The Tiny one would make a fine familiar option for a Calistria-loving Wizard
or Sorcerer (particularly an Elf) and would grant a +3 to Perception checks
as it's familiar ability.
Calistrian Wasp
Tiny Vermin CR ??
XP ???
N Tiny Vermin
Init +4; Senses darkvision 60 ft.; Perception +9
_______________________________________________
DEFENSE_______________________________________
AC 16, touch 16, flat-footed 12 (+2 size, +4 Dex)
hp 4 (1d8)
Fort +2, Ref +4, Will +1
Immune mind-affecting effects
________________________________________________
OFFENSE________________________________________
Speed 10 ft., climb 10 ft., fly 50 ft. (good)
Melee sting +2 (1d3-2 + poison)
Space 2 ½ ft; Reach 0 ft.
_________________________________________________
STATISTICS_______________________________________
Str 6, Dex 18, Con 10, Int --, Wis 13, Cha
11
Base Atk +0; CMB -2, CMD 12
Skills Climb +6, Fly +4, Perception +9; Racial Modifiers +8 Climb,
+8 Perception
________________________________________________
ECOLOGY_______________________________________
Environment temperate forests
Organization solitary, pair, group (3--6) or nest (7--19)
Treasure none
_________________________________________________
SPECIAL ABILITIES________________________________
Poison (Ex) Sting - injury; save Fort DC 13; frequency 1/round for 4 rounds; effect 1 Dexterity damage; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.
The bigger ones would be;
Calistrian Wasp
Small Vermin CR ??
XP ???
N Small Vermin
Init +3; Senses darkvision 60 ft.; Perception +9
_______________________________________________
DEFENSE_______________________________________
AC 14, touch 14, flat-footed 12 (+1 size, +3 Dex)
hp 11 (2d8+2)
Fort +4, Ref +3, Will +1
Immune mind-affecting effects
________________________________________________
OFFENSE________________________________________
Speed 10 ft., climb 10 ft., fly 40 ft. (average)
Melee sting +2 (1d4 + poison)
_________________________________________________
STATISTICS_______________________________________
Str 10, Dex 16, Con 12, Int --, Wis 13,
Cha 11
Base Atk +1; CMB -1, CMD 13
Skills Climb +6, Fly +3, Perception +9; Racial Modifiers +8 Climb,
+8 Perception
________________________________________________
ECOLOGY_______________________________________
Environment temperate forests
Organization solitary, pair, group (3--6) or nest (7--19)
Treasure none
_________________________________________________
SPECIAL ABILITIES________________________________
Poison (Ex) Sting - injury; save Fort DC 15; frequency
1/round for 6 rounds; effect 1 Dexterity damage; cure 1 save.
The save DC is Constitution-based and includes a +2 racial bonus.
In theory, the larger one could be an Improved Familiar choice, but, given the nature of familiars, would probably be the *worse* choice, due to a lower AC. It's advantage of a few more hit points would be meaningless in a familiar that uses half it's masters hit points anyway...
Note that a Vermin becoming a Familiar gains an Intelligence score and becomes eligible for skill points (2+Int mod / HD, minimum 1 / HD) and Feats (Weapon Finesse would be the likely choice, or Alertness, if other animals of this size and type are used as a guideline). Weapon Finesse will go a long way towards making that little Wasp able to hit the broad side of a barn. Note that gaining an Intelligence score will also remove the Mindless trait, and the wasp will no longer be immune to mind-affecting effects.