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It seems familiars are often shoved into backpacks and forgotten as soon as they're selected in nearly every game I've ever played or run. With the advent of summoners' eidolons and arcane bonds, it seems like witches and adepts will soon be the only people you'll ever see with a crooked-tailed cat or warty toad sticking out of their pocket. Well, I want to change all that. Familiars are cool and they deserve some respect.
Years ago, in the early days of 3.0, I tried my hand at creating a prestige class for wizards and sorcerers who wanted to focus on their relationship with their familiar. Well, I dug up the old Word Doc containing the rules for the class and updated it for Pathfinder. You're welcome.
By the way, Ardhika is the Sanskrit word for 'partner.' I was inspired by the Hindu vahana when I was trying to come up with a name for the class.
Ardhika (pronounced Ard-heekah, I think, if anybody out there actually speaks Sanskrit maybe you could better inform me)
Hit Dice: d6
Animal Affinity
Knowledge Arcana: 4 ranks
Handle Animal: 5 ranks
Spellcraft: 4 ranks
Special Requirement: Must have had the same familiar for a period of no less than one year.
Familiar must possess Speak with Master ability
Handle Animal (Cha)
Knowledge Arcana (Int)
Perception (Wis)
Spellcraft (Int)
Skill Ranks per level = 2+Int mod.
Spells per day: When an ardhika gains a new level he gains new spells per day as if he had also gained a new level in a spell casting class he belonged to prior to becoming an ardhika. He does not gain any other abilities associated with that class save those mentioned below. If the character has more than one spell casting class he must decide to which class he will add a level of casting ability.
Familiar abilities: Ardhika levels count toward determining familiar special abilities. Therefore, a Level 6 wizard/level 2 ardhika is treated as a level 8 wizard for purposes of determining the familiar’s abilities.
Level 1.
Craft – the familiar offers advice or serves as a gofer
Escape Artist – the familiar chews through ropes or nets
Knowledge – the familiar shares stories or information it’s picked up
Profession – as Craft
Sleight of Hand – the familiar distracts the character's target
Survival – the familiar uses its senses to locate food, water, etc.
Level 2.
Level 3
Level 4.
Level 5.
Level 6.
Level 7.
Level 8.
Level 9.
Level 10.
BABFortRefWill
+0 +0 +0 +1
+1 +1 +1 +1
+1 +1 +1 +2
+2 +1 +1 +2
+2 +2 +2 +3
+3 +2 +2 +3
+3 +2 +2 +4
+4 +3 +3 +4
+4 +3 +3 +5
+5 +3 +3 +5

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One of the Scarred Lands books (Lost Tribes?) has a 'Channeler' option for Wizards and a PrC to follow up with it that focusses on Familiar abilities. I don't have the books handy, but the PrC allows the Wizard to eventually have two or three or, IIRC, even four familiars, while the channeling option strengthens the wizards arcane bond to his familiar so that he gains a +1 to his caster level when in contact with his familiar, no bonus or penalty if it's within 100 ft, and a -1 caster level if it's more than 100 ft away (or dead, until he replaces it!).
The book also introduced a bunch of feats that enhance your familiar, either giving it a new ability, or allowing you to bond with it or share hit points with it or cast a spell into it and let it go deliver it to someone else far away or something, and, in some cases, if you had multiple familiars, purchasing the feat once might allow you to apply the benefits to *all* of your menagerie.
I've always thought that this sort of thing made perfect sense. Before blood maguses or candle casters or whatever, PrCs that take one class ability (such as the familiar or turn undead or lay on hands) and focus on it, at some expense to other class abilities, would be awesome.
Thanks to the old Halloween episode of Star Trek, where the crew are being chased around by a giant cat, I've always wanted a spell that only affects one's familiar, but increases it to size Medium, Large or even Huge (depending on CL), for combat applications, without using the standard size increase templates, which tend to nuke the critters Dex score (as opposed to larger Dire versions of similar critters, which usually have the same, or, sometimes, even *higher* Dex scores). That sort of thing might be a neat spell-like ability for this PrC.
A lower level version might even allow the Ardikha to transfer size to his familiar, lowering himself to size Tiny to make his Hawk familiar size Medium (and therefore allowing himself to fly away on it's back!).

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That sounds like a book I might like to look at. I think the ardhika is fairly well balanced as is, but this version hasn't had any play-testing. When I developed the original version, I came up with a bunch of new feats and spells to give the caster and the familiar more options. One of them basically turned your familiar into a hengeyokai.
The idea you've got for an "enlarge familiar" or size swap ability intrigues me and I may draft up a spell for it instead of making it a class feature. If I come up with any more familiar related stuff I'll post it here.

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One of them basically turned your familiar into a hengeyokai.
Ooh, that's neat. One to do the Summoner 'merge with Eidolon' trick and turn the caster and his familiar into a single merged entity like a hybrid form lycantrhope could be funky as well.
A spell that causes your body to explode into a number of duplicates of your familiar and function as a swarm, and allows you to escape in a mad flurry of dozens of hopping toads or scurrying rats or fluttering ravens could be fun.

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Velcro Zipper wrote:One of them basically turned your familiar into a hengeyokai.Ooh, that's neat. One to do the Summoner 'merge with Eidolon' trick and turn the caster and his familiar into a single merged entity like a hybrid form lycantrhope could be funky as well.
A spell that causes your body to explode into a number of duplicates of your familiar and function as a swarm, and allows you to escape in a mad flurry of dozens of hopping toads or scurrying rats or fluttering ravens could be fun.
a bunch of monkeys!!!!!!

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i think it needs a few more class skills, like craft, some more knowledges and maybe like 2 more.
I thought the same thing as I was writing it up but I looked at the skill list and didn't see anything that screamed familiar-loving mage. Maybe Knowledge Nature possibly Survival, but the concept isn't really about bonding with nature or being an outdoorsmage. Craft doesn't have any practical application for developing a strong bond with an animal. Sense Motive might, but Handle Animal is really a better skill for dealing with animal psychology. I suppose if I were going to add some skills I'd go with Know Nature and Survival since the character would gain a better perspective on life with/as an animal as they gain ability with this class. Writing it up, I figured the character would already be bringing a bunch of Knowledge skills, craft and profession, etc. from their wizard, witch or adept levels and cross-class skills are no longer much of an issue with Pathfinder.
Sometime over the next 48 hours you can expect a PDF hosting of it on scribd.
That sounds neat.
A spell that causes your body to explode into a number of duplicates of your familiar and function as a swarm, and allows you to escape in a mad flurry of dozens of hopping toads or scurrying rats or fluttering ravens could be fun.
Dragon Magazine #280 (which contributed to the inspiration for this prestige class) contains a spell named Swarm Form, which allows a caster to polymorph into a swarm of tiny or smaller animals. It would need some updating but I think it's what you're looking for.

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Hey Set. I came up with a spell you might like. It's like Transformation for your familiar. It's not exactly the ability you were describing, but it gives the familiar some punch and the ability to serve as a mount if necessary.
Grimalkin’s Accretion
School transmutation; Level sorcerer/wizard 6, witch 6
Casting Time 1 standard action
Components V, S, F (a mummified cat’s paw)
Range close (25 ft. + 5 ft./2 levels)
Target Caster’s familiar
Duration 1 min./level
Saving Throw Fortitude negates (harmless;) Spell Resistance yes

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Grimalkin’s Accretion
Accretion is an interesting word to use there. It's not wrong, just, interesting. :)
The Familiar mechanic of 'half the masters hit points' makes the +12 Con = +6 hp/die thing a bit wonky. I would keep the +6 hit points / HD thing, but make them explicity temporary hit points gained at the time of casting, since, technically, the familiar wouldn't gain (or lose) any extra hit points, no matter what happened to it's Con score.

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Accretion may not be quite correct, but I didn't want to use "enlargement" or "growth" and I couldn't find anything else that sounded as good with grimalkin. I wanted to keep that part of the name in there since it references the monster that can shapechange from a wee kitty to a large hunting cat. If you come across something better, I'd be happy to use it.
You're right about the HP being a bit of a concern. My thinking is that the familiar may only get half the HP of the wizard, but it is treated as a creature of the master's HD for purposes of effects based on the HD of a creature. A 12th level wizard = a 12HD familiar so a 12HD cat familiar gets an additional 72 hp added to its normal HP of 1/2 the master's total for the duration of the spell. As soon as the spell ends, the increases to STR, CON, AC, etc. go away so these hit points go away as well. Much of the language for the spell comes directly from the description of the Animal Growth spell, which doesn't explicitly state the HP gained are temporary but (I believe) implies they are.
Maybe Grimalkin's Favor would be a better name?
By the way, the focus component for the spell is actually a reference to the Star Trek episode you mentioned ("Catspaw" was the title of the episode.)
Also, Zotpox, I would limit the amount of familiars affected by the abilities of an ardhika to one in my games. To me, the bond is between a caster and that one special creature who has been with them through thick and thin. This wouldn't mean a caster could only have one familiar. You could still takes feats that increase your number of familiars. You just wouldn't be able to bond with all of them. That's me. If you or your DM wants to use the class and make changes to it, go for it.

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Sorry. I only just noticed your post, Caedwyr.
I haven't touched this prestige class for awhile, but I think of it often and about what I can do to build on it. For the most part, I think the prestige class is done. At this point, I'm thinking more about stuff I can add to the concept; familiar-related spells, feats, etc.
I came up with the original Ardhika class back in 3.0 because I wanted to play a familiar-focused wizard and none existed. While I'd certainly appreciate some credit if somebody were to use the thing, this isn't a published OGL thing. I come up with monsters, prestige classes, etc. as a hobbyist who just likes to create and play with the ruleset. Feel free to use, adapt, adjust anything you see here. If anyone does use the class, I'd love to read about the results.

Tim4488 |
I see what you're saying about no other skill screaming "familiar-loving mage," but the ardhika is still a mage, too. Give him Craft and Profession because almost everyone has them, Knowledge (Nature) and maybe (The Planes)... for a Wizard entering this class, there just aren't many options.
Then again, with the way class skills changed in PF, maybe that doesn't matter as much as it would have in 3.5. I do like the class though, and have a friend who will definitely be interested.

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...with the way class skills changed in PF, maybe that doesn't matter as much as it would have in 3.5...
That's also kind of what I was thinking. Wizards and Witches already have those skills. Adding it to the prestige class does nothing for them. Granted, they've got Knowledge Arcana and Spellcraft as well, but I didn't want to just give the class two skills...
Oooo, howabout this...
Class skills:
Handle Animal (Cha)
Knowledge-Arcana
Perception (Wis)
Spellcraft (Int)
Survival (Wis)
+ any skills the familiar possesses due to its species
This would mean the Ardhika gains Acrobatics, Swim, Climb or anything else the creature might have that he doesn't.
A cat familiar, for instance, grants the Ardhika its Climb and Stealth skills. This might make some familiars seem better than others for the purpose of this class (weasels have Stealth, Escape Artist, Climb and Acrobatics while ravens only have Fly and Perception,) but I hope somebody who wants a raven familiar will still choose one despite this.
It's a thought.