Familiars for everyone!


3.5/d20/OGL

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Ages ago, in the pages of Dragon, there was an article which provided familiars for each of the other seven alignments, to match the Quasit and the Imp.

I've decided to re-invent this particular wheel.

Firstly, the Improved Familiar for Neutral Evil.

Entoloth

Size/Type: Tiny Outsider (Evil, Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +3
Speed: 20 ft., fly 50 ft. (perfect)
Armor Class: 20 (+2 size, +3 Dex, +5 Natural), touch 15, flat-footed 17
Base Attack/Grapple: +3 / -5
Attack: Bite +8 melee (1d4 + poison)
Full Attack: Bite +8 melee (1d4 + poison)
Space/Reach: 2 ½ ft. / 0 ft.
Special Attacks: Poison, Spell-like abilities
Special Qualities: Alternate Form, Damage Reduction 5 / magic or wood, darkvision 60 ft., fast healing 2, immunity to poison, immunity to disease, resistance to acid 5
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Skills: Bluff 6 (+8), Diplomacy 6 (+8), Hide 0 (+11), Knowledge (the planes) 6 (+6), Listen 6 (+7), Move Silently 6 (+9), Search 6 (+6), Spellcraft 6 (+6), Spot 6 (+7)
Feats: Dodge, Weapon Finesse
Challenge Rating: 2
Alignment: Always Neutral Evil
Advancement: 4-6 HD (Tiny)

This tiny creature appears as a noisome blend of humanoid and insect, fluttering through the air on iridescent wasp-like wings. Its intricately fluted and whorled carapace is black and oily, and its clacking pincers drip a bitter-smelling yellow-green fluid.

When in its natural form, an entoloth is about 2 feet tall and weighs around 10 pounds, attacking with their venomous pincers. Preferring to avoid combat, an entoloth usually attempts to negotiate its way out of a potentially violent encounter, cringing and cowering in an obsequious display. An entoloth’s natural weapons, as well as any weapons it wields, are treated as evil-aligned and magic for the purpose of overcoming damage reduction.

Poison (Ex) Injury, Fortitude DC 13, initial damage 1d4 Dex, secondary damage 2d4 Dex. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-like Abilities At will – detect good, detect magic, invisibility (self only); 1/day – web* (DC 14). Caster level 6th. The save DC is Charisma-based. Once per week and entoloth can use commune to ask six questions. The ability otherwise works as the spell (caster level 12th).

Alternate Form (Su) An entoloth can assume another form at will as a standard action. Each entoloth can assume one or two forms from the following list: Small or Medium monstrous spider, Small or Medium monstrous scorpion, Small or Medium monstrous centipede, giant soldier ant or giant hornet (treat as giant bee, but does not die upon stinging).

*Some entoloths have been known to have other 2nd level conjuration spells instead of web. Acid arrow, fog cloud and summon swarm have all been seen as alternate choices.

[Note: This was designed before I'd gotten the PFCS and new the 'shape' of the new Daemons. It would change for a game set in Golarion, although I'm not sure exactly how, at the moment. Some sort of Carrion Crow / Harbinger of Doom / Black Hound critter would be more appropriate for the Horsemen, IMO. This critter is more of a Planescape-esque 'loth.]

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And for Lawful Neutral;

Formian Assistant

Size/Type: Tiny Outsider (Lawful, Extraplanar)
Hit Dice: 1d8+1 (13 hp)
Initiative: +3
Speed: 40 ft., climb 20 ft., fly 50 ft. (perfect)
Armor Class: 19 (+2 size, +3 Dex, +4 Natural), touch 15, flat-footed 16
Base Attack/Grapple: +1 / -7
Attack: Bite +6 melee (1d4-1 + poison)
Full Attack: Bite +6 melee (1d4-1 + poison)
Space/Reach: 2 ½ ft. / 0 ft.
Special Attacks: Poison, Spell-like abilities
Special Qualities: Cure minor wounds, hive mind, immunity to poison, immunity to petrification, immunity to cold, mending, resistance to electricity 10, fire 10 and sonic 10
Saves: Fort +3, Ref +5, Will +2
Abilities: Str 9, Dex 16, Con 13, Int 8, Wis 12, Cha 9
Skills: Climb 4 (+7), Craft (any one) 4 (+3), Heal 4 (+5), Hide 4 (+15), Listen 4 (+5), Search 4 (+3), Spot 4 (+5)
Feats: Weapon Finesse
Challenge Rating: 1
Alignment: Always Lawful Neutral
Advancement: 2-3 HD (Tiny)

This tiny creature slightly resembles a cross between an oversized flying ant and a centaur. It is covered in a brownish-red carapace and is fastidiously clean. Its mandibles clack fiercely, and seem disproportionately larger than one would expect for such a tiny creature.

A formian assistant is about 2 feet tall and weighs around 10 pounds, attacking with their venomous mandibles. A formian assistant’s natural weapons are treated as lawful-aligned for the purpose of overcoming damage reduction. While assistants cannot speak, they can convey simple concepts (such as danger) by body movements. Through the hive mind (or their similar connection to a master, in the case of a Familiar), they can communicate just fine, within range, although their intelligence may limit the concepts that they can grasp. A formian assistant uses its Dexterity modifier instead of its Strength modifier for Climb checks. As part of a hive, the formian assistants’ role is to constantly patrol, making minor repairs to the hive-city and to individual formians, and to assist both workers and warriors as a scout, crafter, healer and occasional last desperate line of defense. Formian hives have flightless formian assistants as well, but these are not summoned as familiars. To represent one of these wingless assistants, simply remove the flying speed.

Hive Mind (Ex) All formians within 50 miles of their queen are in constant communication. If one of them is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No formian in a group is considered flanked unless all of them are. Special: A formian assistant taken as a familiar is not longer part of a hive, but retains the Hive Mind feature, sharing it instead with its master. The standard rules apply, but the familiar and master must be within 50 ft. to share these benefits, or to otherwise communicate telepathically with its master.

Poison (Ex) Injury, Fortitude DC 13, initial damage 1d4 Str, secondary damage 1d4 Str. The save DC is Constitution-based and includes a +2 racial bonus.

Spell-like Abilities At will – mending as a full-round action; 3/day – cure minor wounds (DC 10) as a full-round action. Caster level 1st. The save DC is Charisma-based. Once per week a formian assistant that is serving as a familiar can use commune to ask six questions by contacting its former hive. The ability otherwise works as the spell (caster level 12th).

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For 'any Good;'

Empyreal Deva

Size/Type: Tiny Outsider (Good, Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +3
Speed: 20 ft., fly 50 ft. (perfect)
Armor Class: 20 (+2 size, +3 Dex, +5 Deflection), touch 20, flat-footed 17
Base Attack/Grapple: +3 / -5
Attack: Positive energy spear +8 touch (1d4)
Full Attack: Positive energy spear +8 ranged touch (1d4)
Space/Reach: 2 ½ ft. / 0 ft.
Special Attacks: Brilliant energy spear, Spell-like abilities
Special Qualities: Change shape, Damage Reduction 5 / magic or evil, darkvision 60 ft., low-light vision, fast healing 2, immunity to fear, immunity to petrification, resistance to acid 5, cold 5, +4 racial bonus to saving throws versus poison
Saves: Fort +3, Ref +6, Will +4
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Skills: Bluff 6 (+8), Diplomacy 6 (+8), Hide 0 (+11), Knowledge (the planes) 6 (+6), Listen 6 (+7), Move Silently 6 (+9), Search 6 (+6), Spellcraft 6 (+6), Spot 6 (+7)
Feats: Dodge, Weapon Finesse
Challenge Rating: 2
Alignment: Always good (any)
Advancement: 4-6 HD (Tiny)

This tiny creature appears as an impossibly perfect humanoid clad in gleaming breastplate and flowing white robes, bearing a tiny spear of shining gold. It flies through the air on feathery wings of golden and rosy-pink coloration, leaving behind the scent of myrrh.

An empyreal deva is about 2 feet tall and weighs around 10 pounds, attacking with a positive energy spear (which functions as a tiny brilliant energy spear, save that it also inflicts positive energy damage to undead) that disappears at the end of any round in which it is thrown, and can be recreated within the angels grasp as a free action on the following round. While fearless in combat, an empyreal deva prefers to use diplomacy to negotiate its way out of a violent encounter. An empyreal deva’s natural weapons, as well as any weapons it wields, are treated as good-aligned and magic for the purpose of overcoming damage reduction. Its gleaming breastplate is similarly composed of glowing force drawn from the positive energy plane, shedding light within a 20' radius and providing a deflection bonus to the empyreal's armor class. If dispelled, the armor can be restored as a free action.

Spell-like abilities At will – light, detect evil, detect magic, tongues (self only). 3/day – cure minor wounds, remove fear. 1/day – cure light wounds. Caster level 1st. The Save DCs are Charisma-based. An empyreal deva serving as a familiar can commune to ask six questions 1/week (caster level 12th).

Protective Aura (Su) Against attacks made or effects created by evil creatures, this ability provides a +2 deflection bonus to AC and a +2 resistance bonus to saving throws to the empyreal and anyone occupying it's space. Otherwise it functions as a magic circle against evil (or reduced area) and a lesser globe of invulnerability (limited in size to the square it occupies and in power, only barring spells of 1st level or lower) at a caster level equal to the empyreal's HD. This aura can be dispelled, but can be refreshed by the empyreal as a free action on its next turn. (The defensive benefits from the circle are NOT included in the empyreal's stat block.)

Special: The effects of a protective aura can be extended to include the master of a familiar at a range of five feet.

Change Shape (Su) An empyreal deva can assume the form of a small humanoid (typically a human child) or small or tiny animal (typically a bird of prey, dove or small dog), and can choose two forms of this nature (one small humanoid, one small or tiny animal).

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For Lawful Good;

Bell Archon

Size/Type: Tiny Outsider (Lawful, Good, Extraplanar)
Hit Dice: 3d8 (13 hp)
Initiative: +3
Speed: Fly 60 ft. (perfect)
Armor Class: 20 (+2 size, +3 Dex, +5 Deflection), touch 20, flat-footed 17
Base Attack/Grapple: +3 / -5
Attack: Dulcet tone +8 touch (1d4 Sonic)
Full Attack: Dulcet tone +8 ranged touch (1d4 Sonic)
Space/Reach: 2 ½ ft. / 0 ft.
Special Attacks: Dulcet tone, Spell-like abilities
Special Qualities: Damage Reduction 5 / chaos, magic or evil, incorporeal, darkvision 60 ft., low-light vision, fast healing 2, immunity to petrification, resistance to electricity 5, +4 racial bonus to saving throws versus poison
Saves: Fort +3, Ref +6, Will +4
Abilities: Str -, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Skills: Bluff 6 (+8), Diplomacy 6 (+8), Hide 0 (+11), Knowledge (the planes) 6 (+6), Listen 6 (+7), Move Silently 6 (+9), Search 6 (+6), Spellcraft 6 (+6), Spot 6 (+7)
Feats: Dodge, Weapon Finesse
Challenge Rating: 2
Alignment: Always good (any)
Advancement: 4-6 HD (Tiny)

This tiny creature appears as a fluttering collection of glowing lights, each the size of a candle’s flame, and accompanied by a tinkling of music, like the tolling of many tiny bells. When it speaks, it sounds like a tiny choir of voices raised in song. But the sound of the bells grows louder as they chime in harmony, until the sound becomes a deafening assault!

A bell archon occupies a space less than a yard across, and is weightless, composed of nothing more than faint lights and constant music. It can lash out with a burst of sonic energy to damage foes at range or in close combat (without provoking an attack of opportunity). Bell archons shun direct combat, and prefer to turn invisible and flee to seek out more powerful allies to deal with a potentially violent situation. If they deem it necessary to fight, they prefer to hover in the air and use their musical notes to inflict sonic damage on ground-bound foes.

Spell-like abilities At will – ghost sound, detect evil, invisibility (self only), tongues (self only). 3/day – daze. 1/day – dimension door (self only), magic circle against evil. Caster level 3rd.
Save DCs are Charisma-based. A bell archon serving as a familiar can commune to ask six questions 1/week (caster level 12th).

Special: A bell archon serving as a familiar can share the effects of invisibility, tongues or dimension door with its master, so long as he remains within 5 ft. of the archon.

Aura of Menace (Su): The discordant sounds of angry chimes surrounds bell archons that fight or get angry. Any hostile creature within a 20-foot radius of an archon must succeed on a Will save resist its effects. The save DC is Charisma-based, and includes a +2 racial bonus. Those who fail take a -2 penalty on attacks, AC, and saves for 24 hours or until they successfully hit the archon that generated the aura. A creature that has resisted or broken the effect cannot be affected again by the same archon’s aura for 24 hours.

Dulcet Tones (Su): A bell archon can produce damaging bolts of sound that inflict 1d4 Sonic damage as a ranged touch attack on any target within 60 ft. as an attack action. They can use this attack in melee range as well without provoking an attack of opportunity. If the bell archon is capable of multiple attack actions in a round (through the agency of a haste spell, for instance), it can produce multiple sonic bolts in a single round and they do not have to be aimed at the same target.

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Huh, I had ideas for familiar-sized Guardinals (Corvid crowmen, with powers related to fighting undead or Felarin, little cat-people with 'cat scratch fever?') and Eladrin (Moorlani, able to turn into mist or dancing st. elmo's fire?), but I just noticed that they aren't in the SRD!

Eh, I'll probably stat them up anyway.

Probably gonna have some Modron-inspired ones, too. Inevitables never really clicked for me.

RPG Superstar 2008 Top 32

Guardianals and Eladrin aren't in the SRD, but Avorals, Leonals, Bralani, and Ghaele are.

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Much shorter write up for this one. In the world of the Freeport setting, the gnomes of a land named Iovan have developed a secret technique to enslave Gargoyles, which they used to beat back the Kobolds who would attack them every year. They then, drunk on that success, picked a fight with the Dwarven nation to their north and got soundly rebuked. The nation is named after Iovan, the Gnomish Sorcerer who first developed the Gargoyle-enslaving technique, and I decided to create some feats to allow for these techniques to be available to the Iovan Gnomes. The first feat allowed the Iovan Gnome to get the services of a Small Gargoyle (called a Grotesque) as a familiar at 6th level, and the second feat would allow the Gnome to 'grow' his familiar into a full-sized Gargoyle. (Iovan himself, suspected to now be a lich, is said to have developed a third level of proficiency, and has a Large Advanced, and possibly Fiendish, Gargoyle as a familiar.)

In any event, the idea of Small Gargoyle familiars appeals to me. In Golarion, they would be connected to the appropriate Demon Lord (Xervoran?), explaining their Chaotic Evil bent and love of ruins.

*Grotesque
Small Monstrous Humanoid (earth)
HD 2d8+6 (15 hp), Init +3, Spd 30 ft., fly 60 ft. (average), AC 18 (+1 size, +3 Dex, +4 natural), touch 14, flat-footed 14, Base Atk +3, Grapple -1, Atk Claw +3 melee (1d3), bite +1 melee (1d4), gore +1 melee (1d4), SQ Damage reduction 5/magic, darkvision 60 ft., freeze, SV Fort +3, Ref +6, Will +3, Str 11, Dex 16, Con 16, Int 6, Wis 11, Cha 7, Hide 0 (+9, +15 against stone background), Listen 1 (+3), Spot 1 (+3), Multiattack
+2 racial bonus to Hide, Listen & Spot, Hide bonus increases to +8 when the gargoyle is concealed against a stone background, +4 size bonus to Hide checks.
Freeze – can hold itself so still that it appears to be a statue, DC 20 Spot check to tell it is a living creature.
Natural weapons are treated as magic weapons for overcoming damage reduction.

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Ross Byers wrote:
Guardianals and Eladrin aren't in the SRD, but Avorals, Leonals, Bralani, and Ghaele are.

Well lookie there! Thanks, I hadn't noticed them!

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Random non-extraplanar Familar, not tied to any alignment, and meant to be a lower-powered choice, compared to an Imp or Pseudodragon.

Ghost Owl

This creature appears as an owl of good size and sinister look, with dull gray feathers and eyes that resemble the full moon shining out of the darkness. The owls eyes fade into half moons and crescents as lighting improves, finally becoming lightless pools of black if light shines directly upon them.

Small Magical Beast
HD 2d10+2 (13 hp), Init +3, Spd 10 ft., fly 40 ft. (average), AC 17 (+1 size, +3 Dex, +3 natural), touch 14, flat-footed 13, Base Atk +2, Grapple -1, Atk 2 Talons +5 melee (1d4), bite +0 melee (1d4), SQ Immune to sleep and paralyzation, 60 ft. darkvision, low-light vision, SV Fort +4, Ref +6, Will +2, Str 10, Dex 17, Con 12, Int 6, Wis 14, Cha 11, Hide 1 (+16), Listen 2 (+12), Move Silently 1 (+18), Spot 2 (+4, +12 in areas of shadowy illumination), Alertness, Weapon Finesse (B), always Neutral
+8 racial bonus to Hide and Listen checks, +14 racial bonus to Move Silently checks, +8 racial bonus to Spot checks in areas of shadowy illumination
Natural weapons are treated as magic weapons for overcoming damage reduction.

Hibernation (Ex): A Ghost Owl can enter a state of suspended animation, in which it does not require food, drink or air, and during which the effects of poisons or diseases are suspended. While in this state, it recovers hit points and ability score damage at the normal resting rate, and it can awaken at any time, although it is not generally aware of it’s surroundings (although it is aware of being damaged!). Elves report that ‘Moon-Eyed Hunters’ have slept for centuries, with no sign of weakness or age when they awaken.

Advanced Ghost Owls;

Some Ghost Owls have a stronger connection to otherworldly forces than the average specimen. These 'elder owls' are said to be able to sense spirits or unseen presences, frighten the faint of heart with their ghostly cries and even strike the incorporeal undead with their talons!

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Devil Dogs

Devil dogs, unsurprisingly, resemble what they are, a small sized breed of Hell Hound, with coal black hairless skin that glistens like polished obsidian, and eyes and maws that burn with the fires of the pit. They understand, but do not speak, Infernal, and their baying cries sound eerily like wailing human voices raised in some dreadful anguished chorus.

Small Outsider (Evil, Extraplanar, Fire, Lawful)
HD 2d8+2 (11 hp), Init +2, Spd 40 ft., AC 17 (+1 size, +2 Dex, +4 natural), touch 13, flat-footed 15, Base Atk +2, Grapple -1, Atk Bite +2 melee (1d6 + 1d4 fire), SQ Low-light vision, 60 ft. darkvision, scent, spit fire, immunity to fire, vulnerability to cold, SV Fort +4, Ref +5, Will +4, Str 10, Dex 15, Con 13, Int 6, Wis 12, Cha 6, Jump 0 (+6), Listen 2 (+5), Spot 2 (+5), Survival 1 (+2, +6 to track by scent), Alertness, Track (B), always Lawful Evil
+4 racial bonus to Jump checks, +4 bonus to Survival checks when tracking by scent, devil dogs use their dexterity modifier instead of their strength modifier for Jump checks

Spit Fire (Su): A devil dog can spit a gob of flaming saliva with a range increment of 10 ft. that acts as a flask of alchemist’s fire. The devil dog must wait 1d4 rounds before being able to spit fire again.

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A variant Familiar that I actually used in a game. The look on the players faces when their first level party encountered a quartet of 'Mind Flayers,' and the first one failed his save against their 'mental blast' (Daze) was priceless.

Darkhood

This levitating squid-like creature looks almost exactly like a darkmantle, and usually appears as a noisome mixture of purple or ruddy hues. When it takes a host, it drapes completely over the face and head of a human-sized target (or just the face of a large target), and the host and parasite pair often are mistaken for an entirely different creature of the underdark…

Small Magical Beast
HD 1d10+1 (6 hp), Init +4, Spd 20 ft., fly 30 ft. (poor), AC 17 (+1 size, +6 natural), touch 11, flat-footed 16, Base Atk +1, Grapple -3, Atk Slam +2 melee (1d4+1), SQ Low-light vision, 60 ft. darkvision, improved grab, blindsight 90 ft., constrict (1d4+1), spell-like abilities, possess host, SV Fort +3, Ref +2, Will +1, Str 12, Dex 10, Con 13, Int 6, Wis 12, Cha 10, Hide 2 (+6), Listen 1 (+8), Spot 1 (+8), Alertness, always Neutral
+4 racial bonus to Listen and Spot checks (these bonuses are lost if it’s blindsight is negated), +4 bonus to Hide checks due to its variable coloration

Spell-like abilities At will – Daze, Ghost Sound, Mage Hand, Message, Open/Close. Save DCs are Charisma-based. Caster level as a 1st level Sorcerer.

Improved Grab (Ex): To use this ability, a darkhood must hit a Large or smaller creature with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it attaches to the opponent’s head and can constrict.

Constrict (Ex): A darkhood deals 1d4+1 points of nonlethal damage with a successful grapple check.

Possess host (Su): A darkhood that has reduced a grappled foe to unconsciousness through lethal or nonlethal damage can attempt to possess the creature. The creature must make a Will save (DC 13 to resist, the effect is treated as a 3rd level spell and the save DC is Charisma-based) or have its body fall under the complete control of the darkhood. On a successful save, the darkhood cannot attempt to possess that individual for 24 hours, and may choose to either try to keep it unconscious to try again (if the location seems secure) or just strangle it to death (if it doesn't feel like this would be a safe area to wait around for 24 hours). The darkhood does not gain any access to its hosts memories, class abilities or skills, but can still use its own spell-like abilities and sensory traits as normal. For every 24 hours that a person remains under the darkhoods’ thrall, it takes 2 points of ability damage to both Constitution and Wisdom, as the creature feeds both off of their physical body and their mental energies. During this time, the ‘host’ does not recover any ability points lost, even if the darkhood attempts to ‘rest’ the hosts body, although the lost attribute points can be restored magically, even while the creature is still attached.

Special: A darkhoods’ blindsense is a function of its mental energies, and a target that is mindless or has some protection against magical forms of detection (such as a nondetection spell) is effectively invisible to the creatures blindsense (but not its other senses).

As a somewhat creepy aside, Darkhoods not only feed both physically and psychically off of their hosts, but they also require a host to reproduce. Their designer clearly watched Alien too many times.


Is your Darkhood inspired by the old monster, the Executioner Hood ?
(AD&D 1st edition, Monster Manual II, if i recall correctly)

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Seldriss wrote:

Is your Darkhood inspired by the old monster, the Executioner Hood ?

(AD&D 1st edition, Monster Manual II, if i recall correctly)

As much as the Darkmantle was, I suppose. I mainly created it because I wanted to make a weak version of the 'Mind Flayer' for a 1st level party to fight, and an flying squid with 'psychic powers' that latched onto someone's face Aliens-style and rode them around like ponies sounded particularly fun.


Hey great thread! I'll have to post one of my own...

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Inspired by an old, old, old joke from the pages of Dragon magazine;

Stormkin

With pale green or violet skin, and dark green or blue-black hair, the figure before you resembles a Storm Giant, except that it is of a slighter, if still muscular, build, and is only three feet tall! Its small-sized greatsword crackles with electricity, and it also has a metal composite bow sized for its frame slung over its back. It is dressed in fairly simple clothing, complementing a shining breastplate of bronze hue. Any suggestion that the stormkin, also sometimes called ‘children of the storm,’ or ‘cloudlings,’ is some sort of pixie / storm giant hybrid will be met with outrage and protest, if not violence!

Small Monstrous Humanoid
HD 2d8+4 (13 hp), Init +2, Spd 20 ft., swim 20 ft., fly 5 ft. (poor), AC 20 (+1 size, +4 natural, +5 breastplate), touch 11, flat-footed 19, Base Atk +2, Grapple -2, Atk Slam +2 small greatsword (1d10 S), +4 small composite longbow (1d6 P), SQ Low-light vision, electricity resistance 10, hold breath, spell-like abilities, charge weapon, walker on the wind, SV Fort +5, Ref +4, Will +4, Str 10, Dex 14, Con 15, Int 11, Wis 12, Cha 10, Concentration 2 (+3), Craft (any one) 4 (+4) *or* Perform (sing) 4 (+4), Sense Motive 1 (+2), Spot 2 (+3), Swim 1 (+9), Iron Will, often Chaotic Good

Spell-like abilities At will – dancing lights, 3/day – minor image, 1/day – gust of wind, obscuring mist. Save DCs are Charisma-based. Caster level as a 3rd level Sorcerer.

Charge Weapon (Su): A Stormkin can charge any metal weapon in hand with electrical energy that will cause it to inflict +1d4 electrical damage on its next successful strike. This requires a move equivalent action that does not provoke an attack of opportunity and can be done as often as once per round. Any charged weapon that leaves the stormkin’s grasp loses its charge harmlessly at the end of the round, if it has not already been discharged by impact (as in the case of a metal throwing axe, javelin or arrow that has been charged with electricity). The stormkin can charge multiple weapons, but they must all remain in hand to remain charged, they cannot be sheathed or slung in a quiver.

Walker on the Wind (Su): A Stormkin is treated as up to three size classes smaller (Tiny, Diminutive or Fine) or three size classes larger (Medium, Large or Huge) for the effects of extreme winds, and can change this as an immediate action at any time (to stand firm in the face of a hostile Gust of Wind, or be carried aloft and out of danger, at his discretion). A stormkin takes no damage from falls of any height, even if unconscious.

A Stormkin has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. *Stormkin ignore all weight penalties for gear carried when swimming.

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Hugo Solis wrote:
Hey great thread! I'll have to post one of my own...

Please do! More options beyond the standard 'Imp, Quasit, Mephit, Pseudodragon' group are always cool!

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An Improved Familiar for the shadow-mages out there;

Shadow Soul (sometimes called a 'Shadow on the Soul')

Medium Undead (Incorporeal)
HD: 3d12 (19 hp), Init +2, Fly 40 ft. (good), AC 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11, BAB/Grapple: +1/-, Atk: Incorporeal touch +3 melee (1d6 Str), Full Atk: Same, Space/Reach: 5 ft./5 ft., SA Strength damage, SQ Darkvision 60 ft., incorporeal traits, +2 turn resistance, undead traits, SVs Fort +1, Ref +3, Will +4, Str -, Dex 14, Con -, Int 6, Wis 12, Cha 13, Hide 2 (+8*), Listen 2 (+7), Search 2 (+4), Spot 2 (+7), Alertness, Dodge
+2 racial bonus on Listen and Spot checks, +4 racial bonus on Search checks. +4 racial bonus on Hide checks in areas of shadowy illumination, -4 penalty on Hide checks in brightly lit areas.

8 skill pts

Statistically, this Familiar is identical to an undead Shadow, with the following exceptions;

1) It becomes a Familiar and gains the following traits of a Familiar;
Intelligence increase by caster level, Improved Evasion, Share Spells, Empathic Link, Deliver touch spells, Speak with master, Spell resistance. Instead of a Natural Armor adjustment, it receives an increasing Deflection bonus to it's armor class, that stacks with it's own. It's hit points, effective Hit Dice, base attack bonus, saving throws and skills remain unchanged from a standard undead Shadow. It does not gain anything to replace the 'speak with animals of its own kind' feature or the 'scry on familiar' feature.

2) It cannot Create Spawn. Instead, when it kills a creature that would be eligible to become a Shadow spawn, it instead regains 1d6 hit points for every HD of that creature, up to it's maximum hit points.

3) It is bound to the spellcaster, replacing his or her own shadow, and cannot normally move beyond a five foot square adjacent to their person.

4) The Shadow Soul *can* roam freely, but only when the spellcaster is unconscious or in a meditative state, which can be entered with a Concentration check (DC 15), during which the spellcaster is in control of the Shadow's actions, and perceives through it's senses instead of his own (but cannot use any of his own abilities, save for his mental attributes and any skill that does not require a physical body or the presence of equipment). The Shadow Soul can travel up to one mile from the master's unconscious body during this time, using it's normal movement rates, and automatically reappears stunned at the master's side if he awakens unexpectedly (both the master and the Shadow Soul are stunned for one round, in this case). If it attempts to leave a one mile radius, or the body is transported beyond it's maximum range, it also reappears stunned at the location of it's masters body. The Shadow Soul does not roam free or remain active when the spellcaster is *resting,* but must remain dormant and unaware if the spellcaster is to be rested and capable of recovering spells.

5) If a Shadow Soul is destroyed, the master is immediately exhausted, and receives a negative level (Fort DC 15 to remove). A successful attempt to Turn a Shadow Soul may cause it to move to it's maximum range away from the Turning Cleric (which would be in the five foot square adjacent to its master that is furthest from the Cleric). Rebuke, Bolster and Destroy Undead attempts work normally, but the Shadow Soul is resistant to attempts to Command it and gains a Will saving throw each round (treat the Command Undead as a 1st level spell to determine DC) it is commanded to take an action that could endanger itself or its master.


*Bump post to have the thread handy*

Dark Archive

In a Pathfinder article about clergy of Calistria, companion wasps that grew to the size of cats were mentioned, and I decided that it sounded too cool to not stat up. I basically took the Giant Wasp (size Large) and reduced it using the size advancement table in the back of the Monster Manual (but didn't reduce it below a 10 Con) and guesstimated a 1/2 HD for the Tiny ones and 1 HD for the Small ones.

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 Spot checks as it's familiar ability (under 3.5).

Calistrian Wasp - Tiny Vermin; HD 1/2d8 (2 hp); Init +4; Spd 10 ft., climb 10 ft., fly 60 ft. (good); AC 18 (+2 size, +4 Dex, +2 Natural armor), touch 16, flat-footed 14; Base Atk/Grapple +0/-12; Atk sting +2 melee (1d2-4 plus poison); Full Atk sting +2 melee (1d2-4 plus poison); Space/Reach 2 1/2 ft./0 ft.; SA Poison, SQ Darkvision 60 ft., Vermin traits; Saves Fort +2, Ref +4, Will +1, Str 2, Dex 18, Con 10, Int -, Wis 13, Cha 11; Hide +12, Spot +9, Survival +1*; Poison, injury, Fort DC 10, 1d2 Dex/1d2 Dex (save is Fort based); +8 racial bonus to Spot checks, +4 racial bonus to Survival checks to determine direction / orient itself. +8 size bonus to Hide checks.

The bigger ones would be;
Calistrian Wasp - Small Vermin; HD 1d8 (4 hp); Init +3; Spd 10 ft., climb 10 ft., fly 60 ft. (good); AC 16 (+1 size, +3 Dex, +2 Natural armor), touch 14, flat-footed 13; Base Atk/Grapple +0/-6; Atk sting +2 melee (1d3-2 plus poison); Full Atk sting +6 melee (1d3-2 plus poison); Space/Reach 5 ft./5 ft.; SA Poison, SQ Darkvision 60 ft., Vermin traits; Saves Fort +2, Ref +3, Will +1, Str 6, Dex 16, Con 10, Int -, Wis 13, Cha 11; Hide +7, Spot +9, Survival +1*; Poison, injury, Fort DC 10, 1d3 Dex/1d3 Dex (save is Fort based); +8 racial bonus to Spot checks, +4 racial bonus to Survival checks to determine direction / orient itself. +4 size bonus to Hide checks.

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!

Many other familiar options with Golarion flavor could be mocked up by calling a Weasel a 'Firefoot fennec' or a Hawk 'an immature Storm Roc' or a Lizard a 'Varisian Gecko' or whatever. You could also tweak a few things, such as allow a Shoanti Sorcerer to take a Cindersnake familiar (Small Viper stats, no poison, +3 Bluff checks) or a Donkey Rat (Dire Rats stats, no disease) or an Osirioni Vulture (Hawk stats, appearance as an Egyptian Vultre) or something.


Set wrote:
Firstly, the Improved Familiar for ...

If you're going to be doing a lot of threads like this, I'd like to suggest that you use Spoiler tags for the stats. Doing so will make it easier for people to navigate the thread and find the stats that interest them. Before long these lists become mind-numbing otherwise.

FWIW,

Rez


I thought this was going to be an alternate rule for allowing other classes to have pets.

Good stuff, nonetheless.

Dark Archive

CourtFool wrote:

I thought this was going to be an alternate rule for allowing other classes to have pets.

Good stuff, nonetheless.

That would be kind of neat, sort of like the Wild Cohort feat, or the Obtain Familiar feat from Complete Arcane.

The Calistria write up in Second Darkness, er, 5 maybe?, suggests that Calistrian clergy sometimes have cat-sized wasps that have Familiar-like abilities, so a version of Obtain Familiar (which isn't Open Content anyway) that can be taken by a non-arcanist would seem appropriate for Golarion use.


I am at work and can not follow that link. I am not familiar with either of those feats. I always thought it was a little silly you had to be a certain level before you could have 'friends' and the number and type of 'friends' was very limited.

There should be a feat that allows you to have Allies/Companions/Contacts/Followers/Patrons/Side Kicks/Whathaveyou at any level. Hmmm, maybe I should brainstorm something out.


Further thought: many prestige classes imply some sort of patron organization. It would make sense to make the feat part of the prestige class.

If you have a patron, you want to balance it so that the players do not rely on calling in the heavy guns whenever something gets tough. Maybe a chance based on character level, or would Diplomacy be the better route considering all the possible buffs.

Sorry, I am just rambling off topic now. I should get back to digging up the back yard.

Dark Archive

CourtFool wrote:

I am at work and can not follow that link. I am not familiar with either of those feats. I always thought it was a little silly you had to be a certain level before you could have 'friends' and the number and type of 'friends' was very limited.

There should be a feat that allows you to have Allies/Companions/Contacts/Followers/Patrons/Side Kicks/Whathaveyou at any level. Hmmm, maybe I should brainstorm something out.

It would certainly fit some concepts for a Rogue to have a monkey companion that skitters about, slipping poison into people's food or something at it's master's direction.

And many priests would fit to have a 'holy animal' sacred to their faith, following them around. This would be particularly appropriate for priesthoods like Trithereon (from Greyhawk, a hunter / ranger diety who had hawk, hound and crocodilian companions) or Ketephys (from Golarion, who has hawk and hound) or Calistria (also Golarion, and specifically said to have oversized wasps as 'familiar-like' companions) or Cayden Cailean (said to send 'cayhound' celestial war dog followers for some of his faithful).

Either the Familiar *or* the Companion option should be do-able, with the Rogue-with-Monkey likely using Familiar rules (perhaps at a 'caster level' equal to half his character level?) and a Barbarian-with-war-bear-Bubu using the Companion rules (again, perhaps counting as a Druid of 1/2 his character level for advancing that war bear).

The bear companion would require higher levels (or start as a cub at 1st level), but it doesn't seem out of line for a 1st level Rogue to blow a feat to have a Monkey 'familiar,' IMO. The link might represent the Rogue having a latent talent for magic, that he's chosen to not develop, or having somehow read a purloined wizard's tome and 'accidentally' used the Summon Familiar ability with his knack for 'spoofing' magical workings with Use Magical Device, or perhaps even a magical property of the Monkey and not the Rogue! (The Monkey already was a Familiar, and when it's master died abruptly, the link somehow transferred to the nearest other person, or a blood relative of the wizard, or to the first person the Monkey touched after the death of it's master, which happened to be the Rogue!)

Tons of possibilities, and not all of them require the Rogue to have innate magic of his own (the bonding could even have been performed by an arcanist, either at the Rogue's urging or as a form of experiment performed on the hapless Rogue, bonding him to the Monkey during a failed attempt at swapping his mind with the Monkey's as a punishment or something, making it kind of like a Spelltouched Feat, where some magical assault on the Rogue ended up leaving behind a useful magical ability!).

That might even make a funny background story. Your Rogue was caught sneaking into a wizard's room in the caravanserai, and he punished you by swapping your mind with that of a Monkey, using some variation on Magic Jar. After a harrowing week as a Monkey, trying to use your skills and wit to safeguard your human body, which was running around screeching and trying to climb trees and steal dates and flinging poo at people, the curse wore off and your mind returned to it's (somewhat the worse for wear) true body. But the magic had lingering effects, and you now have a permanant mental link to this Monkey, similar to the bond between a wizard and his familiar! You really don't like the little brute, and would like to forget the whole sorry experience, but you are aware of the strength of the link between the two of you, and fear that his death would damage you in some way, perhaps killing the tiny fragment of your soul that remains within his furry body. And, as time goes by, you find that he's grown cleverer, more durable and more skillfull than you would have thought, and makes a useful ally...


Are you kidding? Rogue + monkey?

How about…

Rogue + dog = begging on the corner, the dog trained to limp to elicit sympathy
Rogue + parrot = that's right, matey's, I went there
Rogue + ferret = Beastmaster with more clothes
Rogue + scorpion = What? Pay for poison?
Rogue + rat = really, do I even need to spell this one out?
Rogue + turtle = O.k. I got nothing.


CourtFool wrote:

Rogue + dog = begging on the corner, the dog trained to limp to elicit sympathy

Rogue + parrot = that's right, matey's, I went there
Rogue + ferret = Beastmaster with more clothes
Rogue + scorpion = What? Pay for poison?
Rogue + rat = really, do I even need to spell this one out?
Rogue + turtle = O.k. I got nothing.

Rogue + gerbil = Richard Gere...


CourtFool wrote:

Are you kidding? Rogue + monkey?

How about…

Rogue + dog = begging on the corner, the dog trained to limp to elicit sympathy
Rogue + parrot = that's right, matey's, I went there
Rogue + ferret = Beastmaster with more clothes
Rogue + scorpion = What? Pay for poison?
Rogue + rat = really, do I even need to spell this one out?
Rogue + turtle = O.k. I got nothing.

You missed the whole snake angle.

And perhaps, is that turtle teenage?


Kirth Gersen wrote:
Rogue + gerbil = Richard Gere...

Now there is a bond no man can tear asunder.


Kirth Gersen wrote:


Rogue + gerbil = Richard Gere...

Lemmiwinks?


ArchLich wrote:
You missed the whole snake angle.

I was thinking the same as the scorpion with some additional benefits. +2 to Intimidate?

"What is that hissing noise?"


I definitely like the shadow version familiar the best so far.
It doesn't clutter up combat and adds to the character.
Maybe you should make elemental spirit type familiars for characters as well. After all who doesn't want to have a friendly fire spirit you can call on to enwrap your sword, start your campfire or toast your sandwich?


CourtFool wrote:
ArchLich wrote:
You missed the whole snake angle.

I was thinking the same as the scorpion with some additional benefits. +2 to Intimidate?

"What is that hissing noise?"

Trouser snake.


ArchLich wrote:
Trouser snake.

+4 to Bluff for seduction attempts only?

Dark Archive

ArchLich wrote:
Maybe you should make elemental spirit type familiars for characters as well. After all who doesn't want to have a friendly fire spirit you can call on to enwrap your sword, start your campfire or toast your sandwich?

Ooh, many years ago I wrote up a hundred plus Familiar ideas for GURPS mages, including a fire spirit that could float around as a free-range fireball (1d6, one target only), wrap itself around your weapon (+2 fire damage, in that system) or whatever. That would be a neat document to go back and pillage for D&D ideas, not that I think of it!

There was also a 'living lightning' elemental spirit that acted the same way, striking as a 1d6 electrical ray, or coiling around a metal weapon to allow it to do extra electrical damage on a hit. A tiny air elemental critter could count as one of the Djinn or Air Elemental Whirlwinds, of Small size, incorporeal (since it's just a sentient dust devil) would be spiffy as well. Alternately, such a spirit might not manifest as a creature at all, but be represented by appropriate spells. The 'air spirit' might allow the mage to feather fall for X rounds / day (with X equalling Int/Cha bonus + caster level?), and as his levels increase, he might be able to use rounds of duration to throw up a wind wall, or 3 rounds of daily duration all at once to conjure up a gust of wind, or something.

We can skip the odd ones, like the porcupine that could throw it's quills or the hivemind swarm of bees or the 'Nemean housecat' (cat with Damage Reduction)...

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