Victoria Fate's page

362 posts. Alias of Hrothdane.

Full Name

Victoria Fate




AC 19 T 11 FF 18 | Current HP 51/51 | F +3 R +2 W +2 (+8 vscharms/compulsions) | Init +1 (roll twice, take better) | Perc -2

Spells Per Day Remaining:
2nd-4/4 1st-7/7





Special Abilities






Strength 12
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 7
Charisma 19

About Victoria Fate

Personality and Background:
Some are just superior. Such is Fate. After her birth in the war-torn Barstoi region of Ustalav, Fate has spent years in the background of Avistan, looking for the right opportunity to claim her righteous place as ruler of all lesser creatures. She earnestly believes that she above all others has the right, will, and Fate to become supreme benevolent dictator of the world, and she will take whatever means necessary to that end.

While the will to hold dominion over all the world is Fate's greatest motivation, there is another hidden driving force in her life. Her father's soul lies imprisoned in the clutches of the powerful glabrezu demon Koth'vaul, an unfortunate consequence of a hidden clause in a Wish the demon granted. Thus, she holds a great contempt for all evil outsiders and those that worship them. She has sought the most powerful magical spells and rites to free her father to no avail, her many attempts leaving her with the blackened burn scars across her body. To further torment her, Koth'vaul sends spirits to torment her.

Victoria Fate
Human Dual-Cursed Oracle (time)/2 Crossblooded Sorcerer (Serpentine/Impossible)/1
LE Medium humanoid (Varisian)
Init +1 Senses: Perception -2
AC 19, touch 11, flat-footed 18 (+6 armor, +2 shield, +1 Dex)
HP 51 (4d8+1d6+10+3 fcb) Current HP: 51
Fort +3, Ref +2, Will +2 (+8 vs charms and compulsions)
Speed 30 ft, 20 ft in armor
Melee Gauntlet +0 (1d3+1/x2)
Ranged Alkali Flask +0 (1d6/x2), or Alchemist's Fire +0 (1d6/x2)
Oracle Spells Known (CL 4th; concentration +8):
2nd (4/day)--Cure Moderate Wounds, Oracle's Burden (DC 16), Hold Person (DC 19)
1st (7/day)—Command (DC 17, 18 for peaceful commands), Cure Light Wounds, Murderous Command (DC 17), Burning Hands (DC 15), Inflict Light Wounds (DC 15), Ill Omen, Shield of Faith
0 (at will)--Detect Magic, Mage Hand, Ghost Sound, Create Water, Guidance, Enhanced Diplomacy, Stabilize, Mending
Oracle's Curses: Haunted (never improves), Blackened
Sorcerer Spells Known
1st (4/day)--Sure Casting
0 (at will)--Light, Flare, Spark
Bloodlines: Serpentine, Impossible
Str 12, Dex 12, Con 14, Int 14, Wis 7, Cha 19
Base Atk +3; CMB +4; CMD 15
Spell Focus (Enchantment), Greater Spell Focus (Enchantment), Eschew Materials, Extra Revelation (Temporal Celerity), Heavy Armor Proficiency
Irrepressible, Mediator
Acrobatics +1(-5 in armor and shield)
Appraise +4
Bluff +12
Climb +1 (-5 in armor and shield)
Diplomacy +12
Disguise +4
Escape Artist +1 (-5 in armor and shield)
Heal -2
Intimidate +12 (+13 to demoralize)
Knowledge (Arcana) +6
Knowledge (History) +6
Knowledge (Engineering) +6
Knowledge (Planes) +6
Knowledge (Religion) +6
Perception -2
Perform +4
Profession (benevolent dictator) +6
Sense Motive -2
Spellcraft +8
Use Magic Device +12
Languages Taldane, Varisian, Abyssal
Combat Gear
Breastplate, Heavy Steel Shield, Alkali Flask (2), Alchemist's Fire (2), Potion of Touch of the Sea, Potion of Protection from Good, Scroll of Bless (x2), Scroll of Cure Light Wounds (x2), Scroll of Obscuring Mist (x2), Scroll of Remove Fear, Scroll of Remove Sickness, Air Crystals,
Other Gear
Noble's Outfit, Battle Mask, Waterproof Bag, Bandolier, Signet Ring, Barbed Vest, Smoked Goggles, Masterwork Backpack, 233 gold

Special Abilities:

Misfortune (Ex): 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.

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.

Serpentine Bloodline Arcana: Your powers of compulsion can affect even bestial creatures. Whenever you cast a mind-affecting or language-dependent spell, it affects animals, magical beasts, and monstrous humanoids as if they were humanoids who understood your language.
Impossible Bloodline Arcana: Constructs are susceptible to your enchantment (compulsion) spells as if they were not mindaffecting. Constructs are treated as living creatures for the purposes of determining which spells affect them.
Disorienting Touch 7/day (Sp): Touch attack, sicken for 1 round

Fortress of Fate Renovation Notes:

Victor: 50 gp
Fate: 50 gp