About Mr. Pitch
Advanced Savant Raven 2nd-level Cleric of Mystra
CR 4
XP 65
N Tiny animal
Init +4; Senses low-light vision; Perception +11
DEFENSE
AC 20, touch 14, flat-footed 12 (+4 Dex, +2 size, +2 natural)
hp 4 (1d8–1)
Fort +4, Ref +5, Will +9
Deductive Leap (Ex)
Once per round, a savant can choose to substitute its Intelligence modifier for the ability modifier usually associated with a saving throw it is about to make. The decision to use this ability must be made before the saving throw is rolled, and this ability can be used even if the savant does not know what the saving throw is for.
Uncanny Dodge (Ex)
This ability functions identically to the rogue ability. If a savant gains uncanny dodge from a class level or another template, it instead gains improved uncanny dodge.
OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite +3 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Combat Insight (Ex)
Against any creature it has watched in combat for at least 3 rounds a savant gains a +2 insight bonus to AC and on attack and damage rolls.
Spells
1st-Level - comprehend languages (D), bless, command, summon monster I
Orisons - detect magic, detect poison, light
STATISTICS
Str 4, Dex 17, Con 10, Int 16, Wis 25, Cha 7
Base Atk +1; CMB +1; CMD 6
Feats Skill Focus (Perception), Weapon Finesse, Blind Fight, Extra Channel
Skills Appraise +7, Craft + 3, Diplomacy +2, Heal +7, Fly +7, Perception +11, Disable Device +4, Linguistics +8, Knowledge (arcana) +9, Knowledge (dungeoneering) +3, Knowledge (engineering) +3, Knowledge (geography) +3, Knowledge (history) +7, Knowledge (local] +3, Knowledge (nature) +3, Knowledge (nobility) +3, Knowledge (planes) +3, Knowledge (religion) +3, Profession +7, Sense Motive +11, Spellcraft +7, Use Magical Device +0
Traits (Magic) Magical Talent, (Faith) Birthmark
Languages Common, Aklo, Draconic, Sylvan, Giant, Elven
SPECIAL ABILITIES/CLASS ABILITIES
Familiar
The master of a raven familiar gains a +3 bonus on Appraise checks.
Skill Mastery (Ex)
A savant chooses ten skills when the template is added. It may take 10 on checks made with any of these skills, even if stress or distraction would normally prevent it from doing so.
Home Advantage (Ex)
A savant gains a +4 insight bonus on initiative rolls and Perception and Stealth checks in any area with which it is very familiar (that is, a place that the savant feels at home in).
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Channel Energy (Su) 1d6
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Domains Arcane (Magic) and Knowledge
A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
Spontaneous Casting
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
ECOLOGY
Environment any temperate
Organization solitary, pair, flock (3–12), or unkindness (13–100)
Treasure none
The raven is an omnivorous scavenger that eats carrion, insects, food waste, berries, and even small animals.