Tyrannosaurus Rex

Spot.'s page

8 posts. Alias of The Fox.


Race

┃Init +7 (act in surprise)┃Perc +4┃speed 40 ft · swim 20 ft┃Spellcraft +4 · Swim +10

Classes/Levels

┃Prescience 1/1┃detect poison (at will)┃Conditions: mage armor

Gender

N Tiny Magical Beast┃hp 18/18┃AC 21 · T 14 · FF 19┃CMD 11┃F+4 · R+4 · W+5 (improved evasion)

About Spot.

Male compsognathus school familiar
N Tiny magical beast, school familiar (Familiar Folio, p. 14)
Init +7 (always act in surprise round); Perception +4; Senses low-light vision, scent

DEFENSE
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 18 (5 HD)
Fort +4, Ref +4, Will +5; improved evasion

OFFENSE
Speed 40 ft., swim 20 ft.
Melee bite +6 (1d3–1 plus poison)
Spell-Like Abilities (CL 5th, concentration +2)
at will — detect poison
Special Abilities Alertness, share spells (divination only), empathic link, speak with master, Prescience (1/day, each additional use consumes 2 uses from Zranashta)
Space 2-1/2 ft.; Reach 0 ft.

STATISTICS
Abilities Str 8, Dex 15, Con 14, Int 8, Wis 11, Cha 5
Base Atk +2; CMB +2; CMD 11

Feats:
Improved Initiative

Skills Perception +4, Spellcraft +4, Swim +10

Equipment cracked dusty rose prism ioun stone

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

School Link (Su) A school familiar can use the share spells and deliver touch spells abilities only with spells of its master’s specialized arcane school.

School Cantrip (Sp) A school familiar can cast at will one cantrip selected from its associated arcane school, using its master’s caster level.

Specialty Stowaway (Sp or Su) A school familiar can use any granted abilities of its master’s arcane school that have a limited number of uses or rounds per day, expending twice the number of uses or rounds as usual.

Prescience (Su) At the beginning of your turn, you may, as a free action, roll a single d20. At any point before your next turn, you may use the result of this roll as the result of any d20 roll you are required to make. If you do not use the d20 result before your next turn, it is lost.

Forewarned (Su) You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.

Ever Ready (Su): At the start of combat, the familiar and its master each roll initiative separately, and the master can choose to trade his initiative result with his familiar’s. The familiar gains the benefits of the diviner’s forewarned school power and can always act on the surprise round.

My master, Zranashta