Lyrakien

Alliriyallin's page

185 posts. Alias of Paladin of Baha-who?.


Full Name

Alliriyallin of the Host of Elysium

Race

Azata Lyrakien

Classes/Levels

HP 26/26 | AC 20 T 16 FF 16 | Ft +3 Rf +7 Wl +9 | Init +8 | Per. +11

Gender

Female

Size

Tiny

Age

??

Alignment

CG

Deity

Desna

Occupation

Familiar

About Alliriyallin

Female Azata Lyrakien
CG Tiny Outsider (azata,chaotic, extraplanar,good)
Init +8; Senses darkvision 60 ft.,detect evil,detect magic,low-light vision; Perception +11
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DEFENSE
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Naked AC 20, touch 16, flat-footed 16. . (+4 Dex, +2 size, +4 natural)
Mage Armor or Shield AC 24, touch 16, flat-footed 20. . (+4 armor, +4 Dex, +2 size, +4 natural)
Mage Armor + Shield AC 28, touch 16, flat-footed 24. . (+4 armor, +4 shield, +4 Dex, +2 size, +4 natural)
hp 26 (8 hit dice)
Fort +3, Ref +7, Will +9
DR 5/evil; Immune electricity,petrification; Resist cold 10,fire 10
Defensive abilities Improved Evasion
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OFFENSE
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Spd 30 ft.,fly 80 ft. (perfect)
Melee Slam +7 (1d2-3/20/x2)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks Starlight Blast
Spell-Like Abilities (CL 3rd; concentration +8)
Constant—detect evil,detect magic, freedom of movement
At will—dancing lights,daze (DC 15), summon instrument,ventriloquism (DC 16)
1/day—cure light wounds,lesser confusion (DC 16),silent image (DC 16)
1/week—commune (6 questions,CL 12th)
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STATISTICS
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Str 5, Dex 19, Con 12, Int 14, Wis 17, Cha 20
Base Atk +3; CMB +5; CMD 12
Feats Agile Maneuvers,Improved Initiative

Skills:

Acrobatics +10 (+4 dex, +3 ranks, +3 class)
Bluff +11 (+5 cha, +3 ranks, +3 class)
Climb -2 (-3 Str, +1 rank from Elen)
Craft(alchemy) +8 (+2 Int, +3 ranks from Elen, +3 class)
Craft(sewing) +6 (+2 Int, +1 rank from Elen, +3 class)
Diplomacy +11 (+5 cha, +3 ranks, +3 class)
Disable Device +5 (+4 dex, +1 rank from Elen)
Escape Artist +8 (+4 dex, +4 ranks from Elen)
Fly +27 (+4 dex, +8 ranks from Elen, +3 class, +8 perfect, +4 size)
Handle Animal +6 (+5 cha, +1 rank from Elen)
Heal +4 (+3 Wis, +1 rank from Elen)
Intimidate +6 (+5 cha, +1 rank from Elen)
Knowledge (arcana) +5 (+2 int, +3 ranks from Elen)
Knowledge (history) +3 (+2 int, +1 rank from Elen)
Knowledge (nature) +5 (+2 int, +1 rank from Elen)
Knowledge (planes) +8 (+2 int, +3 ranks, +3 class)
Knowledge (religion) +3 (+2 int, +1 rank from Elen)
Linguistics +10 (+2 Int, +8 ranks from Elen)
Perception +11 (+3 Wis, +5 ranks from Elen, +3 class)
Perform (string instruments) +11 (+5 cha, +3 ranks, +3 class)
Profession (gambler) +4 (+2 wis, +2 ranks from Elen)
Ride +5 (+4 Dex, +1 rank from Elen)
Sense Motive +8 (+2 Wis, +3 ranks from Elen, +3 class)
Sleight of Hand +5 (+4 dex, +1 rank from Elen)
Spellcraft +7 (+2 int, +5 ranks from Elen)
Stealth +18 (+4 dex, +3 ranks, +3 class, +8 size)
Survival +4 (+3 wis, +1 rank from Elen)
Swim -2 (-3 str, +1 rank from Elen)
Use Magic Device +13 (+5 Cha, +5 ranks from Elen, +3 class)

Languages Celestial,Draconic,Infernal; truespeech
SQ traveler’s friend, Familiar abilities
Combat Gear Wand of Cure Light Wounds (tiny) (50/50 charges), Wand of Shield (tiny) (45/50 charges)
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SPECIAL ABILITIES
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Starlight Blast (Su) As a standard action once every 1d4 rounds, a lyrakien can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5-foot burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. For example, a chaotic neutral or neutral good creature would take 1d4+1 points of damage, a neutral creature would take 1d4+2 points of damage, and a lawful evil creature would take 1d4+4 points of damage. A DC 12 Reflex save negates this damage. Chaotic good creatures are unaffected by this ability. The save DC is Constitution-based.
Traveler's Friend (Su) The performances and company of a lyrakien ease the burden of travel. Once per day, a creature may spend a minute listening to a lyrakien's performance—doing so removes the effects of exhaustion and fatigue from the listener.
Truespeech (Su) All azatas can speak with any creature that has a language, as though using a tongues spell (caster level 14th). This ability is always active.
Familiar Basics:

Use the basic statistics for a creature of the familiar's kind, but with the following changes.
  • Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.
  • Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
  • Attacks: Use the master's base attack bonus, as calculated from all her classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.
  • Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all her classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
  • Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

Natural Armor Adj.:
The number noted here is in addition to the familiar's existing natural armor bonus. 7th level = +4

Alertness (Ex):
While a familiar is within arm's reach, the master gains the Alertness feat.

Empathic Link (Su):
The master has an empathic link with her familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that her familiar does.

Improved Evasion (Ex):
When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells:
The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Store Spells:
Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.

Deliver Touch Spells (Su):
If a witch is 3rd level or higher, her familiar can deliver touch spells or hexes for her. If the witch and the familiar are in contact at the time the witch casts a touch spell, she can designate her familiar as the “toucher.” The familiar can then deliver the touch spell just as the witch would. As usual, if the witch casts another spell before the touch is delivered, the touch spell dissipates. If the witch activates a hex, her familiar can be used to make the touch. She does not have to be in contact with the familiar to use this ability.