About Anaristiel Teladren
PFS #: 70085-9
Racial and Class Features:
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Envoy: Elves often have trouble relating to neighbors of other races, especially those with much shorter lifespans. As a result, some are trained in minor magics that are particularly useful when dealing with non-elves. Elves with this racial trait and an Intelligence score of 11 or higher gain the following spell-like abilities once per day: comprehend languages, detect magic, detect poison, and read magic. The caster level for these effects is equal to the elf's level.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Low-Light Vision: Elves can see twice as far as humans in conditions of dim light.
Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery. These spells are in addition to the number of spells given on Table 2–6. They cannot be exchanged for different spells at higher levels.
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 2–5. In addition, she receives bonus spells per day if she has a high Charisma score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
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 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 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.
Feats, Traits, Skills, and Boons:
Combat Reflexes: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Pushing Assault: When you hit a creature your size or smaller with a two-handed weapon attack modified by the Power Attack feat, you can choose to push the target 5 feet directly away from you instead of dealing the extra damage from Power Attack. If you score a critical hit, you can instead push the target 10 feet directly away from you. This movement does not provoke attacks of opportunities, and the target must end this move in a safe space it can stand in. You choose which effect to apply after the attack roll has been made, but before the damage is rolled.
SKILLS - Current ACP: -1
Spells and Revelations:
Racial SLA's (1/day each)
Comprehend Languages: You can understand the spoken words of creatures or read otherwise incomprehensible written messages. (Personal, 10 min/level)
Detect Magic: Detects all spells and magic items within 60 ft. (60' cone, up to 1 min/level)
Detect Poison: You determine whether a creature, object, or area has been poisoned or is poisonous. (Close range, One creature/object/5' cube, Instantaneous)
Read Magic: You can decipher magical inscriptions on objects—books, scrolls, weapons, and the like—that would otherwise be unintelligible. (Personal, 10 min/level)
Gear and Encumbrance:
Current Encumbrance: Light
Light Encumbrance: up to 76 lbs.
Medium Encumbrance: 77-153 lbs.
Heavy Encumbrance: 154-230 lbs.
Backpack (2 lbs.)(Total: 19 lbs.)
Belt Pouch (.5 lbs.)(Total: 10.5 lbs.)
Quiver (Total: 9 lbs.)
Spell Component Pouch (2 lbs.)
Anaristiel is an attractive elf with golden-blonde hair and fair skin. She appears quite a bit stronger than the average elf, but carries herself with the grace attributed to her race. She is generally shy - a result of her interactions with the spirits that haunt her, no doubt - and perhaps a little too trusting, but she is well-meaning and able to act forcefully when the situation demands it.
2014-06-18 - #5-08: The Confirmation
Awarded: 1XP, 2PP, 430GP
- Boon: Confirmed Field Agent
- Boon: Explore, Report, Cooperate
- Boon: Friend of Janira Gavix
- 2PP (Wand of Bless)
- Retrained Equipment
2014-07-20 - #0-13: The Prince of Augustana
2014-08-24 - #0-23: Tide of Morning
2014-10-04 - #2-11: The Penumbral Accords
2014-11-21 - #6-05: Slave Ships of Absalom
2015-01-02 - #3-23: The Goblinblood Dead
2015-02-27 - #6-11: The Slave Master's Mirror
2015-10-10 - #7-01: Between the Lines
2015-12-01 - #7-06: To Judge a Soul Part 1: The Lost Legacy
2015-02-02 - #7-08: To Judge a Soul Part 2: Karma Reclaimed
2015-04-12 - #7-14: Faithless and Forgotten, Part I: Let Bygones Be
2015-06-18 - #7-16: Faithless and Forgotten, Part II: Lost Colony of Taldor
1 - Combat Reflexes
Revelation: Temporal Celerity
3 - Power Attack
Revelation: Time Flicker
5 - Pushing Assault
7 - Furious Focus
Revelation: Rewind Time
11- Divine Interference
Revelation: Time Hop
[dice=Attack (Cold Iron Cestus, Divine Favor, Power Attack)]1d20+7+3-1[/dice]
[dice=Damage (Cold Iron Cestus, Divine Favor, Power Attack)]1d4+4+3+2[/dice]
[dice=Attack (+1 Glaive (2H), Divine Favor, Power Attack)]1d20+8+3-1[/dice]
[dice=Attack (Composite Longbow, Divine Favor)]1d20+6+3[/dice]