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FAMILIARS
A familiar
is a normal animal that gains new powers and becomes a magical beast when
summoned to service by a runeweaver, sorcerer or wizard. It retains the
appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of
the normal animal it once was, but it is treated as a magical beast instead of
an animal for the purpose of any effect that depends on its type. Only a normal,
unmodified animal may become a familiar. An animal companion cannot also
function as a familiar.
A familiar
also grants special abilities to its master (a sorcerer or wizard), as given on
the table below. These special abilities apply only when the master and familiar
are within 1 mile of each other.
Levels of
different classes that are entitled to familiars stack for the purpose of
determining any familiar abilities that depend on the master’s level.
|
Familiar |
Special |
|
Bat |
Master
gains a +3 bonus on Listen checks |
|
Cat |
Master
gains a +3 bonus on Move Silently checks |
|
Hawk |
Master
gains a +3 bonus on Spot checks in bright light |
|
Lizard
|
Master
gains a +3 bonus on Climb checks |
|
Owl |
Master
gains a +3 bonus on Spot checks in shadows |
|
Rat |
Master
gains a +2 bonus on Fortitude saves |
|
Raven1
|
Master
gains a +3 bonus on Appraise checks |
|
Snake2
|
Master
gains a +3 bonus on Bluff checks |
|
Toad |
Master
gains +3 hit points |
|
Weasel
|
Master
gains a +2 bonus on Reflex saves |
|
1
A raven familiar can speak one language of its master’s choice as a
supernatural ability. |
|
|
2
Tiny viper. |
|
Familiar
Basics: Use the basic
statistics for a creature of the familiar’s kind, but make the following
changes:
Hit
Dice: For the purpose
of effects related to number of Hit Dice, use the master’s character level or
the familiar’s normal HD total, whichever is higher.
Hit Points: The
familiar has one-half the master’s total hit points (not including temporary
hit points), rounded down, regardless of its actual Hit Dice.
Attacks: Use
the master’s base attack bonus, as calculated from all his classes. Use the
familiar’s Dexterity or Strength modifier, whichever is greater, to get the
familiar’s melee attack bonus with natural weapons.
Saving Throws: For
each saving throw, use either the familiar’s base save bonus (Fortitude +2,
Reflex +2, Will +0) or the master’s (as calculated from all his classes),
whichever is better. The familiar uses its own ability modifiers to saves, and
it doesn’t share any of the other bonuses that the master might have on saves.
Skills: For
each skill in which either the master or the familiar has ranks, use either the
normal skill ranks for an animal of that type or the master’s skill ranks,
whichever are better. In either case, the familiar uses its own ability
modifiers. Regardless of a familiar’s total skill modifiers, some skills may
remain beyond the familiar’s ability to use.
Familiar
Ability Descriptions: All
familiars have special abilities (or impart abilities to their masters)
depending on the master’s combined level in classes that grant familiars, as
shown on the table below. The abilities given on the table are cumulative.
Natural
Armor Adj.: The
number noted here is an improvement to the familiar’s existing natural armor
bonus.
Int: The
familiar’s Intelligence score.
Alertness
(Ex): While a
familiar is within arm’s reach, the master gains the Alertness feat.
Improved
Evasion (Ex): When
subjected to an attack that normally allows a Reflex saving throw for half
damage, a familiar takes no damage if it makes a successful saving throw and
half damage even if the saving throw fails.
Share
Spells: At the
master’s option, he may have any spell (but not any spell-like ability) he
casts on himself also affect his familiar. The familiar must be within 5 feet at
the time of casting to receive the benefit.
If the
spell or effect has a duration other than instantaneous, it stops affecting the
familiar if it moves farther than 5 feet away and will not affect the familiar
again even if it returns to the master before the duration expires.
Additionally, the master may cast a spell with a target of “You” on his
familiar (as a touch range spell) instead of on himself.
A master
and his familiar can share spells even if the spells normally do not affect
creatures of the familiar’s type (magical beast).
Empathic
Link (Su): The master
has an empathic link with his familiar out to a distance of up to 1 mile. The
master cannot see through the familiar’s eyes, but they can communicate
empathically. Because of the limited nature of the link, only general emotional
content can be communicated.
Because of
this empathic link, the master has the same connection to an item or place that
his familiar does.
Deliver
Touch Spells (Su): If
the master is 3rd level or higher, a familiar can deliver touch spells for him.
If the master and the familiar are in contact at the time the master casts a
touch spell, he can designate his familiar as the “toucher.” The familiar
can then deliver the touch spell just as the master could. As usual, if the
master casts another spell before the touch is delivered, the touch spell
dissipates.
Speak
with Master (Ex): If
the master is 5th level or higher, a familiar and the master can communicate
verbally as if they were using a common language. Other creatures do not
understand the communication without magical help.
Speak
with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can
communicate with animals of approximately the same kind as itself (including
dire varieties): bats with bats, rats with rodents, cats with felines, hawks and
owls and ravens with birds, lizards and snakes with reptiles, toads with
amphibians, weasels with similar creatures (weasels, minks, polecats, ermines,
skunks, wolverines, and badgers). Such communication is limited by the
intelligence of the conversing creatures.
Spell
Resistance (Ex): If
the master is 11th level or higher, a familiar gains spell resistance equal to
the master’s level + 5. To affect the familiar with a spell, another
spellcaster must get a result on a caster level check (1d20 + caster level) that
equals or exceeds the familiar’s spell resistance.
Scry on
Familiar (Sp): If the
master is 13th level or higher, he may scry on his familiar (as if casting the scrying
spell) once per day.
|
Master
Class Level |
Natural
Armor Adj. |
Int
|
Special |
|
1st–2nd
|
+1 |
6 |
Alertness,
improved evasion, share spells, empathic link |
|
3rd–4th
|
+2 |
7 |
Deliver
touch spells |
|
5th–6th
|
+3 |
8 |
Speak
with master |
|
7th–8th
|
+4 |
9 |
Speak
with animals of its kind |
|
9th–10th
|
+5 |
10 |
— |
|
11th–12th
|
+6 |
11 |
Spell
resistance |
|
13th–14th
|
+7 |
12 |
Scry
on familiar |
|
15th–16th
|
+8 |
13 |
— |
|
17th–18th
|
+9 |
14 |
— |
|
19th–20th
|
+10 |
15 |
— |
|
|