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BigRedRod
1st of July, 2003, 06:04
As many of you know I dislike the current familiar system. Typical familiars seem just to be slightly more intelligent animals that may grant the owner a very small bonus
This isnt how i see it
A Familiar should be a rare and very special creature, that grants its master increasingly large bonuses as the caster gains levels and also improves its own abilities. The familiar should aso not be under complete control of the master (this should depend on how much it fears/respects/whatever the master)
A witch may want a black cat as a familiar, but surely the witch must want a cat that can help her by using its own abilies rather than just being a symbol.

This led me to do as i did in AD&D and create a brand new (and rather more powerful) familiar system. Follow the stpes and create yourself a unique magical animal that will be a valuable member of the team.

Notes
(M) after an ability means that this ability is applyed to the master
(F) after an ability means that this ability is applyed to the familiar
All the standard progression for familiars still occurs (i.e. int increase and gaining abilites like improved evasion).

Step 1 - Familiar Type
Summoning a familiar requires a ritual which costs a base of 150gp. This ritual has three forms
Improving a current animal If the caster so wishes he may select a animal that trusts him and use it as the focus of the ritual. This means that the familiar type is pre-selected
Summoning a Random Type If the caster wishes he may supply no animal and roll on the familiar tpye table to choose a familiar. The DM may also choose to supply the caster with an animal that is not on this list.
Attempting to Choose the familiar Type Without supplying an animal the caster may attempt to summon a certain type of animal. Doing so requires enough research to select a certain type, an additonal 100gp cost on the ritual and a scry check (DC 17, or higher if the magen selects a creature that the DM determines is more powerful than those listed). If the check fails the additonal 100gp of materials are still lost and the DM rolls to determine the creature type.

here are 19 basic familiar types. DMs should feel free to create more
roll a d20 to determine the type (reroll 20s)
1 Bat
1st lvl Blindsight 10ft 20min/day (M)
3rd lvl Blindsight 20ft 20min/day (M)
6th lvl Blindsight 30ft 40min/day (M)
8th lvl Blindsight 40ft 40min/day (M)
10th lvl Blindsight 50ft 1hr/day (M)
12th lvl Blindsight 50ft 2hr/day (M)
This blindsight is stopped if the masters enters an area of magical silence
The caster does not need to use his blindsight in one solid block. For example at level 1 he could use it 10 times a day for 2 minute periods
These abilites are non-cumulative

2"Blob"
1st lvl +1 concentration and spellcraft bonus(M)
6th lvl +2 bonus (M)
12th lvl +3 bonus (M)
18th lvl +4 bonus (M)
These abilites are non-cumulative

3"Humanoid"
1st lvl +1 bonus cantrip (M)
8th lvl +1 bonus 1st level spell (M)
14th lvl +1 bonus 2nd level spell (M)
The bonus spells must be prepared as normal (i.e. wizards still need to prepare the extra spell)
These abilites are cumulative

4 Crawling Eye
1st lvl +1 spot and search bonus (M)
6th lvl +2 bonus (M)
12th lvl +3 bonus (M)
18th lvl +4 bonus (M)
These abilites are non-cumulative

5 Cat
1st lvl +2 move silently bonus (M)
4th lvl +3 bonus (M)
9th lvl +4 bonus (M)
14th lvl +5 bonus (M)
19th lvl +6 bonus (M)
These abilites are non-cumulative

6 Hawk
1st +2 spot bonus (M)
4th lvl +3 bonus (M)
9th lvl +4 bonus (M)
14th lvl +5 bonus (M)
19th lvl +6 bonus (M)
These abilites are non-cumulative

7 Owl
1st lvl Low light vision (M)
12th lvl Darkvision 60ft(M)
These abilites are cumulative (for example a spell that blocks darkvision would still allow the master to retain their low light vision)

8 Rat
1st lvl +1 balance and climb bonus (M)
6th lvl +2 bonus (M)
12th lvl +3 bonus (M)
18th lvl +4 bonus (M)
These abilites are non-cumulative

9 Raven/Thrush
1st lvl Extra language (M)
8th lvl Extra language (M)
16th lvl Extra language (M)
These abilites are cumulative
These languages may be any except secret languages

10 Snake
1st lvl +2 bonus to save against poison (M)
5th lvl +3 bonus (M)
8th lvl +4 bonus (M)
12th lvl no chance of accidental poisoning while applying poison to a weapon or while fighting
16th lvl +5 bonus (M)
The bonuses are not cumulative
You may also extract poison from your snake

11 Toad
1st lvl +1 constitution(this is permanent rather than a constant bonus)(M)
10th lvl +2 constitution(M)
18th lvl +3 constitution(M)
These abilites are non-cumulative

12 Weasel
1st lvl +2 reflex bonus (M)
4th lvl +3 bonus (M)
9th lvl +4 bonus (M)
14th lvl +5 bonus (M)
19th lvl +6 bonus (M)
These abilites are non-cumulative

13 Lizard/Gecko
1st lvl +1 hide and climb bonus(M)
6th lvl +2 bonus (M)
12th lvl +3 bonus (M)
18th lvl +4 bonus (M)
These abilites are non-cumulative
Use the stats listed for the lizard on p198 of the MM (but give them an additional +10 bonus to the hide skill)

14 Hedgehog
1st lvl +1 bonus to AC (M)
6th lvl +2 bonus to AC (M)
12th lvl +3 bonus to AC (M)
18th lvl +4 bonus to AC (M)
These abilites are non-cumulative
Use the stats listed on P13 of tomb and blood

15Octopus
1st lvl +1 hide and spot bonus (M)
6th lvl +2 bonus (M)
12th lvl +3 bonus (M)
18th lvl +4 bonus (M)
These abilites are non-cumulative

16Construct
1st +2 craft bonus (M)
4th lvl +3 bonus (M)
9th lvl +4 bonus (M)
14th lvl +5 bonus (M)
19th lvl +6 bonus (M)
These abilites are non-cumulative, the master decides which craft skill the bonus applies to during summoning
Use the stats for a tiny animated object (p17 MM). However it wil gain an int score

17Spider
1st lvl +1 hide and spot bonus(M)
6th lvl +2 bonus (M)
12th lvl +3 bonus (M)
18th lvl +4 bonus (M)
These abilites are non-cumulative
Use the stats for a Tiny monstrous spider (p209 MM),However it wil gain an int score. Assume the spider is a web spinner

18Centipede
1st lvl +1 climb and spot bonus(M)
6th lvl +2 bonus (M)
12th lvl +3 bonus (M)
18th lvl +4 bonus (M)
These abilites are non-cumulative
Use the stats for a Tiny monstrous centipede (p207 MM),However it wil gain an int score.

19Scorpion
1st +1 bonus to grapple checks (M)
4th lvl +2 bonus (M)
9th lvl +3 bonus (M)
14th lvl +4 bonus (M)
19th lvl +5 bonus (M)
These abilites are non-cumulative
Use the stats for a Tiny monstrous scorpion (p208 MM),However it wil gain an int score.




The following are statistics for the 3 new familiars i have created

Crawling eye
Diminutive Magical Beast
HD: 1/2 d8
init: 0
Speed: 5ft
AC: 14 (+4 size)
Attacks: +4 gaze
Damage: Varies
Face/Reach : 1ft by 1ft / 0ft
Special Attacks : gaze
Special Qualities : Darkvision
Saves: Fort +1, Ref +0, Will +2
Abilities: Str10, Dex 10, Con 10, Int 4, Wis 9, Cha 6
Skills: +10spot, +10 search, +5 hide
CR: 1/2

Gaze: ranged touch attack, roll 1d6 to determine the effect
1 - drains 1d3 strength
2 - causes 1d4 fire damage
3 - drains 1d3 dex
4 - causes 1d4 cold damage
5 - drains 1d3 con
6 - causes 1d4 force damage

Crawling eyes are very rare beats that come from other plains they are rarely encountered. Little is known of these beasts it is presumed that they need no physical nourishment as they have no mouth. Although many mages have such a creature as a familiar they have been heavily infused with magic and so cannot be considered typical for their species


"Blob"
Diminutive Beast
HD: d8+1
init: -1
Speed: 10ft
AC: 15 (+4 size, +1natural)
Attacks: +4 slam
Damage: 1d4 slam
Face/Reach : 1ft by 1ft / 0ft
Special Attacks :
Special Qualities :
Saves: Fort +2, Ref +0, Will +1
Abilities: Str10, Dex 8, Con 12, Int 11, Wis 8, Cha 7
Skills: +12 concentration, +12 spellcraft, +4 hide
CR: 1/2
Like the crawling eye very few "blobs" have been encountered in the wild. It was once thought that they were a form of ooze but over time one or two have been captured and it was clear that the "blob" is not an ooze but a highly intelligent animal. If such creatures have a society it is unknown

"Humanoid"
Tiny Magical Humanoid
HD: 1/2 d8
init: 0
Speed: 15ft
AC: 14 (+4 size)
Attacks: +2 fist or by weapon
Damage: 1d3
Face/Reach : 2ft by 2ft / 0ft
Special Attacks :
Special Qualities :
Saves: Fort +1, Ref +1, Will +2
Abilities: Str10, Dex 10, Con 10, Int 6, Wis 9, Cha 10
Skills: +10spellcraft, +4 concentration, +5 any craft skill
CR: 1/2

These small creatures look like a tiny human standing somewhere between 1 and 2ft tall. In the wild they tend not to wear any clothing but may be found using crude or stolen tools. No colonies of these creatures have been found on the prime material. They have a clear interest in other species and even "wild" specimens that are exposed to humanity for long start to pick up traits.
Even as familiars these creatures seem to enjoy imitation (many wizards with a familiar such as this have commented on their familairs desire to own a robe and a book to look more like their masters). Yes, if you really wanted you could have a mini-me familiar, i more intended to let people make suits of armour and weapons for them and stuff but whatever floats your boat i suppose

Step 2 - Abilities

Familiars all have at least one special ability. Some sages suggest that these abilites are not always caused by the ritual and that some are natural to the creatures. Anything may be possible on other planes though and very little travelling between them has occured

roll 1d3 to determine number of abilities
and then roll to determine each ability
then roll 1d4 for each ability and apply the lvl mod to each roll for each ability
this gives the caster level when that ability will manifest itself

to gain an additional ability requires 650gp of materials and a spellcraft check (DC21). This may only be attempted once per ritual

To choose one ability of a familiar costs 300gp (or 1000gp if the familiar type was selected) and a spellcraft check (DC 19 or DC25 if the familiar type was selected). This check gains a +2 bonus if the caster has 2 or more ranks in scry. Only one ability must be chosen, the ritual is too random to be controlled more than this.

1 Wings
The familiar has wings. If the familiar type already had wings then these either grow bigger and more refined or an extra pair grows (equal chance of each)
1st lvl - Flight speed equals the familiars base ground speed and has flight type average. (or if it already had wings then its flight speed increases by 10ft and its type moves up one category(at least up to average) (F)
12th lvl - Flight speed increases by 10ft and its flight type moves up one category (F)
15th lvl - May fly as the spell for 10 min/day (M)
Lvl Mod : -2

2 Elemental Subtype
The Familiar is strongly infused with a randomly determined base element type. Apply the relevant elemental template
Lvl Mod : +2

3 Energy Attack
The familiar has the ability to make an energy attack of a randomly determined type. This takes a standard action and should be treated as a ranged touch attack. Spell resistance may block the effects of this attack
1st lvl : Energy Attack damage is 1d6 (f)
5th lvl : 2d6 damage (f)
9th lvl : 3d6 damage (f)
13th lvl : 4d6 damage (f)
17th lvl : 5d6 damage (f)
20th lvl : 6d6 damage (f)
Lvl Mod : 0

4 Two Heads
The familiar has two elongated necks each ending in an independant head. (the crawling eye however does not split instead it has 6 eye stalks from its back). The familiar gains extra attacks as a result of the head (if it previously had a bite attack it now has two at no penalty to the attack bonus). The familiar is no longed penalised for fighting with two weapons and gains a +1 bonus to listen, spot and search checks. The two heads may have different personalities.
Lvl Mod : 0

5 Tough Hide
The familiar has abnormally tough hide. This may manifest in a number of ways perhaps as scales
1st lvl : +4 natural AC (f)
6th lvl : +5 natural AC (f)
12th lvl : +6 natural AC (f)
Lvl Mod : -1
The AC bonuses are non-cumulative

6 Extra Legs
The familiar has two more legs than is normal.
1st lvl : +10ft ground speed (f)
+1 climb and balance bonus (f)
6th lvl : +2 climb and balance bonus (f)
10th lvl : +20ft ground speed (f)
12th lvl : +3 climb and balance bonus (f)
15th lvl : +10ft bonus to ground speed (M)
18th lvl : +25ft ground speed (f)
Lvl Mod : 0
These bonuses are non-cumulative

7 Fast Healing
The familiar heals at a increasingly fast rate, as a result the familiar may have to eat more than is usual for a creature of its size.
1st lvl : Fast Healing 1 (f)
6th lvl : Fast Healing 2 (f)
10th lvl : Natural healing rate doubles (M)
12th lvl : Fast healing 3 (f)
16th lvl : Natural healing rate triples (M)
Lvl Mod : +1

8 Blinking
This acts as the blinking ability of the blink dog. May stop/start blinking as a free action, as the spell cast by an 8th level sorceror
Lvl Mod : +1

9 Displacing
As the displacer beast ability (50% miss chance). This is permament and may not be supressed, however it doesnt affect the master
Lvl Mod : +1

10 Tentacles
The familiar has an extra two tentacles. They are not developed enough to use tools, howver if the familiar already had tentacles then it gains extra attacks from these tentacles rather than the damaage listed here (unless the damage they cause is less than listed in which case they all improve to this level)
1st lvl : +1 climb bonus (f)
2 attacks at full attack bonus causing 1d3 damage each (f)
5th lvl : +2 climb bonus (f)
7th lvl : 1d4 tentacle damage
8th lvl : +3 climb bonus (f)
16th lvl : 1d6 tentacle damage (f)
Lvl Mod : +1
All of these bonuses are non-cumulative

11 Arms
The familiar has two extra arms. These may take the place of a pair of legs or may just be present at a convient location. At the familiars full attack bonus the familiar may attack with both fists for 1d2 damage. These arms can be used to hold weapons or tools.
Lvl Mod : -1

12 Poison
The creature becomes poisonous, one random attack now delivers an additional posion attack. The poison DC depends on the lvl. This poison causes 1d3 damage of one randomly determined stat. The DM may decide that none of the familiars attacks are suitable for applying poison to so an extra attack is created.
1st lvl : DC=12 (or +2 if the creature already has poison) (f)
4th lvl : DC=14 (or +4) (f), poison damage increases by one dice size (f)
8th lvl : DC=16 (or +6) (f)
12th lvl : DC=18 (or +8 ) (f)
16th lvl : DC=20 (or +10) (f)
20th lvl : DC=22 (or +12) (f), poison damage increases by an additional dice size (f)
Lvl mod : -1

13 Invisibilty
The creature can become invisible for a short period each day. Invisibilty and improved invisibility are as the spells. Becoming invisible is a move equivalent action, becoming visible is a free action
1st lvl : Invisibililty for 10minutes per day (f)
5th lvl : Invisibility for an hour per day (f)
9th lvl : Invisibility for 2 hours per day and improved invisibilty for 5 minutes per day (f)
17th lvl : Invisibilty for 3 hours per day and improved invisibility for 10minutes each day (f)
Lvl mod : +1

14 Alignment Template
The creature is strongly infused with power from one aligned source (good, evil ,law, chaos). The power must be from a source that the caster embodies (i.e. a chatoic neutral wizard would have chaos energy). For true neutral casters the type is randomly determined. Apply the relevant alignment template (Celestial, Fiendish, Axiomatic, Anarchic)
Lvl Mod : +2

15 Improved SR
The Familiar is especially magic resistant (+10SR). This stacks with any other SR the familiar may have
Lvl Mod : 0

16Shadow Creature
The Familiar has a strong link with the plane of shadows. Apply the Shadow template
Lvl Mod : +1

17Eye Stalks
The Familiar has 2d4 eye stalks. The familiar gains a +4 bonus to spot and search checks and may never be flanked
Lvl Mod : -1

18Powerful
The familiar has an enhanced stat. Roll 1d6 to determine which stat is affected, it is increased by 2d4
Lvl Mod : 0

19Damage reduction
The creature has damage reduction:
1st lvl : 5/+1 (f)
5th lvl : 7/+2 (f)
10th lvl : 9/+3 (f)
15th lvl : 11/+4 (f)
20th lvl : 13/+5 (f)
Lvl Mod : 0

20Bonus Feat
The familiar can gains feats from time to time. The familiar may choose any feat that it qualifys for
1st lvl : Bonus Feat 1 (f)
5th lvl : Bonus Feat 2 (f)
10th lvl : Bonus Feat 3 (f)
15th lvl : Bonus Feat 4 (f)
20th lvl : Bonus Feat 5 (f)


Step 3- the Misc Standard Stuff

This step just alters the standard rules very slighlty as they still apply

Master Class Level Natural AC Int (min int) Special
1-2 +1 +1 (6) Alertness, improved evasion, share spells, empathic link
3-4 +2 +2 (7) Touch
5-6 +3 +3 (8) Speak with Master
7-8 +4 +4 (9) Speak with animals of same type
9-10 +5 +5 (10)
11-12 +6 +6 (11) Spell Resistance
13-14 +7 +7 (12) Scry on familiar
15-16 +8 +8 (13)
17-18 +9 +9 (14)
19-20 +10 +10 (15)

everything included in step 3 works as stated in the PHB, with the exception of familiar intelligence, as some familiars may have above average intelligence instead of using a flat amount the number is added to the familiars orginal base intelligence (eg. if the familiar had an int of 9 and its master is level 5 then the familiar has 12 int). The number in brackets is the minimum intelligence of the familiar

New Familiar Feat

Empower Familiar [Special]
Prereq: Level 10 Sorceror or Wizard, 17 + Int
Benefit: The familiar Gains a new ability, determine it randomly as normal. The familiar also gains 3d4 to distribute amongst its stats (str, dex etc) as the master wishes (for example if an 6 is rolled, the Master could add 6 points to the familiars Str ,or 1 to each of its stats (str ,dex ,con ,wis ,int ,cha), etc.). This increase to its stats is permament. This feat may only be taken once and affects all subsequent familiars as well (so that if a familiar dies or is released, the next one summoned has 1d3 +1 abilites and has 3d4 stat points that can be distributed equally)

Can my familiar breathe out here?

Treat all familiars as able to breathe either water or air depending on where they are summoned. (this has to do with loclaised versions of the summoning spell). So an octopus familiar would be rather slow to move on land but would be able to survive without being sunmerged in water.