About Cirri's FamiliarFamiliar of Cirri Merryweather. Using the Faerie Dragon Improved Familiar boon to make this a familiar. Saving Throws:
Saving Throws Fort 7 Mag + 1 Con = 8 Ref 3 Mag + 3 Dex = 6 Will 7 Mag + 2 Wis = 9 Immunity to Paralysis You are immune to paralysis.
Defenses:
Speed 10
Attacks:
Melee 2 talons
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 + 6 Magus = +12 Perception 3 Class + 2 Wis + 6 Magus = +11 Sense Motive 3 Class + 2 Wis + 3 Ranks = +8 Spellcraft 3 Class + 3 Int + 8 Magus = +14 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 + 10 Magus = +16 Feats and Class Abilities:
Feats Acrobatics Dodge Familiar Abilities
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
Level 0, DC 13 at will
Level 1, DC 14, 6/day
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
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)
AC 15, touch 15, flat-footed 12 (+3 Dex, +2 size)
N Tiny animal
Apply Familiar changes:
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
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
Natural Armor is +4 (a total of +6)
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) Level 10 Familiar:
HP is 43 (half of 86) Saving Throws: Cirri's +7 Fort and +7 Will are better, increasing to 8/9 Skills:
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