Faerie Dragon

Cirri's Familiar's page

132 posts. Alias of chadius.


Race

HP 39/39 | AC 24 (T 17 FF 20) | Saves 6/8/7 | Perception +11 | Init +3 |

Classes/Levels

Riddywhipple, Faerie Dragon familiar (Master) |

Gender

Spells -/4 | Greater Invisibility 2/3 | Alignment CG

Languages

Common, Draconic, Elven, Sylvan; telepathy 100 ft.

Strength 9
Dexterity 17
Constitution 13
Intelligence 16
Wisdom 14
Charisma 16

About Cirri's Familiar

Familiar of Cirri Merryweather.

Using the Faerie Dragon Improved Familiar boon to make this a familiar.

Saving Throws:

Saving Throws
Fort 5 Mag + 1 Con = 6
Ref 3 Drg + 3 Dex = 6
Will 5 Mag + 2 Wis = 7

Immunity to Paralysis You are immune to paralysis.
Immunity to Sleep You are immune to sleep effects.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Spell Resistance (13) You have Spell Resistance.
improved evasion - 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.

Defenses:

  • HP 26 (normally 3 HD)
  • AC 10 + 2 Size + 3 Dex + 6 Natural Armor = 22
  • Touch 16
  • Flatfooted 18
  • CMD 10 - 2 Size - 1 Str + 3 Dex + 5 BAB + 1 Dodge = 16 (20 vs trip)
  • Init 3 Dex

    Speed 10
    Swim (30 feet) You have a Swim speed.
    Fly (60 feet, Perfect) You can fly!
    Telepathy (100 feet) (Su) Communicate telepathically if the target has a
    Darkvision (60 feet) You can see in the dark (black and white only).
    Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.

  • Attacks:


    • BAB 5
    • CMB 5 BAB - 2 Size + 3 Dex = 6

      Space 2½ ft.; Reach 0 ft.

      Melee bite +6 (1d3-1)

      breath weapon
      (5 ft. cone, euphoria for 1d6 rds., Fortitude DC 12 negates, usable every 1d4 rounds)

      Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration.


      Melee

      2 talons
      Attack: 4 BAB + 3 Dex (Weapon Finesse) = 7
      Damage: 1d4 – 2 Str
      Space 2-1/2 ft.; Reach 0 ft.

    Skills:

    Acrobatics 3 Class + 2 Untyped + 6 Magus = +11 (+2 to jump)
    Appraise 3 Class + 3 Int + 1 Ranks = +7
    Bluff 3 Class + 3 Cha + 1 Magus = +7
    Climb 3 Class + 3 Dex + 1 Magus = +7
    Diplomacy 3 Class + 3 Cha + 1 Ranks = +7
    Fly 8 Perfect Maneuverability + 3 Dex + 4 Tiny + 2 Untyped + 7 Magus (instead of its 6) = +27
    Linguistics 3 Class + 3 Int + 4 Magus (instead of its 3) = +10
    Perception 3 Class + 2 Wis + 6 Magus = +11
    Sense Motive 3 Class + 2 Wis + 3 Ranks = +8
    Spellcraft 3 Class + 3 Int + 7 Magus = +13
    Stealth 8 Tiny + 3 Class + 3 Dex + 3 Ranks = +17
    Survival 3 Class + 2 Wis + 2 Magus = +7
    Swim 8 Untyped + 3 Class + 3 Dex + 3 Ranks = +17
    Use Magic Device = 3 Class + 3 Cha + 9 Magus = +15

    Feats and Class Abilities:

    Feats
    Acrobatics
    Dodge

    Familiar Abilities

  • Alertness - While a familiar is within arm’s reach, the master gains the Alertness feat.

  • improved evasion - 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 - 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 - 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 - 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.

  • Magic:

    Spell-Like Abilities
    CL 3rd; concentration +6

    3/day—greater invisibility (self only) - [/url=http://aonprd.com/SpellDisplay.aspx?ItemName=Invisibility]Greater Invisibility[/url]

    Sorcerer Spells Known
    CL 3rd; concentration +6

    Level 0, DC 13 at will
    dancing lights
    flare (DC 13)
    ghost sound (DC 13)
    mage hand
    open/close (DC 13)

    Level 1, DC 14, 6/day
    grease
    Silent Image
    sleep (DC 14)

    Copy Paste Spells:

    grease - [/url=http://aonprd.com/SpellDisplay.aspx?ItemName=Grease]grease[/url]
    silent image (DC 14) - [/url=http://aonprd.com/SpellDisplay.aspx?ItemName=Silent%20Image]Silent Image[/url]

    Familar Creation:

    I'm using a Hawk as the base creature. Here are its base stats:

    Str 6, Dex 17, Con 11, Int 2, Wis 14, Cha 7
    Base Atk +0; CMB +1; CMD 9
    Feats Weapon Finesse
    Skills Fly +7, Perception +14; Racial Modifier +8 Perception

    The master of a hawk familiar gains a +3 bonus on sight-based and opposed Perception checks in bright light.

    Speed 10 ft., fly 60 ft. (average)
    Melee 2 talons +5 (1d4–2)
    Space 2-1/2 ft.; Reach 0 ft.

    AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
    hp 4 (1d8)
    Fort +2, Ref +5, Will +2

    N Tiny animal
    Init +3; Senses low-light vision

    Apply Familiar changes:
    Hit Dice: 6 HD
    Hit Points: Half of 40 is 20.
    Attacks: Uses Cirri's BAB of 4, uses Dexterity as an attack bonus.
    Saving Throws: Uses Cirri's base saves of 5/2/5

    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.

    It uses 2 Ranks for Fly and 4 Ranks for Perception, based on level 6 Cirri's ranks.

    Natural Armor +3
    Intelligence 8

    Alertness - While a familiar is within arm’s reach, the master gains the Alertness feat.

    improved evasion - 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 - 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 - 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 - 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.

    Improved Familiar:

    With the Improved Familiar feat and the Faerie Dragon Improved Familiar boon, the familiar is now a faerie dragon.

    Riddywhipple
    Faerie dragon (Pathfinder RPG Bestiary 3 91)
    CG Tiny dragon
    Init +3; Senses darkvision 60 ft., low-light vision; Perception +10

    Natural Armor is +4 (a total of +6)
    Improved Familiars do not get the ability to Speak with animals of its kind.

    Level 8 Familiar:

    HP is 26 (half of 32)
    Saving Throws: Cirri's +6 Fort +6 Will is better, increases saves to 7/6/8
    Skills:
    + 1 Acrobatics
    + 1 Fly
    + 1 Perception
    +1 Spellcraft
    +1 UMD

    Level 9 Familiar:

    HP is 39 (half of 78)
    Saving Throws: Cirri's +3 Reflex is better, increasing to +7
    Natural Armor Adjustment is now +5
    Skills:
    +1 Diplomacy (8)
    +1 Fly (27)
    +1 Linguistics (10)
    +1 Spellcraft (13)
    +1 UMD (15)