the_phoeneon
First Post
How do I create a Familier?
I'm not sure if I did it right:
Name: Tareth Gender: Male
Breed: Huskie Color: Grey/White
Size/Type: Medium Animal
Hit Dice: 13d8+4 (67 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 12
Base Attack/Grapple: +12/+13
Attack: Bite +14 melee (1d6)
Full Attack: Bite +14 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort [7] = (+5 Base, +2 Con, + Misc.)
Ref [8] = (+6 Base, +2 Dex, + Misc.)
Will [9] = (+8 Base, +1 Wis, + Misc.)
Abilities: Str 13, Dex 15, Con 15, Int 10, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Balance +17, Bluff +8, Concentration +17, Craft(Mechanical) +10, Diplomacy +8, Intimidate +10, Jump +11, Knoledge(Arcana) +10, Move Silently +17, Ride +12, Tumble +17
Feats: Track(Bonus), Weapon Focus (bite)
Environment: Temperate forests
Organization: Solitary, pair, or pack (7-16)
Challenge Rating: 1
Advancement: 3 HD (Medium); 4-6 HD (Large)
Level Adjustment: —
Wolves are pack hunters known for their persistence and cunning.
Combat
A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.
Trip (Ex)
A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skills
*Wolves have a +4 racial bonus on Survival checks when tracking by scent.
Special Abilities:
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
At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link (Su)
The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su)
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 could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex)
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.
Speak with Animals of Its Kind (Ex)
A familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
And how would I add in the ressistance to cold? (Huskie=alaska=cold areas=resistant, right?)
I'm not sure if I did it right:
Name: Tareth Gender: Male
Breed: Huskie Color: Grey/White
Size/Type: Medium Animal
Hit Dice: 13d8+4 (67 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 19 (+2 Dex, +7 natural), touch 12, flat-footed 12
Base Attack/Grapple: +12/+13
Attack: Bite +14 melee (1d6)
Full Attack: Bite +14 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort [7] = (+5 Base, +2 Con, + Misc.)
Ref [8] = (+6 Base, +2 Dex, + Misc.)
Will [9] = (+8 Base, +1 Wis, + Misc.)
Abilities: Str 13, Dex 15, Con 15, Int 10, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Balance +17, Bluff +8, Concentration +17, Craft(Mechanical) +10, Diplomacy +8, Intimidate +10, Jump +11, Knoledge(Arcana) +10, Move Silently +17, Ride +12, Tumble +17
Feats: Track(Bonus), Weapon Focus (bite)
Environment: Temperate forests
Organization: Solitary, pair, or pack (7-16)
Challenge Rating: 1
Advancement: 3 HD (Medium); 4-6 HD (Large)
Level Adjustment: —
Wolves are pack hunters known for their persistence and cunning.
Combat
A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.
Trip (Ex)
A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
Skills
*Wolves have a +4 racial bonus on Survival checks when tracking by scent.
Special Abilities:
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
At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link (Su)
The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
Deliver Touch Spells (Su)
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 could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Speak with Master (Ex)
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.
Speak with Animals of Its Kind (Ex)
A familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
And how would I add in the ressistance to cold? (Huskie=alaska=cold areas=resistant, right?)