Silsikhim's page

No posts. Alias of PorterMacShack.

Full Name



Fiendish Viper Familiar


Init +3 | Per +18 (darkvision 60’, low-light vision, scent) | AC 22, T 15, F 19 | CMD 26 | SR 25 | HP 76/76 | Fort +5, Ref +15, Will +13 | Smite Good: 1/1










Abyssal, Common

Strength 10
Dexterity 17
Constitution 8
Intelligence 15
Wisdom 13
Charisma 2

About Silsikhim

Female NE Tiny Magical Beast
N Medium Type (subtype)

AC 25 (+10 natural, +3 DEX, +2 size)
Touch 15
Flat-footed 22
REF +15
WILL +13
DR 10/good [b]Resist cold 10, fire 10 SR 25


Speed 20 feet, climb 20 feet, swim 20 feet
Bite +18 (1d2 plus poison)

• Poison (DC 9):
Save Fort DC 9
Frequency 1/round for 6 rounds
Effect 1d2 Con damage
Cure 1 save

Space 2 ½ feet Reach 0 feet


STR 10 (+6 enhancement)
DEX 17
INT 15
WIS 13
BAB +16
CMB +10
CMD 26 (can’t be tripped)
Feats Improved Natural Attack

After Taliset swore fealty to the Headless King, Silsikhim was drawn to her and forged a special bond.

Silsikhim is an ebony-black viper, about 2’ 6” in length, with the same strange, golden eyes as Taliset.

Magic Item Slots:

Belt +6 Belt of Giant Strength
Eyes Lens of Detection


Familiar Abilities

• Alertness:
While a familiar is within arm’s reach, the master gains the Alertness feat.

• Deliver Touch Spells:
If the master is 3rd level or higher, a familiar can deliver touch spells for her. 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:
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:
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 master may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. She may cast spells on her familiar even if the spells do not normally affect creatures of the familiar’s type (magical beast).

• Speak with Animals of Its Kind:
If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

• Speak with Master:
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.

• Spell Resistance:
If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

• Scry on Familiar:
If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.


• Improved Natural Attack (Bite):
Choose one of the creature’s natural attack forms (not an unarmed strike). The damage for this natural attack increases by one step on the following list, as if the creature’s size had increased by one category. Damage dice increase as follows: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.

A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

Fiendish Template

• Smite Good:
Once per day, the fiendish creature may smite a good-aligned creature. As a swift action, the creature chooses one target within sight to smite. If this target is good, the creature adds its Charisma bonus (if any) to attack rolls and gains a damage bonus equal to its HD against that foe. This effect persists until the target is dead or the creature rests.