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Raven Nicoletta

Creature 20 (unique) — human, humanoid

Pre-Remaster content. May include legacy alignment.

WeaverShadeLANDhuman

Source: stolen-fate-bestiary (Pre-Remaster)

Perception +33
Languages common, daemonic, skald, varisian
Skills arcana +31, deception +41, diplomacy +37, Fortune-Telling Lore +33, intimidation +35, occultism +33, performance +31, society +31
Str
+0
Dex
+5
Con
+2
Int
+3
Wis
+5
Cha
+9
Items Bracers of Armor III, Circlet of Persuasion, The Deck of Destiny
AC 44 Fort +30 Ref +33 Will +35
HP 370
Speed 25 feet

Offense

Melee Fist (agile, finesse, nonlethal, unarmed) +31, Damage 1d4+8 bludgeoning

Abilities

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 (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.
Occult Spontaneous Spells DC 42, attack +34
10th Alter Reality, Gate
9th Foresight, Wail of the Banshee, Weird (Blood Magic)
8th Discern Location, Maze, Uncontrollable Dance, Unrelenting Observation (Blood Magic)
7th Prismatic Spray, Retrocognition (Blood Magic), Warp Mind
6th Feeblemind, Spirit Blast, Teleport, True Seeing (Blood Magic)
5th Cloak of Colors, Shadow Blast, Shadow Siphon (Blood Magic), Synesthesia
4th Blink, Confusion, Fly, Phantasmal Killer, Suggestion (Blood Magic)
3rd Blindness, Hypnotic Pattern, Paralyze, Wanderer's Guide (Blood Magic)
2nd Augury (Blood Magic), Blur, Dispel Magic, Hideous Laughter, Mirror Image
1st Color Spray, Ill Omen (Blood Magic), Ray of Enfeeblement, True Strike
Cantrips (10th) Daze, Detect Magic (Blood Magic), Mage Hand, Shield, Telekinetic Projectile

WORKS WELL WITH

AnvilLANDAn Anvil holds enemies within the Weaver's emanation area, resolving the positioning tension for area damage.
CrasherLANDThe Weaver's debuffs and area control soften targets, letting a Crasher resolve the tempo tension by finishing multiple enemies at once.
SniperLANDA Weaver's control spells crowd-manage threats, resolving the priority tension so a Sniper focuses on high-value targets.

PUNISHES

✖ clumping✖ fortune effects
Works well with · Punishes · Pairing advice Unlock with Tactics

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Stat block data sourced from the Foundry VTT PF2E system under the Apache License 2.0. Source book: Pathfinder #192: Worst of All Possible Worlds.

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