
Alyn Muloya |

Leveling up a little late, but better late than never!
Gunslinger (Techslinger) 3 -- 1d10 ⇒ 6: 6 + 1 = +7 hp = 25 total hp (adding one to correct last level's mistake with the d10 average)
+1 BAB, +1 Fort, +1 Ref, +1 Will
Gunslinger Initiative (Ex): At 3rd level, as long as the gunslinger has at least 1 grit point, she gains the following benefits. First, she gains a +2 bonus on initiative checks. Furthermore, if she has the Quick Draw feat, her hands are free and unrestrained, and the firearm is not hidden, she can draw a single firearm as part of the initiative check.
Pistol-Whip (Ex): At 3rd level, the gunslinger can make a surprise melee attack with the butt or handle of her firearm as a standard action. When she does, she is considered to be proficient with the firearm as a melee weapon and gains a bonus on the attack and damage rolls equal to the enhancement bonus of the firearm. The damage dealt by the pistol-whip is of the bludgeoning type, and is determined by the size of the firearm. One-handed firearms deal 1d6 points of damage (1d4 if wielded by Small creatures) and two-handed firearms deal 1d10 points of damage (1d8 if wielded by Small creatures). Regardless of the gunslinger’s size, the critical multiplier of this attack is 20/×2. If the attack hits, the gunslinger can make a combat maneuver check to knock the target prone as a free action. Performing this deed costs 1 grit point.
Utility Shot (Ex): At 3rd level, if the gunslinger has at least 1 grit point, she can perform all of the following utility shots. Each utility shot can be applied to any single attack with a firearm, but the gunslinger must declare the utility shot she is using before firing the shot.
- Blast Lock: The gunslinger makes an attack roll against a lock within the first range increment of her firearm. A Diminutive lock usually has AC 7, and larger locks have a lower AC. The lock gains a bonus to its AC against this attack based on its quality. A simple lock has a +10 bonus to AC, an average lock has a +15 bonus to AC, a good lock has a +20 bonus to AC, and a superior lock has a +30 bonus to AC. Arcane lock grants a +10 bonus to the AC of a lock against this attack. On a hit, the lock is destroyed, and the object can be opened as if it were unlocked. On a miss, the lock is destroyed, but the object is jammed and still considered locked. It can still be unlocked by successfully performing this deed, by using the Disable Device skill, or with the break DC, though the DC for either break or Disable Device or the AC increases by 10. A key, combination, or similar mechanical method of unlocking the lock no longer works, though knock can still be employed to bypass the lock, and the creator of an arcane lock can still bypass the wards of that spell.
- Scoot Unattended Object: The gunslinger makes an attack roll against a Tiny or smaller unattended object within the first range increment of her firearm. A Tiny unattended object has an AC of 5, a Diminutive unattended object has an AC of 7, and a Fine unattended object has an AC of 11. On a hit, the gunslinger does not damage the object with the shot, but can move it up to 15 feet farther away from the shot’s origin. On a miss, she damages the object normally.
- Stop Bleeding: The gunslinger makes a firearm attack and then presses the hot barrel against herself or an adjacent creature to staunch a bleeding wound. Instead of dealing damage, the shot ends a single bleed condition affecting the creature. The gunslinger does not have to make an attack roll when performing the deed in this way; she can instead shoot the firearm into the air, but that shot still uses up ammunition normally.
5 Ranks/Level (4 Class + 1 Skilled)
Craft (alchemy): +6 (3 Rank + 3 Class Skill + 0 INT)
Craft (mechanical): +6 (3 Rank + 3 Class Skill + 0 INT)
Knowledge (engineering): +6 (3 Rank + 3 Class Skill + 0 INT)
Perception: +9 (3 Rank + 3 Class Skill + 3 WIS)
Sense Motive: +6 (3 Rank + 3 WIS)
EDIT: Almost forgot the feat!
Precise Shot: (Elephant In The Room variant)
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Uwe von Roth |

I will be going on vacation from Sunday, July 28th, through Friday, August 2nd. I should have the internet, but I am not sure how much time I will have to post. So feel free to bot me if needed.

Zelvin Baine |

Hey Uwe, since you're using alchemical cartridges, isn't that second shot a misfire? I thought that the paper rounds reduce the reload time by one step and increase the misfire value by one.

Uwe von Roth |

You are correct, thanks for point it out. This is my first character to focus on using a gun. It now has the Broken condition and may explode if I do not fix it before using it again. But since I am in melee and can't just step back I will probably be down to the Rapier for a bit.

GM Violant |

Sorry for the frequent interruptions lately, but my computer outright died. I should have an old one up and running by Friday, and that's when I'll be botting anyone who remains.

GM Violant |

Sorry for the further delays, I've been focusing on getting a job application through and have been slightly sick as well. I should have something up by the weekend, and at the latest, Monday.

Uwe von Roth |

Thanks for the update. Good luck on the job application.

Zelvin Baine |

Hope you feel better Violant! Good luck!

GM Violant |

I feel completely better, will have a post up sometime tomorrow. I got sidetracked with more job application shenanigans.

GM Violant |

Headaches are back. I should have a post up by tomorrow, again I'm sorry that life seems to be getting in the way a few times over.

GM Violant |

Well, plan foiled: will have a post up tomorrow. Sorry for the (yet another) delay.

GM Violant |

... I swear the world is out to get me: computer is on the fritz since yesterday, I should have a charger for an old computer by tomorrow. Sorry for all the delays.

Zelvin Baine |

How frustrating for you, Violant. Thanks for the update!

GM Violant |

Alright. Everything seems to have calmed down enough now, will update either tonight or tomorrow.

Khoran of the Bone Bears |

Ok, I am travelling from 25 Sept to Oct 2. I hope to be able to keep up with posting, but if not, feel free to bot me...

Khoran of the Bone Bears |

"An elevator to a new level sounds quite interesting. It would be good to find the missing bodies and see that they are properly laid to rest if possible as well." Uwe says as he muses about what might be found in a new area.
@Party, as a strategic question - there was plenty of map unexplored on our last visit - do we want to clear that before we go down?

Zelvin Baine |

I've divided the platinum reward (and added Uwe) on the loot sheet. We don't seem to have many items to sell, unfortunately. We've got two masterwork short swords and a cloak of resistance +1. Does anyone want them at sell price? I assume we'd all like to keep the cloak-- maybe we should roll for who gets it? Otherwise we basically have 1000 gp each.
Who gets first chance to buy cloak for 500? (1=Alyn, 2=Grezzag, 3=Hekau, 4=Khoran, 5=Uwe, 6=Zelvin): 1d6 ⇒ 4
Zelvin has to craft some more bullets (those suckers are expensive!) and I don't think he'll be buying anything else just yet.

Zelvin Baine |

@Party, as a strategic question - there was plenty of map unexplored on our last visit - do we want to clear that before we go down?
Generally, it seems smart to me to search everywhere. We are looking for a way to re-light the torch, and we don't want to miss any clues, right?
Unless the GM is encouraging us to skip those areas and press ahead... ;)

Uwe von Roth |

Khoran of the Bone Bears wrote:@Party, as a strategic question - there was plenty of map unexplored on our last visit - do we want to clear that before we go down?Generally, it seems smart to me to search everywhere. We are looking for a way to re-light the torch, and we don't want to miss any clues, right?
Unless the GM is encouraging us to skip those areas and press ahead... ;)
I am a completionist. Unless the GM wants to skip something, I say we hit everything. The one other caveat to that is if there is a time crunch. Then we may need to skip things to complete the story.

Hekau |

Because things can take so long in PbP, and some APs have many "filler" encounters that don't add much to the story, I am not generally a completionist myself.
I am, however, happy to go along with whatever the majority wishes to do.
Consider me an abstention on this.

GM Violant |

Yeah, I will say that fighting the Cerebric fungus would admittedly be a waste of time. There's a room with both a ring of protection and 3 different CMW potions that you probably would want to tackle for the gear inside.
I'll probably be forthcoming with what gear is where so we can get this campaign up to operating speed again. There's also a room with a fight that will get you the bodies if any of you want to tackle that.
I'll probably update tomorrow, and keep in mind that forging a piece to something that Khonnir only really got a decent look at is going to take a few days, so you can do them in trips and heal up if you want to.

Khoran of the Bone Bears |

I've divided the platinum reward (and added Uwe) on the loot sheet. We don't seem to have many items to sell, unfortunately. We've got two masterwork short swords and a cloak of resistance +1. Does anyone want them at sell price? I assume we'd all like to keep the cloak-- maybe we should roll for who gets it? Otherwise we basically have 1000 gp each.
[dice=Who gets first chance to buy cloak for 500? (1=Alyn, 2=Grezzag, 3=Hekau, 4=Khoran, 5=Uwe, 6=Zelvin)]1d6
Zelvin has to craft some more bullets (those suckers are expensive!) and I don't think he'll be buying anything else just yet.
I'll buy the cloak at 500 gp, yes...
Do we want to club together to get and admantine weapon or two? Obviously, there are robots in our future, and as the last fight illustrated, adamantine weapons help a lot...

Zelvin Baine |

I'm going out of town for a long weekend, and my internet access will be spotty on just my phone. I should be back to full posting strength on Sunday evening.

Hekau |

I will decline to contribute funds towards a communal purchase of an adamantine weapon, should one even be available.
I don't think it's necessary given the challenge level of the AP to date. If we start struggling more, then I may change my mind.

GM Violant |

Yeah, admittedly it's supposed to be more challenging than I'm making it: I might increase the difficulty a little to give you more of a challenge, but 6 of you should be able to handle it.
Am I correct in saying you eventually wish to head down again to clear that room of the ship?

Uwe von Roth |

I think people who want adamantine weapons can save up for it. I certainly well be. Hardness is sad with rapiers.
I am ready to go back down when the group is.

Grezzag |

I'm going to get some better armour with my share of the cash - MW but not magic looks like. But otherwise I'm ready to go back down.

GM Violant |

Yes, Zelvin, you can say you crafted anything you needed (within reason, if it takes multiple weeks then it's off the table) that you can afford. Same goes for everyone.

Khoran of the Bone Bears |

Ok, according to the loot sheet, I have 1465 gp in cash.
Sell
Leather Lammelar Armor + 30 gp
Buy cloak of resistance +1 (from found loot) - 500 gp
By materials for a cloak of resistance +1 - 500gp
Buy MW agile breastplate - 550 gp
New Cash Available: 445 gp.
Actions: Craft a cloak of resistance +1
Spellcraft: 1d20 + 3 + 3 + 2 ⇒ (10) + 3 + 3 + 2 = 18
3 ranks +3 trained +2 int
vs DC 10 = 5 + 5 (item CL)
Takes 1 Day of downtime
@Zelvin, I have edited my page in the loot sheet, and hopefully I have not screwed things up...

Khoran of the Bone Bears |

As the previous post indicates, I have decided to pass on buying the cloak of resistance we found from the party, as I can make my own for the same price
Who gets first chance to buy cloak for 500? (1=Alyn, 2=Grezzag, 3=Hekau, 4=Uwe, 5=Zelvin): 1d5 ⇒ 3

Zelvin Baine |

Hey, if Khoran can craft wondrous items, can he make a cloak for Zelvin too? :)

Khoran of the Bone Bears |

Hey, if Khoran can craft wondrous items, can he make a cloak for Zelvin too? :)
I perhaps could, but I'm not sure if GM Violant wants me equipping the party with crafted gear. That tends to muck with WBL, especially if 1 PC is equipping the whole party, rather than themselves...
How many days of downtime are we taking?
We apparently took a few while Khonnir was healing, "you and Khonnir ... where over the course of a few days, he heals up." A +1 cloak takes a day. Depending on how we proceed with the adventure, we may be taking more. We're taking measurements on this trip, so that Khonnir can make a part to get the elevator working, but "It'll take a few days for Khonnir to create the part". So that's a few more days of downtime after we get back from this trip (unless we decide to climb the elevator shaft with ropes).

GM Violant |

We might have lost Alyn, yes, but I'm holding off on a new party member (if you want one, that is) until after book 1 ends, that way they have multiple in-character jumping off points in case someome wants to make someone not from Torch.
Book 1 will end after that deck, so you're getting close to that point.

Khoran of the Bone Bears |
1 person marked this as a favorite. |

Ok, I am hereby interpreting "a few days" as Khonnir heals up as 3 days... I can do a cloak of resistance +1 a day, I got the first one, Zelvin has spoken for the 2nd, the 3ed one is up for grabs. Whoever speaks first between Alyn, Grezzag and Uwe can have a cloak made for 500 gp...
Actions: Crafting Zelvin's cloak of resistance +1
Spellcraft: 1d20 + 3 + 3 + 2 ⇒ (18) + 3 + 3 + 2 = 26
3 ranks +3 trained +2 int
vs DC 10 = 5 + 5 (item CL)
Actions: Crafting the third cloak of resistance +1
Spellcraft: 1d20 + 3 + 3 + 2 ⇒ (20) + 3 + 3 + 2 = 28
3 ranks +3 trained +2 int
vs DC 10 = 5 + 5 (item CL)

Hekau |

Given a few days, Hekau will try to research additional spells.
Are there wizards in town with spellbooks who will sell him access? Or does he normally have access to Khonnir Baine's spellbooks?
Typically in PFS the cost of access is half the cost of scribing.
So a 1st-level spell is 10 gp for scribing, plus 5 gp for access, total 15.
A 2nd-level spell is 40 + 20 = 60 gp.
It is up to you what the access cost is here.
The time required to learn and scribe a spell is not trivial: (1+level) in hours. So that is a limiting factor.
Hekau can Take 10 on Spellcraft for an 18, learning any 1st or 2nd-level spell.
General wish list (mostly for my future reference):
1: Alarm, Crafter’s Fortune, Detect Undead, Disguise Self, Endure Elements, Enlarge Person, Expeditious Construction, Heightened Awareness, Hydraulic Push, Magic Missile, Magic Weapon, Monkey Fish, Ray of Enfeeblement, Ray of Sickening, Secluded Grimoire, Silent Image, Sure Casting, Touch of the Sea
2: Alter Self, Blindness/Deafness, Bull's Strength, Cat's Grace, Command Undead, False Life, Fog Cloud, Force Sword, Gust of Wind, Invisibility, Levitate, Mirror Image, Scorching Ray, Shatter, Spider Climb, Touch of Idiocy
Priorities for now:
Enlarge Person, Heightened Awareness, Magic Missile, Touch of the Sea (60 gp, 8 hours)
Gust of Wind, Fog Cloud, Levitate, Scorching Ray, Shatter (300 gp, 15 hours)
Are these spells available in town?

GM Violant |

I'll say access it half the cost of scribing, as per PFS. I would say most of them are available (all of them that you have on your priority list would be available, yes). I'll have a post up later today.

Zelvin Baine |

Zelvin has a couple of those spells in his spellbook (heightened awareness and sure casting), and of course Hekau can copy them at no charge.
Also, Zelvin is a level behind Hekau (because of his magus dip), but I plan for him to gain the following spells when he levels up.
Wizard 3: (2nd) acid arrow, scorching ray
Wizard 4: (2nd) flurry of snowballs, see invisibility
If Hekau has already learned these spells, I will probably have Zelvin learn something else so we can share our spellbooks. Generally speaking, Zelvin needs rays, cones, lines, and ranged touch spells to work with his arcane gun, so those are typically the ones he takes. (Even better if they are on the magus spell list, because then he can use them with ranged spell combat.) Necromancy is one of his opposition schools, but I plan for him to make an Arcane Discovery around level 11 that would let him remove that restriction (mostly so he can cast enervation).

Zelvin Baine |

Also: Thanks, Khoran! Much appreciated!

GM Violant |

Ack! Paizo seemingly ate my post yesterday, you didn't lose me. I've just been struggling with a ton of job applications and a PhD application trying to get everything on track. A post should come shortly.

Khoran of the Bone Bears |

Ok, I am travelling from 5 Nov to 12 Nov. I hope to be able to keep up with posting, but if not, feel free to bot me...

Uwe von Roth |

I will be traveling all weekend. I doubt I will be able to post, so bot me as needed.
I will try and level up Sunday night and be ready to go Monday!

Zelvin Baine |

I leveled up Zelvin with another level of wizard. He mostly just gets spells. :)
We're heading back to town to rest up and check on Khonnir Baine once we have all the loot from this floor, right? Anyone have any purchases they want to make or anything else they want to do?

Khoran of the Bone Bears |

Khoran at lvl 4 (and his familiar)
Khoran of the Bone Bears
CG Male Aasimar (Scion of Humanity)
Shaman 4 (Unsworn)
Init +2 = +2 (Dex)
Speed 30 ft
Darkvision 60 ft
Defense
AC: 19 = 10+2 (dex) + 6 (armor)+1 Natural Armor (familiar)
HP: 36 = 8+[1d8=> 8,5,5]+4*2 Con+2 FCB
Fort +1 Shaman 4+2(Con)+1 resistance
Ref +1 Shaman 4+2(Dex) +1 resistance
Will +4 Shaman 4+4(Wis)+1 resistance
+2 vs compulsions (traits, net)
CMD : 16 =10 +3 (bab)+1 (str) + 2 (dex)
Acid resistance 5, Cold resistance 5, Electricity resistance 5.
Offense
BAB : +3
Melee: +4 Longspear (1d8+1), +4 Spiked Gauntlet (1d4+1)
Ranged: +5 Sling (1d4+1)
CMB : +3 (Bab)+1 (str)
Spells Prepared
L0 (DC 14, 4) : Guidance, Stabilize, Daze, Detect Magic
L1 (DC 15, 3+1 (wis) +1 spirir Magic): ???, ???, ???, Detect Undead, ???
L2 (DC16, 2+1 (wis) +1 spirit magic),???. ???, ???, Lesser Restoration
Wandering Spirit: Life
Current Hexes (2): Silkstring Snare, ???
Stats
Str 12 = 12 (2 pts) -1 age (middle aged) +1 lesser age resistance SLA
Dex 14 = 14 (5 pts) -1 age (middle aged) +1 lesser age resistance SLA
Con 14 = 14 (5 pts) -1 age (middle aged) +1 lesser age resistance SLA
Int 14 = 13 (3 pts) +1 age (middle aged)
Wis 19 = 15 (7 pts) +2 Racial +1 age (middle aged)+1 lvl 4
Cha 16 = 13 (3 pts) +2 Racial +1 age (middle aged)
Feats: Flagbearer (1st), Healer’s Hands (3ed), Signature Skill (Heal) (5th),
Traits : Seeker (Social), Lonely(Drawback), Against the Technic League (IG, campaign trait, spells), Birthmark (Faith)
Skills 2* (4+2(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Diplomacy 4 rank +3 trained +2 cha,
Spellcraft 4 rank +3 trained +2 int,
Perception 4 rank +3 trained +4 wis,+1 trait
K Nature 4 rank +3 trained +2 cha+1 trait,
K Planes 4 rank +3 trained +2 int,
Heal 4 rank +3 trained +4 wis
Languages: Common, Hallit, Draconic,
Spells: A shaman casts divine spells drawn from the shaman spell list. A shaman must choose and prepare her spells in advance.
To prepare or cast a spell, a shaman must have a Wisdom score equal to at least 10 + the spell’s level. The saving throw DC against a shaman’s spell is 10 + the spell’s level + the shaman’s Wisdom modifier.
Like other spellcasters, a shaman can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1–9. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 in the Pathfinder RPG Core Rulebook).
Shamans commune with their spirit animals to prepare their spells. Each shaman must choose a time when she must spend 1 hour each day in quiet contemplation with her spirit animal to regain her daily allotment of spells. A shaman can prepare and cast any spell on the shaman spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily communion.
Orisons: Shamans can prepare a number of orisons, or 0-level spells, each day as noted on Table 1–9. These spells are cast like any other spell, but they are not expended when cast and may be used again.
Minor Spirit (Su): At 1st level, the unsworn shaman also forms a temporary bond with a minor spirit each day, granting her access to a shaman or witch hex of her choosing, but not a major hex or a grand hex. She must make this selection each day when she prepares her spells for the day. Until she changes the minor spirit, she continues to have access to the shaman or witch hex. At 2nd level, she can instead select a hex from one of her wandering spirits selected for that day. If she selects a witch hex, she treats her shaman level as her witch level, and uses her Wisdom in place of her Intelligence for the purpose of that hex.
She can make temporary bonds with two minor spirits (thus gaining two hexes) at 4th level, and with one additional minor spirit (and hex) every 4 levels thereafter. This ability replaces spirit and alters hex.
Spirit Animal (Ex): At 1st level, a shaman forms a close bond with a spirit animal tied to her chosen spirit. This animal is her conduit to the spirit world, guiding her along the path to enlightenment. The animal also aids a shaman by granting her a special ability. See the Spirit Animal section on page 47.
A shaman must commune with her spirit animal each day to prepare her spells. While the spirit animal does not store the spells like a witch’s familiar does, the spirit animal serves as her conduit to divine power. If a shaman’s spirit animal is slain, she cannot prepare new spells or use her spirit magic class feature until the spirit animal is replaced.
Spirit Animal: At 2nd level, an unsworn shaman’s spirit animal gains the spirit animal bonus from one of her wandering spirits (see below). This bonus can be changed each day when the shaman prepares spells, but it must correspond to one of the shaman’s wandering spirits. This ability alters spirit animal.
Wandering Spirit (Su): At 2nd level, the unsworn shaman gains access to the wandering spirit class feature. At 10th level, she gains the abilities listed in the greater version of her wandering spirit. At 18th level, she gains the abilities listed in the true version of her wandering spirit.
Additionally, at 6th level, she also gains a second wandering spirit, gaining the abilities listed in the greater version of that spirit at 14th level, and the abilities listed in the true version at 20th level. This ability alters wandering spirit and replaces wandering hex.
Spirit Magic (Sp): The unsworn shaman gains this ability at 2nd level rather than at 1st. This ability alters spirit magic.
A shaman can spontaneously cast a limited number of spells per day beyond those she prepared ahead of time. She has one spell slot per day of each shaman spell level she can cast, not including orisons. She can choose these spells from the list of spells granted by her spirits (see the spirit class feature and the wandering spirit class feature) at the time she casts them. She can enhance these spells using any metamagic feat that she knows, using up a higher-level spell slot as required by the feat and increasing the time to cast the spell (see Spontaneous Casting and Metamagic Feats on page 113 of the Core Rulebook).
Medium: Aasimars are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common
Scion of Humanity : Some aasimars’ heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native) and a humanoid (human) for any effect related to race, including feat prerequisites and spells that affect humanoids. She can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Immortal Spark: Aasimars with this racial trait defy the powers of death. They gain a +2 bonus on Knowledge (history) checks and saving throws against death effects and can use lesser age resistance once per day as a spell-like ability. This racial trait replaces the skilled and spell-like ability racial traits.
FCB : (lvl 1, 2) 2 HP , lvl (3,4) add a cleric spell (human FCB, scion of humanity): Murderous Command, Liberating Command
Magic: Cloak of Resistance +1
Weapons (12.1 gp): Longspear (5 gp), 2 X Sling (on belt and a second hidden as a hairband) , Spiked Gauntlet (5 gp), Dagger (2 gp), 10 bullets (1 sp)
Armor : MW Agile Breastplate
Equipment (74.54 gp): Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), backpack (2 gp), 50 ft hemp rope (1gp), String 50 ft (1 sp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spell component pouch (5 gp), 2x Wooden Holy Symbol (2 gp), Wandermeal 5 days (5 cp), Healer’s Kit (50 gp),
Leather Familiar Barding 10 gp
23.3 gp.
Ioun Wyrd, Sage familiar
N Tiny Construct
Init +2; Senses blindsight 30 ft.; Perception +2
Speed 0 ft., fly 30 ft. (average)
AC 18, touch 15, flat-footed 15 (+2 Dex, +1 Dodge, +2 size+1 Natural Armor+2 armor)
Hp 15
Fort +2, Ref +4, Will +4
Immune construct traits
Str 4, Dex 15, Con —, Int 9, Wis 14, Cha 5
Feats Dodge
Skills:
Fly +10 (1 rank +3 trained+2 dex+4 tiny)
4 additional ranks (4*{2-1int, min 1})
K(Arcana) 1 rank +3 trained-1 int+2 Sage Knowledge
K(Religion) 1 rank +3 trained-1 int+2 Sage Knowledge
K(Local) 1 rank +3 trained-1 int+2 Sage Knowledge
K(Dungeoneering) 1 rank +3 trained-1 int+2 Sage Knowledge
Special Abilities
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.
Share Spells: The shaman may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
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.
Sage Skills: A sage treats all Knowledge skills as class skills.
Dazzling Intellect (Ex): A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level.
This alters the familiar’s Intelligence score and natural armor adjustment.
Sage’s Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level.
This replaces alertness and the familiar’s ability to share its master’s skill ranks.
Deliver Touch Spells (Su): If a shaman is 3rd level or higher, her spirit animal can deliver touch spells or hexes for her. If the shaman and the spirit animal are in contact at the time the shaman casts a touch spell, she can designate her animal as the “toucher.” The spirit animal can then deliver the touch spell just as the shaman would. If the shaman casts another spell before the touch is delivered, the touch spell dissipates. If the shaman activates a hex, her spirit animal can be used to make the touch; she doesn’t have to be in contact with the animal to use this ability with hexes.
Equipment: Leather Familiar Barding
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.
Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.