Full Name |
Hogo |
Race |
| HP: 16/16 | AC: 17 (13 T, 16 FF) |F: +23 R: +3, W: +6 (Plant traits) |
Classes/Levels |
| Speed 15 ft / Climb 15 ft | Recall 1/1 Spells: Guidance at Will | Active conditions: None. |
Gender |
N Suture Vine Emissary Familiar 5 |
Size |
Tiny |
Deity |
Pharasma |
Occupation |
Emissary of Pharasma |
Strength |
3 |
Dexterity |
12 |
Constitution |
10 |
Intelligence |
8 |
Wisdom |
13 |
Charisma |
5 |
About Hogo de'Vine
N Tiny Magical Beast (Plant)
Suture Vine Emissary Familiar of Dr. O’Mayga
Space 2-1/2 ft.; Reach 0 ft.
Senses: Low Light Vision, Blood Sense
===== Attacks =====
Vine +6 (1d2-4) P/S (= 1 nonlethal)
BAB:+3
CMB: 2
Speed 15, Climb 15
===== Defense =====
AC: 17 Touch: 13 FF: 16
HD: 6, hp: 16
Saves: F +2 / R +3 / W +6
Immune: Plant traits
Share Will See below
Improved Evasion
===== Feats =====
Extra Item Slot (Belt) swapped from Weapon Finesse per FAQ
===== Skills =====
Acrobatics +1
Climb +13 (Climb Speed 15 ft)
Heal +6
Kn (Religion) +7
Perception +8
Stealth +9
Sense Motive +5
Swim +2
Note: Emissary Familiar gains Heal, Knowledge (Religion), and Sense Motive as Class Skills.
===== Special Abilities =====
Blood Sense (Ex): A suture vine can sense badly wounded creatures, including those at less than half their normal hit point total or suffering from bleed damage, as if it had the scent ability.
Seal Wound (Ex):: A suture vine instinctively latches on to a creature that suffers from bleed damage or is at less than half its normal hit point total. When it attempts to seal wounds in this way, it must make a normal vine attack but gains attach as per the universal monster rule. If it successfully attaches to the target (dealing damage as normal), any bleed damage currently suffered by the target immediately ends. The suture vine remains attached for 24 hours, gaining nutrients from sipping at the victim’s blood but never enough to cause any further damage. The vine drops off automatically once a target has no hit point damage or 24 hours have passed, whichever comes first. A suture vine can seal wounds in this manner only once per day.
Vine (Ex):: A suture vine’s vine attack is a primary natural attack that deals piercing and slashing damage
Divine Guidance (Sp): An emissary can cast guidance at will. This ability replaces alertness.
Share Will (Su): Whenever an emissary or its master fails a save against a mind-affecting effect that affects only one of them, the other can choose to attempt the save as well. If this second save succeeds, treat the original save result as a success, and the emissary and its master can’t use this ability again for 24 hours. On a failure, both the emissary and its master suffer the effects of the failed saving throw, even if one of them wouldn’t ordinarily be a valid target. This ability replaces share spells.
Domain Influence (Sp): At 3rd level, the emissary gains a spark of divine power from the patron that sent it. Choose one appropriate domain that grants a 1st-level domain power usable a number of times per day equal to 3 + the user’s Wisdom modifier. The emissary can use that power once per day. This ability replaces deliver touch spells.
Recall (Su): With a touch, you can cause a creature to recall some bit of forgotten lore or information. The creature can retry any Knowledge skill check it has made within the past minute, gaining an insight bonus on the check equal to your Wisdom modifier (+1). You can use this ability a number of times once per day equal to 3 + your Wisdom modifier. (Edit: Emissary allows only once per day.)
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.
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.
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.