About Astrid Olvirsdottir
Muninn, Raven Familiar:
CG Tiny magical beast
AC 22, touch 14, flat-footed 20 (+2 Dex, +2 Size, +4 armor, +3 natural)
Saves Fort +5, Ref +6, Will +9
Speed 10 ft. Fly 40 (average)
Melee bite +10 (1d3-4)
Space 2-1/2 ft; Reach 0 ft
Core Stats: Str 2, Dex 15, Con 8, Int 8, Wis 15, Cha 7
Base Atk +6; CMB +6; CMD 12
Feats Skill Focus (Perception), Weapon Finesse
Skills Bluff +8; Climb +2; Diplomacy +8; Fly +11; Handle Animal -1; Knowledge (Geography) +9; Knowledge (Planes) +3; Lore (Blood Hags) +8; Perception +18; Sense Motive +12; Stealth +10; Survival +5; Swim +2
Gear Mithral chain shirt
Special Abilities Alertness, Deliver Touch Spells, Empathic Link, Improved Evasion, Share Spells, low-light vision
Alertness You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Augment Summoning Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Divine Interference As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day.
Expanded Summon Monster For each spell level 1–9, select two creatures from the list below. You then add these creatures to the summon monster table of the same level, allowing you to summon them with the appropriate summon monster spell. Once made, these choices can’t be changed. See list at the top of the page here.
Favored Prestige Class (Stargazer, Diplomacy) Choose one prestige class and one skill that is a class skill for that prestige class. Whenever you gain a level in that prestige class, you receive +1 hit point or +1 skill rank. You gain a +2 bonus on checks using the skill you chose from that prestige class’s class skills. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. This bonus stacks with the bonus granted by Skill Focus, but does not stack with a bonus granted by any other feat (such as Magical Aptitude or Persuasive). The choice of favored prestige class cannot be changed once you make it. Levels in a favored prestige class are not the same as levels in a regular favored class, and as such levels in a favored prestige class can never be used to qualify or gain favored class options like those introduced in Pathfinder RPG Advanced Player’s Guide. You can have only one favored prestige class, but can still have a favored base class as well.
Mother's Gift (Uncanny Resistance) Your dark legacy manifests: You gain spell resistance equal to 6 + your character level.
Summon Good Monster When casting summon monster, you also gain access to the list of good monsters listed here. Your righteous determination grants these summoned creatures the Diehard feat. You may still summon creatures from the standard list, but without the Diehard feat.
Superior Summoning Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.
Blood-born (Veil May) Gifted with a face for every occasion, veil mays can adjust to any social situation, showing those around them exactly what they want to see. As easily as they read others, they are equally gifted at hiding their true intentions.
Ancestry Blood hag
Ability Modifiers +2 Wis, +2 Cha, -2 Int
Hag Racial Trait The DCs of Sense Motive checks to gain a hunch about a blood-born changeling increase by 5.
Awakened Hag Heritage You gain a +2 racial bonus on Bluff, Diplomacy, and Sense Motive skill checks as your gifts for reading and manipulating others matures.
Call Heralds (Su) A herald caller can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can lose a prepared spell in order to cast any summon monster spell of the same level or lower. She gains a +1 bonus on concentration checks to cast a summon monster spell defensively. This bonus increases to +2 at 5th level, and increases by 1 every 5 cleric levels thereafter.
Coat of Many Stars (Su) You conjure a coat of starry radiance that grants you a +4 armor bonus. At 7th level, and every four levels thereafter, this bonus increases by +2. At 13th level, this armor grants you DR 5/slashing. You can use this coat for 1 hour per day per oracle level. The duration does not need to be consecutive; it can instead be spent in 1-hour increments.
Dedicated Summoner A herald caller depends on summoned allies to overcome her foes, which affords her little experience with the martial pursuits typical of other clerics and a narrower spiritual focus. A herald caller can choose only one domain from her deity’s list of domains, rather than the normal two domains, and she doesn’t gain proficiency with medium armor or shields. This ability alters the cleric’s domains and armor proficiencies.
Divine Heralds (Su) A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Clerics), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template.
Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected.
Elysium's Call (Su) With a touch, you can imbue creatures with the spirit of Elysium, lifting their spirits and freeing them from bonds. The creatures touched can immediately reroll any failed saving throws against spells and spell-like abilities of the enchantment (charm) and enchantment (compulsion) subschools. In addition, targets receive a +2 sacred bonus on such saving throws and a +2 sacred bonus on CMB checks to escape a grapple. Finally, targets can ignore up to 5 feet of difficult terrain each round, as if they had the Nimble Moves feat. These bonuses last for a number of rounds equal to 1/2 your cleric level (minimum 1), although the saving throw reroll only applies when the creature is touched. You can use this ability for a number of rounds per day equal to 3 + your Wisdom modifier.
Guarded Mind (Ex) You gain a +2 insight bonus on saving throws against all mind-affecting effects.
Guiding Light (Su) The stargazer gains a familiar, treating her stargazer level as her wizard level.
Hag Magic Some changelings develop a gift for spellcasting instead of their mothers’ overtly fearsome traits. A changeling with this trait displays one or more stark white streaks in her hair as a child. The DCs of any saving throws against enchantment spells she casts increase by 1, and if her Charisma score is 11 or higher, she also gains the following spell-like abilities, usable once per day each: dancing lights, detect magic, disguise self, and pass without trace. The caster level of these spell-like abilities is equal to the changeling’s character level. The DC for these spell-like abilities is equal to 10 + the spell’s level + the changeling’s Charisma modifier. This racial trait replaces the claws and natural armor racial abilities.
Heaven's Leap (Su) The stargazer is adept at creating tiny tears in the fabric of space, and temporarily stitching them together to reach other locations through a limited, one-way wormhole. As a standard action, the stargazer can designate herself or a single ally that she can see who is within 30 feet of her. She can move that creature as if it were subject to jester's jaunt. Once targeted by this hex, the ally cannot be the target of this hex again for 24 hours.
Holy Lance (Su) At 8th level, you can give a weapon you touch the holy special weapon quality for a number of rounds equal to 1/2 your cleric level. You can use this ability once per day at 8th level, and an additional time per day for every four levels beyond 8th.
Mighty Heralds At 4th level, a herald caller receives Augment Summoning as a bonus feat, and is considered to have Spell Focus (conjuration) for the purposes of prerequisites for feats that have Augment Summoning as a prerequisite (such as Evolved Summoned Monster). At 8th level, she gains Superior Summoning as a bonus feat.
The Mother (Su) The stargazer channels the nurturing heart of the Caravan. Whenever the stargazer casts a cure spell, casts breath of life, or uses the healing hex, she adds twice her class level to the hit points restored. If the stargazer is a cleric with channel positive energy, her stargazer levels stack with her cleric levels to determine its effects.
Mystery Magic (Ex) At 1st and 9th levels, the stargazer gains a hex from the witch’s list of hexes. Her stargazer levels count as (and stack with) witch levels when determining the effects of hexes. In addition, the stargazer adds all hexes available to a shaman with the heavens spirit (Pathfinder RPG Advanced Class Guide 40) to the witch list.
At 3rd level, the stargazer gains the Stars subdomain in addition to any domains she already has. Her stargazer levels count as (and stack with) cleric levels when determining which domain abilities she gains and their effects. If she isn’t a cleric, the subdomain’s spells are added to her class spell list (if necessary) and to her spells known, spellbook, familiar, or similar source. Spells added this way may be cast only once per day, unless using the stars are right ability. She can use the stars are right ability regardless of her spellcasting class.
A stargazer gains certain abilities from the heavens oracle mystery as she gains levels as well. At 5th level, the stargazer gains the coat of many stars oracle revelation. At 7th level, she gains the star chart revelation. Her stargazer levels and cleric levels count as (and stack with) oracle levels when she is determining the effects of these revelations.
The Pack (Su) The stargazer becomes attuned to the beasts that follow the Caravan. She gains a +2 bonus on Handle Animal checks. In addition, whenever she casts a summoning spell that conjures multiple creatures of the animal type, she summons an additional animal of that type.
Sidereal Arcana (Su or Sp) As she studies the skies, the stargazer binds herself to constellations from the Cosmic Caravan, drawing on their unearthly power. At 2nd level and every 2 class levels thereafter, the stargazer gains one sidereal arcana of her choice from the list below.
The Bridge: The stargazer is warded against winter’s darkness. She gains cold resistance 5 and darkvision with a range of 30 feet. The stargazer can see through darkness created by demons without penalty.
The Daughter: The Daughter emboldens hearts with the promise of springtime and new life. The stargazer and allies within 10 feet gain a +4 morale bonus on saving throws against fear, and the DC to demoralize them via Intimidate increases by 4. The stargazer is immune to fear effects created by demons.
The Follower: The specter of death follows the stargazer, shielding her from doom. The stargazer gains a +4 bonus on saves against death effects. In addition, she is immune to all death effects, negative energy effects, and negative levels created by demons.
The Lantern Bearer: The stargazer’s ability to conjure light increases. The radius of any light source she creates via magic increases by 10 feet, and its spell level is considered to be 2 higher.
The Mother: The stargazer channels the nurturing heart of the Caravan. Whenever the stargazer casts a cure spell, casts breath of life, or uses the healing hex, she adds twice her class level to the hit points restored. If the stargazer is a cleric with channel positive energy, her stargazer levels stack with her cleric levels to determine its effects.
The Newlyweds: The sign of intertwined lovers grants the stargazer a romantic mystique. Whenever she uses a charm or language-dependent effect against someone who could be romantically attracted to her, the save DC increases by 2. In addition, she gains a +2 bonus on Bluff and Diplomacy checks against such individuals. Finally, the stargazer gains a +2 morale bonus on saving throws against charm effects created by demons.
The Pack: The stargazer becomes attuned to the beasts that follow the Caravan. She gains a +2 bonus on Handle Animal checks. In addition, whenever she casts a summoning spell that conjures multiple creatures of the animal type, she summons an additional animal of that type.
The Patriarch: The stargazer gains an innate sense of direction. She always knows which way north lies, and gains a +4 bonus on skill checks made to navigate or find her way. The stargazer also becomes immune to maze and similar effects.
The Rider: The stargazer can conjure a steed that deters those who would harm her. Once per day, the stargazer can use phantom steed as a spell-like ability; this spell-like ability has the light descriptor, and only the stargazer can ride the mount. The steed is made of starlight, and sheds light as a torch. While riding her star-steed, she is under the effects of sanctuary heightened to 4th level; if she breaks this sanctuary, she can reactivate it after 1 minute. The caster level of these effects is equal to her character level.
The Stargazer: The constellation that shares her name warns the stargazer of danger. The stargazer gains a +2 insight bonus on initiative checks and is not considered flat-footed before she acts in combat, although this does not allow her to act if she could not otherwise do so.
The Stranger: The stargazer learns to blend seamlessly into others’ cultures. She can use cultural adaptation as a spell-like ability three times per day with a caster level equal to her character level. While under the effects of this ability, details of her body’s appearance change as well, making her physically appear as the appropriate race or ethnicity (although her statistics do not change).
The Thrush: The stargazer’s voice becomes harmonious. The stargazer gains a bonus equal to half her class level on Diplomacy and Perform (sing) checks.
The Wagon: The stargazer’s movement becomes swift and steady. She gains a +10-foot enhancement bonus to her movement speed, and can take 5-foot steps in difficult terrain. In addition, three times per day as a swift action, she can gain the effects of freedom of movement for 1 round, but only against effects created by demons.
The Stars Are Right (Su) If you prepare your cleric spells while the stars are visible to you, you may spontaneously cast any of your Stars subdomain domain spells by swapping out a spell of an equal spell level. Any Stars subdomain spells that you cast while the stars are visible to you heal you of damage equal to the spell’s level as you cast the spell.
The Wagon (Su) The stargazer’s movement becomes swift and steady. She gains a +10-foot enhancement bonus to her movement speed, and can take 5-foot steps in difficult terrain. In addition, three times per day as a swift action, she can gain the effects of freedom of movement for 1 round, but only against effects created by demons.
A slight, pale woman in her early twenties who lets her white hair hang loose down to her shoulders. She wears a cloak of midnight blue trimmed with silver, and it serves to both keep the rain off her head and to muffle the clink of the chain shirt she wears beneath it. She wears a dagger on her hip in an ornamented sheath, and carries a longspear that probably sees more use as a walking stick than as a weapon. Swirling overhead (or, alternatively, perched on her shoulder) is an enormous raven that watches with eyes that gleam with curiosity and intelligence.
Incredibly outgoing and easy to get along with, Astrid can easily slip into nearly any social situation or group of people and make friends in seconds. She can read the mood and intentions of others as easily as a book, and always seeks to put people at ease, but can be very guarded about her own thoughts and feelings.
This bit will develop as we go, but outside of combat, Astrid will be on the alert for anything dangerous. In or just prior to combat, Astrid will cast buffs on the party (especially if it looks like they'll be headed into a tough fight) and keep her distance from the front lines. If possible, she'll take to the air to avoid being caught in a melee. If needed, she'll summon creatures to take advantage of an enemy's known vulnerability or to support the party.