Lizard

Shikaba's page

1 post. Alias of Ietsuna.


Race

5/5 Max || AC:16 T:14 FF:14 CMD:9 || Fort:+4 Refl:+4 Will:+2 |

Classes/Levels

Init:+6 Perception:+4 || Neutral Female Familiar (1) ||

About Shikaba

SHIKABA

Female Familiar Compsognathus animal 1
TN Tiny animal/magical beast
Init +6, Senses low-light vision; scent, Perception +4

DEFENSE:

AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size )
hp 5 ((1d8)+2), Fast Healing 1
Fort +4, Ref +4, Will +2

OFFENSE:

Speed 40 ft. Swim 20 ft.
Melee bite +1 (1d3-1)
Space 2.5 ft. Reach 0 ft.
Special Attacks Poison,

STATISTICS:

Str 8, Dex 15, Con 14, Int 6, Wis 11, Cha 5,
Base Atk +0; CMB +0; CMD 9
Feats Improved Initiative
SkillsClimb +2, Heal +1, Knowledge (Nature) -1, Knowledge (Religion) -1, Perception +4, Spellcraft -1, Swim +7, Use Magic Device -2
Communication Empathic Link,
SQ alertness, empathic link, fast healing 1, improved evasion, improved initiative, low-light vision, scent, share spells, spirit animal,
Combat Gear
Other Gear bite, 0.0 gp

SPECIAL ABILITIES:

Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.

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.

Fast Healing (Ex) You regain hit points at 1 hit points per round. You regain hit points at 1 per round. Fast healing does not restore hit points lost from starvation, thirst, or suffocation, nor does it allow a creature to regrow lost body parts. Unless otherwise stated, it does not allow lost body parts to be reattached. Fast healing continues to function (even at negative hit points) until a creature dies, at which point the effects of fast healing end immediately.

Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

Improved Initiative Before rolling initiative, you can spend 10 stamina points to use 20 as the number rolled.

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.

Mod Empathic Link

Mod Familiar ~ Alertness

Mod Improved Evasion

Mod Share Spells

Poison (Ex) Bite - injury; save Fort DC 12; frequency 1/round for 4 rounds; effect 1d2 Str; cure 1 save.

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 master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.

Spirit Animal (Su) The spirit animal appears to be a beautiful and very healthy version of its species, and seems especially vibrant and full of life.