DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 26 (7d8)
Fort +4, Ref +4 (improved evasion), Will +4 (use master's)
OFFENSE
Speed 40 ft., swim 20 ft.
Melee bite +3 (1d3–1 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5
Base Atk +1; CMB +1; CMD 10
Feats Improved Initiative
Skills Perception +5, Spellcraft -1, Swim +10,
The master of a compsognathus familiar gains a +4 bonus on Initiative checks.
SPECIAL ABILITIES:
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.
Arcane Focus: Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast arcane spells defensively. This racial trait replaces weapon familiarity.
Class Skills: An ancient lorekeeper adds Knowledge (arcane) and Knowledge (local) to her list of class skills. Whenever she makes a Knowledge check of any kind about a question regarding elves (creatures of the elf subtype), the ancient lorekeeper adds half her class level on her check. This replaces the bonus skills the ancient lorekeeper gains from her mystery.
Elven Arcana (Ex): At 2nd level, an ancient lorekeeper’s mastery of elven legends and philosophy has allowed her to master one spell used by elven wizards. She selects one spell from the sorcerer/wizard spell list that is at least one level lower than the highest-level oracle spell she can cast. The ancient lorekeeper gains this as a bonus spell known. The spell is treated as one level higher than its true level for all purposes. The ancient lorekeeper may choose an additional spell at 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th levels.
This ability replaces the bonus spells she would normally gain at these levels from her chosen mystery.
Elven Immunities: Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elves receive a +2 racial bonus on Perception checks.
Mystery: Each oracle draws upon a divine mystery to grant her spells and powers. This mystery also grants additional class skills and other special abilities. This mystery can represent a devotion to one ideal, prayers to deities that support the concept, or a natural calling to champion a cause. For example, an oracle with the waves mystery might have been born at sea and found a natural calling to worship the gods of the oceans, rivers, and lakes, be they benign or malevolent. Regardless of its source, the mystery manifests in a number of ways as the oracle gains levels. An oracle must pick one mystery upon taking her first level of oracle. Once made, this choice cannot be changed.
At 2nd level, and every two levels thereafter, an oracle learns an additional spell derived from her mystery.
Oracle’s Curse (Ex): Each oracle is cursed, but this curse comes with a benefit as well as a hindrance. This choice is made at 1st level, and once made, it cannot be changed. The oracle’s curse cannot be removed or dispelled without the aid of a deity. An oracle’s curse is based on her oracle level plus one for every two levels or Hit Dice other than oracle.
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 (see FAQ at right). 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.
*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.
*Time Flicker (Su): As a standard action, you can flicker in and out of time, gaining concealment (as the blur spell). You can use this ability for 1 minute per oracle level that you possess per day. This duration does not need to be consecutive, but it must be spent in 1-minute increments. At 7th level, each time you activate this ability, you can treat it as the blink spell, though each round spent this way counts as 1 minute of your normal time flicker duration. You must be at least 3rd level to select this revelation.
*Time Hop (Su): As a move action, you can teleport up to 10 feet per oracle level that you possess per day. This teleportation must be used in 5-foot increments. This movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought. You must be at least 7th level to select this revelation.
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 (see FAQ at right).
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.
BACKGROUND:
“I feel thin, sort of stretched, like butter scraped over too much bread.”
Once, Saeros of house Edasseril was the most promising young elf in Kyonin, and a relative of the Queen. A cocky, silver-tongued diplomat and keen wizard, he was the envy of his great house. Many sought to gain influence with the popular and skilled elf. Saeros would, all agreed, make it far in life.
Though Saeros could have had his selection of romantic companions, the elf fell in love with a lowborn half-elf. Upon meeting her, Saeros was instantly smitten. Treating it as obvious that she would love him in return, he was flippant and treated her with arrogance, and she spurned his advances.
Humiliated, Saeros went to his room and wept, wishing with all his heart that he could go back and do things again. It is strange to relate that he did just that. Using heretofore untapped magical powers, Saeros entered a ‘time slip,’ which allowed him to manipulate time by unknown means for a brief period…to re-live this event…to go back to the past and try it again. This time, with a humble attitude, he introduced himself to the beautiful half-elf as if for the first time. Though things went better, she rejected him as she had before. Obsessed not only with the woman but with his own new powers, Saeros tried again and again, attempting to learn new things about the maiden that might help him win her love. Each time he failed. Eventually, Saeros learned that the half-elf lowborn woman simply loved someone else. After attempting to alter events dozens of times, Saeros quit.
These events left Saeros shaken and changed. He no longer cared about his influence or popularity in the elven court. But his manipulation of time itself also drew the attention, and wrath, of a small cadre of elven wizards in Kyonin, ancient lorekeepers, who were intent on protecting elves, and Golarion itself, from disaster.
Instead of punishing Saeros, however, they brought him into their ranks. For his own protection, and that of Golarion, they taught him restraints on his powers and how to properly channel them. The ancient lorekeepers were a repository for all the beliefs and vast knowledge of the elven people. They had a strong interest in and understanding of histories and creation legends, and served as the memory of a long-lived people. Even among the ancient lorekeepers, only a select few understood that time can be manipulated and controlled.
There were many ways to manipulate time. Select few knew of ‘time gates’ on Golarion, which were ancient portals to the past or future. Legend held that the ‘Sceptre of the Ages’ was a major artifact that could age people decades with a single touch or open portals through time. The most powerful wizards could even cast spells to stop time completely. These powers were dangerous, and even in the ancient empires of Thassilon and Azlant, a few mighty wizards could alter and manipulate time. Misuse of these magics contributed to the destruction of both empires, Saeros learned. Changing the past could create disrupting causality, leading to a time paradox, destroying things as they were, are, or would yet be.
Saeros also learned that these fallen empires were anything but dead. At least, remnants of them remained, as well as powerful survivors of both civilizations. Long ago, there was animosity between the elves and the Azlanti, which is why the Mordant Spire watches over ruined Azlant to this day, as they did in the past. The ancient lorekeepers tasked Saeros to research Azlant and to ensure that its forbidden magic, including the manipulation of time, remained buried beneath the waves. They also asked him to learn everything he could about this ancient empire and its downfall, that the world might not be condemned to repeat its mistakes.
Appearance: Saeros is an attractive elf, but with a tinge of sorrow in his eyes. Unlike many of his ageless race, he appears older, or stretched thin. He often wears fine leather gloves, since his magic has left his hands and forearms weak and semi-transparent, as if he leaves a little bit of himself behind every time he uses his powers. The skin of his hands and forearms is thin and sensitive to the touch (played as Blackened curse).
Personality: Saeros is not unkind and usually eager to help others. Even so, as many elves he is haughty and slightly vain, considering the ways of the elves better than those of other ancestries. He is extremely curious and seeks to safeguard the world and time. Saeros favors magic that subtly alters time without creating a time paradox.
1. Background
a. Conflict
b. Challenges
c. Mystery
d. Passion
e. Birthplace
f. Family
g. Professions and Crafts
h. Significant Past Events
i. Family-related events
ii. Personal events
iii. Notable individuals
i. Mysteries
j. Existing Conflicts
k. What triggered adventuring?
l. Initial possessions
m. Bound duties
n. Quests
2. Primary Motivators - Balance and Service
3. Emotion and Core Traits
a. Emotional Disposition and Moodiness - Curious, Phlegmatic
b. Core Traits
i. Outlook: Optimistic
ii. Integrity: Conscientious
iii. Impulsiveness: Spontaneous
iv. Boldness: Intrepid
v. Agreeableness: Disagreeable
vi. Interactivity: Engaging
vii. Conformity: Heterodox
4. Secondary Personality Traits
a. Sense of Humor
b. Favorite Topics of Conversation
c. Group Affiliations
d. Religion and Spirituality
e. Quirks, Habits, and Oddities
f. Hobbies and Enjoyments
g. Mental Disorders
h. Barks