| Spells 8th 1/4 7th 3/6 6th 5/7 5th 6/8 4th 4/8 3rd 6/8 2nd 4/8 1st 2/8 | Cloak of Darkness 16/17 | Wings of Darkness 13/17 | Living Shadow 15/17 | Nat. Div. 0/4 | Gift of Prophecy 1/1 | Medusa 1/1 | Sihedron 1/1 |
Classes/Levels
Wand BE 38| Wand CMW 85 | Wand LR 36
Gender
hp 77/98 | AC 24 T 14 FF 23 | F +10* R +10* W +15* | CMB +12 CMD 25 | Init +5 Perc +1*
Age
22
Strength
11
Dexterity
13
Constitution
13
Intelligence
11
Wisdom
12
Charisma
26
About Anneka Avertin
Hello darkness, my old friend
I've come to talk with you again
Because a vision softly creeping
Left its seeds while I was sleeping
And the vision that was planted in my brain
Still remains
Within the sound of silence
Anneka Avertin
Female human Oracle (Seer) 16
NG Medium humanoid (human)
Init +5; Senses darkvision 60 ft.; Scent; Tremorsense 30 ft.; Perception +1 (+4 on checks that do not rely on hearing, +3 while benefit from concealment or full concealment due to darkness or dim light)
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Defense
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AC 24, touch 14, flat-footed 23 (+10 armor, +3 Deflection, +1 Dex)
hp 98 (16d8+16)
Fort +10, Ref +10, Will +15; +2 trait bonus vs. [emotion], [fear], or [pain] spells, +1 trait bonus vs. death effects, +4 vs. visual effects
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Offense
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Speed 30 ft., fly 60 ft. (good maneuverability)
Melee longspear +12/+7/+2 (1d8/×3) or
. . spiked gauntlet +12/+7/+2 (1d4)
Ranged light crossbow +13 (1d8/19-20)
Space 5 ft.; Reach 5 ft. (10 ft. with longspear)
Oracle (Seer) Spells Known (CL 16; concentration +24)
. . 8th (4/day) cure critical wounds, mass shadow evocation, greater (DC 27+2) summon monster VIII . . 7th (6/day) mass cure serious wounds hungry darkness restoration, greater greater scrying (DC 26)
greater shadow conjuration (DC 26+2)
shadow walk (DC 26+2)
summon monster VII vision waves of ecstasy (DC 26)
. . 6th (7/day) antilife shell baleful shadow transmutation (DC 25+2)
cure moderate wounds, mass heal legend lore mass planar adaptation shadow endurance (DC 25+2)
summon monster VI wind walk . . 5th (8/day) air walk, communal blood tentacles breath of life cleanse command, greater cure light wounds, mass shadow evocation (DC 24+2)
summon monster V true seeing . . 4th (8/day) blessing of fervor cure critical wounds debilitating portent (DC 23)
freedom of movement protection from energy, communal restoration scrying (DC 23)
. . 3rd (8/day) blessing of the mole clairaudience/clairvoyance cure serious wounds dispel magic (DC 22)
invisibility purge prayer remove disease summon monster III . . 2nd (8/day) boneshaker (DC 21)
cure moderate wounds detect thoughts (DC 21)
fear the sun (DC 21)
light prison (DC 21)
remove paralysis resist energy shield other silence (DC 21)
. . 1st (8/day) bless blurred movement cure light wounds hide from undead liberating command murderous command (DC 20)
obscuring mist protection from evil sanctuary (DC 20)
. . 0 (at will) bleed create water detect fiendish presence detect magic detect poison guidance light purify food and drink read magic spark (DC 19)
stabilize
. . MysteryShadow
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Statistics
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Str 11, Dex 13, Con 13, Int 11, Wis 12, Cha 28
Base Atk +12; CMB +12; CMD 25
Feats
Augment Summoning
Extra Revelation
Extra Revelation
Extra Revelation
Greater Spell Focus (illusion)
Improved Initiative
Quicken Spell
Spell Penetration
Silent Spell
Spell Focus (illusion)
Traits darkest before dawn, greater purpose Skills
Acrobatics +1
Appraise +0
Bluff +16
Diplomacy +23
Disguise +13
Escape Artist +1
Fly +22 (+4 maneuverability bonus with wings of darkness)
Handle Animal +13
Heal +5
Intimidate +9 (+2 while benefit from concealment or full concealment due to darkness or dim light)
Knowledge (dungeoneering) +4
Knowledge (history) +18
Knowledge (planes) +4
Knowledge (religion) +5
Linguistics +5
Perception +1 (+3 while benefit from concealment or full concealment due to darkness or dim light)
Profession (baker) +10
Ride +1
Sense Motive +5
Spellcraft +18
Stealth +21 (+2 while benefit from concealment or full concealment due to darkness or dim light | +4 Cloak of Darkness)
Survival +1
Swim +0
Languages Celestial, Common, Giant, lip-reading, Varisian Sign, Thassilonian
SQ
dimdweller
oracle's curse (deaf) Oracle Revelations
Army of Darkness
Cloak of Darkness
Dark Secrets
Gift of Prophecy
Living Shadow
Natural Divination
Shadow Mastery
Wings of Darkness
Combat Gear air elemental gem mirror of guarding reflections sihedron medallion cloak of resistance +3 headband of alluring charisma +4 medusa mask metamagic rod, reach (2/day)
revelation quill ring of invisibility ring of protection +2 sash of shadows (effective oracle level +1 for revelations)
scroll of heal scroll of remove blindness/deafness wand of bear's endurance wand of cure light wounds x2
wand of cure moderate wounds wand of lesser restoration
Wand of cure light wounds (46 charges)
a tarnished ormolu mirror (for use with scrying)
Vraxeris's hand mirror (for use with scrying)
Other Gear
leather armor
light crossbow
longspear
spiked gauntlet
backpack
bedroll
belt pouch
candle (10)
flint and steel
flour (1 lb)
hemp rope (50 ft.)
mess kit
pot
soap
torch (10)
trail rations (5)
waterskin
Wealth 8 gp
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Special Abilities
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Army of Darkness (Su): Whenever you cast a summon monster spell and summon a creature that normally has the celestial or fiendish template, you can instead summon it with the shadow creature template. This revelation counts as having the Spell Focus (conjuration) feat for the purpose of meeting the prerequisites of the Augment Summoning feat, as well as any feat that lists Augment Summoning as a prerequisite
Augment Summoning: Summoned creatures have +4 to Strength and Constitution.
Cloak of Darkness +10/+8 (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.
Dark Secrets (Su) You learn the hidden secrets surrounding the casting of shadow spells. You can add a number of spells from the sorcerer/wizard spell list equal to your Charisma modifier (minimum 1, maximum equal to half your oracle level) to your spell list and your list of spells known as divine spells. These have a spell level equal to their sorcerer/wizard spell level. You can add only illusion spells from the shadow subschool or spells with the darkness descriptor to your list of spells known in this manner. Each time you gain an oracle level after taking this revelation, you can choose to replace one of these spells for a new appropriate spell on the sorcerer/wizard spell list.
Darkvision (60 feet) You can see in the dark (black and white only).
Deaf Fail sound-based Perception, -4 opposed Perception. All spells have Silent Spell for free.
Dimdweller +2 to Intimidate, Perception, and Stealth when in conceal due to darkness.
Fly (60 feet, Good): You can fly!
Gift of Prophecy (Su): Once per day, you can enter a trance to gain a glimpse of the future. This trance lasts for 1 minute, which must be uninterrupted and during which you can take no other actions. At 3rd level, you gain the benefits of an augury spell with 90% effectiveness. At 5th level, you gain the benefits of a divination spell with 90% effectiveness. At 9th level, the knowledge you gain is equivalent to a commune spell. None of these spell effects require material components. You must take this revelation at 3rd level.
Greater Spell Focus (Illusion): +1 to the save DC of illusion spells.
Living Shadow (Su): Body becomes shadow, as gaseous form.
Natural Divination (Su) You can read the entrails of a freshly killed animal or humanoid to gain an insight bonus equal to your Charisma modifier on one saving throw. Alternatively, by observing and interpreting the flights of birds, you may apply a +10 competence bonus on any one skill check. Finally, by charting marks in dirt or stone, or observing the behavior of sand when thrown into the wind, you gain a +4 insight bonus on one initiative check. These bonuses must be used during the next 24 hours and you must declare you are using the bonus before the check or save is made. Making a natural divination takes 10 minutes. You may use natural divination (in any combination) once per day plus one additional time per day for every four oracle levels you have attained.
Quicken Spell: Cast a spell as a swift action. +4 levels.
Scent (Ex): Detect opponents within 15+ft. by sense of smell.
Shadow Mastery (Su): Whenever you cast an illusion spell from the shadow subschool, increase the strength of such spells by 1% per oracle level you have.
Silent Spell Cast a spell with no verbal components. +1 Level.
Spell Focus (Illusion): +1 to the save DC of illusion spells.
Tremorsense (30 ft.): Sense creatures and objects in contact with ground or water.
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.
Background:
Anneka is twin sister to Arika, and daughter to Alma. The Avertins run Sandpoint Savories. Her older brother Casp, former sheriff of Sandpoint, was murdered five years ago by a serial killer named "Chopper"-one of twenty-five victims. Just before Chopper's killing spree began, Anneka began having terrible, violent nightmares filled with blood, darkness, and fire. The night of Casp's death, she dreamed that Sandpoint Chapel burned to the ground. Within the flames, a figure stood, burning and screaming--screaming so loud that it woke her from her own nightmare. That night, she lost her hearing.
The loss of her brother, and the subsequent burning of the cathedral, left Anneka terrified at her own dreams. Worse, she began to experience premonitions in the waking world. For the past five years, she has become a devout congregant, cycling through all seven of Sandpoint's deities (Abadar, Desna, Erastil, Gozreh, Sarenrae, Shelyn, and Irori), hoping that any or all of them might rescue her from the looming darkness.
For a time she found peace, and so she has gone about her life, tending to the shop, trying to forget the past, and remaining hopeful for the future. But lately, she can't shake the feeling that something is terribly wrong. She has begun to smell smoke for no reason, hear cries of terror and pain despite her deafness. She knows she has no reason to be fearful, for the Swallowtail festival is sure to mark a change for the better. But with it also comes the terrifying possibility that her premonitions may once again come true.