Sand Pirates

Ok, enough genies for a little while, here's one of the crew from "Sand Pirates" and his unusual familiar.

Muhtadi, First Mate and Navigator of The Wind’s Mistress    CR 3
Male Human Sorcerer 3
CN Medium Humanoid
Init +6; Senses Listen +3, Spot +3

DEFENSE


AC 18, touch 13, flat-footed 16 (+2 dex, +1 natural, +4 mage armor, +1 ring)
Hp 11 (3d4)
Fort +1, Ref +3, Will +3

OFFENSE


Spd 30 ft.
Melee Dagger +0 (1d4-1 /19-20)
Ranged Light crossbow +4 (1d8)
Spells Known 6/6; DC 12 + spell level)
0 — acid splash, daze, detect magic, flare, mage hand
1</i>st</i> — color spray, enlarge person, mage armor, magic missile

STATISTICS


Str 8, Dex 14, Con 11, Int 13, Wis 10, Cha 14
Base Atk +1; Grp +0
Feats Alertness*, Combat Casting, Improved Initiative, Weapon Focus (crossbow)
Skills Concentration +8, Knowledge Arcana) +4, Listen +3, Profession Sailor) +6, Search +3, Spellcraft +4, Spot +3
Languages Auran, Common
SQ Familiar; +1 Natural Armor
Gear light crossbow, 10 bolts, jambiya dagger, ring of protection +1), scrolls of animate rope 2), grease, and ray of enfeeblemen;, navigational instruments</font>

</p>Muhtadi serves as both the first mate and navigator of the Wind’s Mistress. He is both taciturn and haughty, but obeys the Captain’s orders without a fuss. His scorpion familiar
can be seen scurrying in and out of the many folds of his long black robes.</p>
Tactics Muhtadi, quite concerned for his own safety, stays as far away from melee as possible and has mage armor cast whenever combat seems likely. In combat, he lends support from a safe distance, often casting enlarge person on one or more of the pirates. If fighting aboard The Wind’s Mistress, he will gladly use an animate rope scroll on one of the many ropes lying on deck in order to take live prisoners to be ransomed. While generally loyal to the Captain, he is not above fleeing if the battle goes against the pirates.

Wakil, Muhtadi’s Familiar
Tiny Monstrous Scorpion
N Tiny Magical Beast
Init +0; Senses darkvision 60 ft., tremorsense 60 ft.; Listen +3, Spot +7

DEFENSE


AC 20, touch 12, flat-footed 20 (+2 size, +4 natural, +4 mage armor)
Hp 5 (1d8+2)
Fort +4, Ref +1, Will +3

OFFENSE


Spd 20 ft.
Melee Claw +3 1d2-2)
Full Atk Claw +3/Claw +3/Sting -2 (1d2-4 plus poison)
Special Attacks constrict, improved grab, poison
Constrict (Ex) Deals claw damage on successful grapple check
Improved Grab (Ex) Successful claw attack to initiate grapple
Poison (Ex) DC 12/F 1 Con/1 Con

STATISTICS


Str 3, Dex 10, Con 14, Int 7, Wis 10, Cha 2
Base Atk +1; Grp -7
Feats Weapon Finesse
Skills Climb +0, Hide +12, Listen +3, Search +1, Spot +7
Languages None
SQ Deliver Touch Spells, Empathic Link, Improved Evasion, Share Spells

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