N Tiny magical beast
Init +2; Senses darkvision 60 ft, low-light vision, scent; Perception
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 size +2 natural)
hp 10 (3 HD)
Fort +1, Ref +4, Will +4
Damage Reduction: Acid 5, Fire 5
Spell Resistance: 8 (5+ 3 HD)
Speed 30 ft.
Melee 2 claws +5 (1d2–4), bite +5 (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
Str 3, Dex 15, Con 8, Int 7, Wis 12, Cha 7
Base Atk +1; CMB +1; CMD 7 (11 vs. trip)
Feats Weapon Finesse
Skills Climb +6, Perception +7, Stealth +14 (Racial Modifiers
+4 Climb, +4 Stealth)
Fly +6, Knowledge (Arcana) +1, Knowledge (Dungeoneering) -1, Knowledge
(Geography) -1, Knowledge (History) -1,
Knowledge (Local) -1, Knowledge (Nature) -1, Knowledge (Planes)
-1, Knowledge (Religion) -1, Lingusitics +1,
• Hit Dice: For the purpose of effects related to number
of Hit Dice, use the master's character level or the familiar's
normal HD total, whichever is higher.|
• Hit Points: The familiar has half the master's total hit
points (not including temporary hit points), rounded down, regardless
of its actual Hit Dice.
• Attacks: Use the master's base attack bonus, as calculated
from all his classes. Use the familiar's Dexterity or Strength
modifier, whichever is greater, to calculate the familiar's melee
attack bonus with natural weapons. Damage equals that of a normal
creature of the familiar's kind.
• Saving Throws: For each saving throw, use either the familiar's
base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's
(as calculated from all his classes), whichever is better. The
familiar uses its own ability modifiers to saves, and it doesn't
share any of the other bonuses that the master might have on saves.
• Skills: 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 is better.
In either case, the familiar uses its own ability modifiers. Regardless
of a familiar's total skill modifiers, some skills may remain
beyond the familiar's ability to use. Familiars treat Acrobatics,
Climb, Fly, Perception, Stealth, and Swim as class skills.
• Natural Armor Adj.: The number noted here is in addition
to the familiar's existing natural armor bonus.
• Int: The familiar's Intelligence score.
• 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.
• 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.