Full Name |
Mr Pitch |
Race |
Advanced Savant Raven Cleric 3 |
Classes/Levels |
HP 19/19 | F +5 R +6 W +9 | AC 17 T 15 FF 14 | Perception +12 |
Strength |
4 |
Dexterity |
17 |
Constitution |
10 |
Intelligence |
16 |
Wisdom |
25 |
Charisma |
7 |
About Mr Pitch II
Advanced Savant Raven Cleric 3
Init +3; Senses low-light vision; Perception +12
DEFENSE
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 size, +2 natural)
hp 19
Fort +5, Ref +6, 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
2nd level - Detect Thoughts (D), align weapon, bull's strength
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 +8, Craft + 3, Diplomacy +2, Heal +8, Fly +8, Perception +12, Disable Device +4, Linguistics +9, Knowledge (arcana) +10, 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 +8, Sense Motive +12, Spellcraft +8, 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) 2d6 1/3
Domains Arcane (Magic) and Knowledge
Spontaneous Casting