Cale the Calistrian

7crown's page

Organized Play Member. 31 posts (68 including aliases). No reviews. No lists. No wishlists. 6 Organized Play characters. 1 alias.


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Dark Archive 1/5

I guess my hopes of Hell's Vengeance ever getting sanctioned for campaign mode are all for naught.

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My witch loving player's response to this book "CAN I COOK CHILDREN NOW!?!?!?" Evil campaigns are interesting lol.

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Greetings! I'm not looking for any boons, but more a list of the races that CAN be played with a boon ever. I'm planning to run a Campaign Mode Moonscar for Extra Life with a charity buy in at our yearly event with all the money going toward Extra Life.

Base price gets you a seat at the table with PFS legal races/classes and then I'm going to have an expanded races donation above that which will open up either all or most of the boon races to play. (Not sure if I'll include goblins, might have them be their own even more expensive tier)

I'm also working on an a la cart menu of things that can be purchased during the game by the players (stuff like add a d6 to a roll, treat one skill check as if you rolled a 20) for donations from $1 to $10 for something really powerful. If the party ends up being OP that's fine as long as everyone has fun and we raise some money for kids

So far the Races I've seen from browsing the boards are as follows, please let me know if I'm missing any and thank you for all your help!

Aasimar
Android
Catfolk
Dhampir
Fetchling
Ganzi
Grippli
Ratfolk
Samsaran
Skinwalker
Suli
Tiefling
Vanara
Vishkanya

(Goblin)

Again if you know of any that I've missed please let me know!

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There are a couple of things from this that my Life Oracle in Hell's Vengeance is going to enjoy using. *rubs hands in malicious glee*

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I removed all the magic item progression and AC bonuses from the list and just use the Resistance and Mental/Physical stat progression for my players at the levels given on the chart from the book. It's really freed up their options to buy/use items in the belt, headband and back slots. It's worked out really well so far.

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My half elf companion bond Infiltrator Ranger 6/Brawler 1 is wrecking things in our Giantslayer campaign. Orcs +2, Giants +4 and I built him to use Greater Feint so our 2 rogues can SA for days with bonus damage from my favored enemy. Martial Flexibility from the brawler comes in ridiculously useful to grab a combat feat as needed in the various situations.

The Adaptations from the Ranger archetype can give you a good amount of flexibility as well that I personally prefer over Favored Terrain.

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Reach spell, bump your touch healing spells up to close ranged touch (25' + 5'/2Lvls) for +1 Spell level. It's great for those emergency situations where you are just a bit too far away.

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AnimatedPaper wrote:

I have a question regarding the Hellfire Halo on page 36

** spoiler omitted **

Maybe? Or it could be correct since it's an angel's halo protesting the death of its previous owner. It does make it marginally less desirable though if it's on purpose.

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I kind of expected the Gold Dragon to be older

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If you want hp and are worried you may not be able to hit early on I'd take a level of unchained barbarian. More hp, the temporary hp keep going with your level whenever you do rage and the extra movement is always nice. the +2 to hit won't count since I don't think your blast is considered a thrown weapon, but it would if you do any of the blade infusions to make a melee attack with it.

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yea, if you're the infernal bloodline (i think that's the one) you auto enlarge when you rage and Lead Blades stacks.

Dark Archive 1/5

nosig wrote:

I have a PC who has Profession: Courtasuan. (I don't think I need go into detail on the board about what this is?). Yes, I have played for Judges who find this Profession mildly offensive. I don't play it up at thier table. Some Judges even consider my PC to be evil (one called my PC a "Home wrecker", and several other things I will not repeat here) or to have an evil profession.

.
But you know what? She plays great, and I have a lot of fun playing her - even with her "evil" ways.

I have a similar character. He used perform (escort) for his day job rolls. (was more advantageous for a sorcerer) Nowadays he purchased a caravan and uses his +22 to bluff to convince guards/magistrates etc that he is operating a "totally legitimate transportation" business that just happens to only have young, attractive people on board, who may or may not have signed a legally binding contract in return for money, training and safe transportation to a reputable bordello or harem. The looks I get when I explain his business is priceless at times. I got accused of being an evil slaver, but it's not slavery it's a legal agreement and being LN they couldn't argue. Still some fantastic RP has happened between me and my friends Liberty Edge Paladin lol.

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Bag of Holding, Handy Haversack, Pathfinders Pouch, there is a modification you can make to a Wayfinder that turns the compass into a small extra dimensional space if needed (stuff just has to be able to fit through the face of the compass) Secret Chest spell, and Portable Holes. Since the only extra dimensional bags you CAN'T put in eachother is the Bag of Holding and Portable Hole you could totally put a bag of holding in your Handy Haversack and no one would ever find it since you have to know what you are retrieving to have the bag give it to you.

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177cheese wrote:
7crown wrote:
Calcific Touch all day. Especially if u have a good familiar with something like flyby attack. Touch attack spell that allows 1 touch/round/CL that drains 1d4 Dex and they have to save or be slowed for 1 round. (Dex damage happens even on a save) if their dex hit 0 they suffer permanent petrification. My Sorcerer casts it and dssignates his Arbiter familiar as the `toucher` so for 9 rounds he's flyby attacking someone until they are a statue while thevsorc is free to cast other spells

That sounds like it'd be perfect for a Spirit Binder Wizard.

Sure it's touch AC, but getting a familiar with full BAB is pretty awesome. Let it actually attack while carrying the charge to cause some pain too.

Not sure what that archtype is, but I know that finesse works with touch attacks and the arbiter is +10 to hit with finesse. So full BAB while making that super close to auto hit would be cool I don't consider it necessary.

Sadly the spell doesn't let you hold the charge. It specifically gives you 1 free touch attempt/round for the duration of the spell, if you miss then you lose that touch unless you get an AoO before your next turn I suppose. You could probably argue that your 1 touch attack is part of an unarmed strike or spell combat if you had those options. You still would only get the single instance of dex drain per round however. It's a fun spell, makes your familiar a target real fast so something sturdy is recommended (hence why my sorc has an Arbiter with Regen 2/chaos lol)

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Calcific Touch all day. Especially if u have a good familiar with something like flyby attack. Touch attack spell that allows 1 touch/round/CL that drains 1d4 Dex and they have to save or be slowed for 1 round. (Dex damage happens even on a save) if their dex hit 0 they suffer permanent petrification. My Sorcerer casts it and dssignates his Arbiter familiar as the `toucher` so for 9 rounds he's flyby attacking someone until they are a statue while thevsorc is free to cast other spells

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I meant Int, not Wis. Lol

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CL 5 if casting as a sorcerer. So 3 missiles if I'm remembering correctly. Not sure if spell bond ups the CL, but that's for a wizard I think and wouldn't have an effect on sorcerer spells. He's honestly getting less return by casting as a sorcerer than as a wizard with the spell at this point. It'd be CL 6 if he prepared it.

I think Damanta meant 3 +bonus spells per day based off charisma for 1st level spells. Wisdom in this case because of the sage bloodline. So at most 2. So either 4 or 5 1st level sorcer spell slots per day.

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They need to do a special edition Yellow/Gold Chocobo...I mean Terror Bird...

Dark Archive 1/5

I've used acid splash and a wand of Magic missile to wake up the meat shield on several occasions in PFS. If you think it's a,major problem is just speak to you VC, explain the situation and your concern and have him clarify with the VLs so that the distinction gets out to the GMs. In learning to GM you are taught that pvp is forbidden, but your situation is far from pvp. (If your fighter was mind controlled would he allow the rest of the party to fight back?)

Dark Archive 1/5

Has anyone seen if unchained rage will be allowed or effect bloodrage or raging song? I like the mechanics better than the stat increases, but for society play I don't think I'd be allowed without some kind of official ruling.

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For the love of all that is right and good with the world hurry up and let it be 'Tomorrow' in whatever time zone Paizo servers are located in. I'm tired of waiting on the east coast for this pdf!

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Man, this sounds so cool. I wish I could make it to one of the Cons that had the tables to run this!

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Human for race hands down. The 1 extra spell known per level as a favored race bonus is fantastic. More spells = better for a sorc.

The Pit spells will be your BFF for control. Even if your enemies make the reflex save and don't fall in, they still have to avoid it. And if they DO fall in, they are probably out of the combat for a few rounds if not the entire thing. If you get a caster in it they are mostly useless if they don't have a spell to get out since they won't have a line of sight on anything to cast spells on it. A lot of tank type characters would need to take off all their armor to have a prayer of climbing out. Silent image is a wonderfully overlooked control spell. Make a wall and it LOOKS like a wall, as far as your enemies are concerned it is a real wall and they don't get to make a save until they interact with it. (touch it, throw something at it etc) If they fail the save then it's a real wall and they have to go around or attempt to climb nothing. The actual wall spells are useful as well at higher levels for splitting bad guys and you don't have to concentrate on it after casting like Image. Mad Monkeys is a good action economy spell since it hangs around and annoys the hell out of bad guys while you can keep casting spells on following rounds while yelling out orders to the monkeys.

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Would depend on what kind of experience you want to give your players and what kind of experience they are expecting. I've been playing through Giantslayer and it's a lot of fun, but it's thrown several curveballs into what i was expecting to happen so far. You may be better off running a module vs and AP as an intro and then move into an AP after they've gotten a feel for the character and decided if they like what they are playing.

Dark Archive 1/5

Honestly I'd like to see the fame/purchase limit revisted, or perhaps have items given on a chronicle sheet offered at a discounted (perhaps craft cost?) price. With the exception of reduced charge wands at higher CL, boons or unique named magic items I have yet to receive access to a magical item that I would not be able to but outright by having a high enough fame score by the time I save up enough to but it from the chronicle sheet.
Also it has always bothered me that I risked injury and death to retrieve said items and then turned them over to my faction to then turn around to have them say "pay us full retail if you'd like to keep it"
Just my 2 cents on that topic. I think having the regular magic items at craft cost would make all scenarios more rewarding.

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This is my favorite of the submissions! I like the setting of an epic underground assault and then a defensive action. I also actually kind of like the timer on it since it gives a sense of urgency that lends a bit of realism to the entire thing. The bad guys aren't going to lounge about and give you all the time in the world to secure your freshly stolen fortress. They are going to come in fast and hard as soon as they know what's going on. I like that you can increase your clock time by recruiting various factions to slow down the duergar army as well.
The NPC's are nice as well, especially the crystal dragon, you wouldn't think of a phobia ridden dragon as something that could exist since...well who wants to mess with a dragon? I like the Dimmix as well, it seems perfectly natural that something like that would evolve in the Darklands and while it may not pose a large threat to a party, I've been in several where everyone either had or could get darkvision and so traditional light sources weren't even carried. (and I imagine if you're doing something like this adventure proposes you'd invest in some darkvision potions/scrolls so you don't have to walk around lit up like a christmas tree for any hostile creatures to pounce upon.)
It's something I'd very much like to see the entire adventure since the outline doesn't really satisfy on how the encounters are set up. This gets my vote. I'd love to play it someday and (hopefully) get a subterranean fortress (batcave) to further pursue Darklands shenanigans!

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Adam Daigle wrote:
7crown wrote:
...I don't know if it's my place or not to comment on the Judges rulings, but Adam mentioned that there was no DC for non magical lights, in the Consume Lights description he does say that normal and alchemical lights has a DC of 12. ...
Thanks for that catch. I guess my eyes slid right over that. Now that that's pointed out to me, I redact that part of my comments. (Even though it still seems weird to use a dispel check against something that's not magical.) Thanks, 7crown!

Man, if I had a nickel for every time my eyes missed something the world would be out of nickels! LOL. I actually like that they have a very low default DC since he gets a +7 on the dispel checks so there is a very slight chance that for whatever reason it won't work. Of course I never seem to roll low when I'm a GM...my dice love to torment me that way.

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I liked this one a lot, made me think of an Angler Fish luring in lost prey in the darkness. (I mean what group of lightless, lost adventures wouldn't sprint toward a moving dim lantern-ish light?) I don't know if it's my place or not to comment on the Judges rulings, but Adam mentioned that there was no DC for non magical lights, in the Consume Lights description he does say that normal and alchemical lights has a DC of 12. Also am I wrong when it comes to levels of light, but if the creature is always at dim light and it absorbs levels over that wouldn't the max amount of damage from it's regurgitating light attack be only 2d6? (Is there something beyond bright light level? I'm being lazy and not looking it up) I wouldn't even of thought it could do more than 2d6 if Mikko hadn't mentioned the possibility and now it's one of those scratchless itches.
I'd honestly love to see this as something you could animate someone into. It's a walking torch you can send out ahead that would have a chance of hamstringing other light sources it walks into! How much fun would that be! I'd like to know what happens in daylight though, if they become immobile like wraiths or are just destroyed like vampires (I could see a light explosion after a round of two of trying to eat the sun as a way to screw with a party *insert evil laugh here*)
Anyway, those are just my two cents so thanks for taking the time to read this!

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Kind of an old thread but a Travelers Any tool from ultimate equipment will give you any masterwork tool you want for 250g. I'd assume you could get an adamantine version if necessary.

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Birthday Magician. Kids from commoners to nobles LOVE a birthday magician.

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you can release your familiar and pay the new familiar cost of 200g per level and any associated cost of gaining the improved familiar (it would be stated in the familiars description, beyond clockwork and homunculus I'm not sure if there is any though)

"If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete"

Race

Female Human Sorceress (Tattooed Sorceror/Destined bloodline) 9 |65/65 HP | AC 17 T 13 FF 15 | Fort +9 Ref +8 Will +10 (+17 mind affecting/+19 Ench) (+2 all during surprise round) | Initiative +6 | Perception +7| Acid splash 3/3, Acid arrow 1/1

About Ahyoka

Female Human (Tattooed Sorceress: Destined Bloodline) 9
NG Medium humanoid (human)

Init +6; Senses low-light vision; Perception +7
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Defense
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AC 17 (19 during surprise round), touch 13, flat-footed 15 (+2 Dex, +4 Mage Armor +1 Ring)
hp 65 (8d6+18+9) Current: 65
Fort +9, Ref +8 Will +10 (+17 vs Mind affecting) (+2 to all saves when surprised)
Defensive Abilities
Luck bonus to all saves equal to spell level for 1 round when casting spell with Personal range
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Offense
Initiative +6
Melee Dagger +4 1d4
Ranged: Light Crossbow +6 1d6 /x2 Piercing 120ft
Ranged: Spell +6 (Varies)
Concentration: +14 (+16 casting defensively)
Special Attacks

Spell Like Abilities: Acid splash 3/day CL 9, Acid Arrow 1/day CL 12
Sorceror spells Known (CL 9, aLL Conjuration CL 10)
cantrips: (8) Resistance*, Arcane Mark, Penumbra, Dancing Lights, Disrupt Undead, Mage Hand, Message, Prestidigitation.
1st:(5 known,6/day +2=8. Cast ) Magic missile, Endure Elements, Mage Armor*, Identify, Ray of Enfeeblement.
2nd:(3 known, 6/day+1=7. Cast 1) Acid Arrow*, See Invisibility, Touch of Idiocy, Mirror Image
3rd:(6/day+1=7. Cast 1) Fly, Haste, Gloomblind bolts
4th: (4/day +1=5. Cast ) Bestow Curse, Symbol of Revelation

Bloodline Arcana: Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell’s level on all your saving throws for 1 round.
Bloodline spells/Spell tattoos: All CL 10
alarm (3rd), blur (5th), protection from energy (7th), Freedom of Movement(9th)
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Statistics
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Str10 , Dex 14 , Con 15, Int12 , Wis10 , Cha20
Base Atk +4; CMB + 4; CMD 16
Feats Extend spell, Toughness, Ancient Tradition (Thassilon), Spell focus (Conjuration), Steadfast Personality, Signature spell (Acid Arrow) +1 CL

Ancient Tradition details:
Daily Ritual: Meditate on an action you performed the previous day that particularly corresponds with one of the seven sins celebrated by Thassilonian rune magic. If you cannot think of any sinful actions you performed the previous day, you are unable to complete the ritual. Once your meditation is complete, draw the rune corresponding to the chosen sin in a prominent place on your body, such as the palm, the back of the hand, the forehead, or the chest. Choose a school of magic from the following list: abjuration, conjuration, enchantment, evocation, illusion, necromancy, or transmutation. Once you choose a school of magic, it cannot be changed. You gain a +2 bonus on saves against spells of the chosen school.

Boons: 1: explosive runes; 2: symbol of stunning; 3: symbol of vulnerability.


Traits
Intrigued by Thassilon
The rediscovery of Thassilon’s legacy several years ago was an eye-opener for many, including you. After living so long in the shadow of these enormous ruins, you were intrigued to find out that they were much older than anyone could have guessed and that the runelords who built them may still exist. You’ve made a promise to yourself to uncover all that you can about Thassilon, its runelords, and the mysterious history of that ancient civilization.
You gain Thassilonian as a bonus language, and at 1st level and every 2 levels thereafter, you gain a bonus skill rank that can only be applied to Knowledge (arcana), Knowledge (history), Linguistics, or Use Magic Device.
Twice per adventure, you may either take 20 on a Use Magic Device check or activate a charged magic item without expending any charges.

Artifact Hunter
You know the legends and the places where great treasures were rumored to have fallen.
Benefit: You gain a +1 trait bonus on Knowledge (geography) and Knowledge (history) checks, and one of them is always a class skill for you.

Skills 2+1 Int + 1 FCB =4/level (+ bonus every odd level)
Acrobatics +6, Bluff (Cha) +8, Craft (Tattoos)(Int) +3, Fly (Dex) +11, Intimidate (Cha)+12, Knowledge (arcana) +12, (Int), Perception (Wis)* +7, Ride +4, Spellcraft (Int) +11, Stealth +4 and Use Magic Device (Cha)+14
,
Background Skills
Appraise (Int) +6, Knowledge Geography* +6, Knowledge History *+12, Lore (Runelords) +11
Racial Modifiers
• Ability Score Modifiers: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
• Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
• Base Speed: Humans have a base speed of 30 feet.
• Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
FEAT AND SKILL RACIAL TRAITS
• Bonus Feat: Humans select one extra feat at 1st level.
• Heart of the Fey You gain low-light vision, gain a +1 racial bonus on Reflex and Will saves, and treat Knowledge (nature) and Perception as class skills. This racial trait replaces skilled. Source PZO9480

Languages Common, Draconic, Thassilonian

Gear/ Possessions:

This kit includes a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), and a waterskin.
Magical Gear
Belt
Body Guardian Tattoo
Chest
Eyes
Feet:
Hands:
Head:
Headband Headband of alluring charisma +2
Neck:
Rings Ring of Protection +1
Shoulders: Cloak of Resistance +3
Wrists: Spellguard Bracers (+2 Concentration; 3/day roll twice, take better result)

Slotless

Wands/Scrolls/Potions
Scroll: Protection from Arrows
Scroll: Hideous Laughter
Scroll: Mount, Communal
Scroll: Shadow Trap

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Special Abilities
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Familiar Tattoo (Su)
A tattooed sorcerer gains a familiar as an arcane bond, as a wizard equal to her sorcerer level. Her sorcerer levels stack with any wizard or witch levels she possesses when determining the powers of her familiar—this ability does not allow her to have both a familiar and a bonded item.
Unlike most familiars, her familiar can transform itself into a tattoo that she carries in her flesh. Transforming into a tattoo or back to normal familiar form is a move action for her familiar. In tattoo form, the familiar looks like a stylized version of itself, but does not count as a creature separate from the tattooed sorcerer. In tattoo form it continues to grant its special familiar ability, but otherwise has no abilities and can take no actions except to transform from tattoo into creature. A familiar tattoo cannot be erased or dispelled.
Mage’s Tattoo (Ex)
At 1st level, the tattooed sorcerer gains Mage’s Tattoo as a bonus feat. If she doesn’t have Spell Focus, she may choose which school of magic her Mage’s Tattoo enhances (Conjuration).
This ability replaces her Eschew Materials bonus feat.

Bloodline Power: Fated (Su):
Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.

Bloodline Tattoos (Ex)
Whenever a tattooed sorcerer gains a bloodline spell, a new tattoo manifests on her body to represent this spell. Her bloodline spells are always enhanced by her Mage’s Tattoo feat, even if they don’t match the school to which her Mage’s Tattoo belongs.

Create Spell Tattoo (Su)
At 7th level, a tattooed sorcerer can create a spell tattoo once per day with a single touch as a standard action. The recipient of the spell tattoo must be willing to receive the spell tattoo. If she gives the spell tattoo to herself, it does not count against the regular limit of magic tattoos she can have. The spell tattoo must be of a spell that she knows that has no material or focus component. She can maintain one spell tattoo created by this ability at a time—if she uses this ability again, the previous spell tattoo she created fades away. Spell tattoos she creates with Inscribe Magic Tattoo do not count against this limit. She can use this ability twice per day at 11th level, and three times per day at 15th level.
This ability replaces the bloodline feat gained at 7th level.

Enhanced Magical Tattoo (Su): Acid Arrow
At 9th level, the tattooed sorcerer can pick any one spell she knows for which she has a Mage’s Tattoo feat. This spell must be one that lacks focus components and costly material components. She can now use that spell as a spell-like ability once per day. This spell-like ability is not enhanced by her Mage’s Tattoo, but it functions at +2 caster levels above her sorcerer caster level. Whenever she gains a bloodline power at a later date, she may change this spell-like ability to another qualifying spell

Appearance:

Ahyoka
Blending the best qualities of her Shoanti and Azlanti-blooded Taldan heritage, Ahyoka is quite stunning, her tanned skin and long wavy dark hair, serving to highlight blue eyes that often flicker with a hint of violet in the right light. Her natural noble, almost imperious bearing seems at odds with her generally friendly, often flirtatious or playful nature, drawing people to her despite being seen as intimidating by many.
Quite aware of her physical attractiveness, Ahyoka dresses to emphasize this, a fact enhanced by her preference for clothing that leaves large expanses of skin, displaying her intricate arcane tattoos on display.

Background:

.

Wealth:
120gp 7sp 10cp

Akasha: Greensting Scorpion:

XP 100
N Tiny vermin
Init +3; Senses darkvision 60 ft.; Perception +4
DEFENSE
AC 23, touch 15, flat-footed 20 (+3 Dex, +8 natural, +2 size)
hp 28 (Half Ahyoha’s) 9Hit Dice
Fort +3, Ref +6, Will +6
Immune mind-affecting effects
OFFENSE
Speed 30 ft.
Melee sting +8 (1d2–4 plus poison)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks poison
STATISTICS
Str 3, Dex 16, Con 10, Int 10 Wis 10, Cha 2
Base Atk +4; CMB +4; CMD 7 (19 vs. trip)
Feats Weapon FinesseB
Skills Climb +7, Perception +4, Stealth +15; Racial Modifiers +4 Climb, +4 Perception, +4 Stealth
SPECIAL ABILITIES
Familiar
A greensting scorpion familiar grants a +4 bonus on Initiative checks so long as the familiar is within 1 mile of the spellcaster. A greensting scorpion familiar loses the mindless trait and has an Intelligence score appropriate for its master’s level.
Poison (Ex)
Sting—injury; save Fort DC 10; frequency 1/round for 6 rounds; effect sickened for 1 round; cure 1 save. The save DC is Constitution-based.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
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 wizard 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.
Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
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.

Tattoo Guardian:

This beautiful, impossibly intricate tattoo appears to swirl and move along its wearer’s skin.

Tattoo GuardianCR 3 (XP 800)
N Medium construct
Init +9; Senses darkvision 60 ft., low-light vision; Perception +1

DEFENSE

AC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
hp 42 (4d10+20)
Fort +1, Ref +6, Will +2
Defensive Abilities worn form, fluid form, hypervigilant; Immune construct traits

OFFENSE

Speed 30 ft., fly 10 ft.
Melee 2 ink blades +6 (1d6+2)

STATISTICS

Str 14, Dex 17, Con —, Int —, Wis 12, Cha 13
Base Atk +4; CMB +6; CMD 19
Feats Improved InitiativeB
SQ bodyguard

SPECIAL ABILITIES

Bodyguard (Su)
Whenever the tattoo guardian’s wearer takes damage, half of the damage is transferred to the guardian (as shield other).

Additionally, the tattoo guardian gains a +2 bonus on attack and damage rolls against any creatures that damaged its wearer in the previous round.

Fluid Form (Su)
A tattoo guardian does not provoke attacks of opportunity because of movement.

It is immune to critical hits and sneak attacks, and it cannot be knocked prone or grappled.

Hypervigilant (Su)
A tattoo guardian gains a +2 bonus on initiative checks and Reflex saves, and it always acts on the surprise round.

Worn Form (Su)
While being worn, a tattoo guardian occupies the same space as its wearer and moves with its wearer.

In this state, the wearer and the tattoo guardian use the higher of the wearer’s and the tattoo guardian’s AC and saving throws, but the tattoo guardian loses access to its fluid form ability.

[spoiler=Intimacies (Triel/Ahyoka, NSFW)] Ahyoka lest out little gasps as the magic imbued in her body reacts to the drow's sensual touch and kisses. [smaller][b]"MMMnn.. yesss. I do it myself, but....