EMISSARY OF GORUM
Diminutive animal
Init +3; Senses low-light vision; Perception +9
DEFENSE
AC 21, touch 17, flat-footed 18 (+3 Dex, +1+3 natural, +4 size)
HP 28 (6HD) Fast Healing 5 when attached to master
Fort +3, Ref +5, Will +3
OFFENSE
Speed 20 ft.
Space 1 ft.; Reach 0 ft.
+8 to hit
STATISTICS
Str 1, Dex 16, Con 6, Int 8, Wis 12, Cha 7
Base Atk +5; CMB +4; CMD 9 (13 vs. trip)
Feats Athletic, Combat Reflexes, Bodyguard
Skills Acro: +9 Climb +8, Perception +9, Stealth +19, Swim +5
SPECIAL ABILITIES
The master of a hedgehog familiar gains a +2 bonus on Will saves.
Fast Healing 5 when attached to master
Speak With Master
Spiny Defense (Ex)
As a move action, a hedgehog can roll itself up into a spiny ball. While rolled up, it gains a +1 enhancement bonus to its existing natural armor, and any creature attempting to grapple the hedgehog takes 1d3 damage on making a grapple check. While rolled up, a hedgehog cannot take any action other than leaving this state. The hedgehog can leave this state as a move action.
TUMOR FAMILIAR (Via Aberrant Tumor Feat)
The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.
EMISSARY Familiar:
DIVINE GUIDANCE(Sp) An emissary can cast guidance at will. This replaces alertness.
SHARE WILL (Su) Whenever emissary or master fails a save v mind-affecting effect that affects only one of them, the other can attempt the saving throw as well. If this second saving throw is a success, treat the original 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 replaces share spells.
DOMAIN INFLUENCE (Sp or Su)
At 3rd level, the emissary gains a spark of divine power from the deity its master worships. Choose one of that deity’s domains 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.
TACTICS SUBDOMAIN: Seize the Initiative (Su): Whenever you and your allies roll for initiative, you can grant one ally within 30 feet the ability to roll twice and take either result. This decision is made before results are revealed. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.