Silent Cartographer
Explorer
Bob is teh 4w3$0m3!!!
Kamikaze Midget said:My first way would be to focus it on this. Familiars teach you spells. The spells you learn from a cat are different from the spells you learn from a toad, which are different then the spells you learn from a weasel.
Number two would be to focus on their otherworldly nature. Make them part of another plane by default, the Feywild or the Shadowfell or Somewhere Else. They gain magical abilities related to thier particular planar connection as they level up.
Number Four would be to make them free. You don't loose XP if they die. You don't spend gold to get one. They're just *there*. Though if you loose it, perhaps you can't learn as many new spells on your own.
Number Five would be to make them active NPC's in the character's story. They are sagacious otherworldly beings, let them use their knowledge and their connections to help the PC's get there. Familiars are guides on other planes, diplomats in front of delicate NPC's, they know other wizards, they serve as the spellcaster's connection to their college, etc.
That works.Stalker0 said:Make them cool then make them a feat (or perhaps a familiar TALENT TREE!!)
Look over the list from HP1 of allowed pets: Owls, rats, cats and toads. Each of them appears on the PHB familiar list -- from every edition -- because they're traditional witches' and wizards' familiars from legend and superstition.Kunimatyu said:From what I remember of HP, Hedwig neither had a magical emotional bond, an ability to share spells, or the ability to speak to her master - I'm pretty sure that she'd fall into the "pet" catagory.
Even inside the box, you have two familiars (raven in PHB, thrush in DMG) that can speak a language starting at level 1. A flying, speaking pet? I'm pretty sure most players can figure out a ton of things to do with that.sidonunspa said:If you think outside the box with them… You can do a lot...
Yeah, familiars make excellent advance scouts and/or watchers at low levels, especially when outdoors. Unfortunately, they are all too vulnerable for area effects...Whizbang Dustyboots said:Even inside the box, you have two familiars (raven in PHB, thrush in DMG) that can speak a language starting at level 1. A flying, speaking pet? I'm pretty sure most players can figure out a ton of things to do with that.
Yeah, like druids and, to an extent, rangers, the dungeon environment really sucks for familiars. Familiars are great in urban campaigns, though. My gnome illusionist/bard's thrush has been a real key player in our campaign.Lurks-no-More said:Yeah, familiars make excellent advance scouts and/or watchers at low levels, especially when outdoors. Unfortunately, they are all too vulnerable for area effects...