![]()
About Flug ManagarmA man guided by a black star. Tracking:
Status: Spells Remaining:
Revelation DC: 18
Items:
Note: AC is calculated assuming cloak of darkness is active; can use off-hand with buckler for weapon/spells, but lose bucker's AC bonus (+1) until start of next turn.
Stat Block:
Flug Managarm Male Possessed Oracle 6 CN Medium Humanoid (human) Init +1; Senses Perception +6 (darkvision 60 ft.) -------------------- Defense -------------------- AC 16, touch 11, flat-footed 15 (+1 dex, +4 armor, +1 shield hp 54 (6d8+12+6) Fort +4, Ref +3, Will +5 (+7 against enchantment); Armor Studded Leather, Buckler -------------------- Offense -------------------- Spd 30 ft. Melee Melee +6; Dagger +6 (1d4+2, 19-20/x2, 10ft., P/S) Longspear +6 (1d8+2, x3, P, brace, reach); MW Morningstar +7 (1d8+2, x2, B&P); Ranged Ranged +5; Light Crossbow +5 (1d8, 19-20/x2, 80 ft., P); Sling (Ordinary Stone) +4 (1d3+2, x2, 50 ft., B) Spells (CL 6th, touch +6, ranged touch +5, concentration +11): see Spells below. -------------------- Statistics -------------------- Str 14 (+2), Dex 12 (+1), Con 14 (+2), Int 10 (+0), Wis 10 (+0), Cha 20 (+5) Base Atk +4; CMB +6; CMD 17 Feats Extra Revelation [Cloak of Darkness, Gift of Madness, Pierce the Veil], Prophetic Visionary Traits Bonus Feat, Dangerously Curious, Skilled, Talented, Valgaardian Skills Diplomacy +11, Disguise +10, Intimidate +10, Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (planes) +4, Knowledge (religion) +4, Perception +6, Sense Motive +9, Sleight of Hand +2, Spellcraft +4, Stealth +10, Survival +2, Use Magic Device +14 Languages Bruidhinn, Orindir (Northern), Valiunt SQ Revelations [Cloak of Darkness, Gift of Madness, Many Forms, Pierce the Veil, Two Minds], Prophetic Visionary -------------------- Special Abilities -------------------- 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. Gift of Madness (Su): You tap into the unthinkable void between the stars and cause a single living creature within 30 feet to become confused for 1 round. A successful Will save negates the effect. This is a mind-affecting compulsion effect. At 7th level, the confusion lasts for a number of rounds equal to your oracle level. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 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. 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. Prophetic Visionary: Once per day, you can enter a deep trance to receive a vision of the future. The trance lasts for 10 minutes, during which time you can take no other actions. If you are interrupted, you must begin again. When you come out of the trance, you know whether a particular action in the immediate future will bring good or bad results, as an augury spell with a 70% chance of success. Two Minds (Su): You gain a +2 bonus on Will saves against enchantment spells or effects. At 7th level, you may reroll a failed Will save once per day as an immediate action. You must take the second result, even if it is worse.
Stats:
Ability Scores Strength 14 (+2) Dexterity 12 (+1) Constitution 14 (+2) Intelligence 10 (+0) Wisdom 11 (+0) Charisma 20 (+5) Saving Throws
AC: 16 = 10 [base] + 1 [dex] + 4 [armor, cloak of darkness] + 1 [shield]
BAB: +4 = +4 [base]
Base Speed: 30 ft. = 30 [base]
Spells:
<Oracle Spell List> Spell Save DC - Level - Spells Per Day - Bonus Spells
--------------------
--------------------
--------------------
--------------------
Feats, Traits, Abilities:
-------------------- Traits -------------------- Dangerously Curious [+1 UMD, UMD is class skill] Skilled [+1 skill rank every level] Talented (Power) [Hit Point and Skill Point for favoured bonuses] Valgaardian [+2 Survival] --------------------
--------------------
Skills:
Skill Name: Total Bonus = Ability Modifier + Ranks + Misc. Modifier Acrobatics`: 1 = 1 + 0 + 0
*trained only
Items:
Gold: 2204 gp 8 sp Current Encumbrance: 50 lbs - 65.7 lbs (light) --------------------
--------------------
--------------------
--------------------
--------------------
--------------------
--------------------
Background:
A tall, gangly youth. His Valgaardian heritage manifests in his pale skin. Born to the local shaman in a small village in the far north, he was first exposed to the basics of shamanism but manifested no divine influence and was thereafter trained as a warrior. On his first winter hunt, however, he was lost in the wilderness and was found weeks later, haggard and starving, staring at the night sky and mumbling about a black star, his hair and eyes which were once a bright red and green now completely black. What personal desires he has he avoids showing.
Player Notes:
Haunted Oracle effects Oh, and get Improved Unarmed Strike + Revelation Strike. 'Black Star', based off the numerous Black Sun mythologies. (e.g. eclipses, Mesoamerican, Sol Niger/Alchemical Nigredo) He has two personalities, which are really both him but one is as he was before the black star, quiet and reserved, and the other is himself guided by the will of the black star, headstrong and detached. He is mostly disjointed and inconsistent, the two personalities contradicting at any given time, but becomes more coherent at nighttime or in secluded places. Crowds and illuminated places worsens his concentration. As a being touched by the void, understanding him is beyond mortal comprehension. He has the illusion of traits, labels mortals understood attached to him in an attempt to comprehend what they could not understand.
|