A creature of sunfire, radiance, wits and valor. Its mind ever sharp, ever a problem solver. Born of the sun, and of light itself, being a creature from Horizolar, its physical manifestation makes sense in this context, seeming made of sunlight and pure light given physical manifestation. | |
Perception | 1d20+17 |
Languages | Valarian (Common), Celetric, 50% chance can speak Elthain (Elven) |
Skills | Acrobatics: 1d20+8 , Intuition: 1d20+11 , Religion: 1d20+9 , Lore (Tactics): 1d20+9 , Lore (Warfare): 1d20+9 , Persuade: 1d20+7 |
STR +1 , DEX +3 , CON +0 , INT +4 , WIS +4 , CHA +2 | |
AC | 17 |
Saving Throws | Fort 1d20+5 , Ref 1d20+8 , Will 1d20+11 , Power Save (Strength): 1d20+1 , Logic Save (Intelligence): 1d20+9 , Ego Save (Charisma): 1d20+7 |
HP | 20 3d8 - Immunities Radiant Damage, they actually heal instead of take damage. Fire Damage and Poison Damage. - Weaknesses Weakness (2) to Psychic and Necrotic damage - Resistances Resist (2): Cold |
Speed | 40 feet (flight is their natural state of motion) |
Melee | Flare Talons: 1d20+8 to hit. Deal 1d4 fire and 1d4 radiant damage, if score a critical hit, inflict Blinded (1) on target. Beak: 1d20+8 to hit. Deal 1d6 piercing damage |
Ranged | Flash Feathers: Costs 1 Divinity Point. 60 foot range. 1d20+9 launch a feather at target, target takes 1d6 piercing damage if it hits, as well as 1d8 fire damage and 1d8 radiant damage. Target struck must make DC 19 Fortitude Save. If critically failed, they are Blind and afflicted with Stun (2). If regular failure they simply Blind and Stun (1). If successful they merely Stun (1) if they critically succeed, no conditions. |
Special Abilities | Divine Entity (Vosana Falconhand): As a divine entity of Horizolar, a true entity under the celestial power of Vosana Falconhand, they are immune to the Confused and Blinded conditions. Divine Pool (6/6): Like any divine entity an Embeather has a unique resource pool known as Divinity. This pool seems a transference of energy directly from Horizolar into the creature. When on the Material Realm they cannot recover this pool naturally, however should a devout follower of Vosana be willing to offer prayer and effort with them over a Rest that individual may spend 2 points of Fervor or Faith as appropriate for whichever they have, to allow the Embeather to recover its Divinity Pool. Otherwise the pool, once used, can only recover by the creature returning to the plane of Horizolar. Solar Aura: So long as a Embeather has at least 1 point in its Divinity Pool, this creature exudes bright light out to a distance of 20 feet, with another 20 feet being dim light. Furthermore, all creatures it sees as allies within 10 feet of it are at +2 to any Will saves or Wisdom based skill checks they must roll. Tactical Warning: This reaction costs 1 Divinity. You use this reaction on any ally within 60 feet of you whom is the target of a an attack or ability. If it was something that needs to roll to hit, then the attacker rolls twice, taking the worse roll. If it was something that requires your ally to roll a save, they roll twice and take the better result. Ground based immunities: Due to being a levitating/flying entity, this creature is noticeably immune to things like the Tremor Geomancy Spell-form or other such ground based effects. Triggered Effect Tactical Awareness: When in a situation where it and its allies must roll for initiative, should the Embeather roll the highest initiative out of it and its allies, it immediately increases its allies rolls equal to an amount based on however much Divinity it wishes to spend. Flash-Feather: As noted above in ranged, this is a special ranged attack available to the Embeather that costs Divinity to utilize. Tacticians Callings: An Embeather is an entity of Horizolar, and as such can manifest powers that most would recognize as divine gifts with some regularity. They can spend 1 Divinity, and the required actions or time to call upon any of the Hymns Tacticia at Tier I. They need not roll a skill check or anything to manifest these powers, but are also incapable of accessing higher Tiers on purpose or by accident. Their spell Save DC=19 |