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Raven NicolettaCreature 20


UniqueMediumEvilHumanHumanoid
Source Pathfinder #192: Worst of All Possible Worlds
Perception +33
Languages Common, Daemonic, Skald, Varisian
Skills Lore +33, Arcana +31, Deception +41, Diplomacy +37, Intimidation +35, Occultism +33, Performance +31, Society +31
Str +0, Dex +5, Con +2, Int +3, Wis +5, Cha +9

AC 44; Fort +30; Reflex +33; Will +35;
HP 370
Speed 25 feet

Fist One Action +31 (+27, +23) to hit (agile, finesse, nonlethal, unarmed) 1d4+8 Bludgeoning

Reclaimed Fate

Raven has eerie control over her immediate future. She can ignore any fortune or misfortune effects that affect her. If she is forced to roll twice as part of a fortune and misfortune effect, she can take whichever die result she prefers, even if the effect would normally force her to choose one of the results. Finally, when rolling initiative, Raven can choose not to roll initiative and instead have a result of 16 + her initiative modifier.

Bloodline Magic

When Raven casts a bloodline spell, she gains Concealment for 1 round, but can't use it to Hide.

Harrow Burst Two Actions (occult)

Raven unleashes a mass of magical harrow cards, dealing 15d8 slashing damage in a 30-foot emanation (DC 42 reflex save). A creature that fails its save rolls 1d6 to determine a suit of cards: 1 = hammers (Strength), 2 = keys (Dexterity), 3 = shields (Constitution), 4 = books (Intelligence), 5 = stars (Wisdom), 6 = crowns (Charisma). The creature takes a –1 status penalty to all checks related to that ability score for 1 round (–2 status penalty on a critical failure). Raven can't use Harrow Burst again for 1d4 rounds.

Effect: Harrow Burst


Occult Spontaneous Spells (DC 42, +34 to hit)

Cantrips (10th Level): Daze, Detect Magic (Blood Magic), Mage Hand, Shield, Telekinetic Projectile
1st Level (4 slots): Color Spray, Ill Omen (Blood Magic), Ray of Enfeeblement, True Strike
2nd Level (4 slots): Augury (Blood Magic), Blur, Dispel Magic, Hideous Laughter, Mirror Image
3rd Level (4 slots): Blindness, Hypnotic Pattern, Paralyze, Wanderer's Guide (Blood Magic)
4th Level (4 slots): Blink, Confusion, Fly, Phantasmal Killer, Suggestion (Blood Magic)
5th Level (4 slots): Cloak of Colors, Shadow Blast, Shadow Siphon (Blood Magic), Synesthesia
6th Level (4 slots): Feeblemind, Spirit Blast, Teleport, True Seeing (Blood Magic)
7th Level (4 slots): Prismatic Spray, Retrocognition (Blood Magic), Warp Mind
8th Level (4 slots): Discern Location, Maze, Uncontrollable Dance, Unrelenting Observation (Blood Magic)
9th Level (4 slots): Foresight, Wail of the Banshee, Weird (Blood Magic)
10th Level (2 slots): Alter Reality, Gate



Traits

Unique

A rules element with this trait is one-of-a-kind. The DC of Recall Knowledge checks related to creatures with this trait is increased by 10.

Human

A creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.

Humanoid

Humanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.