| Spell Pts 26/26 | Channels 9/9 | Energy Body 5/5 | Claws 9/9 | Mythic Power 7/7 | Immune sickened
Classes/Levels
| *Active Effects: none
Gender
Disfigured Dissident | LN M human | Vigor 39/39 Wounds 45/45 (Thresh 22) | AC 21 (T 14 FF 19) | Fort +9; Ref +6; Will +9 | Perception +2; Sense Motive +10
About Utrim Obolus
Background, Appearance and Personality:
Utrim's parents were rebels against the Hu-Charad, delvers into the ancient and the arcane, seekers of weapons to wield against their giant overlords. In the months leading up to his birth they were part of an expedition exploring the fortress of Castle Mabb. Though ultimately unsuccessful in learning the secrets of that place, their unborn child was subjected to the strange energies radiated by the Pillars of Life and Death and absorbed them, their power lying dormant within him [Sacred Conduit trait, Fey Foundling re-skinning]. As a boy his parents were captured and executed for their crimes and he swore vengeance against the rulers of the Diamond Throne. Seeking out the mojh and asking to join them, he thought the transformation would grant him power to use against the Hu-Charad and give him favor with the dragons that now seemed poised to make war on them.
This it did, but not as any had expected. The process went horribly awry; instead of fueled by the draconic essences intended, the tenebrian ritual bonded with the dormant positive and negative energies within him. The resulting transformation has made Utrim a living conduit for those energies and granted him near superhuman resilience, even as he exhibits all the signs and symptoms of the injuries that befall him [Disfigured trait, Oracle mystery, Wasting curse]. A small bit of draconic essence still came through in his transformation, and over time this draconic influence becomes more and more apparent[VMC sorcerer].
Having heard of the strange results of Utrim's transformation, the mojh scholar T'lam'tlissilit invited the would-be mojh to join him in service to dragonkind, mainly due to his academic interest in Utrim's abilities; not knowing the man's parents delved within Castle Mabb, he suspects the strange powers to be the manifestation of a unique connection to the Great Mojh.
Utrim is a tall, wiry man covered in a network of disfiguring scars who appears to suffer from anemia, jaundice, and possibly other maladies. Whatever powers he has over life and death come at the cost of his own health; magical healing doesn't function normally on him, always leaving behind scars. While these scars and symptoms of illness are distressing in appearance, unknown to most is that they are purely cosmetic.
Statistics:
male human oracle (life mystery) VMCdraconic sorcerer 5
LN medium humanoid (human)
Init +4; Senses Perception +0
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DEFENSE
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AC 21, touch 14, flat-footed 19 (+5 armor, +2 dex, +1 deflection, +1 dodge, +2 shield)
Wounds (Threshold): 45 (22) [+5 Toughness]
Vigor: 39 [+8 T2 Hierophant]
Fort +8 (+9), Ref +5 (+6), Will +8 (+9)
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OFFENSE
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Speed 30 ft.
Melee Claws +6/+5 (1d6+1) [ATTUNED] for 9 rds/day
Ranged
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STATISTICS
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Str 10, Dex 14, Con 18 (20), Int 12, Wis 14, Cha 20 (22) Base Atk +3; CMB +3; CMD 17
Automatic Bonus Progression: +1 resistance all saves, +1 armor attunement, +1 weapon attunement, +1 deflection AC, +2 enhancement mental (Cha), +2 enhancement physical (Con).
Traits
Deformed (Religion). +1 trait bonus to Intimidate and is class skill.
Sacred Conduit (Faith). +1 trait bonus to the save DC of your channeled energy.
Life Mystery. Handle Animal, Knowledge Nature, and Survival are class skills.
Revelations:
Channel. 9/day for 3d6 Will DC 21 . The oracle can channel positive energy like a cleric, using his oracle level as his effective cleric level when determining the amount of damage healed (or caused to undead) and the DC. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. He can use this ability a number of times per day equal to 1 + his Charisma modifier. Versatile Channel feat allows him to channel negative energy as well; Improved Channel grants +2 bonus to save DC; Sacred Conduit grants +1 trait bonus to save DC; Extra Channel feat adds 2 channels/day.
Life Link (Su). 5 bonds / 150 Range. 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).
Energy Body (Su). 5 rounds/day. As a standard action, you can transform your body into pure life energy, resembling a golden-white fire elemental. In this form, you gain the elemental subtype and give off a warm, welcoming light that increases the light level within 10 feet by one step, up to normal light. Any undead creature striking you with its body or a handheld weapon deals normal damage, but at the same time the attacker takes 1d6 points of positive energy damage + 1 point per oracle level. Creatures wielding melee weapons with reach are not subject to this damage if they attack you. If you grapple or attack an undead creature using unarmed strikes or natural weapons, you may deal this damage in place of the normal damage for the attack. Once per round, if you pass through a living allied creature's square or the ally passes through your square, it heals 1d6 hit points + 1 per oracle level. You may use this ability to heal yourself as a move action. You choose whether or not to heal a creature when it passes through your space. You may return to your normal form as a free action. You may remain in energy body form for a number of rounds per day equal to your oracle level.
Curse: Wasting.
He takes a –4 penalty on Charisma-based skill checks, except for Intimidate. He gains a +4 competence bonus on saves made against disease.
At 5th level, he is immune to the sickened condition (but not nauseated).
At 10th level, he gains immunity to disease.
At 15th level, he is immune to the nauseated condition.
Mythic Bloodline: Bloodline Powers function as CL + 4
Claws (Su). 9 rds/ day. Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.
Words & Spell Points:
Spell Points: 26 (18 base + 8 from Cha)
I used the human favored class bonus of adding a spell known to add a word known at each level.