Rombard

William the goat's page

48 posts. Alias of pdprong.


Race

Male Goat Familiar | Hp: 14/ 14/ | AC:14 T:12 FF:13 | CMD:11 (15 vs trip) | Fort:+3 ,Ref:+3 ,Will:+3 | Init:+ 1| Perc:+0 (low-light vision)

Classes/Levels

Familiar of Alfentinius Lentinels Ferington

About William the goat

N Small animal (Goat)
Init +1; Senses low-light vision; Perception +0
DEFENSE
AC 15, touch 12, flat-footed 14 (+1 Dex, +3 natural, +1 size)
hp 14 (2HD)
Fort +3, Ref +3, Will +1
Special Defenses: Evasion

OFFENSE
Speed 30 ft.
Melee gore +3 (1d4+1)

STATISTICS
Str 12, Dex 13, Con 12, Int 7, Wis 11, Cha 5
Base Atk +1; CMB +1; CMD 12 (16 vs. trip)
Languages (understood not spoken): Common, Gnome, Sylvan

Feats:
Nimble Moves: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.

Deceitful: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of

Skills:

As a Familiar:
+5 :Bluff [3] Rank, +3trained, -3 Charisma,+2 feat
+0 :Diplomacy [3] Rank, -3 Charisma
+0 :Handle Animal [3] Rank, -3 Charisma
-1 :Knowledge (Arcana) [1] Rank, -2 Intelligence
-1 :Knowledge (Local) [1] Rank, -2 Intelligence
-0 :Knowledge (Nature) [2] Rank, -2 Intelligence
+1 :Linguistics [3] Rank, -2 Intelligence
+0 :Spellcraft [2] Rank, -2 Intelliegence
-2 :Use Magic Device [1] Rank, -3 Charisma
-1 :Disguise ,-3 charisma, +2 feat

As a goat:
Acrobatics +1 (+5 when jumping), Climb +5, Survival +0 (+4 to find food); Racial Modifiers +4 Acrobatics when jumping, +4 Survival to find food

Special Abilities:

Familiar: The master of a goat familiar gains a +3 bonus on Survival checks.

Alertness (Ex): While a familiar 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 familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Empathic Link (Su): 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.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. 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.


Familiar Basics:

Use the basic statistics for a creature of the familiar's kind, but with the following changes.

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 his 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 his 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.

Decoy (Familiar Archetype):

Note: Familiar archetypes modify familiars' standard abilities, similar to how class archetypes modify player characters' class features. These archetypes function by swapping out certain abilities that are standard to common familiars for new abilities tailored to particular themes. Unless otherwise stated, levels referenced in this section refer to the familiar's effective level, which is the master's combined levels in the classes that grant that familiar.

A decoy misdirects its master's enemies, allowing the master to strike by surprise.

Class Skills: A decoy treats Bluff as a class skill.

Deceitful

A decoy gains Deceitful as a bonus feat. This replaces alertness.

Mockingbird (Ex)

At 5th level, a decoy can speak any of its master's languages. At 7th level, it can mimic its master's voice and intonation perfectly.

This ability replaces speak with master and speak with animals of its kind.

Master's Guise (Sp)

At 11th level, a decoy can transform into a perfect likeness of its master, as the alter self spell. It can hold this form for up to 1 minute per caster level; upon changing back, the decoy must remain in its natural form for an equal amount of time before transforming again.

This ability replaces spell resistance.