather he is practical knowing it’s better to live, and fight another day, than to die in a hopeless cause. He embodies the Medvyed family motto: "Endurance Overcomes All.
Backgorund:
BACKGROUND Mykhael was like many of the third or fourth sons of the great houses of Brevory, a wastrel. He spent his time enjoying his daily debauchery of drinking, gambling, and womanizing. All of that changed with a horse race, a mistimed jump, and a horrible fall. There was no fanfare or posturing nobles as Mykhael lay on his back, in an isolated grove of trees, writhing in pain from his crushed and twisted leg. Rather, he was alone, lost in his pain. Laying there he took solace in the melodious chirping of birds, the gentle breeze rustling the leaves, and the warm sunlight peeking through the branches overhead. This scene warmed his hart and he had hope that Erastil would watch over him right before he passed out. He awoke three days later and the dreams stated soon after. Mykhael’s dreams were always similar; where he saw a rich verdant untamed land and in the distance a majestic elk was running through the forest towards him. Then the elk was close by, beckoning Mykhael to follow him. The elk led him to an open meadow bathed in starlight and surrounding the meadow were all manner of woodland creatures. At first the creatures were loud and aggressive then of their own accord they bowed to Mykhael as he was crowned with a wreath of flowers. When Mykhael heard of the Expedition into the Stolen Lands he knew his dreams were pulling him in that direction. |