Haughty Avenger

Forlorna's page

10 posts. Alias of Mekura.


Full Name

Forlorna the Storyseeker

Race

Elf

Classes/Levels

Level 1 Oracle

Gender

Female

Size

Medium

Age

194 (Middle-Aged)

Special Abilities

1st Level Spells: 4 Per day

Alignment

Lawful Neutral

Deity

None and All

Location

Sandpoint

Languages

Common, Elven, Dwarven, Halfling

Occupation

Storyteller

Strength 9
Dexterity 15
Constitution 10
Intelligence 14
Wisdom 12
Charisma 17

About Forlorna

Forlorna the Storyseeker
Female Elf Dual-Cursed Oracle 1(Time)
LN Medium humanoid (Elf)
Init +6; Perception +2

DEFENSE
HP 9 (1d8+1)
AC: 14, Flat-footed: 12, Touch AC: 12
Fort +0; Ref +2; Will +3

OFFENSE
Speed 20 ft. Space 5 ft. Reach 5 ft.
BAB +0, CMB +1, CMD 13

Dagger -7 to hit, 1d4-1 damage (Melee)
Dagger -2 to hit, 1d4-1 damage (Ranged)

Traits
Outlander (Exile): +2 to Initiative
Second Chance: Once per day, reroll a saving throw
Savant (Oratory): Perform is a class skill, chosen perform gets +2

Drawback: Spooked (Whenever you perceive a fey, outsider, or undead from within 60 feet, you become shaken for 1d4 rounds unless you succeed at a Will save with a DC equal to 15 + the creature's Charisma modifier. Immunity to fear effects does not allow you to forgo this saving throw; even if you are immune to fear, you must roll the Will saving throw for this drawback when applicable, albeit with a +4 bonus.)

Feats: Additional Revelation
Run (Racial feat)

Skills (6 Points): Diplomacy: 7, Knowledge (History): 6, Knowledge (Planes) 6, Knowledge (Religion) 6, Perform (Oratory): 9 Sense Motive: 5,

Primary Curse: Blackened (Add Burning Hands to spell list, -4 to Weapon Attack rolls), Secondary Curse: Wrecker (Disable Device as a skill, disable traps as a move action, held items are considered broken.)

Racial Features: Fleet Footed (+2 to initiative, Run feat), Desert Runner, Low-light vision, Elemental Resistance: Fire 5

Oracle Mystery: Time

Oracle Revelations: Temporal Celerity (Su): Whenever you roll for initiative, you can roll twice and take either result. At 7th level, you can always act in the surprise round, but if you fail to notice the ambush, you act last, regardless of your initiative result (you act in the normal order in following rounds). At 11th level, you can roll for initiative three times and take any one of the results.

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

Spells Known: Cantrips, Bleed, Stabilize, Light, Detect Magic
1st Levels: Cure Light Wounds, Burning Hands, Bless, Doom

Equipment: Entertainer's Outfit, Scarf, Leather Armor, Dagger x3, large tent Tent, Bedroll with blanket, Journal, Ink and Ink Pen, 5 sheets of parchment, tea x5, 1 bottle of fine wine,

22 gold