Rusalka

Lorelei Starling's page

221 posts. Alias of Cosmic Dream Lord.


Full Name

Lorelei Starling

Race

Human

Classes/Levels

Deaf Dark Tapestry Oracle (Dual-Cursed) 17/Hierophant-Trickster 10

Gender

Female

Size

Small

Age

132

Special Abilities

Hard to Kill, No One of Consequence, Sustained by Faith, Unstoppable, Immortal

Alignment

Chaotic Neutral

Deity

Desna, Great Cthulhu

Location

???

Languages

Common, Aklo, Celestial, Abyssal, Infernal, Sylvan, Elven, Drow Sign Language, Giant, Dwarven, Gnome, Orc, Goblin, Skald, Thassilonian; Tongues

Strength 20
Dexterity 12
Constitution 24
Intelligence 24
Wisdom 24
Charisma 50

About Lorelei Starling

Lorelei - Current Form:

Lorelei Starling - Rising Great Old One
Female Human Oracle (Dual-Cursed) 17/Hierophant-Trickster 10
Chaotic Neutral Large Humanoid (Human, Mythic)
Initiative: +35 (20 Cha, +10 Amazing Initiative, +1 Competence, +4 Enhancement); Senses: Darkvision 120 ft., Low-Light Vision, Blindsense 60 ft., Scent, Tremorsense 30 ft., Arcane Sight, See Invisibility; Perception +36 (+3 for non-hearing)

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Defenses
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AC: 81, Touch: 52, Flat Footed: 51 (10, +20 Cha, +0 Size, +10 Armor, +6 Shield, +13 Natural, +10 Deflection, +1 Insight, +2 Luck, -1 Size, +10 Dodge)
HP: 298/280 (17d8+136+40)
Fort: +29 (5 Oracle, +8 Con, +4 Resistance, +6 Competence, +2 Luck, +4 Moral)
Ref: +46 (5 Oracle, +20 Cha, +4 Resistance, +1 Competence, +2 Luck, +4 Moral, +10 Dodge)
Will: +28 (+4 vs. mind-affecting spells and effects) (10 Oracle, +7 Wis, +4 Resistance, +1 Competence, +2 Luck, +4 Moral)
DR: 10/epic, 10/magic
Immune: Non-Mythic Mind-Affecting Effects, Fear, Aging, Scent
Defensive Abilities: Evasion, Heavy Fortification, Nondetection (Constant), Freedom of Movement
Weaknesses: Deaf, Lame

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Offenses
--------------------

Speed: 30 ft., Fly 120 ft. (Perfect)

Melee: Rose +36 (1d6+23/19-20/×2) (+2d6 vs. Evil) (12 BAB, +12 Str, +5 Enhancement, +1 Competence, -1 Size, +7 Luck)

On-Going Spells: Ant Haul, Channel Vigor (Fort), Contingency [M], Deflection, Divine Power, Freedom of Movement, Fly [M/A] Frightful Aspect (Enduring Blessings), Greater Heroism, Greater Invisibility, Life Bubble, Longstrider, Magic Circle Against Evil, Magic Vestment (Inspired Spell), Mighty Strength, Mind Blank (24 Hours), Moment of Prescience, Nondetection (Permanent), Resist Energy (Fire/Cold/Electricity/Acid/Sonic) Shield of Faith [M], Source Severance (Arcane), Telepathic Bond

Oracle Spells Known (CL 18th; Concentration +38)
8th (8/day; 3 Cast)—Cure Critical Wounds (Mass) (B), Euphoric Tranquility, Frightful Aspect, Invisibility (Mass) (D), Mind Blank (D), Moment of Prescience (B), Phase Door (D), Polymorph Any Object (B), Reverse Gravity (B)
7th (10/day; 1 Cast)—Control Weather, Cure Serious Wounds (Mass) (B), Deflection (D), Ethereal Jaunt, Greater Teleport (D), Hymn of Peace, Insanity (B), Regeneration, Repulsion (D), Screen (D), Waves of Ecstasy
6th (10/day; 3 Cast)—Antimagic Field (D), Antilife Shell, Contingency (B) [M], Cure Moderate Wounds (Mass) (B), Greater Heroism (B), Find the Path (D), Harm [M], Heal [M], Ice Cold Strike, Mislead (D), Planar Binding (B), Source Severance
5th (10/day; 2 Cast)—Air Walk (Communal), Break Enchantment, Cure Light Wounds (Mass), False Vision (D), Feeblemind (B), Life Bubble, Overland Flight (D), Plane Shift [M], Spell Resistance (D), Telepathic Bond (B), Teleport (D), Wall of Stone
4th (11/day; 4 Cast)—Black Tentacles (B), Blessing of Fervor, Confusion (D), Cure Critical Wounds (B), Dimension Door (D), Divine Power, Freedom of Movement, Mighty Strength, Sending, Spell Immunity (D), Restoration
3rd (11/day; 3 Cast)—Bestow Curse (B), Channel Vigor, Cure Serious Wounds (B), Deeper Darkness, Dispel Magic, Fly [M], Magic Circle against Evil, Magic Vestment, Nondetection (D), Protection from Energy (D), Sands of Time [M], Slow (B), Stone Shape
2nd (11/day; 5 Cast)—Barkskin (D), Calm Emotions, Cure Moderate Wounds (B), Hold Person, Invisibility (D) [M], Locate Object (D), Make Whole, Oracle's Burden (B), Resist Energy, Restoration (Lesser), Shield Other (D), Silence, Undetectable Alignment
1st (11/day; 3 Cast)—Ant Haul, Bless, Cure Light Wounds (B), Disguise Self (D), Divine Favor, Floating Disk (D), Hide from Undead, Ill Omen (B), Liberating Command, Longstrider (D), Obscuring Mist, Sanctuary (D), Shield (D), Shield of Faith [M]
0th (at will)—Create Water, Detect Magic, Detect Poison, Guidance, Light, Prestidigitation (B), Purify Food and Drink, Read Magic, Spark, Stabilize

Mystery: Dark Tapestry

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Statistics
----------------------

Str 34, Dex 12, Con 26, Int 24, Wis 24, Cha 50
BAB: +12; CMB: +25 (12 BAB, +12 Str, +1 Size); CMD: 46 (10, +12 BAB, +12 Str, +1 Dex, +1 Size, +10 Deflection, +10 Dodge)
Feats: See Feats Tab
Traits: Fate's Favored (Luck Bonuses Increase By +1), Trap Finder (You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.)
Skills: See Skills Tab
Languages: Common, Aklo, Celestial, Abyssal, Infernal, Sylvan, Elven, Drow Sign Language, Giant, Dwarven, Gnome, Orc, Goblin, Skald, Thassilonian; Tongues
Possessions: See Equipment Tab

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Tracked Resources
----------------------
Mythic Power: 15/23
Rose's Miracles: 3/3
Fortune Revelation: 3/3
Touch of Rage: 23/23

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Special Abilities
----------------------
Low-Light Vision (Ex): Lorelei can see twice as far as humans in conditions of dim light.

Permanent Spells: Arcane Sight, Comprehend Languages, Polymorph Any Object - Alter-Self to Gnome, See Invisibility, Tongues

Contingencies:
----1: Should Lorelei ever die, she immediately comes under the effect of a Breath of Life spell.
----2: Should Lorelei ever fall to negative hit points, she immediately comes under the effect of a Heal spell.
----3: Should Lorelei ever need to make a fortitude save, she immediately comes under the effect of a Channel Vigor spell with the bonus geared to fortitude.
----4: Should Lorelei or any of her gear ever be targeted by harmful arcane magic, she immediately comes under the effect of a Source Severance spell geared toward blocking said arcane magic.
----5: Should Lorelei ever be attacked, she immediately comes under the effect of an Antilife Shell spell.
----6: Should Lorelei ever have her movement impeded and not already be under the effects of the following magic, she immediately comes under the effect of an Freedom of Movement spell.

Stats:

Starting
Str 14 Dex 12 Con 18 Int 15 Wis 15 Cha 21

After Racial Adjustments
Str 14 Dex 12 Con 18 Int 15 Wis 15 Cha 23

After Age Adjustments
Str 14 Dex 12 Con 18 Int 18 Wis 18 Cha 26

After Level Adjustments Every Four Levels
Str 14 Dex 12 Con 18 Int 18 Wis 18 Cha 30

After Level Adjustments Every Two Mythic Tiers
Str 14 Dex 12 Con 18 Int 18 Wis 18 Cha 40

After Magic Gear
Str 14 Dex 12 Con 24 Int 24 Wis 24 Cha 46

After Tomes
Str 14 Dex 12 Con 24 Int 24 Wis 24 Cha 50

After Other Alterations
Str 20 Dex 12 Con 24 Int 24 Wis 24 Cha 50

Favored Class Points:

Favored Class: Oracle - Skills and Human Racial Bonus
Favored Class Points: 17
Favored Class Designation: 3 to Skills, 14 to Extra Oracle Spell Known

Lorelei - Human Form:

Lorelei Starling - Rising Great Old One
Female Human Oracle (Dual-Cursed) 17/Hierophant-Trickster 10
Chaotic Neutral Medium Humanoid (Human, Mythic)
Initiative: +35 (20 Cha, +10 Amazing Initiative, +1 Competence, +4 Enhancement); Senses: Darkvision 120 ft., Low-Light Vision, Blindsense 60 ft., Scent, Tremorsense 30 ft., Arcane Sight, See Invisibility; Perception +36 (+3 for non-hearing)

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Defenses
--------------------

AC: 56, Touch: 38, Flat Footed: 36 (10, +20 Cha, +0 Size, +10 Armor, +1 Shield, +7 Natural, +5 Deflection, +1 Insight, +2 Luck)
HP: 263/263 (17d8+119+40)
Fort: +19 (5 Oracle, +7 Con, +4 Resistance, +1 Competence, +2 Luck)
Ref: +32 (5 Oracle, +20 Cha, +4 Resistance, +1 Competence, +2 Luck)
Will: +24 (+4 vs. mind-affecting spells and effects) (10 Oracle, +7 Wis, +4 Resistance, +1 Competence, +2 Luck)
DR: 10/epic
Immune: Non-Mythic Mind-Affecting Effects, Fear, Aging, Scent
Defensive Abilities: Evasion, Heavy Fortification
Weaknesses: Deaf, Lame

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Offenses
--------------------

Speed: 20 ft., Fly 40 ft. (Good)

Melee: Rose +23 (1d4+10/19-20/×2) (+2d6 vs. Evil) (12 BAB, +5 Str, +5 Enhancement, +1 Competence)

On-Going Spells: Mind Blank (24 Hours), Nondetection (Permanent)

Oracle Spells Known (CL 18th; Concentration +38)
8th (8/day; 1 Cast)—Cure Critical Wounds (Mass) (B), Euphoric Tranquility, Frightful Aspect, Invisibility (Mass) (D), Mind Blank (D), Phase Door (D), Polymorph Any Object (B), Reverse Gravity (B)
7th (10/day)—Control Weather, Cure Serious Wounds (Mass) (B), Deflection (D), Ethereal Jaunt, Greater Teleport (D), Hymn of Peace, Insanity (B), Regeneration, Repulsion (D), Screen (D), Waves of Ecstasy
6th (10/day)—Antimagic Field (D), Antilife Shell, Contingency (B) [M], Cure Moderate Wounds (Mass) (B), Find the Path (D), Harm [M], Heal [M], Ice Cold Strike, Mislead (D), Planar Binding (B), Source Severance
5th (10/day)—Air Walk (Communal), Break Enchantment, Cure Light Wounds (Mass), False Vision (D), Feeblemind (B), Life Bubble, Overland Flight (D), Plane Shift [M], Spell Resistance (D), Telepathic Bond (B), Teleport (D), Wall of Stone
4th (11/day)—Black Tentacles (B), Blessing of Fervor, Confusion (D), Cure Critical Wounds (B), Dimension Door (D), Divine Power, Freedom of Movement, Mighty Strength, Sending, Spell Immunity (D), Restoration
3rd (11/day)—Bestow Curse (B), Channel Vigor, Cure Serious Wounds (B), Deeper Darkness, Dispel Magic, Fly [M], Magic Circle against Evil, Magic Vestment, Nondetection (D), Protection from Energy (D), Sands of Time [M], Stone Shape
2nd (11/day)—Barkskin (D), Calm Emotions, Cure Moderate Wounds (B), Hold Person, Invisibility (D) [M], Locate Object (D), Make Whole, Oracle's Burden (B), Resist Energy, Restoration (Lesser), Shield Other (D), Silence, Undetectable Alignment
1st (11/day)—Ant Haul, Bless, Cure Light Wounds (B), Disguise Self (D), Divine Favor, Floating Disk (D), Hide from Undead, Ill Omen (B), Liberating Command, Longstrider (D), Obscuring Mist, Sanctuary (D), Shield (D), Shield of Faith [M]
0th (at will)—Create Water, Detect Magic, Detect Poison, Guidance, Light, Prestidigitation (B), Purify Food and Drink, Read Magic, Spark, Stabilize

Mystery: Dark Tapestry

----------------------
Statistics
----------------------

Str 20, Dex 12, Con 24, Int 24, Wis 24, Cha 50
BAB: +12; CMB: +17 (12 BAB, +5 Str); CMD: 18 (10, +12 BAB, +5 Str, +1 Dex)
Feats: See Feats Tab
Traits: Fate's Favored (Luck Bonuses Increase By +1), Trap Finder (You gain a +1 trait bonus on Disable Device checks, and that skill is always a class skill for you. In addition, you can use Disable Device to disarm magic traps, like a rogue.)
Skills: See Skills Tab
Languages: Common, Aklo, Celestial, Abyssal, Infernal, Sylvan, Elven, Drow Sign Language, Giant, Dwarven, Gnome, Orc, Goblin, Skald, Thassilonian; Tongues
Possessions: See Equipment Tab

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Tracked Resources
----------------------
Mythic Power: 22/23
Rose's Miracles: 3/3
Fortune Revelation: 3/3
Touch of Rage: 23/23

----------------------
Special Abilities
----------------------
Low-Light Vision (Ex): Lorelei can see twice as far as humans in conditions of dim light.

Permanent Spells: Arcane Sight, Comprehend Languages, Polymorph Any Object - Alter-Self to Gnome, See Invisibility, Tongues

Contingencies:
----1: Should Lorelei ever die, she immediately comes under the effect of a Breath of Life spell.
----2: Should Lorelei ever fall to negative hit points, she immediately comes under the effect of a Heal spell.
----3: Should Lorelei ever need to make a fortitude save, she immediately comes under the effect of a Channel Vigor spell with the bonus geared to fortitude.
----4: Should Lorelei or any of her gear ever be targeted by harmful arcane magic, she immediately comes under the effect of a Source Severance spell geared toward blocking said arcane magic.
----5: Should Lorelei ever be attacked, she immediately comes under the effect of an Antilife Shell spell.
----6: Should Lorelei ever have her movement impeded and not already be under the effects of the following magic, she immediately comes under the effect of an Freedom of Movement spell.

Feats:

Level 1 Human Bonus: Skill Focus (Knowledge Arcana)
Level 1: Noble Scion (War)
Level 3: Eldritch Heritage (Arcane)
Level 5: Power Attack
Level 7: Strange Revelation: Lunar Mystery - Prophetic Armor (Ex)
Level 8 Human Bonus: Skill Focus (Survival)
Level 9: Eldritch Heritage (Orc)
Level 11: Persistent Spell
Level 13: Still Spell
Level 15: Improved Eldritch Heritage (Orc)
Level 16 Human Bonus: Skill Focus (Perception)
Level 17: Greater Eldritch Heritage (Orc)
Tier 1: Dual Path (Trickster)
Tier 3: Extra Path Ability
Tier 5: Mythic Power Attack
Tier 7: Mythic Spell Lore
Tier 9: Mythic Eldritch Heritage (Arcane)

Oracle Spells Known:

(CL 18th; Concentration +38)

8th (8/day)—Cure Critical Wounds (Mass) (B), Euphoric Tranquility, Frightful Aspect, Invisibility (Mass) (D), Mind Blank (D), Phase Door (D), Polymorph Any Object (B), Reverse Gravity (B)
7th (10/day)—Control Weather, Cure Serious Wounds (Mass) (B), Deflection (D), Ethereal Jaunt, Greater Teleport (D), Hymn of Peace, Insanity (B), Regeneration, Repulsion (D), Screen (D), Waves of Ecstasy
6th (10/day)—Antimagic Field (D), Antilife Shell, Contingency (B) [M], Cure Moderate Wounds (Mass) (B), Find the Path (D), Harm [M], Heal [M], Ice Cold Strike, Mislead (D), Planar Binding (B), Source Severance
5th (10/day)—Air Walk (Communal), Break Enchantment, Cure Light Wounds (Mass), False Vision (D), Feeblemind (B), Life Bubble, Overland Flight (D), Plane Shift [M], Spell Resistance (D), Telepathic Bond (B), Teleport (D), Wall of Stone
4th (11/day)—Black Tentacles (B), Blessing of Fervor, Confusion (D), Cure Critical Wounds (B), Dimension Door (D), Divine Power, Freedom of Movement, Mighty Strength, Sending, Spell Immunity (D), Restoration
3rd (11/day)—Bestow Curse (B), Channel Vigor, Cure Serious Wounds (B), Deeper Darkness, Dispel Magic, Fly [M], Magic Circle against Evil, Magic Vestment, Nondetection (D), Protection from Energy (D), Sands of Time [M], Stone Shape
2nd (11/day)—Barkskin (D), Calm Emotions, Cure Moderate Wounds (B), Hold Person, Invisibility (D) [M], Locate Object (D), Make Whole, Oracle's Burden (B), Resist Energy, Restoration (Lesser), Shield Other (D), Silence, Undetectable Alignment
1st (11/day)—Ant Haul, Bless, Cure Light Wounds (B), Disguise Self (D), Divine Favor, Floating Disk (D), Hide from Undead, Ill Omen (B), Liberating Command, Longstrider (D), Obscuring Mist, Sanctuary (D), Shield (D), Shield of Faith [M]
0th (at will)—Create Water, Detect Magic, Detect Poison, Guidance, Light, Prestidigitation (B), Purify Food and Drink, Read Magic, Spark, Stabilize

Equipment:

CONTAINERS:

Handy Haversack - 2,000 gp - 5 lbs.
Bag of Holding IV (Inside Haversack) - 10,000 gp - 60 lbs.

Total: 12,000 gp

Armor: N/A
Waist: Belt of Mighty Constitution +6 - 36,000 gp - 1 lb.
Body: Otherworldly Kimono/Robe of Arcane Heritage - (67,000 gp * 1.5)100,500 gp + 16,000 gp = 116,500 gp - 1 lb.
Chest: Death Warden's Bandolier - 15,000 gp - 3 lbs.
Eyes: Eyes of the Dragon - 110,000 gp
Feet: N/A
Hands: Healer’s Gloves - 2,500 gp
Head: Jingasa of the Fortunate Soldier - 5,000 gp - 3 lbs.
Headband: Headband of Mental Superiority (Fly, Stealth, Disable Device) +6 - 144,000 gp - 1 lb.
Neck: Amulet of Natural Armor +5 - 50,000 gp - 1 lb.
Ring 1 (Arcane Focus): Ring of Protection +5/Invisibility/Maniacal Devices/Evasion/Feather Fall - (25,000 gp * 1.5)37,500 gp + (10,000 gp * 1.5)15,000 gp + (2,500 gp * 1.5=)3,750 gp + (12,000 gp * 1.5)18750 gp + 1,100 gp = 76,100 gp
Ring 2: N/A
Shoulders: Cloak of the Hunt - 12,000 gp - 1 lb.
Wrist: N/A

Masterwork Thieves Tools - 100 gp - 2 lbs.
Spell Component Pouch - 5 gp - 2 lbs.
Backup Spell Component Pouch - 5 gp - 2 lbs.
+1 Heavy Fortification Mithral Buckler - 37,005 gp - 2.5 lbs.
Stone of Good Luck - 20,000 gp

Total: 624,215 gp

MATERIAL COMPONENTS AND FOCI:
Contingency Focus - 1,500 gp
Restoration Diamond Dust - 5,000 gp

Total: 6,500 gp

IMPLANTED:
Pale Ruby Trillian Ioun Stone - 5,000 gp
Dusty Rose Prism Ioun Stone - 5,000 gp
Cracked Dusty Rose Prism Ioun Stone - 500 gp
Nacreous Gray Sphere Ioun Stone - 10,000 gp
Orange Prism Ioun Stone - 30,000 gp
Cracked Orange Prism Ioun Stone (Prestidigitation) - 1,000 gp
Cracked Pale Green Prism Ioun Stone (Saving Throws) - 4,000 gp
Cracked Pale Green Prism Ioun Stone (Attack Rolls) - 4,000 gp
Dark Blue Rhomboid Ioun Stone - 10,000 gp

Total: 69,500 gp

CONSUMED:

Permanent Arcane Sight (Free via Rose's Miracles)
Permanent Comprehend Languages (Free via Rose's Miracles)
Permanent See Invisibility (Free via Rose's Miracles)
Permanent Tongues (Free via Rose's Miracles)
Tome of Leadership and Influence +4 - 110,000 gp

Wand of Cure Light Wounds 50/50 - 750 gp
Wand of Cure Light Wounds 50/50 - 750 gp
Wand of Cure Light Wounds 50/50 - 750 gp
Wand of Cure Light Wounds 50/50 - 750 gp
Wand of Lesser Restoration 50/50 - 6,000 gp

Total: 119,000 gp

ROSE (1 lb.):
+5 Holy - 49,000 gp
Dueling Property - 7,000 gp

Total: 56,000 gp

ARTIFACTS:
Rose (Major)
Nexus Crystal (Minor)

TOTAL SPENT: 875,215 gp
REMAINING: 4,785 gp in Assorted Material Components

Skills:

Total Ranks: 207 [ (8 * 17) 136 Oracle, +17 Human, +3 FC, +51 Headband]

Diplomacy: +42 (20 Cha, +17 Ranks, +3 Class, +2 Luck)
Disable Device: +29 (1 Dex, +17 Ranks, +3 Class, +1 Trait, +2 MWTT, +2 Luck, -2 Rose, +5 Competence)
Fly: +20 (1 Dex, +17 Ranks, +2 Luck, +0 Size)
Heal: +29 (7 Wis, +12 Ranks, +3 Class, +5 Competence, +2 Luck)
Knowledge (Arcana): +29 (7 Int, +14 Ranks, +6 Skill Focus, +2 Luck)
Knowledge (History): +20 (7 Int, +8 Ranks, +3 Class, +2 Luck)
Knowledge (Planes): +29 (7 Int, +17 Ranks, +3 Class, +2 Luck)
Knowledge (Religion): +29 (7 Int, +17 Ranks, +3 Class, +2 Luck)
Linguistics: +19 (7 Int, +10 Ranks, +2 Luck)
Perception: +36 (+3 for non-hearing) (7 Wis, +17 Ranks, +6 Skill Focus, +2 Luck, +4 Alertness)
Sense Motive: +33 (7 Wis, +17 Ranks, +3 Class, +2 Luck, +4 Alertness)
Spellcraft: +29 (7 Int, +17 Ranks, +3 Class, +2 Luck)
Stealth: +38 (1 Dex, +17 Ranks, +0 Size, +8 Cloak of Darkness, +5 Competence, +2 Luck, +5 Cloak of the Hunt)
Survival: +15 (7 Wis, +3 Ranks, +3 Skill Focus, +2 Luck)
Use Magic Device: +29 (20 Cha, +7 Ranks, +2 Luck)

Human Racial Traits:

+2 Any: Human characters gain a +2 bonus to one ability score of their choice at creation to represent their varied nature.

Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Focused Study: All humans are skillful, but some, rather than being generalists, tend to specialize in a handful of skills. At 1st, 8th, and 16th level, such humans gain Skill Focus in a skill of their choice as a bonus feat. This racial trait replaces the bonus feat trait.

Skills: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Oracle (Dual-Cursed) Class Abilities:

Mystery: Dark Tapestry
Curse: Deaf, Lame

Weapon and Armor Proficiency: Oracles are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Some oracle revelations grant additional proficiencies.

Spells: An oracle casts divine spells drawn from the cleric spell lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, an oracle must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an oracle’s spell is 10 + the spell’s level + the oracle’s Charisma modifier.

Like other spellcasters, an oracle can cast only a certain number of spells per day of each spell level. Her base daily spell allotment is given on Table: Oracle. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).

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: Oracle Spells Known. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table: Oracle Spells Known 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.

Orisons: Oracles learn a number of orisons, or 0-level spells, as noted on Table: Oracle Spells Known 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.

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.

Oracle’s Curse (Ex): A dual-cursed oracle must choose two curses at 1st level. One of these curses (oracle’s choice) never changes its abilities as the oracle gains levels; for example, an oracle with clouded vision never gains darkvision 60 feet, blindsense, or blindsight. The other curse comes with its normal benefits.

1st Oracle’s Curse (Ex) - Deaf: You cannot hear and suffer all of the usual penalties for being deafened. You cast all of your spells as if they were modified by the Silent Spell feat. This does not increase their level or casting time.

At 5th level, you receive a +3 competence bonus on Perception checks that do not rely upon hearing, and the initiative penalty for being deaf is reduced to –2.

At 10th level, you gain scent and you do not suffer any penalty on initiative checks due to being deaf.

At 15th level, you gain tremorsense out to a range of 30 feet.

2nd Oracle’s Curse (Ex) - Lame (Never Improves): 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.

Oracle Revelations:

Level 1 - Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

Level 3 - Pierce the Veil (Su): Your bond with the alien denizens of the Dark Tapestry allows you to see in even the deepest darkness. You gain darkvision 60 feet. At 11th level, you can see perfectly in darkness of any kind, even in absolute darkness or the darkness created by a deeper darkness spell.

Level 5 - Fortune (Ex): At 5th level, as an immediate action, you can reroll any one d20 roll that you have just made before the results of the roll are revealed. You must take the result of the reroll, even if it’s worse than the original roll. You can use this ability once per day at 5th level, and one additional time per day for every six oracle levels beyond 5th.

Level 7 - Cloak of Darkness (Su): You conjure a cloak of shadowy darkness that grants you a +4 armor bonus and a +2 circumstance bonus on Stealth checks. At 7th level, and every four levels thereafter, these bonuses increase by +2. You can use this cloak for 1 hour per day per oracle level. The duration does not need to be consecutive, but it must be spent in 1-hour increments.

Level 11 - Prophetic Armor (Ex): You are so in tune with your primal nature that your instincts often act to save you from danger that your civilized mind isn't even aware of. You may use your Charisma modifier (instead of your Dexterity modifier) as part of your Armor Class and all Reflex saving throws. Your armor's maximum Dexterity bonus applies to your Charisma, instead.

Level 13 - Wings of Darkness (Su): As a swift action, you can manifest a set of translucent, inky wings that grant you a fly speed of 60 feet with good maneuverability. You can use these wings for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 11th level, you can use these wings to fly as if with overland flight once per day. Used in this way, the ability lasts for up to 1 hour per level, and counts as your total use of this ability for the day. You must be at least 7th level to select this revelation.

Level 15 - Many Forms (Su): As a standard action, you can assume the form of a Small or Medium humanoid, as the alter self spell. At 7th level, you can assume the form of a Small or Medium animal, as beast shape I. At 11th level, you can assume the form of a Small or Medium magical beast, as beast shape III. At 15th level, you can assume a variety of forms, as greater polymorph. You can use this ability for 1 minute per day per oracle level. This duration does not need to be consecutive, but it must be spent in 1-minute increments. You must be at least 3rd level to select this revelation.

Eldritch Heritage:

Bloodlines: Arcane and Orc

Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. Once per day, your bonded item allows you to cast any one of your spells known (unlike a wizard’s bonded item, which allows him to cast any one spell in his spellbook). This ability does not allow you to have both a familiar and a bonded item.

Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.

New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.

School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.

Touch of Rage (Sp): At 1st level, you can touch a creature as a standard action, giving it a morale bonus on attack rolls, damage rolls, and Will saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.

Fearless (Ex): At 3rd level, you gain a +4 bonus on saving throws made against fear and a +1 natural armor bonus. At 9th level, you lose your light sensitivity, gain immunity to fear, and your natural armor bonus increases to +2.

Strength of the Beast (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.

Hierophant/Trickster and Mythic Features:

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.

Trickster Attack: Fleet Charge (Ex) - As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.

Tier 1 Feat: Dual Path (Trickster)

Hard to Kill (Ex): 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.

Mythic Power (Su): Mythic characters can draw upon a wellspring of power to accomplish amazing deeds and cheat fate. This power is used by a number of different abilities. Each day, you can expend an amount of mythic power equal to 3 plus double your mythic tier (5/day at 1st tier, 7/day at 2nd, etc.). This amount is your maximum amount of mythic power. If an ability allows you to regain uses of your mythic power, you can never have more than this amount.

Surge (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.

1st Tier Path 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.

Tier 2 Ability Score Increase: Charisma

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.

2nd Tier Path Ability - No One of Consequence (Ex): Your mythic nature is a cloak that can shield you from the minds and memories of others. Creatures struggle to recognize you, recall your appearance, remember the nature of conversations they had with you, and recount the actions you took when you were in their presence. If a creature makes a deliberate attempt to recall details about time spent with you, it must succeed at a Will save (DC 10 + your tier + your Charisma modifier) to recall anything beyond vague details. In addition, you're under a permanent nondetection effect with a caster level equal to your character level plus your tier. You can end this effect at any time, and can resume it as a swift action.

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.

Tier 3 Feat: Extra Path Ability

3rd Tier Path Ability - Sustained by Faith (Su): You require no food, water, or sleep. If you have abilities or class features that require rest before they can be regained, you can choose to regain them once per day by spending 1 hour in uninterrupted meditation. You can expend one use of mythic power in order to also not need to breathe for 24 hours.

3rd Tier Path Ability - Divine Source (Su): You can grant divine spells to those who follow your cause, allowing them to select you as their deity for the purposes of determining their spells and domains. Select two domains upon taking this ability. These domains must be alignment domains matching your alignment if possible, unless your alignment is neutral. You grant access to these domains as if you were a deity. Creatures that gain spells from you don't receive any spells per day of levels higher than your tier; they lose those spell slots. In addition, you can cast spells from domains you grant as long as their level is equal to or less than your tier. Each day as a spell-like ability, you can cast one spell of each level equal to or less than your tier (selecting from those available to you from your divine source domains). If you're a cleric or you venerate a deity, you may change your spell domains to those you grant others. At 6th tier and 9th tier, you can select this ability again, adding one domain and two subdomains to your list each time and adding their spells to the list of those that you can cast.

Tier 4 Ability Score Increase: Charisma

4th Tier Path Ability - Enduring Blessing (Su): Whenever you cast a spell with a duration of 10 minutes per level or longer upon one willing target, you can change that spell's duration to 24 hours. If the spell has other duration conditions, those still apply (for example, the duration of stoneskin changes to 24 hours or until discharged). A creature can't be subject to more than one spell affected by this ability at a time; if another is cast upon the creature, the first one ends. You can select this ability a second time at 6th tier or higher. The second time you select it, you can use it on spells with a duration of 1 minute per level or longer.

Tier 5 Feat: Mythic Power Attack

Mythic Saving Throws (Ex): At 5th tier, whenever you succeed at a saving throw against a spell or special ability, you suffer no effects as long as that ability didn't come from a mythic source (such as a creature with a mythic tier or mythic ranks). If you fail a saving throw that results from a mythic source, you take the full effects as normal.

5th Tier Path Ability - Legendary Item (Ex): You gain a legendary item. This item grants a number of abilities equal to your tier (maximum 3). At 3rd tier, you can select this ability again, increasing the maximum to six abilities and causing the item to become a lesser artifact. At 6th tier, you can select this ability again, increasing the maximum to 10 abilities; the item then becomes a greater artifact.

--Intelligent (x2): A legendary item with this ability becomes an intelligent magic item. When this ability is first selected, the legendary item starts with base Intelligence, Wisdom, and Charisma scores of 10. The item gains speech as a supernatural ability. It can speak Common plus a number of additional languages based on its Intelligence score. The additional languages can be any that the bonded creature wants, except for secret languages (such as Druidic). The item gains senses with a range of 30 feet. Furthermore, this item always has the alignment of the bonded creature who first selected this ability. An intelligent legendary item has an Ego score, just like a non-mythic intelligent item, but it can never become dominant in its relationship with its bonded creature as long as the bonded creature's alignment corresponds to the item's (using the normal rules for intelligent items). This is a persistent ability. An intelligent legendary item gains a +4 bonus to its Ego when interacting with non-mythic wielders. You can select this ability more than once. Each time you do, you can increase its ability scores (to a maximum of 20 each) and select one of the following special abilities. You can increase all three of its ability scores by 2 points, or one of these ability scores by 4 points and one other ability score by 2 points. The special abilities are listed below. Some have another ability as a prerequisite.

----Telepathy: This item can hold private mental conversations with its bearer, regardless of whether they share a known language. The item must be in physical contact with a creature to communicate this way.

--Undetectable: This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.

Tier 6 Ability Score Increase: Charisma

6th Tier Path Ability - Legendary Item (Ex):

--Eternal Bond: When this ability is taken, the item becomes intimately tied to the creature that gave it this ability. This item can't be bonded to another creature as long as the creature that gave it this ability is alive and mythic.

If the creature that gave it this ability dies or becomes non-mythic, this item can be bonded to another creature, but that creature doesn't gain the benefit of this ability. If the creature who placed the eternal bond comes back to life or becomes mythic again, and this item is bonded to another, the bond reverts back to the eternally bonded creature at any time the eternally bonded creature wishes. Reinstating a bond in this way is a free action. If this item is broken, the bond is temporarily severed, but is reinstated when the item is repaired. Lastly, the bonded creature can't use the special ritual to relinquish the bond (see Mythic Bond). An item must be a minor or major artifact to have this ability. This is a persistent ability.

--Intelligent Item (x2):

----Spellcasting (x2): This item allows its bearer to cast a limited number of spells as spell-like abilities. This ability can be taken more than once. Each time it's taken, the bonded creature gains 5 points to spend on selecting what spells the item can cast. A spell costs a number of points equal to its level (minimum 1). The bearer can then activate the item to use each spell-like ability once per day. By spending double the cost, the bearer can use each spell-like ability three times per day. All spells must come from the same class's spell list. No spell can have a level higher than the bonded creature's tier. The caster level for these spells is equal to double the bonded creature's tier. The save DC for these spells is equal to 10 + the spell level + the bonded creature's tier.

Tier 7 Feat: Mythic Spell Lore

Force of Will (Ex): At 7th tier, you can exert your will to force events to unfold as you would like. As an immediate action, you can expend one use of mythic power to reroll a d20 roll you just made, or force any non-mythic creature to reroll a d20 roll it just made. You can use this ability after the results are revealed. Whoever rerolls a roll must take the result of the second roll, even if it is lower.

7th Tier Path Ability - Path Dabbling (Su)/Unswerving Loyalty (Su): You are a bastion of strength and resolve, and you possess the ability to protect your mind from even the most powerful charms and compulsions. You gain immunity to non-mythic mind-affecting effects, though you can choose to be affected by them if you wish. When subject to a mind-affecting effect from a mythic source, you can expend one use of mythic power as an immediate action to gain immunity to that effect.

Tier 8 Ability Score Increase: Charisma

Unstoppable (Ex): At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, blind, confused, cowering, dazed, dazzled, deafened, entangled, exhausted, fascinated, fatigued, frightened, nauseated, panicked, paralyzed, shaken, sickened, staggered, or stunned. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting.

8th Tier Path Ability - Enduring Blessing (Su)

Tier 9 Feat: Eldritch Heritage (Arcane)

Immortal (Su): At 9th tier, if you are killed, you return to life 24 hours later, regardless of the condition of your body or the means by which you As a swift action, you can expend one use of mythic power to move up to your speed. At any point during this movement, you can make a single melee or ranged attack at your highest attack bonus, adding your tier to the attack roll. This is in addition to any other attacks you make this round. Damage from this attack bypasses all damage reduction.were killed. When you return to life, you aren't treated as if you had rested, and don't regain the use of abilities that recharge with rest until you next rest. This ability doesn't apply if you're killed by a coup de grace or critical hit performed by either a mythic creature (or creature of even greater power) or a non-mythic creature wielding a weapon capable of bypassing epic damage reduction. At 10th tier, you can be killed only by a coup de grace or critical hit made with an artifact.

9th Tier Path Ability - Divine Source (Su)

Tier 10 Ability Score Increase: Charisma

Legendary Hero (Su): At 10th tier, you have reached the height of mortal power. You regain uses of your mythic power at the rate of one use per hour, in addition to completely refreshing your uses each day.

10th Tier Path Ability - Legendary Item (Ex):

--Intelligent Item (x3)

----Skill Ranks: This item gains 10 ranks in one skill (Perception).

----Spellcasting (x2)

--Upgradable: This ability grants the bonded creature the ability to more easily increase the non-mythic magical power of the legendary item. If the base magic item has a version with a higher bonus or greater version (such as a +1 longsword, a +2 light steel shield, a cloak of protection +3, an amulet of might fists +4, or a minor ring of inner fortitude), the bonded creature can improve it by performing a special ritual. She must spend a number of gold pieces equal to half the difference between the cost of the legendary item's current, non-mythic base item and the greater version she wishes to upgrade the item into. For example, she would pay 3,000 gp to upgrade a +1 longsword into a +2 longsword. This ritual takes 8 hours. When it's completed, the bonded creature transmutes the item's base version into the desired version. When upgraded in this fashion, the legendary item retains all legendary item abilities it had before the transmutation.

Divine Vessel (Ex): At 10th tier, whenever you cast a spell that targets one or more non-mythic creatures, those creatures must roll twice for any saving throws associated with the spell and take the lower result. Whenever you are healed of hit point damage by a spell or effect, you are healed for the maximum possible amount. You also gain DR 10/epic. Once per round when you take more than 20 points of damage (after damage reduction is applied), you regain one use of mythic power.

Divine Source Domains and Subdomains:

Protection (Defense)
Travel (Trade)
Trickery

History:

Not much is truly certainly about the individual known as "Lorelei Starling" and the bizarre powers that she possess. Few other entities on the planet are as ambiguous as she. Here is what is known for certain.

Lorelei's original name has long since been lost to history; one of the few things that the Oracle claims with consistency is that not even she remembers it. Journal records left behind by her late Aunt Rose indicate that Star was born in Cheliax around twenty or so years before the country rather literally went to Hell. She and Rose were the only survivors of a small noble family that had been servants for Aroden for decades. Sans these two women, the entire household was purged by Infernal forces into utter nothingness.

Even as a little girl, Star quickly showed signs of being one of Aroden's favored. She was blessed with the immense divine powers many Oracles wield, but unlike the others, she showed no signs of having a major disability. Her childhood was a very happy one, and she was never left wanting. In her teenage years, Lorelei began formally training to become a "Cleric" of Aroden. Rose wrote of her young niece as a very bright, charismatic young woman and of rumors that Lorelei might become a new Herald for the Last Azlanti if things kept going the way they were.

And then Aroden died.

Needless to say, having the source of her powers abruptly cease to exist was not good for her mental health.

Through some Miracle (which she would later attribute to Iomedae trying to assist the former followers of her dead superior), Rose managed to escape the Diabolists of Cheliax with her comatosed niece in tow, though Lorelei suffered a terrible leg injury that never fully healed. They were the only survivors of their family. After relocating to Absalom under new identities, Rose eventually found work as a healer with the Pathfinder Society.

When Lorelei finally awoke, she was... different. To begin with, she was deaf. Once highly social and outgoing before Aroden's death, she preferred to hide away in the depths of Absalom and mutter to herself in nonsensical tongues. The only thing that Rose ever caught consistently in Star's strange mixture of Aklo and Celestial was praise directed towards the goddess Desna and something called "Great Cthulhu" for saving her and how she would make both their wishes reality. She was difficult to locate, and very often, Rose found herself struggling to even remember her niece's existence. Some of her colleagues pushed Rose to have her mad niece locked up, an action she almost took had it not been for the fact that Lorelei never seemed to harm others.

Having little else to do, Rose tried her hardest to bring Lorelei back to reality, and to her credit, she mostly succeeded. Once her aunt started doing field work for the Pathfinders, the Oracle tagged along, proving to be rather handy at multiple tasks like scouting and disabling traps. Additionally, her ability to blend in made her an excellent agent and scout to send into foreign territory, though in her reports, Star did have a strange tendency to praise both Desna and "Great Cthulhu" for proving insight. Rose often worried that her niece would never return from her mysterious wanderings, but she always did.

Sadly, unlike the seemingly eternally young Lorelei, Old Age eventually caught up to Rose, and she quietly passed away into Iomedae's embrace. She left everything to her niece, who has since inadvertently turned her aunt's old cestus into a powerful, sentient artifact by weaving the energies of her Dark Tapestry patrons into it and named it after her. Much to everyone's surprise (they thought that Star was only hanging around because of Rose), Lorelei stayed with the Pathfinders and still does occasional jobs for them, but she tends to vanish for long periods of time, at which point nobody can remember much about her.

In truth, Lorelei spends her time away from the Pathfinders trying to please the two Great Old Ones* that she draws her powers from. Luckily for most everyone, Desna is the only entity who responds regularly; for example, she has sent Lorelei to wipe out entire cults of Lamashtu in the past. Star has also spent several years either shaping her magic cestus or rather literally hovering behind the shoulders of wizards across Golarion and studying arcane magic to enhance her stealth and also know how to counter it.

*Given that Desna is a star deity heavily associated with dreams, Lorelei thinks of her as a Great Old One.

Rose - Lorelei's Legendary Cestus:

Rose - Lorelei's Legendary Cestus
Female Intelligent +5 Holy Dueling Cestus
Chaotic Neutral Major Artifact
Initiative: +35 (35 Lorelei); Senses: 30 ft; Perception +15

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Defenses
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Immune: Hit Point Damage

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Offenses
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Spell-Like Abilities (CL 20th; Concentration +25)
9th (3/day)—Miracle
2nd (1/day)—Silence

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Statistics
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Str -, Dex -, Con -, Int 20, Wis 20, Cha 20
Skills: Perception +15
Languages: Common, Aklo, Celestial, Draconic, Infernal, Sylvan; Telepathy with Lorelei

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Special Qualities
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Major Artifact: As a Major Artifact filled with the cosmic powers of Desna, Rose is immune to hit point damage. Additionally, she can only be destroyed through one highly specific way that only Lorelei knows.

Intelligent Item (x1):

------Telepathy (x1): This item can hold private mental conversations with its bearer, regardless of whether they share a known language. The item must be in physical contact with a creature to communicate this way.

------Skill Ranks (x1): This item gains 10 ranks in one skill (Perception).

------Spellcasting (x4): This item allows its bearer to cast a limited number of spells as spell-like abilities. This ability can be taken more than once. Each time it's taken, the bonded creature gains 5 points to spend on selecting what spells the item can cast. A spell costs a number of points equal to its level (minimum 1). The bearer can then activate the item to use each spell-like ability once per day. By spending double the cost, the bearer can use each spell-like ability three times per day. All spells must come from the same class's spell list. No spell can have a level higher than the bonded creature's tier. The caster level for these spells is equal to double the bonded creature's tier. The save DC for these spells is equal to 10 + the spell level + the bonded creature's tier.

Spell Pool: 20 Points - 18 for 3/day Miracle, 2 for 1/day Silence

Eternal Bond with Lorelei (x1): When this ability is taken, the item becomes intimately tied to the creature that gave it this ability. This item can't be bonded to another creature as long as the creature that gave it this ability is alive and mythic.

Undetectable (x1): This grants its bonded user the ability to become utterly undetectable while invisible. While invisible and in physical contact with this item, the bonded creature can't be detected or scryed by any method.

Upgradable (x1): This ability grants the bonded creature the ability to more easily increase the non-mythic magical power of the legendary item. If the base magic item has a version with a higher bonus or greater version (such as a +1 longsword, a +2 light steel shield, a cloak of protection +3, an amulet of might fists +4, or a minor ring of inner fortitude), the bonded creature can improve it by performing a special ritual. She must spend a number of gold pieces equal to half the difference between the cost of the legendary item's current, non-mythic base item and the greater version she wishes to upgrade the item into. For example, she would pay 3,000 gp to upgrade a +1 longsword into a +2 longsword. This ritual takes 8 hours. When it's completed, the bonded creature transmutes the item's base version into the desired version. When upgraded in this fashion, the legendary item retains all legendary item abilities it had before the transmutation.