Efni Raan's page

9 posts. Alias of Ellioti.


cleric 5 | AC 20 T 12 FF 18 | HP 50 | F +7 R +4 W +8 | Perc +10

About Efni Raan

Male Human cleric 5
LN Medium humanoid (human)
Init +2, Senses Perception +10
AC 20, touch 12, flat-footed 18 (+7 armor, +2 Dex, +1 natural)
hp 50 ((5d8)+10)
Fort +7, Ref +4, Will +8
Speed 20 ft.
Melee longspear +1 +6 (1d8+3/x3)
Ranged Lightning Arc +5 vs touch AC (1d6 +2 electricity)

Prepared Spells
Cleric (CL 5th; concentration +8)
3rd-fly*, prayer, dispel magic
2nd-burst of radiance (DC 15), bull's strength, resist energy, wind wall*
1st-burning disarm (DC 14), comprehend languages, obscuring mist*, shield of faith, shield of faith
0th-Create Water, Detect Magic, Enhanced Diplomacy, Light
*:Domain spell.

Deity none, Ethos Supremacy through Purity and Morality; Domains Air, Animal (Feather Subdomain)
Str 14, Dex 14, Con 14, Int 12, Wis 16, Cha 20
Base Atk +3; CMB +5; CMD 17
Feats Boon Companion, Combat Reflexes, Paired Opportunists, Selective Channeling
Skills Diplomacy +13, Fly +7, Handle Animal +10, Heal +7, Knowledge (Nature) +5, Knowledge (Religion) +5, Perception +10, Sense Motive +7, Spellcraft +9
Traits Friend to Animals
Languages Ancient Osiriani, Common
Consumables Scroll Case (Remove Blindness/Deafness, Remove Disease, Remove Paralysis, lesser Restoration), Potion of Enlarge Person, Wand of Cure Light Wounds (50 charges)
Gear amulet of natural armor +1, longspear +1, traveler's outfit, breastplate +1, cloak of resistance +1, 3x spell component pouch, holy symbol (gold), holy symbol (silver), holy symbol (wooden), 449 gp
SQ Channel Negative Energy (1d6 damage, DC 17 WILL or dazed, 8/day), Lightning Arc 5/day
Aura (Ex) A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see the detect evil spell for details).
Channel Negative Energy (Su) You can unleash a wave of negative energy. You must choose to deal 1d6 points of negative energy damage to living creatures or to heal undead creatures of 1d6 points of damage. Creatures that take damage from channeled energy receive a DC 18 Will save to halve the damage. You can use this ability 8 times per day.
Variant Channeling - Rulership Harm - Creatures are dazed for 1 round.
Domains Air, Animal (Feather Subdomain)
Eyes of the Hawk (Ex) You gain a racial bonus of 2 on Perception checks. In addition, if you can act during a surprise round, you receive a +2 racial bonus on your Initiative check.
Lightning Arc (Sp) As a standard action you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6+2 points of electricity damage. You can use this ability 5 times per day.
Animal Companion (Ex) You gain the service of an animal companion.
Friend to Animals (Handle Animal) You gain a +1 bonus on Handle Animal and Ride checks, and one of those skills (your choice) is always a class skill for you.

male Axe Beak 5
LN Large animal
Init +3, Senses low-light vision; Perception +5
AC 21, touch 12, flat-footed 18 (+5 Armor, +3 Dex, +4 natural, -1 size)
hp 51 ((5d8)+20)
Fort +7, Ref +7, Will +1
Speed 50 ft.
Melee bite +6 (1d8+8)
Space 10 ft. by 10 ft.
Reach 10 ft.
Str 19, Dex 16, Con 16, Int 3, Wis 11, Cha 10
Base Atk +3; CMB +8; CMD 21
Feats 1st: Combat Reflexes, 2nd: Toughness, 5th: Paired Opportunists
Skills Acrobatics +7, Acrobatics (Jump) +15, Linguistics -3, Perception +5, Stealth +3
Languages Ancient Osiriani
Animal Tricks Combat Training, Attack I+II, Come, Defend, Deliver, Down, Guard, Heel, Hunt, Stay, Watch
Gear barding +1 (lamellar/leather/large/darkleaf cloth), saddle (exotic/riding), saddlebags
Evasion (Ex) If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Sudden Charge (Ex) When making a charge attack, an axe beak makes a single bite attack. If successful, it may also attempt to trip its opponent as a free action without provoking an attack of opportunity. If the attempt fails, the axe beak cannot be tripped in return.
Str/Dex Bonus +1
Ability Score Increase +1 Int

Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Attack I+II The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks. Animal will attack all creatures
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Deliver The animal takes an object to a place or person you indicate.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Hunt This trick allows an animal to use its natural stalking or foraging instincts to find food and return it to the animal's handler.
Stay The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
Watch The animal can be commanded to keep watch over a particular area, such as a campsite, and raise an alarm if it notices any sizable or dangerous creature entering the area.