Herman

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Herman the Ermine is the familiar of the human wizard, Raniq Fairhair.

WEASEL (re-skinned as an ermine) CR 1/2 XP 200 NG Tiny magical beast Init +2, Senses: low-light vision, scent. Perception +1

Defense

AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size) hp: 11 (3 HD) Fort +2, Ref +4, Will +4

Offense

Speed: 20 ft., climb 20 ft. Melee: bite +4 (1d3-4 plus attach) Space: 2-1/2 ft. / Reach: 0 ft.

Statistics

Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5 Base Atk +1, CMB +1, CMD 7 (11 vs. trip) Feats: Weapon Finesse

Skills

Acrobatics +10 (+2 Dex, +8 racial, +0 weasel class skill) Athletics +10 (-4 Str, +6 weasel class skill, +8 due to having a Climb speed) Craft/Calligraphy +1 (-2 Int, 3 ranks from master) Escape Artist +3 (+2 dex, +1 weasel class skill) Knowledge/Arcana +1 (-2 Int, 3 ranks from master) Knowledge/Dungeoneering -1 (-2 Int, 1 rank from master) Knowledge/History -1 (-2 Int, 1 rank from master) Knowledge/Local -1 (-2 Int, 1 rank from master) Knowledge/Nobility +0 (-2 Int, 2 ranks from master) Knowledge/Religion -1 (-2 Int, 1 rank from master) Knowledge/the Planes -1 (-2 Int, 1 rank from master) Linguistics +1 (-2 Int, 3 ranks from master) Perception +1 (+1 Wis) Profession/Scribe +4 (+1 Wis, 3 ranks from master) Ride +3 (+2 Dex, 1 rank from master) Spellcraft +1 (-2 Int, 3 ranks from master) Stealth +14 (+8 size, +2 Dex, +4 racial, +0 weasel class skill) Use Magic Device -2 (-3 Cha, 1 rank from master)

Special Abilities

  • Reflex Bonus (Ex): A weasel familiar grants its master a +2 bonus on Reflex saves.
  • Attach (Ex): When a weasel hits with a bite attack, it automatically grapples its foe, inflicting automatic bite damage each round.
  • Alertness (Ex): While within arm's reach, the master gains the Alertness feat (When in effect, the master gets a +2 bonus on Perception and Sense Motive skill checks. If the master has 10 or more ranks in one of these skills, the bonus increase to +4 for that skill.)
  • 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 the 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