[Improved Familiar] Cath Shee

Started by Manzokushi, January 25, 2014, 02:20:51 AM

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Manzokushi

Cath Shee

Medium Outsider (Extraplanar, Good)
Hit Dice: 2d10+2 ( hp)
Initiative: +4
Speed: 50 ft. (10 squares)
Armor Class: 18  (+0 size, +6 Dex, +2 natural), touch 18, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Claw +5 melee (1d6+2)
Full Attack: 2 claws +4 melee (1d6+2) and bite +2 melee (1d8+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: spell-like abilities

Special Qualities: Darkvision 60ft, immune to sleep, low-light vision, Moon?s Gift, scent, telepathy
Spell Like Abilities: Blink 3/day, Faerie Fire 2/day, Magic Missile 2/day, Invisibility, Greater 1/day

Saves: Fort +1, Ref +4, Will +1

Abilities: Str 14 (+2), Dex 18 (+4), Con 12 (+1), Int 12 (+1), Wis 12 (+1), Cha 12 (+1)

Skills: Balance +4, Concentration +1, Hide +6, Jump +4, Knowledge (Religion) +5, Listen +3, Move Silently +6, Spot +3, Tumble +4
Languages: Celestial, Common and Elven

All Spell abilities cast as a 7th level caster
Feats: Alertness, Improved Evasion, Weapon Finesse (claws)   

Challenge Rating: 3
Alignment: Always Chaotic Good
Advancement: 3-6 HD (Medium), 7-9 HD (Large)

Abilities:

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a Cath Shee takes no damage if it makes a successful saving throw and half damage if the saving throw fails.

Moon?s Gift (Su): When in shadowy light, a Cath Shee can move itself and manipulate the shadows around it to create a special shadow pattern. Creating the pattern is a full-round action, and the pattern lasts as long as the Cath Shee concentrates to maintain it, plus 1 additional round. The pattern emanates in a 30 foot radius around the Cath Shee. Those of good alignment receive a +1 to all attack rolls, and a +1 on all saving throws. All evil creatures within the radius of the pattern suffer a -2 on all attack rolls.

Telepathy (Su): A Cath Shee can communicate telepathically with any creature within 50ft that has a language.

Skills: A Cath Shee receives a +2 racial bonus on Hide, Jump, Listen, Move Silently and Spot.

These large felines are white in color with flecks of green and blue mixed within, and their eyes are a milky white. These majestic creatures carry the divine favor of Sehanie Moonbow in their steps. Just as she is the daughter of the Night Skies, so too are the Cath Shee?s the guardians of her favor. Typically they are confused with snow leopards or lynx.

The Cath Shee is very intelligent and will often attempt to reason with anyone of good alignment. However if you are evil the creature will go to great lengths in order to alert friends of their presence. Typically found gathered near Elven places of worship or ruins that have long since fallen into disrepair. The Cath Shee are guardians that seek to preserve and defend the Elven race. Sehaine Moonbow?s tears gave birth to the elven race, and her heart gave birth to the Cath Shee.

Combat:

Cath Shee often hunt in packs, blinking and stalking their prey until they surround them, allowing some to take advantage of flanking.

Blink (Su): A Cath Shee can use blink as the spell (caster level 7th), and can evoke or end the effect as a free action.

Invisibility, Greater (Su): Cath Shee can invisibility, greater as the spell (caster level 7th ) can evoke this spell as a free action.

As a Familiar:

When chosen as a familiar the Cath Shee bond with their master in a very special way. They learn all of their memories knowing the good and the bad of their master?s heart. If the master?s heart should conflict with that of the Cath Shee it may unbind itself from the ritual and leave to find a new master.

If a Cath Shee should become a familiar and the caster is lower than 7th level its abilities shall match the owner. Assume all spell-like abilities are zero then consult the progression chart below.

3rd Level: Spell-like abilities: Blink 1/day, Faerie Fire 1/day, Magic Missile 1/day as a 3rd lvl caster
Feat: Weapon Finesse (claws)   
Conferred to the master: +2 bonuses on Spot and Listen checks.

5th Level: Spell-like abilities: Blink 1/day, Faerie Fire 1/day, Magic Missile 1/day as a 5th lvl caster
Feat: Alertness
Grants the master a +1 to Attack Rolls.

7th Level: Spell-like abilities: Blink 1/day, Invisibility, Greater 1/day as a 7th lvl caster
Feat: Improved Evasion   

Master Receives:  +3 on Spot Checks

Manzokushi

#1
Cath Shee
CR 2
XP 600
CG Medium (Outsider, Extraplanar, Good)
Int: +8 (+4 Feat) Senses: Darkvision 60ft, Scent (Ex), Perception: +6

Defense:

AC 16, Touch 16, Flat Footed: 12 (+0 Size, +4 Dex, +2 Natural)
HP: (2d10+2)
Fort: +6, Ref +4, Will +4
DR: 5/ evil

Offense:
Speed: 50 ft., climb 20ft.
Melee: bite +5 (1d6+3), 2 claws +5 (1d3+3)
Space: 5ft.; Reach 0 ft.
Special Attack: Moon's Gift, Pounce

Spell-Like abilities: (CL 7th; Concentration +4)

3/day: Blink
2/day: Faerie Fire
2/day: Magic Missle
1/day: Invisibility, Greater

Statistics:
Str 14, Dex 18, Con 12, Int 12, Wis 12, Cha 12
Base Atk: +2; CMB +4; CMD +8 (12 vs Trip)

Feats: Improved Intitive, Improved Evasion, Altertness, Weapon Finesse (Claws)
Skills: Acrobatics +8, Concetration +1, Perception +6,  Stealth +8
Racial Modfiers:
Acrobatics +4, Stealth +4
Languages: Celestial, Common, Elven
SQ: Moon's Gift, Scent, Telepathy

Moon's Gift (Su): When in shadowy light, a Cath Shee can move itself and manipulate the shadows around it to create a special shadow pattern. Creating the pattern is a full-round action, and the pattern lasts as long as the Cath Shee concentrates to maintain it, plus 1 additional round. The pattern emanates in a 30 foot radius around the Cath Shee. Those of good alignment receive a +1 to all attack rolls, and a +1 on all saving throws. All evil creatures within the radius of the pattern suffer a -2 on all attack rolls.

Telepathy (Su): A Cath Shee can communicate telepathically with any creature within 50ft that has a language.

As a Familiar:

When chosen as a familiar the Cath Shee bond with their master in a very special way. They learn all of their memories knowing the good and the bad of their master?s heart. If the master?s heart should conflict with that of the Cath Shee it may unbind itself from the ritual and leave to find a new master.

If a Cath Shee should become a familiar and the caster is lower than 7th level its abilities shall match the owner. Assume all spell-like abilities are zero then consult the progression chart below.

3rd Level: Spell-like abilities: Blink 1/day, Faerie Fire 1/day, Magic Missile 1/day as a 3rd lvl caster
Feat: Weapon Finesse (claws)   
Conferred to the master: +2 bonus on Perception checks

5th Level: Spell-like abilities: Blink 1/day, Faerie Fire 1/day, Magic Missile 1/day as a 5th lvl caster
Feat: Alertness
Grants the master a +1 to Attack Rolls.

7th Level: Spell-like abilities: Blink 1/day, Invisibility, Greater 1/day as a 7th lvl caster
Feat: Improved Evasion   

Master Receives:  +3 bonus on Perception checks

Bonuses to Creature for being a Familiar:

Pathfinder Familiar Rules

Master Level / Natural Armor Bonus / Intelligence / Special
1-2    +1  /  6    / Alertness, Improved Evasion, Shared Spells, Empathic Link
3-4    +2  /  7    / Deliver Touch Spells
5-6    +3  /  8    / Speak with Master
7-8    +4  /  9    / Speak with animals of its kind
9-10  +5  /  10  /

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.

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 his 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.

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.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.