AC 16 T 13 FF 13
CMD 19 FF 15
Fort +7 Ref +9 Will +8
---> +2 vs. death, negative energy, removing negative levels
Effects/Conditions Good Hope, Protection from Energy: Fire 20 (10 min)
Mythic Power 3/9
Cloak of Darkness 7/7 (hrs per day)
Many Forms 7/7 (mins per day)
Wings of Darkness 7/7 (mins per day)
Spells (DC=15 + spell level)
Level 1 -- 7/8
Level 2 -- 6/7
Level 3 -- 4/6
Rods, staves, etc
Silent Rod, Lesser 3/3 day
Acid Bolts 5
tanglefoot bags 5
--- Delay Poison (CL3) 3
--- Resist Energy (CL1) 4
--- Lesser Restoration (CL3) 3
114p 2g 0s 0c
It's not helped by his fragmented personality. He's generally agreeable and likable, with a charming if strange personality. Unfortunately, there is obviously something 'off' in his bearing and interactions. He often stares off into space, head cocked, as if listening to something no one else can hear. And it's far too common for him to have whispered but animated conversations with no one at all. Or for him to be engaged in conversation with one person while his hand furiously scribbles nonsense words on a piece of paper… seemingly unnoticed by Nic himself. Overall, it does not paint a picture of a man in full control of his mind, and it can be unsettling.
Male Human Oracle 7
Languages Common, Samsaran, Abyssal, Aklo, Auran, Celestial, Infernal
Init +13; Senses Low-Light Vision
Fort +5 Ref +7 Will +6
Mystic Past Life: Good Hope, Invisibility, Scorching Ray, Sleet Storm
Mystery: Dark Tapestry
Curse: Tongues (Abyssal, Celestial)
Revelations: Cloak of Darkness, Many Forms, Wings of Darkness
Mythic Power: 9/day
Mythic Feats: Mythic Lore (Bane, Cure Serious Wounds), Extra Path Ability (Enhanced Ability - +2 Charisma)
Hard to Kill: Whenever you’re below 0 hit points, you automatically stabilize without needing to attempt a Constitution check. If you have an ability that allows you to act while below 0 hit points, you still lose hit points for taking actions, as specified by that ability. Bleed damage still causes you to lose hit points when below 0 hit points. In addition, you don’t die until your total number of negative hit points is equal to or greater than double your Constitution score.
Surge +1d6 (Su): You can call upon your mythic power to overcome difficult challenges. You can expend one use of mythic power to increase any d20 roll you just made by rolling 1d6 and adding it to the result. Using this ability is an immediate action taken after the result of the original roll is revealed. This can change the outcome of the roll. The bonus die gained by using this ability increases to 1d8 at 4th tier, 1d10 at 7th tier, and 1d12 at 10th tier.
Amazing Initiative (Ex): At 2nd tier, you gain a bonus on initiative checks equal to your mythic tier. In addition, as a free action on your turn, you can expend one use of mythic power to take an additional standard action during that turn. This additional standard action can’t be used to cast a spell. You can’t gain an extra action in this way more than once per round.
Recuperation (Ex): At 3rd tier, you are restored to full hit points after 8 hours of rest so long as you aren’t dead. In addition, by expending one use of mythic power and resting for 1 hour, you regain a number of hit points equal to half your full hit points (up to a maximum of your full hit points) and regain the use of any class features that are limited to a certain number of uses per day (such as barbarian rage, bardic performance, spells per day, and so on). This rest is treated as 8 hours of sleep for such abilities. This rest doesn’t refresh uses of mythic power or any mythic abilities that are limited to a number of times per day.
Divine Surge (Inspired Spell [Su]): You can expend one use of mythic power to cast any one divine spell, treating your caster level as 2 levels higher. This spell must be on your divine spell list (or your domain or mystery spell list) and must be of a spell level that you can cast using that divine spellcasting class. If you are a spontaneous spellcaster, you don’t need to have the spell prepared, nor does it need to be on your list of spells known. Using this ability does not expend a prepared spell or available spell slot. You can apply any metamagic feats you know to this spell, but its total spell slot level must be a slot level you can normally cast.
Mythic Ability (Faith's Reach [Su]): Whenever you cast a divine spell with a range of touch, you can instead cast the spell with a range of 30 feet. If the spell normally requires a melee touch attack, it instead requires a ranged touch attack.
Mythic Ability (Relentless Healing [Su]): You can restore life to the recently dead. If a creature has died within 1 round, as a free action you can expend one use of mythic power to apply healing magic to that creature. This healing can be from a spell or effect you cause or from a magic item you wield. If this healing brings the creature’s hit points above the threshold for death, it comes back to life and stabilizes at its new hit point total (similar to the way breath of life functions); otherwise, it remains dead. Alternatively, you can expend two uses of mythic power on a dead creature that would have the ability to magically heal itself if it were alive (such as a dead cleric with a prepared cure light wounds spell) in order to trigger the most powerful healing magic it knows or has prepared. If this brings the creature’s hit points above its death threshold, it returns to life.
Mythic Ability (Mythic Spellcasting): Invisibility, Protection from Evil, Sanctuary
Caster Level 7 (11 to overcome SR)
Spell DC's = 17 + spell level
Concentration +17 (+21 Defensive/Grapple)
Orisons: Create Water, Detect Magic, Detect Poison, Mending, Read Magic, Spark, Stabilize
Feats Improved Initiative, Combat Casting, Spell Penetration, Greater Spell Penetration
Traits Reactionary, Focused Mind
Skills (ACP 0)
Diplomacy +11 (1 rnks)
Intimidate +11 (1 rnks)
Knowledge: Arcana +4 (1 rnks)
Knowledge: History +4 (1 rnks)
Knowledge: Planes +10 (7 rnks)
Knowledge Religion +4 (1 rnks)
Linguistics +3 (3 rnks)
Sense Motive +3 (1 rnks)
Spellcraft +8 (5 rnks)
Stealth +13 (7 rnks)
Worn Mythic star-shaped black stone w/ white lines, Well-tailored urban outfit, Headband of Alluring Charisma +2, Belt of Incredible Dexterity +2, Cloak of Resistance +2, +2 Buckler, Mwk Cold iron dagger, Darkwood Light Crossbow, quiver, 3 scroll cases, cracked pale lavender prism ioun stone, Lesser Silent Metamagic Rod, Wand of Cure Light Wounds,
Quiver 10 bolts, 5 acid bolts
Belt Pouches Monies
Mwk Backpack Oracle kit equipment, various consumables (tracked in Tracking)
Most of Nic's kind retain snatches of memories from their past lives. Nic struggles to retain that even from his current one. Most everything from before the ordeal is more or less lost to him, leaving him the horrible nightmare memory of the ordeal itself and all the memories he and Lacsar have created together since.
What Lacsar has told him of before the Ordeal
The humanoid mind wasn't meant to interface with the creatures of the darkest voids… much less play host to them. The melding ravaged his mind, fracturing and splintering his thoughts, memories, and personality, leaving Nic forever changed.
Now, Nic is haunted by the impressions of the creatures who tried to come through. While the full mind of those alien creatures couldn't come through, their faint touch was more than enough to warp Nic's mind. His naturally good personality is retained, for the most part, but the whispers of those creatures forever seek to gain control of his thoughts and actions. Nic remains in control, for the most part, though he lost a lot of what was 'him'.
In exchange, he has some interesting new abilities, a surprisingly vast knowledge of the planes, and a host of eclectic spells that he can bring to bear on any given problem… even if those spells all seem dark and otherworldly.
Heirophant Tier 1
+4 HP (52 total)
Mythic Power: 5/day
Mythic Feat: Mythic Lore (Bane, Cure Serious Wounds)
Divine Surge: Inspired Spell
Mythic Ability: Faith's Reach
Hard to Kill
Heirophant Tier 2
Heirophant Tier 3