Race |
Tikiman |
Classes/Levels |
AC 16; HP 58/58; Init +6; Per +1; Fort +2; Ref +5; Will +6; CMD 14. |
About Tiki Tohoraha
Alignment NG; Tiny Construct
Init +6; Senses darkvision 60ft., low-light vision;
Perception +1
DEFENSE
AC 16, touch 16, flat-footed 14 (+2 Dex, +2 size, +2 natural)
hp 58 (5d10 - Hit Die, +10 - feat, +21 - yohunga)
Fort +2; Ref +5; Will +6
Defensive Abilities improved evasion
Immune construct traits
OFFENSE
Speed 20 ft.
Melee bite +11 (1d3 -1), dagger +8 (1d2-1/19-20)
Space 2-1/2 ft; Reach 0 ft.
STATISTICS
Str 9, Dex 15, Con -, Int 1*, Wis 12, Cha 7
*assumes the yohunga has at least 1 point of mana in his mana pool.
Base Atk +5; CMB +2 (5 -1 - 2); CMD 14 (10 + 5 - 1 + 2 - 2)
Feats Improved Initiative
Skills Stealth +11, Climb +3
SQ alertness, improved evasion, empathic link, share spells, spark of intelligence
SPECIAL ABILITIES
Alertness (Ex): While an animate tikiman is within arm’s reach , the master gains the Alertness feat.
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, a fmiliar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Empathic Link You have an empathic link with your tikimen that extends up to a mile distance. You can communicate empathically with the tikiman, but cannot see through its eyes. Because of the link’s limited nature, only general emotions can be shared.
Share Spells: A yohunga may cast a spell with a target of “you” on his tikiman (as a touch spell) instead of on himself. A yohunga may cast spells on his tikiman even if the spells do not normally affect creatures of the tikiman’s type (construct).
Spark of Intelligence (Su) : If a yohunga has at least 1 mana point in his mana pool, the tikiman becomes animate and gains a single point of intelligence. If the yohunga exhausts his mana pool, the tikiman loses his intelligence and becomes inanimate.
Tikiman Errata
Armor Class: A tikiman gains an additional natural armor class bonus equal to ½ the yohunga's class level rounded down.
Hit Dice: For the purpose of effects related to number of Hit Dice, including prerequisites for Tiki powers , a tikiman adds the yohunga's character level to its base Hit Dice.
Hit Points: In addition to own hit points a tikiman gains a number of bonus hit points equal to half the yohunga's total hit points (not including temporary hit points), rounded down.
Attacks: the tikiman adds the yohunga's base attack bonus (as calculated from all his classes) to all his attacks. Use the tikiman's Dexterity or Strength modifier, whichever is greater, to calculate the tikiman's melee attack bonus with natural weapons.
Saving Throws: For each saving throw, the tikiman adds the yohunga's base saving throws as calculated from all his classes. The tikiman adds this bonus to its base save modifiers and uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the yohunga might have on saves.