Common, Dark Folk, Necril, Terran, Undercommon, Vegepygmy; empathic link w/familiar
Strength
9
Dexterity
12
Constitution
12
Intelligence
20
Wisdom
10
Charisma
11
About Praink
XP 6,355/10,000
Male dark contemplative shadow illusionist 4
LE Medium monstrous humanoid
Init +3; Senses darkvision 60 ft.; Perception +12 (+14 w/Rammy in arm’s reach)
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 32 (4d6+8);
Fort +3; Ref +3; Will +5; +2 vs. illusion, +2 vs. poison/mindaffecting
Weaknesses light sensitivity
OFFENSE
Speed 20 ft.
Melee dagger +1 (d4-1), touch +1 (per spell)
Ranged light crossbow +3 (d8/19-20), ranged touch +3 (per spell)
Arcane School Spell-Like Abilities (CL 4th; concentration +9)
8/day—binding darkness [7/8 remaining]
Racial Spell-Like Abilities (CL 4th; concentration +4)
Constant—detect magic
1/day—ghost sound (DC 10), pass without trace, telekinetic charge, ventriloquism (DC 10)
Illusionist Spells Prepared (CL 4th; concentration +9)
2nd—defending bone, mirror image, threatening minor image (DC 18), shadow anchor (DC 19)
1st—burning disarm (DC 16), color spray (DC 17), chill touch (DC 16), grease (DC 16), mage armor, [empty slot]
0—acid splash, ghost sound (DC 16), mage hand, message
Opposition Schools Divination, Enchantment
STATISTICS
Str 9, Dex 12, Con 12, Int 20, Wis 10, Cha 11
Base Atk +2; CMB +1; CMD 12
Feats Scribe ScrollB, Spell Focus (illusion), Threatening Illusion
Trait Magical Lineage (Minor Image)
Skills Appraise +9, Intuition +0 (+2 w/Ranny in arm’s reach), Knowledge (arcana) +12, Knowledge (dungeoneering) +12, Knowledge (local) +11, Knowledge (nature) +10, Knowledge (planes) +12, Knowledge (religion) +10, Perception +12, Spellcraft +12
Languages Common, Dark Folk, Necril, Terran, Undercommon, Vegepygmy; empathic link
SQ arcane bond (rhamphorynchus familiar), extended illusions, illusion resistance, resistant, shadow magic
Combat Gear crossbow bolts (20); Other Gear cloak of resistance +1, dagger, light crossbow, spellbook [all non-divination/enchantment cantrips and spells prepared, plus ant haul, ear-piercing scream, infernal healing, long arm, protection from good, shadow anchor, scorching ray, silent image], 544 gp
SPECIAL ABILITIES:
Arcane Bond (Ex or Sp)
Pran has formed a special bond with a rhamphorynchus familiar that he calls Rammy.
Binding Darkness (Sp)
As a standard action, you cast a weave of shadows at any foe within 30 feet as a ranged touch attack. The shadows entangle your foe for 1 round plus 1 additional round for every five wizard levels you possess. In conditions of bright light, this duration is halved (minimum 1 round). A creature entangled by your shadows has concealment from those without darkvision or the ability to see in darkness, and other creatures likewise have concealment relative to it. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Extended Illusions (Su)
Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Illusion Resistance
Members of this race gain a +2 racial bonus on saving throws against illusion spells or effects.
Light Sensitivity (Ex)
Creatures with light sensitivity are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Resistant
Members of this race gain a +2 racial bonus on saving throws against mind-affecting effects and poison.
Shadow Magic
Members of this race add +1 to the DC of any saving throws against spells of the shadow subschool that they cast. Members of this race with a Charisma score of 11 or higher also gain the following spell-like abilities: 1/day—ghost sound, pass without trace, ventriloquism. The caster level for these spell-like abilities is equal to the user’s character level.
Rammy:
Rammy
N Tiny magical beast
Init +3; Senses low-light vision, scent; Perception +4
DEFENSE
AC 17, touch 15, flat-footed 14 (+3 Dex, +2 natural, +2 size)
hp 16 (4d8);
Fort +2; Ref +7; Will +6;
Defensive Abilities improved evasion
OFFENSE
Speed 10 ft., fly 40 ft. (good)
Melee bite +7 (d3-2), touch +7 (per spell)
Space 2 1/2 ft.; Reach 0 ft.
Special Attacks deliver touch spells, sudden swoop
STATISTICS
Str 6, Dex 17, Con 11, Int 7, Wis 14, Cha 11
Base Atk +1; CMB +2; CMD 10
Feats Lightning Reflexes
Skills Appraise -1, Fly +11, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +0, Knowledge (nature) +0, Knowledge (planes) +0, Knowledge (religion) -1, Perception +4, Spellcraft +1, Stealth +11
Languages empathic link
SQ alertness, share spells
Combat Gear gear used in combat; Other Gear gear not used in combat (or just Gear if no division)
SPECIAL ABILITIES
Alertness (Ex)
While a familiar is within arm's reach, the master gains the Alertness feat.
Deliver Touch Spells (Su)
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
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.
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.
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).
Sudden Swoop (Ex)
If a rhamphorhynchus makes a charge attack while flying, it does not provoke attacks of opportunity when it enters an opponent’s space to make a melee attack. It also gains a +2 bonus on damage rolls with its bite attack when it makes a sudden swoop.