Survivor

Aleria EagleEye's page

148 posts. Alias of thestrongangel.


Race

NG Female Human Cleric (Herald Caller) of Erastil 3

Classes/Levels

Skills:
Craft (bows) +6, Diplomacy +7, Fly +7, Handle Animal +8, Heal +8, Knowledge (nobility) +5, Knowledge (religion) +4, Perception +8, Ride +4, Sense Motive +9, Survival +6

About Aleria EagleEye

Aleria EagleEye
Female human cleric (herald caller) of Erastil 3
NG Medium humanoid (human)
Init +3; Senses Perception +8
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Defense
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AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 18 (3d8)
Fort +3, Ref +4, Will +6
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Offense
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Speed 30 ft.
Melee dagger +3 (1d4+1/19-20) or
. . dagger +3 (1d4+1/19-20)
Ranged mwk composite longbow +6 (1d8+1/×3)
Special Attacks channel positive energy 4/day (DC 12, 2d6)
Cleric (Herald Caller) Spells Prepared (CL 3rd; concentration +6)
. . 2nd—align weapon, deadeye's arrow, feather fall[D]
. . 1st—bless, calm animals[D] (DC 14), deadeye's lore[UC], divine favor
. . 0 (at will)—create water, detect magic, guidance, light
. . D Domain spell; Domain Animal (Feather subdomain)
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Statistics
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Str 13, Dex 16, Con 10, Int 10, Wis 16, Cha 12
Base Atk +2; CMB +3; CMD 16
Feats Point-blank Shot, Precise Shot, Deadly Aim
Traits beast bond, pioneer
Skills Craft (bows) +6, Diplomacy +7, Fly +7, Handle Animal +8, Heal +8, Knowledge (nobility) +5, Knowledge (religion) +4, Perception +8, Ride +4, Sense Motive +9, Survival +6; Racial Modifiers +1 Perception
Languages Common
SQ call heralds, divine heralds, eyes of the hawk
Other Gear mithral chain shirt, arrows (40), blunt arrows (20), dagger, dagger, mwk composite longbow (+1 Str), backpack, basic maps (major landmarks only), belt pouch, flint and steel, holy text, knife, utility (0.5 lb), mess kit, silver holy symbol of Erastil, soap, spell component pouch, trail rations (5), waterskin, wooden holy symbol of Erastil, light horse, arrows, bedroll, bit and bridle, blanket, blunt arrows, candle, dagger, dagger, feed (per day), flint and steel, hemp rope (50 ft.), mess kit, pot, riding saddle, saddlebags, tent, medium, torch, waterskin, 1,231 gp
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Special Abilities
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Call Heralds (+1 concentration) (Su) Concentration bonus to summon monster spells.
Cleric (Herald Caller) Domain (Feather) Add Fly to your list of class skills. In addition, whenever you cast a spell that grants you a fly speed, your maneuverability increases by one step (up to perfect).
Cleric Channel Positive Energy 2d6 (4/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Divine Heralds (Su) Summon creatures appropriate to deity.
Eyes of the Hawk (+1 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Deadly Aim Take -1 to attack, gain +2 damage with ranged attacks.

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Horse, light
Horse (Pathfinder RPG Bestiary 177)
N Large animal
Init +2; Senses low-light vision, scent; Perception +6
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Defense
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AC 11, touch 11, flat-footed 9 (+2 Dex, -1 size)
hp 15 (2d8+6)
Fort +6, Ref +5, Will +1
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Offense
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Speed 50 ft.
Melee (M) dagger -3 (1d4+3/19-20) or
. . (M) dagger -3 (1d4+3/19-20) or
. . 2 hooves -2 (1d4+1)
Space 10 ft.; Reach 5 ft.
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Statistics
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Str 16, Dex 14, Con 17, Int 2, Wis 13, Cha 7
Base Atk +1; CMB +5; CMD 17 (21 vs. trip)
Feats Endurance, Run
[b]Tricks
Come, Heel, Riding, Stay
Skills Acrobatics +2 (+6 to jump with a running start, +10 to jump), Perception +6
SQ riding
Other Gear arrows (60), blunt arrows (20), dagger, dagger, bedroll, bit and bridle, blanket, candle (10), feed (per day) (2), flint and steel, hemp rope (50 ft.), mess kit, pot, riding saddle, saddlebags, tent, medium, torch (10), waterskin (2)
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Special Abilities
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Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Riding [Trick] The animal has been trained to bear a rider.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.