Owl

Bobby the Owl's page

194 posts. Alias of gemmik.


Full Name

Bobby

Race

| HP: 7/7 | AC 17 (T15, FF 14) | CMB: +2 CMD: 10 | F:+2 R:+5 W:+5 | Init +3 | Perc +10, SM +2 | Fly +7, Stealth +14 |

Classes/Levels

| Speed 10 ft., Fly 60 ft. | Touch of Good: 1/1 | Active Conditions: None

Gender

Male owl familiar (emissary)

Size

Tiny

Special Abilities

Improved Evasion, Guidance At Will

Deity

Iomedae

Languages

Common

Strength 6
Dexterity 17
Constitution 11
Intelligence 6
Wisdom 15
Charisma 6

About Bobby the Owl

Bobby
Male Owl Familiar (emissary)
N Tiny Magical Beast
Init +3; Senses Perception +10

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DEFENSE
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AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 7 (2 HD)
Fort +2, Ref +5, Will +5
...Improved Evasion
...Share Will

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OFFENSE
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Speed 10 ft. Fly 60 ft. (average)
Melee 2 talons +6 (1d4-2)
Spell-like Abilities (CL 1st, Concentration +3)
At Will—guidance
Space 2 1/2 ft. Reach 0 ft.

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STATISTICS
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Str 6, Dex 17, Con 11, Int 6, Wis 15, Cha 6
Base Atk +1; CMB +2; CMD 10
Feats Hover
Skills Fly +7, Perception +10, Stealth +15
Fuzzzy’s Skills Appraise -1, Knowledge (arcana) +0, Knowledge (dungeoneering) -1, Knowledge (history) +0, Knowledge (nature) -1, Knowledge (planes) +0, Knowledge (religion) +3, Linguistics -1, Spellcraft +0
Abilities divine guidance, emissary skills, empathic link, improved evasion, share will
Languages Common,

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SPECIAL ABILITIES
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Emissary Skills: An emissary treats Heal, Knowledge (religion), and Sense Motive as class skills. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically 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.

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.

Divine Guidance (Sp): An emissary can cast guidance at will. This replaces alertness.

Domain Influence (Sp or Su): The emissary gains a spark of divine power from the deity its master worships. Choose one of that deity’s domains that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day.
...Touch of Good (Sp): You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability 1/day

Share Will (Su): Whenever an emissary or its master fails a saving throw against a mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target. This replaces share spells.

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GEAR/POSSESSIONS
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Combat Gear None
Possessions None