Blue Dragon

Carth of Mazu's page

3 posts. Alias of MordredofFairy.


Classes/Levels

Sea Krait(Viper) | HP 8/8| AC 17 Touch 15 Flatfooted 14 | Saves F 1 R 5 W 3 | Init 3 | Perc 9 , Swim Speed 30

About Carth of Mazu

Snake(Viper) into Nycar
Animals - Patron Familiar:
Animal Speaker (Su): The familiar gains the ability to speak with animals of its kind at 1st level.
If it would normally gain this ability at 7th level, the familiar gains the ability to speak with all animals (as though constantly under the effects of speak with animals) at 7th level.

Sea krait
Str 4, Dex 17, Con 8, Int 6, Wis 13, Cha 2
Hit Dice: 1 HD
Speed 20 ft., climb 20 ft., swim 30 ft.

Hit Points: 8 HP
AC: 17 FF: 14 Touch: 15
(+2 size, +2 natural, +3 dex)
CMB: -3 CMD: 10
Fort 1, Reflex 5, Will 3
Attacks: +5 1d2-2 plus Poison
Poison (Ex) Bite—injury; save Fort DC 9; frequency 1/round for 6 rounds; effect 1d2 Con; cure 1 save.

Feats: Combat Reflexes, Bodyguard; Spell Sponge
Share Spells, Empathic Link

Loyal Bodyguard (Ex): A protector gains Bodyguard and Combat Reflexes as bonus feats. If the familiar is sharing its master’s square, it can use Bodyguard to aid another to improve its master’s AC even if it doesn’t threaten the attacking foe, though it still needs line of effect to its master and the attacker.
This replaces alertness and improved evasion.

Shield Master (Su): At 5th level, whenever a protector or its master takes hit point damage, as long as the protector and its master are touching, its master can split the damage evenly between them as if under the effects of shield other.
This replaces deliver touch spells and speak with animals of its kind.

Able Defender (Ex): At 11th level, a protector gains In Harm’s Way as a bonus feat. In addition, the familiar’s hit points are now equal to its master’s total hit points (not including temporary hit points), regardless of its actual Hit Dice.
This replaces spell resistance.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
Racial Modifiers +4 Perception,

=====Skills=====
2(class)+4(int)+2(Background)

Adventuring Skills

3 Acrobatics(ACP) = (ranks)+3(Dex)+3(class)
11 Climb(ACP) = (ranks)+3(Dex)+3(class)+8(racial) Can always take 10. Can run.
3 Escape Artist(ACP) = (ranks)+3(Dex)
3 Fly(ACP) = (ranks)+(Dex)+3(class)
9 Perception = 1(ranks)+1(Wis)+3(class)+4(racial)
1 Sense Motive = (ranks)+1(Wis)
16 Stealth(ACP) = 1(ranks)+3(Dex)+4(racial)+8(size)
1 Survival = (ranks)+1(Wis)
15 Swim(ACP) = 1(ranks)+3(Dex)+3(class)+8(racial) Can always take 10. Can run.