Special Abilities Darkvision (60 feet) You can see in the dark (black and white only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Familiar Bonus: +1 natural armor You gain the Alertness feat while your familiar is within arm's reach.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Sacred Tattoo +1 to all saves.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Wizard's Familiar (Ex) Gain the services of a special familiar that stores spells.
Jobu:
Jobu
Armadillo (Pathfinder Player Companion: Animal Archive)
N Tiny magical beast (animal)
Init +2; Senses low-light vision; Perception +8
Defense
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 4 (1d8)
Fort +2, Ref +4, Will +3
Offense
Speed 30 ft., burrow 5 ft.
Melee claw -1 (1d2-3)
Space 2½ ft.; Reach 0 ft.
Statistics
Str 4, Dex 15, Con 11, Int 6, Wis 12, Cha 9
Base Atk +0; CMB +0; CMD 7 (11 vs. trip)
Feats Skill Focus (Perception)
Skills Perception +8, Spellcraft -1, Swim +6, Use Magic Device +0; Racial Modifiers +4 Swim
SQ improved evasion, natural diver, protective ball
Special Abilities
Burrow (5 feet) You have a Burrow speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Natural Diver (Ex) Can hold breath for up to 6 minutes.
Protective Ball (Ex) Increase natural armor to +3, but decrease speed to 0.
Korum, called "Scratcher" for his talents, spent his youth in caravans, always following the wind and the sun in search of the next trading post or oasis. He is the bastard son of Lysetta, a woman with a business sense as atrocious as her paintings were beautiful, and an orcish man whose name is long-buried in the sand alongside his sword. Korum was not old enough yet to hold a paintbrush, say nothing of a sword, when the slavers came for his convoy. Their weapons and torches made quick work of the fighting men of the troupe, while Korum and the other children were shackled and sold into slavery.
It is there, in chains, that Korum's life truly began. His fury at the murder of his parents grew cold, and sits, even now, deep in his chest. He refused, even then, to flinch, wail, or scream when beaten. He refused to whine or grovel when denied meals, or kicked awake mere moments after being permitted to sleep. For years, Korum learned to survive, to endure, and to bide his time. He spent whatever brief moments of respite he could find in meditation, contemplating the harsh desert surroundings, and pleading with whatever creature or being was responsible for his luck, to be cast down even in this, the harshest land he'd ever known.
During his time as a slave, Korum has channeled his mother's creativity - both his birthright and a memorial to sweet Lysetta - into the art of tattoo. Members of his work gang have been known to emerge from the tents with new ink marking their chests, necks, or arms. Over time, this has been noticed by taskmasters, owners, and even visitors, and Korum has been occassionally pulled out of the hot sun and scalding chains, and put to work with needle and ink.