Uncle Steve

Hit Dice: 7HD (98 hp) +2/HD(CorpseCrafter)
Initiative: +5
Speed: +30 ft (20ft. in Armor)
Armor Class: 24 (+5 natural, +3 Dex, +1 silver Breastplate), touch 13, flat-footed 21
Base Attack/Grapple: +3/+8
Attack: Scimitar +8 (1d6+5 18-20/x2), Claw +9 (1d4+5)
Full Attack: Scimitar +8 (1d6+5 18-20/x2), or 2x Claws +9 (1d4+5)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Damage reduction 5/Bludgeoning, darkvision 60 ft., Immune Cold, undead traits, +1d6 cold on natural attacks,
Can Speak with Master, Deliver Touch Spells, Alertness, improved evasion, share spells, empathic link
Saves: Fort +2, Ref +4, Will +6
Abilities: Str 21, Dex 17, Con —, Int —, Wis 10, Cha 1
Skills: Bluff 8 (+4), Concentration 9 (+9), Craft (Alchemy) 6 (+5), Craft (Autopsy) 6 (+5), Disable Device 9, Spellcraft 9 (+8), Spot +2, Listen +2, Decipher Script 9 (+8), Disable Device 9 (+12), Forgery 7 (+6), Knowledge (Arcana) 9 (+8), Knowledge (Dungeoneering) 9 (+0), Knowledge (Planes) 7 (+6), Knowledge (Nature) 1 (+0), Knowledge (Religion) 9 (+8)
Feats: Improved Initiative, Weapon Focus (Claw), Power Attack and Improved Bull Rush 9 - imp sunder 12 combat brute 15 shock trooper


Alertness (Ex): The presence of the familiar sharpens its master’ssenses. While a familiar is within arm’s reach, the master gains the Alertness feat (page 89).
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: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content (such as fear, hunger, happiness, curiosity) can be communicated. Note that the low Intelligence of a low-level master’s familiar limits what the creature is able to communicate or understand, and even intelligent familiars see the world differently from humans, so misunderstandings are always possible.
Because of this empathic link, the master has the same connection to an item or place that his familiar does. For instance, if his familiar has seen a room, the master can teleport into that room as if he has seen it too.
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 could. 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.


Notes: Steve's Hit Dice is dependant on Tarius' Character level (This does not include the +1HD from Gravetouched Ghoul) His Hit Points are 1/2 of Tarius' total, regardless of hit dice.
Steve gains intelligence as the familiar rules in the Player's Handbook, this can be characterized as the energizing necromantic powers have been slowly restoring his past personality.
Steve's skills are equal to his master's rank with his own ability modifiers.
Gets 2 feats for being 3rd and 6th Hit Dice. Also gains a +1 ability score for it's 4th Hit Dice.

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