Coatl's Other Info

Normal (size small) Constrictor Familiar

    • Level 7 Special
    • Small Constrictor Snake Familiar
    • Small Magical Beast
    • XP 0
    • Initiative +4
    • Senses Scent; Perception +12
    • HP 21
    • AC 20; Fortitude 2, Reflex 6, Will 2
    • Speed 20 ft., climb 20 ft., swim 20 ft.
    • BAB:: +1 ; CMB +4 (+8 grapple); CMD: 17 (can’t be tripped)
    • Bite: +5 (1d3+2 plus grab)
    • Constrict (1d4 +2)
    • Align. N
    • Lang. none
    • Skills Acrobatics +14, Climb +10, Perception +12, Stealth +11, Swim +11; Racial Modifiers +4 Perception, +4 Stealth,+8 Acrobatics
      FEATS: Skill Focus (Perception), Toughness
    • Str 13 (+1)
    • Dex 19 (+4)
    • Wis 12 (+1)
    • Con 10 (+0)
    • Int 9 (-1)
    • Cha 2 (-4)
    • Familiar Special Abilities Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with animal of its kind.
    • Created with DungeonMastering.com’s DM Tools

Greater (size medium) Constrictor Familiar

Feat: Guardian Familiar [General]

You are capable of changing your familiar into a more powerful creatures.
Prerequisites: Summoned familiar, compatible alignment, sufficiently high level.
Benefit: You can turn your standard familiar into a greater familiar, transforming your existing familiar into a Guardian Familiar. Doing so requires a ritual which takes 24 hours and uses up magical materials that cost 1,000 gp. Only familiars originally of the Animal or Vermin types can be transformed into guardian familiars This familiar will continue to be treated as a magical beast.
As you advance in level in the class associated with the familiar, the familiar also increases in power according to the appropriate Greater Familiar Special Abilities chart. Note that levels of different classes that are already entitled to familiars (such as sorcerers and wizards), or that are associated with a particular class due to a feat, stack for the purposes of determining any familiar abilities that depend upon the master’s level.
If the greater familiar dies, or you choose to dismiss it, you must attempt a Fortitude save (DC 20). Failure means you gain two negative levels; success reduces the loss to one negative level. These negative levels remain for one week per hit dice of the lost familiar. A slain or dismissed greater familiar cannot be replaced for a year and a day. A slain greater familiar can be raised from the dead just as a character can be, and it does not gain a negative level or a Constitution point when this happy event occurs.
In all other ways, greater familiars function as per standard familiars.

Wizards and sorcerers may take this feat, if they possess summon familiar class ability, even if they do not currently have a familiar.

    • Level 7 Special
    • Medium Constrictor Snake Familiar
    • Medium Magical Beast
    • XP 0
    • Initiative +3
    • Senses Scent; Perception +12
    • HP 21;
    • AC 19; Fortitude 4, Reflex 6, Will 2
    • Speed 20 ft., climb 20 ft., swim 20 ft.
    • BAB: +2; CMB +5 (+9 grapple); CMD: 18 (can’t be tripped)
    • Bite: +5 (1d4+4 plus grab)
    • Constrict (1d4 +4)
    • Align. N
    • Lang. none
    • Skills Acrobatics +15, Climb +11, Perception +12, Stealth +11, Swim +11; Racial Modifiers +4 Perception, +4 Stealth,+8 Acrobatics
      FEATS: Skill Focus (Perception), Toughness
    • Str 17 (+3)
    • Dex 17 (+3)
    • Wis 12 (+1)
    • Con 12 (+1)
    • Int 9 (-1)
    • Cha 2 (-4)
    • Familiar Special Abilities Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with animal of its kind.
    • Created with DungeonMastering.com’s DM Tools

Guardian Form (size large)

A guardian familiar possesses the ability to transform itself, at will as a standard action, into a more powerful version of its natural form. (And can, similarly, revert back to its natural form.) This transformation can be made up to one time per day for every 3 levels of witch doctor that the master has and lasts for 1 minute per level of witch doctor that the master possesses. A guardian familiar that reverts to ‘normal’ form before the full allotted time cannot transform back to its more powerful form without using up another daily use of this power.

    • Level 7 Special
    • Large Constrictor Snake Familiar (Guardian Form)
    • Large Magical Beast
    • XP 0
    • Initiative +3
    • Senses Scent; Perception +12
    • HP 36;
    • AC 21; Fortitude 4, Reflex 7, Will 2
    • Speed 35 ft., climb 20 ft., swim 20 ft.
    • BAB: +5; CMB +9 (+17 grapple); CMD: 20 (can’t be tripped)
    • Bite: +8 (1d6+9 plus grab)
    • Constrict (1d6 +9)
    • Align. N
    • Lang. none
    • Skills Acrobatics +15, Climb +13, Perception +12, Stealth +12, Swim +13; Racial Modifiers +4 Perception, +4 Stealth,+8 Acrobatics
      FEATS: Skill Focus (Perception), Toughness
    • Str 25 (+7)
    • Dex 21 (+4)
    • Wis 12 (+1)
    • Con 12 (+1)
    • Int 9 (-1)
    • Cha 6 (-2)
    • Familiar Special Abilities Alertness, Improved Evasion, Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with animal of its kind.
    • Created with DungeonMastering.com’s DM Tools

Characters
Coatl Mixcoatl

Coatl's Other Info

Crimson Skies PhoenixMark