Mikan har været historielærer hans tidligere karriere, med en interrese for akrobatik og dans, skønt hans syn har været dårligt lige siden ulykken.
Det siges at hans syn ikke kan helbredes, selv ikke ved den stærkeste magi, så han har efterhånden lært at leve med det.
Name | Mikan |
---|---|
Race | Human |
Age | 23 |
Skin | light |
Hair | Light, Short |
Player | Golaj |
Clothing | Scholars Robe |
Alignment | - |
Attributes | Starting | Racial | Enhancement | Final | Cost | Advancement |
---|---|---|---|---|---|---|
Strength | 11 | - | - | 11 | 1 | |
Dexterity | 14 | - | - | 14 | 5 | |
Constitution | 11 | - | - | 11 | 1 | |
Intelligence | 12 | - | - | 12 | 2 | |
Wisdom | 7 | - | - | 7 | -4 | |
Charisma | 16 | +2 | - | 18 | 10 | 4th |
Load:
Strength | Light Load | Medium Load | Heavy Load |
---|---|---|---|
11 | 38 lb. or less | 39-76 lb. | 77-115 lb. |
Class Level | HD | HP | SP | BaB | Base Fort | Base Reflex | Base Will | Class Features | Fav Class |
---|---|---|---|---|---|---|---|---|---|
Oracle | D8 (8) | 9 | 6 | +0 | +0 | +0 | +2 | Mystery, Oracles Curse, Revelation | +1 HP |
Oracle | D8 (8) | 17 | 13 | +1 | +0 | +0 | +3 | Mystery Spell | +1 SP |
Oracle | D8 (7) | 25 | 17 | +2 | +1 | +1 | +3 | Revelation | +1 HP |
Oracle | D8 (6) | 31 | 26 | +3 | +1 | +1 | +4 | Mystery Spell | +1 SP |
Oracle | D8 (7) | 39 | 32 | +3 | +1 | +1 | +4 | +1 HP | |
Oracle | D8 (6) | 45 | 39 | +4 | 2 | +2 | +5 | Mystery Spell | +1 SP |
D? (?) | + | + | + | + | |||||
D? (?) | + | + | + | + | |||||
D? (?) | + | + | + | + | |||||
D? (?) | + | + | + | + | |||||
D? (?) | + | + | + | + |
Level | Saves |
---|---|
6 | +2/+4/+3 |
Skillname | Total | Rank | Ability | Misc | Notes | Class |
---|---|---|---|---|---|---|
Acrobatics | 10 | 5 | +2(Dex) | +3 | Oracle | |
Appraise | 1 | 0 | +1(Int) | - | - | |
Bluff | 6 | 2 | +4(Cha) | - | - | |
Climb | 0 | 0 | 0(Str) | - | Oracle | |
Craft (Specify) | - | +1(Int) | - | Oracle | ||
Diplomacy | 8 | 1 | +4(Cha) | +3 | Oracle | |
Disable device | 2 | 0 | +2(Dex) | - | - | |
Disguise | 4 | 0 | +4(Cha) | - | - | |
Escape artist | 2 | 0 | +2(Dex) | - | - | |
Fly | 2 | 0 | +2(Dex) | - | - | |
Handle Animal | 4 | 0 | +4(Cha) | - | - | |
Heal | -2 | 0 | -2(Wis) | - | Oracle | |
Intimidate | 4 | 0 | +4(Cha) | - | Oracle | |
Knowledge (Specify) | - | +1(Int) | - | - | ||
Knowledge (Dungeoneering) | 0 | +1(Int) | - | - | ||
Knowledge (Engineering) | 0 | +1(Int) | - | - | ||
Knowledge (History) | 10 | 6 | +1(Int) | +3 | Oracle | |
Knowledge (The Guilds) | 7 | 3 | +1(Int) | +3 | Oracle | |
Knowledge (Religion) | 0 | +1(Int) | - | Oracle | ||
Perception | -2 | 0 | -2(Wis) | - | - | |
Perform (Specify) | - | +4(Cha) | - | - | ||
Perform (Acrobatic/Dancing) | 12 | 5 | +4(Cha) | +3 | Oracle | |
Proffesion (Specify) | - | -2(Wis) | - | Oracle | ||
Proffesion (History Teacher) | 7 | 6 | -2(Wis) | +3 | Oracle | |
Ride | 2 | 0 | +2(Dex) | - | - | |
Sense motive | 3 | 2 | -2(Wis) | +3 | Oracle | |
Sleight of hand | 3 | 1 | +2(Dex) | - | - | |
Spellcraft | 10 | 6 | +1(Int) | +3 | Oracle | |
Stealth | 5 | 3 | +2(Dex) | - | - | |
Survival | -2 | 0 | -2(Wis) | - | - | |
Swim | 0 | 0 | 0(Str) | - | - |
Level | Feat | Feat Count |
---|---|---|
1 | Blind Fight, Mercifull Spell | 2 |
3 | Extra Revelation | 3 |
5 | Reach Spell, Nimble Moves | 5 |
“New Feats”
Reach Spell (Metamagic)
Your spells go farther than normal.
Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long.
Level Increase: Special. A reach spell uses up a spell slot one level higher than the spell’s actual level for each increase in range category.
For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher.
Spells modified by this feat that require melee touch attacks instead require ranged touch attacks.
Spells that do not have a range of touch, close, or medium do not benefit from this feat.
Merciful Spell (Metamagic)
Your damaging spells subdue rather than kill.
Benefit: You can alter spells that inflict damage to inflict nonlethal damage instead.
Spells that inflict damage of a particular type (such as fire) inflict nonlethal damage of that same type.
Level Increase: A merciful spell does not use up a higher-level spell slot than the spell’s actual level.
Blind-Fight (Combat)
You are skilled at attacking opponents that you cannot clearly perceive.
Benefit: In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee.
That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible.
The invisible attacker's bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC.
The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
Oracle Curse
Clouded Vision: Your eyes are obscured, making it difficult for you to see.
You cannot see anything beyond 60 feet, but you can see as if you had darkvision.
Mystery:
Each oracle must choose from among the following mysteries.
Unless otherwise noted, the DC to save against these revelations is equal
to 10 + 1/2 the oracle’s level + the oracle’s Charisma modifier.
- Flame
Bonus Spells: burning hands (2nd), resist energy (4th), fireball (6th)
Heat Aura (Su) 2/day DC: 17
As a swift action, you can cause waves of heat to radiate from your body.
This heat deals 3d4 points of fire damage creatures within 10 feet. A Reflex save halves the damage.
In addition, your form wavers and blurs, granting you 20% concealment until your next turn.
You can use this ability once
Cinder Dance (Ex):
Your base speed increases by 10 feet. You also receive Nimble Moves as a bonus feat.
Burning Magic (Su):
Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire.
This fire deals 1 point of fire damage per spell level at the beginning of the burning creature’s turn.
The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Reflex save (using the spell’s DC).
Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire.
Spells that do not grant a save do not cause a creature to catch on fire.
- From lvl 4.
Lvl 0
DC: 14
Create Water
Detect Water
Detect Poison
Light
Mending
Purify Food and Water
Spark
Lvl 1
DC: 15
7 a day.
Cure Light Wounds
Burning Disarm
Command
Obscuring Mist
Burning Hands
Lvl 2
DC: 16
6 a day.
Darkness
Cure Moderate Wounds
Resist Energy
Lvl 3
DC: 17
4 a day
Bestow Curse
Fireball
Ignore this section for now, ill just put in placeholders to keep the order.
General Goods:
Backpack (2gp) (2 lbs)
weight 2 lb
Armor:
“Generic Armor” (15 gp) (15 lbs)
“Generic Armor” (+3ac, +3maxdex, -3 ac penalty)
weight 60 lb
Weapons:
Brass Knuckles (1gp) (1 lb)
weight 1
Weapons List:
Unarmed Strike (tohit +6, dmg 1d4, *2, nonlethal)