Race |
| HP 19/19 | AC 19 T 14 FF 17 | CMD 9 (13 vs. trip) | F +3 R +4 W +5, Improved Evasion | Init +2 | Low Light Vision, Scent, Perception +9 |
Classes/Levels |
| Speed 30 ft. | Buffs: nondetection, comprehend languages, spider climb |
About ...Shadow
Shadow
Male Cat animal 1
TN Tiny magical beast (augmented animal)
Init +2, Senses low-light vision; scent, Perception +9
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DEFENSE
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AC 19, touch 14, flat-footed 17 (+2 armor, +2 Dex, +3 natural, +2 size )
hp 19 ((1d8)-1)
Fort +3, Ref +4, Will +5
Defensive Abilities improved evasion, bloodstone collar
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OFFENSE
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Speed 30 ft.
Melee claw +7/+7 (1d2-4)
Melee bite +7 (1d3-4)
Space 2.5 ft. by 2.5 ft. Reach 0 ft.
Special Attacks Deliver Touch Spells,
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TACTICS
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STATISTICS
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Str 3, Dex 15, Con 8, Int 8, Wis 12, Cha 7,
Base Atk +3; CMB +3; CMD 9 (13 vs trip)
Feats Weapon Finesse
Skills Knowledge (Religion) +4, Perception +9, Sense Motive +4, Spellcraft +1, Stealth +22,
Communication Empathic Link, Speak with Master,
SQ alertness, empathic link, intelligence score, low-light vision, natural armor bonus, scent, share spells, speak with master,
Combat Gear
Other Gear claw, bite, mithral chain shirt barding (tiny), 0.0 gp
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SPECIAL ABILITIES
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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 emphatically 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.
Intelligence Score The familiar's Intelligence score.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Natural Armor Bonus The number noted here is in addition to the familiar's existing natural armor bonus.
Quadruped (Claws) Available Magic Item Slots; armor, belt (saddle), chest, eyes, head, headband, neck, shoulders, wrist
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Share Spells (Ex) 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).
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.