Familiars
Familiars are spirits that assist in all forms
of magery, from research to potion brewing to spellcasting and the creation of
powerfully enchanted items. A familiar
most commonly takes the form of an animal although experienced wizards can
acquire more powerful creatures as servitors.
But, if you look at the Player’s Handbook, this is not what familars
actually do and it has bothered me for a long time. As presented, the familiar is a poor
combatant (in 3e and 3.5e with a staggering number of hip points) that provides
bonuses to non-magical skills, saving throws, or maybe some bonus health for
its master. With that in mind, I sat
down and began working on something that I felt was a little more in keeping with
the lore associated with the mythological version of the familiar.
”Familiar” is an acquired template that can be added to any Small or smaller Animal or Vermin with 1 HD or less (hereafter referred to as the base creature). A familiar uses all of the base creature’s statistics and special abilities except as noted here.
Size and Type: If the creature’s type is Animal or Vermin, it changes to Magical Beast. Otherwise it remains unchanged. Do not recalculate base attack bonus, saves or skill points. Size remains unchanged.
Improved Evasion (Ex): As described in the Player’s Handbook
Speech (Su): A familiar can communicate via speech in its master’s native tongue.
Special: You
can gain this feat multiple times. Its effects do not stack. Each time you take
the feat, it applies to a new creature type.
”Familiar” is an acquired template that can be added to any Small or smaller Animal or Vermin with 1 HD or less (hereafter referred to as the base creature). A familiar uses all of the base creature’s statistics and special abilities except as noted here.
Size and Type: If the creature’s type is Animal or Vermin, it changes to Magical Beast. Otherwise it remains unchanged. Do not recalculate base attack bonus, saves or skill points. Size remains unchanged.
Hit Dice: A familiar gains maximum hit points for its
first Hit Die and rolls normally for all remaining HD. The creature gains +1 hp per its master’s
caster level.
Armor Class: The familiar’s improves by +1 for every two caster levels its master has (the bonus type is assigned by the master and can be divided between Natural, Luck, Dodge or Insight).
Attack: A familiar retains all of the attacks of the base creature but uses its master’s base attack bonus.
Special Qualities: Improved Evasion, Perfect Recall, Share Spells, Sight Beyond Sight, Skill bonus, Speech
Armor Class: The familiar’s improves by +1 for every two caster levels its master has (the bonus type is assigned by the master and can be divided between Natural, Luck, Dodge or Insight).
Attack: A familiar retains all of the attacks of the base creature but uses its master’s base attack bonus.
Special Qualities: Improved Evasion, Perfect Recall, Share Spells, Sight Beyond Sight, Skill bonus, Speech
Improved Evasion (Ex): As described in the Player’s Handbook
Perfect
Recall (Ex): A familiar has the ability to remember a single scene perfectly,
in exhaustive detail, not forgetting it until he chooses to. This is a “frozen moment,” chosen by silent
act of will, of something he sees. It
retains the focus, field of view, and lighting conditions of the viewing. It can hold one memory per master’s caster
level. These scenes can be retained indefinitely,
vanishing only upon death, retaining a new memory in the place of an old one, the
physical loss of the brain, or as the result of certain spell/psionic attacks.
Share
Spells: As described in the Player’s Handbook
Sight Beyond
Sight (Su): A wizard can see through his familiar’s eyes. This ability works at a range of up to 1 mile
plus ½ mile per 2 caster levels and lasts for as long as the wizard
concentrates.
Skill Bonus:
A familiar grants its master a +2 circumstance bonus to all Knowledge (Arcana)
and Spellcraft checks if within arms’ reach.
Speech (Su): A familiar can communicate via speech in its master’s native tongue.
Saves: A familiar uses its master’s base saves.
Abilities: Roll 4d6 and drop lowest die to determine Intelligence (new
result cannot be less than the base creature’s Intelligence score), Wis +2, Cha
+2
Skills: As base creature, plus (2 + Int bonus) per master’s caster
level. The familiar adds its master’s
Class skills to the list of skills (the master’s level determines maximum ranks
in a skill) it can choose from (some skills, such as Craft, may be unusable by
the familiar).
Feats: A familiar gains 1 bonus feat for every three caster levels its
master has.
Advancement: Once a creature acquires the Familiar template, it can only
advance in terms of its master. If the
familiar's master dies, the familiar loses this template and reverts to being a
normal member of its species. Because it
is a spirit inhabiting a corporeal host, a familiar is exceedingly difficult to
kill. If a familiar’s host body is
killed, the familiar’s spirit will seek out a replacement vessel (range of one
mile per master’s caster level). The
criterion for choosing a new body is same species, then same classification (amphibian,
bird, mammal, reptile, etc) if the same species is not available, and then the same
type (animal, magical beast, etc). A familiar has 1 minute/master’s caster
level to find a new host or it will dissipate, returning to the plane the
spirit originated from. If this occurs, then the familiar’s master must attempt
a Fortitude save (DC15) or lose 200 Xp/class level.
Improved
Familiar (General)
You can
acquire more powerful familiars.
Benefit: Choose a creature type (Aberration, Dragon, Elemental, Fey, Magical Beast,
Outsider, or Vermin) and add it to the list of eligible
base creatures you can select as a familiar.
The base HD of the familiar can be equal to up to ¼ of the master’s
caster level or less. Dragons, Fey, and
Outsiders in particular are disinclined to serve as familiars and will not
serve a spellcaster of less than 10th level.
Additionally, no familiar will serve a Master with a lower Intelligence
score than its own.
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