ERMINE | CR 1/4 |
XP 100
Femelle race bonus language ~ modern human language familiar weasel
N Tiny animal/magical beast (familiar, augmented magical beast, familiarbase)
Init +2; Senses low-light vision, scent, Perception +5
DEFENSE |
AC 17, touch 14, flat-footed 15 (+2 Dex, +3 natural, +2 size)
hp 16 (1d8)
OFFENSE |
Space 2,5 ft.; Reach 0 ft.
Special Attacks attach
STATISTICS |
Feats Weapon Finesse
Skills Acrobatics +10 , Acrobatics (Jump) +6 , Climb +16 , Escape Artist +7 , Intimidate +0 , Knowledge (Arcana) +4 , Knowledge (Dungeoneering) +0 , Knowledge (History) +0 , Knowledge (Local) +4 , Knowledge (Nature) +0 , Knowledge (Nobility) +1 , Knowledge (Planes) +0 , Knowledge (Religion) +0 , Linguistics(Kelish, Osiriani) +1 , Perception +5 , Sense Motive +2 , Spellcraft +4 , Stealth +14 , Survival +2 , Swim +2 , Use Magic Device +2
Languages Kelish, Osiriani, Empathic Link, Speak with Master,
SQ alertness, deliver touch spells, improved evasion, scent, share spells
Gear bite
SPECIAL ABILITIES |
Alertness (Ex) While a familiar is within arm's reach, the master gains the Alertness feat.
Attach (Ex) When you hit with a bite attack, you automatically grapple your foe, inflicting automatic bite damage each round.
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.
Empathic Link (Su) The master has an empathic link with his 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 his familiar does.
Improved Evasion (Ex) When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Mod Deliver Touch Spells
Mod Empathic Link
Mod Familiar ~ Alertness
Mod Improved Evasion
Mod Share Spells
Mod Speak with Master
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.
Speak with Master (Ex) If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.