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familiars

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Familiars

A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other. Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level. If a familiar is lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.

Familiar Special Ability
Bat Master gains +3 bonus on Dungeoneering
Cat Master gains +3 bonus on Stealth
Hawk Master gains +3 bonus sight-based Perception checks in bright light
Lizard Master gains +3 bonus on Athletics
Monkey Master gains +3 bonus on Acrobatics
Owl Master gains +3 bonus sight-based Perception checks in shadows or darkness
Rat Master gains +2 bonus on Fortitude saves
Raven* Master gains +3 bonus on Linguistics
Viper Master gains +3 bonus on Deception
Toad Master gains 3 + HD hit points
Weasel Master gains +2 bonus on Reflex saves

*A raven familiar can speak one language of its master’s choice as a supernatural ability.

Familiar Basics

Use the basic statistics for a creature of the familiar’s kind as described in the Monster Manual, but with the following changes.

<php>echo “<b>Hit Dice:</b>”;</php> For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.
Hit Points: The familiar has half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

<php>echo “<b>Attacks:</b>”;</php> Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to calculate the familiar’s melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar’s kind.

<php>echo “<b>Saving Throws:</b>”;</php> For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

<php>echo “<b>Skills:</b>”;</php> For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use. Familiars treat Acrobatics, Athletics, Perception, and Stealth as class skills.

Familiar Ability Descriptions

All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.

familiars.1384640602.txt.gz · Last modified: 2013/11/16 14:23 by archmage