Full Name |
Aquila Audax |
Race |
Halfling |
Classes/Levels |
Eagle Shaman 11 | HP: 69/69 | AC: 22 | T: 20 | FF: 12 | CMD: 24 | Fort: +15 | Ref: +11 | Will: +22 | Init: +2 (+4*) | Perc: +30 | Sense Motive: +14 | Speed: 30 ft. |
Gender |
Male |
Size |
Small |
Age |
35 |
Alignment |
Chaotic Neutral |
Deity |
Gozreh |
Occupation |
Austringer/Falconer/Ornithologist/Sailor |
Strength |
8 |
Dexterity |
12 |
Constitution |
13 |
Intelligence |
10 |
Wisdom |
24 |
Charisma |
14 |
About Aquila Audax
Knight Captain Aquila Audax
Male halfling druid (eagle shaman) 11 (Pathfinder RPG Advanced Player's Guide 102)
CN Small humanoid (halfling)
Init +2 (+4 during surprise rounds); Senses Perception +30
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Defense
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AC 21, touch 12, flat-footed 20 (+4 armor, +1 Dex, +5 natural, +1 size)
hp 69 (11d8+11)
Fort +15, Ref +11, Will +22; +4 vs. fey and plant-targeted effects, +2 vs. fear
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Offense
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Speed 20 ft., fly 60 ft. (good)
Special Attacks wild shape 4/day
Druid (Eagle Shaman) Spells Prepared (CL 12th; concentration +20)
. . 6th—mass fly[D,APG] (DC 24), liveoak, transport via plants
. . 5th—baleful polymorph (2, DC 23), beast shape III[D], wall of thorns
. . 4th—dispel magic, freedom of movement (3), life bubble[APG] (DC 22), summon nature's ally IV[D]
. . 3rd—cure moderate wounds, communal delay poison[UC], fly[D], greater magic fang (3), water breathing
. . 2nd—barkskin (4), bull's strength (2), feather fall[D]
. . 1st—calm animals[D] (DC 19), deadeye's lore[UC], goodberry, liberating command[UC] (3), longstrider
. . 0 (at will)—create water, enhanced diplomacy, guidance, stabilize
. . D Domain spell; Domain Animal (Feather domain[APG] subdomain)
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Statistics
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Str 8, Dex 12, Con 13, Int 10, Wis 26, Cha 14
Base Atk +8; CMB +7; CMD 17
Feats Augment Summoning, Boon Companion[UW], Natural Spell, Planar Wild Shape[UC], Quick Wild Shape[UM], Skill Focus (Use Magic Device), Spell Focus (conjuration)
Traits dangerously curious, suspicious
Skills Acrobatics +4 (+0 to jump), Appraise +1, Bluff +4, Climb +6, Diplomacy +18, Disguise +3, Escape Artist +2, Fly +14, Handle Animal +9, Heal +13, Intimidate +4, Knowledge (geography) +5, Knowledge (nature) +7, Knowledge (planes) +6, Linguistics +2, Perception +30, Perform (oratory) +8, Profession (sailor) +15 (+18 on Andoren vessels), Ride +2, Sense Motive +14, Stealth +6, Survival +16, Swim +4, Use Magic Device +24; Racial Modifiers +2 Acrobatics, +2 Climb, +7 Perception
Languages Auran, Common, Druidic, Halfling
SQ animal companion (eagle named Garra), eagle's totem transformation, eagle's totemic summons, eyes of the hawk, nature bond (Feather domain[APG]), nature sense, trackless step, wild empathy +13, woodland stride
Combat Gear feather token (tar & feathers), feather token (tree), lesser reach metamagic rod[APG], scroll of residual tracking, wand of bless weapon (50 charges), wand of command undead (13 charges), wand of cure light wounds (50 charges), wand of cure light wounds (7 charges), wand of enlarge person (50 charges), wand of faerie fire (50 charges), wand of honeyed tongue (50 charges), wand of ill omen (50 charges), wand of lesser restoration (4 charges), wand of mage armor (50 charges), wand of mage armor (50 charges), wand of protection from evil (50 charges); Other Gear parade armour[UE], belt of mighty constitution +2, cloak of resistance +5, cracked deep red sphere ioun stone, cracked incandescent blue sphere ioun stone, cracked incandescent blue sphere ioun stone, cracked pink and green sphere ioun stone, cracked pink and green sphere ioun stone, cracked pink and green sphere ioun stone, handy haversack, orange prism ioun stone, pale green prism ioun stone, ring of eloquence[ACG], shifter's headband (+6 wis)[UE], wayfinder[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], pathfinder chronicle[ISWG], sailing ship, wrist sheath, spring loaded, wrist sheath, spring loaded, 90 gp
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Special Abilities
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Animal Companion (Ex) Gain an animal companion.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Boon Companion (Garra) Companion or familiar abilities are treated as if you were a higher level.
Druid (Eagle Shaman) 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).
Eagle's Totem Transformation (Move Action, 11 minutes/day) (Su) At 2nd level, an eagle shaman may adopt an aspect of the eagle while retaining her normal form. This ability functions as the bear shaman ability, but the druid may select from the following bonuses: movement (fly speed 30 feet [average], the druid m
Eagle's Totemic Summons (Su) At 5th level, an eagle shaman may cast summon nature’s ally as a standard action when summoning eagles, rocs, and giant eagles (added to the 4th-level list), and these summoned creatures gain temporary hit points equal to her druid level. Th
Eyes of the Hawk (+5 Perception/+2 Init.) (Su) +2 Initiative during a surprise round.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Fly (60 feet, Good) You can fly!
Natural Spell You can cast spells while in Wild Shape.
Nature Sense (Ex) A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Planar Wild Shape May add the celestial or fiendish template to your animal form
Quick Wild Shape Wild shape quickly into a less powerful form
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Trackless Step (Ex) You do not leave a trail as you move through natural surroundings.
Wild Empathy +13 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Wild Shape (9 hours, 4/day) (Su) Shapeshift into a different creature one or more times per day.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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Garra CR –
Female eagle
N Small animal
Init +8; Senses low-light vision; Perception +6
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Defense
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AC 35, touch 20, flat-footed 26 (+4 armor, +8 Dex, +1 dodge, +11 natural, +1 size)
hp 58 (9d8+18)
Fort +8, Ref +14, Will +5 (+4 morale bonus vs. enchantment effects)
Defensive Abilities evasion
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Offense
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Speed 10 ft., fly 80 ft. (average)
Melee bite +16 (1d4+15), 2 talons +16 (1d4+15)
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Statistics
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Str 13, Dex 26, Con 14, Int 4, Wis 14, Cha 6
Base Atk +6; CMB +4; CMD 25
Feats - Custom Feat -, - Custom Feat -, Dodge, Power Attack, Weapon Finesse
Tricks Attack, Attack, Attack Any Target, Bombard, Defend, Down, Fetch, Fighting, Flank, Guard, Heel, Maneuver (Dirty Trick), Maneuver (Disarm), Maneuver (Grapple), Maneuver (Reposition), Maneuver (Steal), Seek, Stay
Skills Acrobatics +12 (+4 to jump), Fly +22, Linguistics -2, Perception +6, Stealth +20, Swim +5
Languages Auran, Common
SQ attack any target, bombard, defend, devotion, fetch, fighting, flank, guard, heel, maneuver, maneuver, maneuver, maneuver, maneuver, seek
Combat Gear essence of independence; Other Gear quilted cloth armor[APG], amulet of agile talons, belt of incredible dexterity +4, headband of vast intelligence +2
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Special Abilities
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Attack Any Target [Trick] The animal will attack any creature on command.
Bombard [Trick] Drops item on designated point or opponent.
Defend [Trick] The animal will defend you.
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Evasion (Ex) No damage on successful reflex save.
Fetch [Trick] The animal will get a specific object.
Fighting [Trick] The animal has been trained to fight.
Flank [Trick] Attempts to attack and flank indicated enemy.
Fly (80 feet, Average) You can fly!
Guard [Trick] The animal stays in place and prevents others from approaching.
Heel [Trick] The animal will follow you.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maneuver [Trick, Dirty Trick] Attempts specified maneuver against target.
Maneuver [Trick, Disarm] Attempts specified maneuver against target.
Maneuver [Trick, Grapple] Attempts specified maneuver against target.
Maneuver [Trick, Reposition] Attempts specified maneuver against target.
Maneuver [Trick, Steal] Attempts specified maneuver against target.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.