Frank The Racoon
Frank The Racoon
CM Bonus +6 = +7 +0 -1 -
Activated Abilities & Adjustments
Enlarge Person
BAB Strength Dexterity Size
CM Defense 17 = 10 +7 +0 +1 -1
Feats
21 vs. Overrun; 21 vs. Trip Armor Proficiency (Light)
See the AC section (above) for situational modifiers that may also apply to CMD When you wear a type of armor with which you are proficient, the armor check
penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Base Attack +7 HP 63 Rogue Weapon Proficiencies
Damage / Current HP You are proficient with the Hand Crossbow, Rapier, Sap, Shortbow and
Shortsword.
Initiative +1
Simple Weapon Proficiency - All
Proficient with all simple weapons.
Speed 20 ft Weapon Finesse
Can use Dex to attack with light and certain other weapons. Shields give ACP
penalty to attack rolls.
+1 anarchic burning collapsible kumade
Both hands: +9/+4, 1d4+1 plus Crit: ×3 Special Abilities
2-hand, P, Grapple Anarchic
2d6 vs. lawful
An anarchic weapon is chaotically aligned and infused with the power of chaos. It
Bite (Raccoon) makes the weapon chaos-aligned and thus bypasses the corresponding damage
reduction. It deals an extra 2d6 points of damage against all of lawful alignment.
Main hand: +4, 1d4 Crit: ×2 It bestows one negative level on any lawful creature attempting to wield it. The
Light, B/P/S Black Market Connections (Ex)
A rogue with this talent gains better access to magic items from black market
connections. She treats every settlement as one size greater (see Table 15-1 on
Bomb page 461 of the Core Rulebook) for the purpose of determining the gp limit of the
base value of items for sale, as well as the number of minor, medium, and major
Ranged: +9, 3d6 fire Crit: ×2 Bomb 3d6 (1/day, DC 14) (Su)
Rng: 20' In addition to magical extracts, alchemists are adept at swiftly mixing various
volatile chemicals and infusing them with their magical reserves to create
Light powerful bombs that they can hurl at their enemies. An alchemist can use a
number of bombs each day equal to his class level + his Intelligence modifier.
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Gear Experience & Wealth
Total Weight Carried: 2/100 lbs, Encumberance Current Cash: You have no money!
Ignored
(Light: 33 lbs, Medium: 66 lbs, Heavy: 100 lbs) Languages
+1 anarchic burning collapsible kumade 2 lbs Goblin
Money -
Situational Modifiers
Special Abilities Acrobatics
Climb (20 feet) Speed greater/less than 30 ft.: -4 to jump
You have a climb speed. Perception
Trapfinding: +3 to locate traps
You gain a +8 racial bonus to climb checks. You may take 10 on climb checks, even
when rushed or threatened.
Reflex Save
Deliver Touch Spells (Su) Trap Sense: +2 bonus vs. traps
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 Sourcebooks Used
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
Empathic Link (Su) • Bestiary 3 - Raccoon (race)
The master has an empathic link with his familiar to a 1 mile distance. The master • Melee Tactics Toolbox - Kumade, collapsible (weapon)
can communicate empathically with the familiar, but cannot see through its eyes. • Monster Codex - Burning (item power)
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. • Ranged Tactics Toolbox - Bomber (special ability)
Evasion (Ex) • Ultimate Combat - Black Market Connections (special
If exposed to any effect that normally allows you to attempt a Reflex saving throw for
half damage, you take no damage with a successful saving throw. ability)
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.
Low-Light Vision
A creature with low-light vision can see twice as far as a human in starlight,
moonlight, torchlight, and similar conditions of dim light. It retains the ability to
distinguish color and detail under these conditions.
Scent (Ex)
This special quality allows a creature to detect approaching enemies, sniff out hidden
foes, and track by sense of smell. Creatures with the scent ability can identify familiar
odors just as humans do familiar sights.
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.
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).
Sneak Attack +3d6
If a character can catch an opponent when he is unable to defend himself effectively
from her attack, she can strike a vital spot for extra damage.
The character's attack deals extra damage anytime her target would be denied a
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
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.
Trap Sense +2 (Ex)
A character gains an intuitive sense that alerts her to danger from traps, giving her a
+1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against
attacks made by traps. These bonuses rise to +2 when the character reaches 6th
level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at
Trapfinding +3
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable
Device checks (minimum +1). A rogue can use Disable Device to disarm magic
traps.
Uncanny Dodge (Ex)
You gain the ability to react to danger before her senses would normally allow you to
do so. You cannot be caught flat-footed, nor do you lose your Dex bonus to AC if the
attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can
still lose your Dexterity bonus to AC if an opponent successfully uses the feint action
Tracked Resources
Bomb 3d6 (1/day, DC 14) (Su)
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Arcane Familiar – Abilities & Gear
Weapon Finesse Feat Black Market Connections (Ex) Class Ability (Investigator,Rogue,Rogue (Un
You are trained in using your agility in melee combat, as opposed to A rogue with this talent gains better access to magic items from black
brute strength. market connections. She treats every settlement as one size greater
(see Table 15-1 on page 461 of the Core Rulebook) for the purpose of
Benefit: With a light weapon, rapier, whip, or spiked chain made for a determining the gp limit of the base value of items for sale, as well as
creature of your size category, you may use your Dexterity modifier the number of minor, medium, and major magic items for sale in the
instead of your Strength modifier on attack rolls. If you carry a shield, settlement. If the settlement is already a metropolis, all minor and
its armor check penalty applies to your attack rolls. medium magic items are for sale, as well as 3d8 major magic items.
With a successful Diplomacy check, the rogue can treat the settlement
Special: Natural weapons are considered light weapons. as two sizes larger. If the settlement is already a metropolis and she
succeeds at the check, all magic items are for sale. If the settlement is
already a large city and she succeeds at the check, all minor and
Climb (20 feet) Unknown medium magic items are for sale, as well as 3d8 major magic items.
With a successful check, the rogue can also sell stolen items on the
You have a climb speed.
black market. If the check fails by 5 or more, the rogue does something
to spook the market, and treats the city as normal for 1 week.
You gain a +8 racial bonus to climb checks. You may take 10 on climb
Furthermore, those in control of the black market may alert the
checks, even when rushed or threatened.
authorities to the rogue's presence in an act of reprisal for spooking the
market or to divert attention away from their illicit activities. The DCs of
Low-Light Vision Racial Ability,Senses the checks are by settlement size and are given in the table below.
A creature with low-light vision can see twice as far as a human in
starlight, moonlight, torchlight, and similar conditions of dim light. It Appears In: Ultimate Combat
retains the ability to distinguish color and detail under these conditions.
Bomb 3d6 (1/day, DC 14) (Su) Class Ability (Rogue)
Scent (Ex) Racial Ability In addition to magical extracts, alchemists are adept at swiftly mixing
This special quality allows a creature to detect approaching enemies, various volatile chemicals and infusing them with their magical
sniff out hidden foes, and track by sense of smell. Creatures with the reserves to create powerful bombs that they can hurl at their enemies.
scent ability can identify familiar odors just as humans do familiar An alchemist can use a number of bombs each day equal to his class
sights. level + his Intelligence modifier. Bombs are unstable, and if not used in
the round they are created, they degrade and become inert - their
The creature can detect opponents within 30 feet by sense of smell. If method of creation prevents large volumes of explosive material from
the opponent is upwind, the range increases to 60 feet; if downwind, it being created and stored. In order to create a bomb, the alchemist
drops to 15 feet. Strong scents, such as smoke or rotting garbage, can must use a small vial containing an ounce of liquid catalyst - the
be detected at twice the ranges noted above. Overpowering scents, alchemist can create this liquid catalyst from small amounts of
such as skunk musk or troglodyte stench, can be detected at triple chemicals from an alchemy lab, and these supplies can be readily
normal range. refilled in the same manner as a spellcaster's component pouch. Most
alchemists create a number of catalyst vials at the start of the day
When a creature detects a scent, the exact location of the source is not equal to the total number of bombs they can create in that day - once
revealed - only its presence somewhere within range. The creature can created, a catalyst vial remains usable by the alchemist for years.
take a move action to note the direction of the scent. When the
creature is within 5 feet of the source, it pinpoints the source's location. Drawing the components of, creating, and throwing a bomb requires a
standard action that provokes an attack of opportunity. Thrown bombs
A creature with the scent ability can follow tracks by smell, making a have a range of 20 feet and use the Throw Splash Weapon special
Wisdom (or Survival) check to find or follow a track. The typical DC for attack (see page 202 of the Pathfinder RPG Core Rulebook). Bombs
a fresh trail is 10 (no matter what kind of surface holds the scent). This are considered weapons and can be selected using feats such as
DC increases or decreases depending on how strong the quarry's odor Point-Blank Shot and Weapon Focus. On a direct hit, an alchemist's
is, the number of creatures, and the age of the trail. For each hour that bomb inflicts 1d6 points of fire damage + additional damage equal to
the trail is cold, the DC increases by 2. The ability otherwise follows the the alchemist's Intelligence modifier. The damage of an alchemist's
rules for the Survival skill. Creatures tracking by scent ignore the bomb increases by 1d6 points at every odd-numbered alchemist level
effects of surface conditions and poor visibility. (this bonus damage is not multiplied on a critical hit or by using feats
such as Vital Strike). Splash damage from an alchemist bomb is
Spell Resistance (19) Unknown always equal to the bomb's minimum damage (so if the bomb would
You have Spell Resistance. deal 2d6+4 points of fire damage on a direct hit, its splash damage
would be 6 points of fire damage). Those caught in the splash damage
can attempt a Reflex save for half damage. The DC of this save is
equal to 10 + 1/2 the alchemist's level + the alchemist's Intelligence
modifier.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
Arcane Familiar – Abilities & Gear
Empathic Link (Su) Class Ability (Familiar Benefits) Trap Sense +2 (Ex) Class Ability (Rogue)
The master has an empathic link with his familiar to a 1 mile distance. A character gains an intuitive sense that alerts her to danger from
The master can communicate empathically with the familiar, but cannot traps, giving her a +1 bonus on Reflex saves made to avoid traps and a
see through its eyes. Because of the link’s limited nature, only general +1 dodge bonus to AC against attacks made by traps. These bonuses
emotions can be shared. The master has the same connection to an rise to +2 when the character reaches 6th level, to +3 when she
item or place that his familiar does. reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th,
and to +6 at 18th level.
Evasion (Ex) Class Ability (Rogue)
If exposed to any effect that normally allows you to attempt a Reflex Trap sense bonuses gained from multiple classes stack.
saving throw for half damage, you take no damage with a successful
saving throw. Trapfinding +3 Class Ability (Rogue)
A rogue adds 1/2 her level on Perception checks to locate traps and on
Improved Evasion (Ex) Class Ability (Familiar Benefits) Disable Device checks (minimum +1). A rogue can use Disable Device
When subjected to an attack that normally allows a Reflex saving throw to disarm magic traps.
for half damage, a familiar takes no damage if it makes a successful
saving throw and half damage even if the saving throw fails. Uncanny Dodge (Ex) Class Ability (Rogue)
You gain the ability to react to danger before her senses would
Scry on Familiar (Sp) Class Ability (Familiar Benefits) normally allow you to do so. You cannot be caught flat-footed, nor do
If the master is 13th level or higher, he may scry on his familiar (as if you lose your Dex bonus to AC if the attacker is invisible. You still lose
casting the scrying spell) once per day. your Dexterity bonus to AC if immobilized. You can still lose your
Dexterity bonus to AC if an opponent successfully uses the feint action
Class Ability (Familiar Benefits) against you.
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
Anarchic (+1 anarchic burning collapsible kumade) Weapon Power
familiar’s type (magical beast). An anarchic weapon is chaotically aligned and infused with the power
of chaos. It makes the weapon chaos-aligned and thus bypasses the
corresponding damage reduction. It deals an extra 2d6 points of
Sneak Attack +3d6 Class Ability (Rogue) damage against all of lawful alignment. It bestows one negative level
If a character can catch an opponent when he is unable to defend on any lawful creature attempting to wield it. The negative level
himself effectively from her attack, she can strike a vital spot for extra remains as long as the weapon is in hand and disappears when the
damage. weapon is no longer wielded. This negative level never results in actual
level loss, but it cannot be overcome in any way (including restoration
The character's attack deals extra damage anytime her target would be spells) while the weapon is wielded. Bows, crossbows, and slings so
denied a Dexterity bonus to AC (whether the target actually has a crafted bestow the chaotic power upon their ammunition.
Dexterity bonus or not), or when the character flanks her target. Should
the character score a critical hit with a sneak attack, this extra damage Construction
is not multiplied. Ranged attacks can count as sneak attacks only if the Requirements: Craft Magic Arms and Armor, chaos hammer, creator
target is within 30 feet. must be chaotic; Cost +2 Bonus
With a weapon that deals nonlethal damage (like a sap, whip, or an
unarmed strike), a character can make a sneak attack that deals
nonlethal damage instead of lethal damage. She cannot use a weapon
that deals lethal damage to deal nonlethal damage in a sneak attack,
not even with the usual –4 penalty.
The character must be able to see the target well enough to pick out a
vital spot and must be able to reach such a spot. A character cannot
sneak attack while striking a creature with concealment.
Speak with Animals of its Kind (Ex) Class Ability (Familiar Benefits)
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.
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Title - Arcane Familiar (Adventure Journal)
Date (game world): 0000/00/00; Date (real world): 2021/07/06
XP Reward: 0 XP; Net Cash:
- no notes -
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.