Danthienne

System: Pathfinder | SRD

Danthienne CR 5
XP 1600
Init +4 ; Senses low-light vision; Perception –1
Defense
AC 19, touch 17, flat-footed 14 (+4 Dex, +1 dodge, +2 natural, +2 size)
hp 59 (7d6+35)
Fort +7, Ref +9, Will +6
DR 5/cold iron
SR 16
Offense
Speed 30 ft.
Melee dagger +3 (1d2–2/19–20)
Space 2-1/2 ft., ; Reach 0 ft.
Spell-Like Abilities (CL 8th; concentration +13)
CMB +5 CMD 14
Statistics
Str 6,, Dex 18,, Con 21,, Int 13,, Wis 8,, Cha 21
Base Atk +3
Feats Deceitful , Dodge , Iron Will , Mobility
Skills Bluff +17, Diplomacy +15, Disguise +17, Escape Artist +14, Knowledge (nobility) +8, Perform (any one) +15, Sleight of Hand +14
Languages Common, Dwarven, Elven, Gnome, Halfling, Sylvan
Special Abilities
Fool’s Inspiration (Su) Once per day as a full-round action, a danthienne can designate a single humanoid or monstrous humanoid as her companion. An unwilling or unaware target can resist being made a companion by succeeding at a DC 18 Will save, but it is not aware that it was targeted by an effect. The danthienne is constantly aware of her companion’s health, location, and general mood, as if she had cast status on the target. So long as she remains within 5 feet, the danthienne can also share spells with her companion, as if it were her animal companion or familiar, and the companion can use the danthienne’s Charisma modifier instead of its own on Charisma checks and Bluff, Diplomacy, and Intimidate checks. So long as a creature remains a danthienne’s companion, it automatically takes 1 point of Charisma drain every 24 hours. A danthienne can dismiss a companion at will, and must do so if she wants to select a new companion. A companion who wishes to break the bond can attempt a DC 18 Will save once per day to do so. A break enchantment spell automatically severs this link. The save DC is Charisma-based.

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