Reymmanthaer

Elven cat/pixie male familiar 4th-level fighter

Armor Class: -2 (-1)
Movement: 23 (11, Fl 17 (B))
Hit Points: 46 (3d8+6 + 1d10, +9 familiar bonus)
THAC0: 17 (8 w/bow)
No. of Attacks: 3 (2 w/bow)
Damage/AT: 1d2/1d2/1d3 (as cat) or 1d4+1 (bow)
Magic Resistance: 25%
Alignment: Neutral (chaotic and good tendencies)

STR 12 (18/69), DEX 25, CON 13, INT 18, WIS 6, CHR 9, COM 12

Spell-like Abilities: As an elven cat, Reymmanthaer has limited ESP (used to determine intent) at will, enlarge and trip each 1/day, reduce and tree each 2/day, all cast at the 9th-level of ability; and as a pixie knight, Reymmanthaer is naturally invisible, can become visible at will, and use the following each once per day (at the 8th-level of ability): create illusions with both audible and visual effects, cause confusion by touch, dancing lights, dispel magic, ESP, know alignment, and polymorph self.

Finally, from applications of the familiar enhancer spells (I through IV), Reymmanthaer has the following abilities, usable in any of his forms once per day unless otherwise noted: speak with animal (felines) 2/day, protection from evil (18 rounds), unseen servant (12 turns), protection from cantrips (24 hours duration), and item 1/week (only affects one item in Reymmanthaer's possession; dispelled if touched by another being).

Thieving Abilities: MS 99.9, HS 90.

Weapons of Proficiency: Pixie bow (specialized) and pixie sword.

Nonweapon Proficiencies: Animal lore; bowyer/fletcher; modern languages (Elven); reading/writing (Espruar); spellcraft; survival (woodlands); swimming; tumbling.

As an elven cat from the Elven Court, once Reymmanthaer's HD proceeds beyond his natural 3 HD, he will begin to receive d10's for future fighter levels Hit Dice. Furthermore, he gains animal lore, modern languages (Elven) and survival (woodlands) as bonus proficiencies, which he need not spend any slots on.

Equipment: A unique backpack specially made for him that contains his deck of magic cards, a silver pixie sword with electrum etching (1d4/1d3 dmg, spd 4), a pixie bow (spd 4), and the 10 war arrows contained in a special pocket quiver incorporated directly into his backpack, as are his magical arrows.

Magical Items: A 22-card deck of fate and a glassteel jacinth ring of protection +6, which appears as a bracelet whenever he's in cat form. During the course of his lifetime he has drawn 3 cards from his deck of fate, the cards are: the Star, the Fool, and the Knight. As a quirk of his deck, the cards adjust themselves to suit the person drawing them, and as a result the Knight card granted Reymmanthaer the ability to assume the form of a pixie knight! He also carries the following pixie arrows: 4 forget arrows (no damage, but must save vs. spell or suffer the complete loss of memory; where only a heal or a limited wish can restore the mind of the affected) and 6 sleep arrows (save vs. spell or be rendered comatose for 1d6 hours).

Combat/Tactics: Reymmanthaer is so stealthy that he imposes a -5 penalty to his victims surprise roll when in his natural form, that of an elven cat. In addition, he is only surprised on a roll of a 1 on a d10. Reymmanthaer's enlarge spell doubles his Hit Dice and damage, and his tree spell allows him to assume the form of a tree's limb. A successful dispel magic spell against 8th-level magic will force him to become visible for one round. Otherwise, if his opponents can't see invisible creatures they suffer a -4 penalty to hit him. Furthermore, being naturally invisible, Reymmanthaer can attack while invisible without penalty, or becoming visible.

While in stone form, Reymmanthaer has his AC bettered by 4 points, lowering his Armor Class to -6 in elven cat form and likewise improved to -5 as a pixie knight; his Strength raised to 18/69, granting him a +2 to hit and a +3 to damage, and allowing him two attacks per round, each causing 1d2+3 points of damage (including Str bonus, half normal fist damage due to tiny size). Furthermore, he suffers a -1 initiative penalty and his movement rate is penalized from his increased density and weight (lowered to �), reducing his movement to 17 as an elven cat, and down to 8 and flying at 13 (B) as a pixie.

If a rod of smiting strikes Reymmanthaer while he is in stone form, he takes 2d6+6 damage from the attack, unless a natural, unmodified 20 is rolled. In the case that this happens, the damage is doubled or tripled as chosen by the DM.

Allies/Companions: Prince Kalorithian Silvertree; Jordon "Piper" Silverblade; Web (Piper's simulacrum); Tannus Blade and his family; Kylan Bloodbringer; Draven Lahar.

Foes/Enemies: All those of his master, Kalorithian.

Appearance: Reymmanthaer is an elven cat; his coat is light orange with pale yellow stripes. He loves to swim, and moves at his full movement rate while in the water; he can also leap up to 20 feet with ease. When in stone form, Reymmanthaer is 150% his normal weight and sinks like stone in water.

Personality: Proud to be the familiar of such a famous enchanter, Reymmanthaer is gallant and vain, just like his master. Very loving of women, he is forever out to impress them. Furthermore, he has a feral temper, yet he can keep his emotions partially hidden with his strength of will.

Experience: 11,934.

Experience For Next Level: 16,000.

Locales Frequented: All across the Realms south of Icewind Dale and west of Thay, although he does sometimes go to Evermeet and the Outer Planes with his master.

Motivations/Goals: To help and serve Kalorithian in any way he can and increase the fun (what others call mischief) around him.

Campaign Uses: Kalorithian's familiar is useful to help in minor functions, where the Prince cannot be bothered, and to give a magical boost with his "card tricks".

Unique Abilities:

  • Draven Skin: From an incorrectly worded wish spoken by Draven Lahar, Reymmanthaer can now change his skin to stone and back again at will. This stone skin conforms to the details of the 7th-level wizard spell Draven's stone skin. Thus he can only be struck by weapons of at least +1 enchantment, or by creatures of 4+1 Hit Dice or more while his skin is stone. Likewise, all damage suffered from edged weapons, falling, crushing, and constriction attacks cause only � damage to him. Elemental Earth spells are saved against at a +2 bonus, he receives a save at half the normal chance against those Earth spells that do not allow a save normally, and is rendered totally immune to petrification attacks.

    Reymmanthaer gains the constantly functioning protection of a ring of fire resistance and receives a +6 bonus on saving throws vs. electricity attacks (successful saves reduce the damage to �, and if the save fails he only suffers � damage) whenever his skin becomes stone.

  • Familiar Powers: As Kalorithian's familiar, he only suffers half damage from special attacks (such as spells, breath weapons, etc.). And if he makes his saving throw, as per Kalorithian's saves, he remains unharmed! Similarly, Kalorithian gains a +1 bonus to his surprise checks in a like manner.

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