The House on Hook Street
Female half-elf oracle 6 (2 negative levels)
Medium humanoid (elf, half-elf, human)
Init + 3 ; Senses darkvision 60 ft.; low-light vision; Perception + 6
AC 21, touch 11, flat-footed 20 (+ 7 armor, + 1 Dex, + 3 shield)
hp 47 (6d8 + 12 – 10)
Fort + 3, Ref + 2, Will + 6 (+ 4 vs divine magic)
SR 17 vs divine magic
Speed 20 ft.
Melee masterwork morningstar + 4 (1d8 + 1)
Oracle Spells Known (CL 4th; Concentration + 10)
3rd (3/day) – cure serious wounds, paragon surge, tongues
2nd (5/day) – cure moderate wounds, dust of twilight (DC 18), grace , hold person (DC 18), lesser restoration, levitate, minor image (DC 18)
1st (6/day) – command (DC 17), cure light wounds, divine favor, entropic shield, ray of sickening (DC 17), shield of faith
0 (at will) – create water, detect magic, ghost sound (DC 16), guidance, light, mage hand, mending, read magic, resistance, stabilize
Mystery Dark Tapestry
Str 12 Dex 13 Con 14 Int 10 Wis 14 Cha 20 (22)
Base Atk + 4; CMB + 3; CMD 14
Feats Divine Defiance, Extra Revelation, Focused Disbelief
Skills Heal + 9, Knowledge (religion) + 7, Perception + 6, Spellcraft + 7
Traits Disdainful Defender, Elven Reflexes
Languages Common, Elven
SQ oracle’s curse (haunted), revelations (brain drain, gift of madness, pierce the veil)
Combat Gear wand of cure light wounds (50 charges); Other Gear + 1 chainmail, cloak of resistance +1, headband of alluring charisma +2, + 1 heavy wooden shield, masterwork morningstar, oracle’s kit
Brain Drain (Su): You can take a standard action to violently probe the mind of a single intelligent enemy within 100 feet. The target receives a Will save (DC 19) to negate the effect and immediately knows the source of this harmful mental prying. Those who fail this save are wracked with pain, taking 6d4 points of damage. After successfully attacking with this ability, you may use a full-round action to sort through the jumble of stolen thoughts and memories to make a single Knowledge check using the victim’s skill bonus. The randomly stolen thoughts remain in your mind for 6 rounds. Treat the knowledge gained as if you had used detect thoughts. This is a mind-affecting effect. You can use this ability twice per day.
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 (DC 19) negates the effect. This is a mind-affecting compulsion effect. You can use this ability 9 times per day.
Haunted (Ex): Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises). Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand, ghost sound, levitate, and minor image to your list of spells known.
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.
Negative Levels: Dee was subject to a raise dead spell and as such has two permanent negative levels. She suffers a –2 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, Dee’s current and total hit points are reduced by 10. These penalties are already factored into the above statistics.