About Valrah
A large white dove that looks around the world with abnormally aware eyes. Fequently perched on Vael's shoulder, the best place to try and knock some since into her charge.
N Tiny animal
Init +2; Senses low-light vision;
DEFENSE
AC 17, touch 16, flat-footed 12 (+2 Dex, +2 size, +3 nat)
hp 22
Fort +4 masters -1 mod = 3
Ref +1 masters, +2 mod = 3
Will +4 masters, +2 mod = 6
OFFENSE
Speed 10 ft., fly 40 ft. (average)
Melee bite +7 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 2, Dex 15, Con 8, Int 8, Wis 15, Cha 7
Base Atk +5; CMB +1; CMD 3
guidance at will
Feats Skill Focus (Perception), Weapon Finesse
Skills. use masters ranks
Acrobatics, ,+2 master rank, +2mod, +3 class =7
Climb, +1 master rank, -4mod, +3 class = 0
Fly +2 mod, +3 class = 5
Heal,
Knowledge (religion)+4 master rank, -1mod, +3 class =6
Perception +4 master rank, +2mod, +3 class, +3 skill focus =12
Sense Motive,+2 master rank, +2mod, +3 class =7
Stealth, +5 master rank, +2 mod, +3 class =10
Swim +1 master rank, -4mod, +3 class = 0
SPECIAL ABILITIES
Rebuke Death (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two cleric levels you possess. You can only use this ability on a creature that is below 0 hit points. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Emissary (Familiar Archetype)
The emissary is touched by the divine, serving as a font of wisdom and a moral compass for its master.
Special Requirement: An emissary familiar can serve only a master who worships a single deity.
Emissary Skills: An emissary treats Heal, Knowledge (religion), and Sense Motive as class skills.
Divine Guidance (Sp)
An emissary can cast guidance at will.
This replaces alertness.
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.
Domain Influence (Sp or Su)
At 3rd level, 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.
This replaces deliver touch spells.
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.
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.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.