Kolmarr Whitehorn's Ghost

Last Updated: December 3, 2010


   	Weasel: tiny magical beast (wizard's familiar) 
	AL = chaotic evil
	HD = master's HD = 4  
	hp = master's hp/2 = 14/2 = 7 
	Init = +2 
	Spd = 20 ft, climb 20 ft

	AC = 16 	
	   = 10   + 0     + 0      + 2   + 2    + 2   + 0       + 0
	     base + armor + shield + dex + size + nat + deflect + misc
		touch AC = 14
		flat-foot AC = 14

	space/reach = 2.5 ft/0 ft, 
	base attack (master's) = +2 
	grapple (base attack + STR + Size) = + 2 - 4 - 8 = -10

	Atk = bite: (base + DEX + size) = +2 +2 +2 = +6 melee (1d3-4)
	full attack = bite: +7 melee (1d3-4) 

	STR = 3         -4              INT = 7		-2
	DEX = 15        +2              WIS = 12        +1
	CON = 10 	+0	 	CHA = 5		-3

			Total	= base	+Mod	+magic	+misc               Kolmarr
	Fortitude:	+2	= 2	+0                                   (+1:+2)
	Reflex:		+4	= 2	+2	                             (+1:+2)
	Will:		+5	= 4	+1                                   (+4:+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 armís reach 
		- Natural AC bonus = +2
		- INT = 7
		- 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 familiarís eyes, but can 
			  communicate empathically. Because of limited nature of link, 
			  only general emotional content (such as fear, hunger, 
			  happiness, curiosity) can be communicated.
		- Deliver Touch Spells:
			- 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 ďtoucher.Ē 
			- 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


====================================================================================
	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 masterís 
	skill ranks, whichever are better. In either case, the familiar uses its 
	own ability modifiers. Regardless of a familiarís total skill modifiers,
	some skills (such as Craft) may remain beyond the familiarís ability to use.


====================================================================================
SKILLS: Total = 5/42	max = 7/3	Ability	Mod	Ranks	Misc
-2	appraise                        INT	-2		
+12	balance				DEX	+2		-0 armor/+8 racial/+2 agile
-3	bluff				CHA	-3		
+12	climb (always take 10)		DEX	+2		-0 armor/+8 racial	
+7	concentration			CON	+0	7	
-2	craft				INT	-2		
+5	craft, alchemy                  INT	-2	7	
+0	decipher script			INT	-2	2	
-3	diplomacy			CHA	-3		
no	disable device			INT	-2		
-3	disguise                        CHA	-3		
+4	escape artist			DEX	+2		-0 armor/+2 agile	
-2	forgery				INT	-2		
-3	gather information		CHA	-3		
no	handle animal			CHA	-3		
+1	heal				WIS	+1		
+11	hide				DEX	+2	1/1cc	-0 armor/+8 tiny	
-3	intimidate			CHA	-3		
-4	jump				STR	-4		-0 armor			
+5	knowledge, arcana		INT	-2	7
+2	knowledge, architect/engineer	INT	-2	4
no	knowledge, dungeoneering        INT	-2	
no	knowledge, geography		INT	-2	
no	knowledge, history		INT	-2	
no	knowledge, local                INT	-2	
no	knowledge, nature		INT	-2	
no	knowledge, nobility/royalty	INT	-2	
no	knowledge, religion		INT	-2	
no	knowledge, the planes		INT	-2	
+2	listen				WIS	+1	1cc
+8	move silently			DEX	+2	2/1cc	-0 armor/+4 racial	
no	open lock			DEX	+2		
-3	perform				CHA	-3		
no	profession			WIS	+1		
+2	ride				DEX	+2		
-2	search				INT	-2		
+1	sense motive			WIS	+1
no	sleight of hand			DEX	+2		-0 armor			
+7	spellcraft			INT	-2	7       +2 arcana
+3	spot				WIS	+1	2/1cc
+1	survival                        WIS	+1		
-4	swim				STR	-4		-0 armor x2			
no	tumble				DEX	+2		-0 armor		
no	use magic device                CHA	-3		
+2	use rope                        DEX	+2      
-	speak languages			n/a				


==============================================================================
Protective		AC 	Max 	Check 	Spell	
Item		Type	bonus	Dex	penalty	Failure	Speed	WT	Notes
-------------	----	-----	----	-------	-------	-----	---	------
	

==============================================================================

	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= 0 + 0 = 0 

WT	Item
---	---------------------
0	none



===============================================================================
Notes:

- 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 leather (cost x1, wt x1/10) = 10 gp
	armor AC = +1, max DEX = +6, AC Check = 0, speed = normal, wt = 1.5 lbs
- buy tiny chainshirt (cost x1, wt x1/10) = 100 gp
	armor AC = +2, max DEX = +4, AC Check = -2, speed = normal, wt = 2.5 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 backpack (cost x1, wt x1/10) = 2 gp, wt = 0.2 lbs

- buy extra spell component pouch (tiny backpack) = 5 gp, wt = 2.0 lbs