Adventure Date: TBD, 2012
Last Updated: June 27, 2012
Ferret: tiny magical beast (wizard's familiar) AL = chaotic good HD = master's HD = 7 hp = master's hp/2 = 75/2 = 37 ; current hp = Init = +2 Spd = 20 ft, climb 20 ft AC = 17 (22 w. shield) = 10 + 2 + 0(5) + 2 + 2 + 1 + 0 + 0 base + armor + shield + dex + size + nat + deflect + misc touch AC = 14 (14 w. shield) flat-foot AC = 15 (20 w. shield) space/reach = 2.5 ft/0 ft, base attack (master's) = +6/+1 grapple (base attack + STR + Size = + 6 - 4 - 8 = -6 Atk = bite: (base + DEX + size) = +6 +2 +2 = +10 melee (1d3-4) full attack = bite: +10/+5 melee (1d3-4) STR = 3 -4 INT = 6 -2 DEX = 15 +2 WIS = 12 +1 CON = 10 +0 CHA = 5 -3 Total = base +Mod +magic +misc (Ska'arr) Fortitude: +6 = 6 +0 (6:2) Reflex: +5 = 3 +2 (3:2) Will: +6 = 5 +1 (5:0) ==================================================================================== SQ: low-light vision scent attach (MM p282, auto bite damage/turn, ferret gets no dex to AC) Feats = Agile: +2 on Balance and Escape Artist checks weapon finesse Familiar Abilities: - Master gains a +2 bonus on Reflex saves when the master and familiar are within 1 mile of each other - Master gains the "Alertness" feat While familiar within arm’s reach - Natural AC bonus = +1 - INT = 6 - Improved Evasion: - if attack allows reflex save and if save is made, then takes 0 damage, or 1/2 damage if save failed - Share Spells: - if familiar within 5 ft, any spell cast on master will also affect the familiar, stops affecting if move 5 ft away. - Master can also cast a spell with a target of "you" on the familiar instead of on himself (as a touch range spell) - Empathic Link: - master has empathic link with familiar up to 1 mile. - master cannot see through the familiar’s eyes, but can communicate empathically. Because of limited nature of link, only general emotional content (such as fear, hunger, happiness, curiosity) can be communicated. ==================================================================================== Class Skills = balance +12 (includes +8 racial bonus/+2 agile) climb +10 (includes +8 racial bonus, always take 10, use DEX not STR) hide +11 (includes +8 tiny bonus) move silently +8 (includes +4 racial bonus) spot +3 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 are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills (such as Craft) may remain beyond the familiar’s ability to use. ==================================================================================== SKILLS: Total = 3f+76 max = 10/5 Ability Mod Ranks Misc -2 appraise INT -2 +10 balance DEX +2 -2 armor/+8 racial/+2 agile -3 bluff CHA -3 +17 climb (always take 10) DEX +2 9 -2 armor/+8 racial +9 concentration CON +0 9 -2 craft INT -2 no decipher script INT -2 -3 diplomacy CHA -3 no disable device INT -2 -3 disguise CHA -3 +2 escape artist DEX +2 -2 armor/+2 agile -2 forgery INT -2 -3 gather information CHA -3 +7 handle animal CHA -3 10 +1 heal WIS +1 +9 hide DEX +2 1f -2 armor/+8 tiny -3 intimidate CHA -3 +3 jump STR -4 9 -2 armor +0 knowledge, arcana INT -2 2 no knowledge, architect/engineer INT -2 -1 knowledge, dungeoneering INT -2 1 -1 knowledge, geography INT -2 1 no knowledge, history INT -2 no knowledge, local INT -2 -1 knowledge, nature INT -2 1 no knowledge, nobility/royalty INT -2 no knowledge, religion INT -2 no knowledge, the planes INT -2 +5 listen WIS +1 4 +6 move silently DEX +2 2f -2 armor/+4 racial no open lock DEX +2 -3 perform CHA -3 no profession WIS +1 +5 ride DEX +2 1 +2 handle animal +2 search INT -2 4 +1 sense motive WIS +1 no sleight of hand DEX +2 -2 armor +2 spellcraft INT -2 4 +5 spot WIS +1 4 +5 survival WIS +1 4 +1 swim STR -4 9 -4 armor x2 no tumble DEX +2 -2 armor/+2 jump no use magic device CHA -3 +6 use rope DEX +2 4 - speak languages n/a ============================================================================== Protective AC Max Check Spell Item Type bonus Dex penalty Failure Speed WT Notes ------------- ---- ----- ---- ------- ------- ----- --- ------ chainshirt armor +2 +4 -2 20 % normal 2.5 tiny ============================================================================== Carrying Capacity: drag = 112.5 lbs - light load = 7.5 lbs (20 ft; run x4) - medium load = 15 lbs (15 ft; run x4) - heavy load = 22.5 lbs (15 ft; run x3) GEAR Total WT= 2.5 + 2.2 = 4.7 WT Item --- --------------------- 2.5 BODY: tiny chainshirt (100 gp) 0.2 tiny backpack (2 gp) 2.0 - spell component pouch (tiny backpack) = 5 gp, wt = 2.0 lbs 0 - Goodberry (from Scuro's bracelet) - heal 1 hp/creature/day, dur: 24 hrs or until used - also provides nourishment = normal meal for medium sized creature =============================================================================== Notes: - Lord Faragut carries one goodberry a day (from Scuro's bracelet) so that he can feed it to anyone bleeding in order to stabilize them, but if unused will eat and savour it at night - Skaarr has a 50 ft roll of twine that Lord Faragut can carry one end in his teeth while climbing so that it can be tied to a heavier silk rope to be pulled and looped about stuff. ========== - buy tiny explorer's outfit (cost x1, wt x1/10) = 10 gp, wt = 0.8 lbs - buy tiny noble's outfit (cost x1, wt x1/10) = 75 gp, wt = 1.0 lbs - buy tiny mw chainshirt (cost x1, wt x1/10) = 250 gp armor AC = +2, max DEX = +4, AC Check = -1, speed = normal, wt = 2.5 lbs - buy tiny mithral chainshirt (cost x1, wt x1/10) = 1,100 gp armor AC = +2, max DEX = +4, AC Check = 0, speed = normal, wt = 1.0 lbs