Priestess of Nethys

'Poppy' - Calliope's page

88 posts. Alias of Nik B..


Classes/Levels

HP:41/41, AC: 22/T:16/FF:18 - Perception: +11(Dark/LL/ Det evil & mgic cont.), F:+5/R:+9/W:+8 - CMB: +8 - CMD: 15, Speed: 30Land/80Flight, Init: +8

About 'Poppy' - Calliope

Female Lyrakien Azata CG
Init +8; darkvision 60 ft., detect evil, detect magic, low-light vision; Perception +9 ; Perception +11
S05 D19 C12 I08 W17 Ch20

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DEFENSE
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AC 22, touch 16, flat-footed 18. (M/Wk Stud Leather Armour)
Immune: electricity, petrification; DR5/Evil DR10/Cold/Fire

HP 41
CMD 15
BAB 8
F 5/R 9/W8
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OFFENSE
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Speed 80' Fly/30’Walk
CMB 8
Ranged –M/wk Light Crossbow 11 (1d4/19-20x3)
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STATISTICS
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SKILLS:

Mod/Ability/ranks/misc
Mod/Ability/ranks/misc
Acrobatics: 10/4/3/3
Appraise: 0/1/-1/0
Bluff: 11/5/5/3
Climb: 8/4/1/3
Diplomacy: 10/5/5/3
Disable Device: 8/4/4/0
Disguise: 5/4/1/0
Escape artist: 7 ]/3/1/3
Fly: 20 ]/4/1/15
Handle Animal: 6 ]/5/1/0
Heal: 4/3/1/0
Intimidate: 11/5/3/3
Knowledge (Arcana): 0/1/-1/0
Knowledge (Dungeoneering): 0/1/-1/0
Knowledge (Engineering): 0/1/-1/0
Knowledge (Geography): 0/1/-1/0
Knowledge (History): 0/1/-1/0
Knowledge (Local): 0/1/-1/0
Knowledge (Nature): 0/1/-1/0
Knowledge (Nobility): 0/1/-1/0
Knowledge (Planes): 3/1/-1/3
Knowledge (Religion): 0/1/-1/0
Linguistics: 0/1/-1/0
Perception: 11/3/5/3
Perform (Sing): 6 ]/5/1/0
Perform (Stringed): 9 ]/5/4/0
Perform (Wind): 6 ]/5/1/0
Ride: 5/4/1/0
Sense Motive: 5/3/2/0
Sleight of Hand: 6/4/2/0
Spellcraft: 2/-1/3/0
Stealth: 17/4/2/11

Survival: 7/1/1/3
Swim: 8/4/1/3
Use Magic Device: 9/5/4/0
Languages: Celestial, Draconic, Infernal; truespeech

RACIAL:

Darkvision 60 ft,
Alertness,
Improved Evasion,
Share Spells,
Empathic link,
Deliver Touch Spells,
Speak with Master.
Immune: electricity, petrification;
Languages Celestial, Draconic, Infernal; truespeech
–– SPECIAL ATTACKS ––

• STARLIGHT BLAST (Su): As a standard action once every 1d4 rounds, can tap into the divine power of Elysium, unleashing a blast of holy starlight in a 5 ft burst. All creatures in this area take 1d4 points of holy damage, plus 1 point for each step their alignment deviates from chaotic good. A DC 14 Reflex save negates. (PFBty)

• 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)

–– SPECIAL QUALITIES ––

• DARKVISION 60 FT (Ex): Ability to see with no light source at all, out to the range specified. Darkvision is black-and-white only (colors cannot be discerned). The presence of light does not spoil darkvision. (PFBty)

• TRAVELER’S FRIEND (Su): Once per day, a creature may spend a minute listening to the performance; doing so removes the effects
of exhaustion and fatigue from the listener. (PFBty)

–– SPECIAL ABILITIES ––

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

• IMPROVED EVASION (Ex): When subjected to an attack that allows a Reflex saving throw for half damage, an familiar takes no
damage if it makes a successful saving throw and only half damage if the saving throw fails. (PFCR 53)

• SHARE SPELLS (Ex): Sorcerer may cast a spell with a target of “You” on this familiar. Sorcerer may cast spells on this familiar even if the spells normally do not affect familiar type. (PFCR 52)

• EMPATHIC LINK (Su): The master has an empathic link with his 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 his familiar does.

• DELIVER TOUCH SPELLS (Su): A familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

• SPEAK WITH MASTER (Ex): A familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

FEATS:

–– FEATS ––

• AGILE MANEUVERS: You add your Dexterity bonus to your base attack bonus and size bonus when determining your combat maneuver bonus instead of your Strength bonus. (PFCR 117)

• IMPROVED INITIATIVE: You get a +4 bonus on initiative checks. (PFCR127)

GEAR:

-- ARMOUR –
M/Wk Studded Leather
-- WEAPONS --
M/Work Light Crossbow (Tiny)