| Full Name |
Viska |
| Race |
Fox |
| Classes/Levels |
Familiar 3 HP 11/11 l AC 16 l T 14 l FF 13 l Fort +3 Ref +5 Will +5 l Per +8 |
| Gender |
Male |
| Size |
Tiny |
| Age |
Unknown |
| Special Abilities |
Evasion, Share Spells |
| Alignment |
CN |
| Deity |
Deception Patron |
| Languages |
Common |
| Occupation |
Familiar |
| Strength |
9 |
| Dexterity |
15 |
| Constitution |
13 |
| Intelligence |
6 |
| Wisdom |
12 |
| Charisma |
6 |
About Viska
Viska is a servant of the Witch Patron commonly called Deception. He is the conduit through which Deception grants power to Valeriya. What he did before approaching Valeriya, if anything, is unknown to her.
He is a red fox with a long bushy tail. Viska is playful and affectionate around Valeriya, especially when they're alone. To all others, he stares at them with his intelligent, yellow eyes.
He primarily eats rodents and some birds but can eat vegetables or fruits.
General Familiar Rules:
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.
Hit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use the master's base attack bonus, as calculated from all her classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.
Saving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all her classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.
Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.
Familiar 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 her 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 her 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.
Share Spells
The witch may cast a spell with a target of “You” on her familiar (as a touch spell) instead of on herself. A witch may cast spells on her familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Store Spells
Starting at 1st level, a witch’s familiar stores all of the spells that the witch knows. This does not allow the familiar to cast these spells or use spell-trigger or spell completion magic items. Starting at 2nd level, and every two levels thereafter, a witch’s familiar adds new bonus spells to the witch’s spell list based on her patron. These spells are automatically stored by the familiar and can be prepared as normal once they are gained.
Gaining Familiar Spells:
Spells Gained at a New Level: A witch’s familiar learns a certain amount of lore and magic as the witch adventures. Whenever a witch gains a level, she may add two spells from the witch spell list to her familiar. The two free spells must be of spell levels she can cast.
Familiar Teaching Familiar: A witch’s familiar can learn spells from another witch’s familiar. To accomplish this, the familiars must spend one hour per level of the spell being taught in communion with one another. At the end of this time, the witch whose familiar is learning a spell must make a Spellcraft check (DC 15 + spell level). If the check succeeds, the familiar has learned the spell and the witch may utilize it the next time she prepares spells. If the check fails, the familiar has failed to learn the spell and cannot try to learn that spell again until the witch has gained another rank in Spellcraft. Most witches require a spell of equal or greater level in return for this service. If a familiar belongs to a witch that has died, it only retains its knowledge of spells for 24 hours, during which time it is possible to coerce or bribe the familiar into teaching its spells to another, subject to GM discretion.
Learn from a Scroll: A witch can use a scroll to teach her familiar a new spell. This process takes 1 hour per level of the spell to be learned, during which time the scroll is burned and its ashes used to create a special brew or powder that is consumed by the familiar. This process destroys the scroll. At the end of this time, the witch must make a Spellcraft check (DC 15 + spell level). If the check fails, the process went awry in some way and the spell is not learned, although the scroll is still consumed.
Fox Stats:
Init +2; Senses low-light vision, scent; Perception +8
DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size, Nat. Armor +2)
hp 11
Fort +3, Ref +4, Will +5
OFFENSE
Speed 40 ft.
Melee bite +4 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
STATISTICS
Str 9, Dex 15, Con 13, Int 7, Wis 12, Cha 6
Base Atk +0; CMB +0; CMD 9 (13 vs. trip)
Feats Skill Focus (Perception)
Speed 40 ft.
Melee bite +1 (1d3-1)
Space 2-1/2 ft.; Reach 0 ft.
Skills Acrobatics +2 (+10 when jumping)
Perception +10
Stealth +10
Survival +3 (+5 scent tracking)