| Tom Cattery |
After studying the most recent release on Animal Companions, I took it upon myself to do something similar for Familiars. Here's what I came up with.
Class Level: The character’s wizard level. The wizard’s class levels stack with levels of any other classes that are entitled to a familiar for the purpose of determining the familiar’s statistics.
HD: A familiar’s hit die and hit points are determined by his master. A familiar’s maximum hit points are always equal to half of his master’s hit points. Note that effects that alter a wizard’s hit points (such as casting Bear’s Endurance or failing a saving throw against a Chill Touch spell) do not effect the familiar unless the changes are of a permanent, inherent nature. Only the normal maximum hit points of the master are considered.
BAB: A familiar’s base attack bonus is always the same as his master’s but the familiar adds its own bonuses from attributes, feats, etc. to determine its final attack bonus. Familiars do not gain additional attacks using their natural weapons for a master with a high base attack bonus.
Fort/Ref/Will: A familiar is considered to start with good Fortitude and Reflex Saves, starting with a +2 base to each and a +0 base to Will Saves. However, as its master advances in levels, it may choose to use its master’s base saving throws (modified by its own attributes) if they are greater than its own.
Skills: This is the total number of skill points a familiar possesses. At 1st level, familiars may only assign their skill points to any of the skills listed under Animal Skills. At higher levels, familiars can purchase ranks in any skill. Once a familiar increases its Intelligence to 10 or higher, it gains additional skill points. An animal companion cannot have more ranks in a skill then its master has wizard levels. Note that because of the bond between the familiar and its master, the familiar can choose to use its master’s ranks in a skill if they are higher than its own.
Feats: This is the total number of feats possessed by a familiar. At first level, a familiar may only choose feats from those available to animals. At higher levels, they may choose any feat for which they qualify, although they are unable to utilize some feats (such as Martial Weapon Proficiency). Note that animal companions cannot select a feat with a requirement of base attack bonus +1 until their master attains a +1 base attack bonus.
Natural Armor Bonus: The number noted here is an improvement to the familiar’s existing natural armor bonus.
Int Score: This is the familiar’s Intelligence Score.
Special: This includes a number of abilities gained by familiars as they increase in power. Each of these bonuses is described below.
Empathic Link (Su): The master has an empathic link to his familiar to a distance of 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 emotions can be communicated.
Share Spells (Ex): The wizard may cast a spell with a target of “You” on her familiar (as a touch range spell) instead of on herself. A wizard may cast spells on her familiar even if the spells normally do not affect creatures of the familiar's type.
Ability Score Increase (Ex): The familiar adds +1 to one of its ability scores.
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 the familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Imp. 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 only half damage if the saving throw fails
Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.
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 other 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 ermines and minks. 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 that equals or exceeds the familiar’s spell resistance.
Scry on Familiar: If the master is 13th level or higher, he may scry on his familiar once per day.
Animal Skills
Familiars can start withranks in any of the following skills: Acrobatics (Dex), Climb (Str), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Perception (Wis), Stealth (Dex), Survival (Wis), and Swim (Str).
Animal Feats
Animal companions can select from the following feats: Acrobatic, Agile Maneuvers, Armor Proficiency (all), Athletic, Blind-Fight, Combat Reflexes, Die Hard, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Natural Armor, Improved Natural Attack, Improved Overrun, Intimidating Prowess, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Skill Focus, Spring Attack, Stealthy, Toughness, Weapon Finesse, and Weapon Focus.
Natural
Class Armor Int
Level Skills Feats Bonus Score Special
1 2 1 +1 6 Alertness, Imp. Evasion, Share Spells, Empathic Link
2 3 2 +1 6
3 3 2 +2 7 Deliver Touch Spells
4 4 2 +2 7 Ability Score Increase
5 5 3 +3 8 Speak with Master
6 6 3 +3 8
7 6 3 +4 9 Speak with Animals of its Kind
8 7 4 +4 9
9 8 4 +5 10 Ability Score Increase
10 9 5 +5 10
11 9 5 +6 11 Spell Resistance
12 10 5 +6 11
13 11 6 +7 12 Scry on Familiar
14 12 6 +7 12 Ability Score Increase
15 12 6 +8 13
16 13 7 +8 13
17 14 7 +9 14
18 15 8 +9 14
19 15 8 +10 15
20 16 8 +10 15 Ability Score Increase
What do you think? [Note the table will have the same problems as the one for Animal Companions.]
| Richard the Lame |
I've never been a fan of familiars. They can easily be replaced by a couple of feats in 3.5 . However, it seems they have kept the familiars for PF and nothing has changed regarding them.
I feel that familiars are decent at when playing characters between lvls. 1-5, but other than that they are pretty much useless.
Furthermore, if your familiar gets killed, it costs alot of experience, gold pieces, and time to get another one, which further adds to their uselessness.
| seekerofshadowlight |
everything really, I have posted it a few times, basically I rewrote the whole thing, the concept is a bit different , as familiars can't die, or be killed and there as much a part of the caster as his own arm. The best ya can do is "kill" one and make it go away for 24 hours. From the limited playtesting I have done they seem to get more use.
I do like this approach and It might be fun to merge em and see what I get.
Edit: This one is missing a few animals off the list but is more or less complete
Familiar many say the word with out understanding just what they are, most seem to think of them as magic pets and little more. They are wrong, familiars are a part of a spellcaster much as his arm or his very soul. There are two ways a familiar comes into being, the first the caster summons forth a normal animal and though arcane magic imparts a piece of his soul into the creature making it into a being of magic. The second method the caster takes his own blood and non magical materials, earth, rock, plants, metal and though arcane magic and long hours of craft work imparts a piece of his soul into it giving it form. Familiars created in such a away often have shapes such as metal crabs, small winged humanoids, fairies, and small dragons but function the same way as animal familiars.
Familiars however are no longer creatures of just flesh and blood but rather a part of the caster. A familiar has two states of being manifested and bonded. While manifested the familiar has a physical form and is visible. In this state the familiar may move about as normal, it may walk, fly, crawl or swim up to 30 feet per round as its form dictates this ability improves by 10 feet every 5 caster levels. As long as it stays within the range of its caster as defined by the casters level the caster the caster is granted all the benefits of the familiars bond. While is physical form the familiar has HP equal to the casters level+3 and an AC of 15+1/2 the caster level. A familiars BAB and saves are always are the same as there master. Damage is as animal type or 1d2. Any damage to the familiar that exceeds its HP causes its form to fractures and dissipates and it can not be called forth again for 24 hours. Further more the caster takes a -1 caster level for that time and looses the granted benefit. While bonded the familiar is apart of the casters body. A caster may bond with its familiar as long as he is touching it doing so is a move action. The second form is bonded. A bonded familiar is still active and can commutate with its master, however it is an incorporeal part of the caster, as much as his arm or heart. A bonded familiar can not move or act outside of his master body, it is a voice in his head. The caster still receives all benefits from the familiar that do not depend on it being separate.
Each familiar its own creature with it's own mind. While loyal to it's master it has it's own unique personality and should never be thought of as just an object. They often have there own quirks, likes and dislikes.
Benefits of a familiar.
Personality
Upon creating a familiar a part of the caster soul is imparted into it grating it a personality and the caster extra benefits.
You only gain one benefit.You gain the benefits as long as the familiar is active but not if it is fractured The familiar has an INT equal to the caster -2
Artist ------+3 bonus on Craft checks
Bully --------+3 bonus on Intimidate checks
Coward ---- +3 bonus on perception checks for avoiding surprise attacks
Friendly ----+1 step to starting attitude if at lest indiffent
Hero --------+2 bonus on Fortitude saves
Meticulous -+3 bonus on search perception checks
Nimble ------+2 bonus on Initiative checks
Observant ---may make a check to spot secret/concealed doors within 10 feet
Poised -------+3 bonus on acrobatics checks
Resolved ----+2 bonus on Will saves
Sage ---------+3 bonus on checks involving any one Knowledge skill the owner already knows; once chosen, this does not vary
Single-minded -+3 bonus on any one skill
Sneaky ------- +3 bonus on stealthy checks
Storyteller -+3 bonus on bluff checks
Sympathetic --+3 bonus on diplomacy checks
Or they may keep the bonus from there original form
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
Raven...Master gains a +3 bonus on Appraise checks*
Snake...Master gains a +3 bonus on Bluff checks**
Toad ...Master gains +3 hit points +1 per level
Weasel .Master gains a +2 bonus on Reflex saves
* A raven may speck 1 language know to its master
** use tiny viper for the stats
Improving familiars
Level---Ability
1st……….Alertness, telepathic link 5’Imporved evasion
2nd…........Share spells 5’ per 2 caster levels
4th……… Deliver touch spells
5th…… …Meta magic assistance I
6th……….Extend telepathic link 5’ per level
7th……….Speak with others
8th………. Deliver spells [1-2][1/day per 4 caster levels]
11th………Meta magic assistance II
12th……... Extend telepathic link 25’per level
14th………Deliver spells [3-4]
18th………Meta magic assistant III, telepathic link 50’ per level
20th………Deliver spells[5-6]
Alertness
A familiar grants the Alertness feat to it’s master while bonded .
Improved Evasion
While manifested if a familiar is subject to an attack that normally allows a reflex save for half damage, it 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 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
Metamagic assistance: The familiar grants a number of metamagic points which can be used to reduce the metamagic increase when preparing metamagic spells. The points may be spilt if you have more then 1, but never lower then 1 point. The points can not reduce the spell to lower then its spell level. Starting at 5th level the familiar grants 1 meta magic point. These increases to 3 metamagic points at 11th level and 5 metamagic points at 17th level The familiar must be bonded in order to cast the Meta magic spell.
Deliver spells:If the master is 8th 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.
At 8th level the familiar my deliver 1 and 2nd level spells. At 14th 3rd and 4th level spell. And at 20th 5 and 6th level spells. This ability is usable 1/day per every 4 levels of the caster.
telepathic link: The caster and familiar share a deep telepathic bond and can speak with each other without words. This bond works within a range of 5 feet. At 6th level the bond increase to a range of 5 feet per arcane caster level.. At 12th level the telepathic range increase to 25 feet per arcane caster level. And finally at 18th level this changes to 50’ per level of the arcane casting level
Speak with others: At 7th level a familiar gains the ability to speak any language its master knows.
Feats
Improved familiar
Your familiar gains a second personality trait, or animal form .You gain the benefits of both familiar personalities/forums. Your familiar personality adjusts and becomes a blend between all implanted personality fragments. Or if animal form an manifest as both forms
You can take this multiple times.
Hardy Familiar
This feat improves your familiars’ toughness. They gain benefits of the toughness feat also there natural attacks improve by 1 die.
Spell receptacle
The familiar bond with the caster allows him to store up to his INT mod of spell levels in his familiar the familiar remembers the spells and can transfer them to the caster .This is a move action
Perquisite
Improved familiar
Morphic familiar
You may alter your familiars form as a full round action and it must be bonded to you to do so. I t allows it to take on the form and movement type of a creature of similar size and HD
Improved manifestation
Your familiar becomes a tougher version of itself. Add the dire template to your familiar.
While manifesting
Perquisite
Hardy Familiar
| Tom Cattery |
I remember seeing this now. I thought it looked interresting, the way you combined familiars with the psi-crystal personalities. I also liked some of the other abilities you gave them. Did you think of a way of dealing with non-standard familiars (imps, pseudodragons, larger animals, celestial or fiendish animals, etc.)?
*Edit* After looking through yours, I decided to merge some of your ideas with mine. I also came up with a few interresting ideas of my own based upon your listing.
| seekerofshadowlight |
cool I would like to see what ya came up with. Thats the fun thing about open content so much to build off of and spark ideals.
I use a set of feats to do the whole fiendish/celestial thing , as for the dragons and such well ya can have one that looks like a dragon[ or a fairy, a metal crab or anything else] at level 1 , and improve its power with feats.
| Tom Cattery |
cool I would like to see what ya came up with. Thats the fun thing about open content so much to build off of and spark ideals.
I use a set of feats to do the whole fiendish/celestial thing , as for the dragons and such well ya can have one that looks like a dragon[ or a fairy, a metal crab or anything else] at level 1 , and improve its power with feats.
One of the things that's particularly bothered me about familiars is that, classically-speaking, they are supposed to assist the wizard/witch/sorcerer/whatever with their spellcasting. It's one of the reasons I particularly liked the Sha'ir from Al-Qadim. Anyway, here is some of the stuff I came up with and how I tied it in, both with existing familiar abilities and with your examples. These would be added abilities within the Familiar class feature:
Magic Assistance: 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 within 5’ of each other per the master’s caster level at the time the master casts a touch spell, he can designate the familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Magic Assistance: Metamagic (Su): If the master is 5th level or higher and has at least one metamagic feat, the familiar gains the ability to augment its master’s spells. If the master is in contact with his familiar, the familiar may augment its master’s spells using any metamagic feat that the master knows. Augmenting a spell in this way does not change the level of the spell. The familiar may augment the master’s spells once per day at 5th level plus an additional time per day for every 5 levels thereafter. The familiar may only augment one spell with one metamagic feat per round.
Magic Assistance: Deliver Ranged Spells (Su): If the master is 8th level or higher, a familiar can deliver ranged touch spells for him. If the master and the familiar are within 5’ of each other per the master’s caster level at the time the master casts a touch spell, he can designate the familiar as the source for the ranged touch spell. The familiar can then deliver the ranged touch spell just as the master would. Unlike touch spells, there is a limit to the power of spell that a familiar can deliver. A familiar may only deliver ranged touch spells that have a spell level of equal or less to one quarter of the master’s caster level. This means an 8th level caster can cast up to 2nd level spells through his familiar, a 12th level can cast up to 3rd level spells and so on to a maximum of 5th level spells at level 20. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
Magic Assistance: Cast Cantrips (Sp): If the master is 10th level or higher, his familiar gains the ability to use Cantrips as Spell-like abilities. The familiar casts its spells using its own attributes and can only access Cantrips that its master has in memory. The familiar is considered a wizard of half its masters level for the purposes of casting its own Cantrips.
I'd also considered some other abilities:
-An ability similar to the Metamagic one that allows the familiar to increase the caster level of a spell if it is in contact with its master.
-The ability to grant a bonus to Spellcraft checks to concentrate on spells if the familiar is in contact with its master.
-The ability to take over spells that require concentration for the caster so the master may cast other spells.
-The ability to take on higher level spells in an Imbue With Spell Ability fashion.
-The ability to fetch other spells much as a Sha'ir's gen Familiar would.
Those are just some of my thoughts. I'm just hesitant because I don't want the Familiar to be overpowered.
| seekerofshadowlight |
I must say that I find Seeker's version of familiar rather interesting. It reminds me of Filip Phulman's novels (Golden Compass, etc.) The animal forms could be easily substituted with elemental ones, for instance, or with lantern archons or something like that.
I have never read it i recall a bit about it when the movie came out but not much as i haven seen it. Feats to expand into imps, and elemental are planned The game folded b4 i got very deep into it however. I am gonna use them in my next game anyhow
| Tom Cattery |
I just wanted to say that this gave me some interresting ideas.
Improved familiar
Your familiar gains a second personality trait, or animal form .You gain the benefits of both familiar personalities/forums. Your familiar personality adjusts and becomes a blend between all implanted personality fragments. Or if animal form an manifest as both forms
You can take this multiple times.
Combining two base familiars gives a better feel of familiars being magical creatures: Winged cats that can speak, bat-winged toads, fur-covered snakes, etc. Me likey!
| seekerofshadowlight |
hey tom I meant to tell ya I liked alot of what ya did, however I did bring those ability in and nerfed em in my version to keep it from being too good.
I like a more useful ,powerful familiar I just want to make sure its not too good. As in mine they cant be killed , so there isn't a huge danger from using one. In my older drafts they gave even better more powerful abilitys as well as a spellcraft bounes.
I find the line between overpowered and super useful a hard one to balance myself, and am finding combaing mine version with yours a bit much mayhap.
| seekerofshadowlight |
Combining two base familiars gives a better feel of familiars being magical creatures: Winged cats that can speak, bat-winged toads, fur-covered snakes, etc. Me likey!
This was on though behind fixing the improved familiar issue. You should never replace a familiar ,they should improve. I also had feats for making them more planner including morphing into imps and archon like critters, as well as elemental and other such things. Most that never got past the note stage as the game folded