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SPECIAL ABILITIES AND FEATS
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Class Skills: A decoy treats Bluff as a class skill.
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.
Deceptive: A decoy gains Deceitful as a bonus feat, granting it a +2 bonus to Bluff and Disguise checks that increases to +4 for each skill the decoy has 10 or more ranks in. This replaces alertness.
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.
Friendly Face: Other animals of roughly the same kind as you (cats to felines, eagles to raptors, frogs to amphibians, etc.) have their starting attitudes toward you improved by two steps. Their attitudes towards your master are likewise improved by one step.
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).
Mockingbird: 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.