Table of Contents

Mikan

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.

Persona

Name Mikan
Race Human
Age 23
Skin light
Hair Light, Short
Player Golaj
Clothing Scholars Robe
Alignment -

Attributes

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.

Level Progression

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

Skills

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) - -

Feats

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.

Ability Description

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.

Spells

- 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

Equipments

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)