A few variant Familiars and Spellbooks

Dog Moon

Adventurer
This is just an idea I've been coming up with since like last night, so probably nowhere near done, but I was just thinking of seeing what people. I also created a couple of new feats relating to the specific type of Familiar, though I kind of want to add more.

Pistol Familiar
Code:
Class Level 		Hardness 		Hp 	Special
1st–2nd		 	+1 			+2 	Alertness
3rd–4th 		+2 			+4 	Deliver ranged touch spells
5th–6th 		+3 			+6	Deliver touch spells
7th–8th 		+4 			+8	Sighting Link
9th–10th 		+5 			+10	Call Pistol
11th–12th 		+6 			+12	-
13th–14th 		+7 			+14	Scry
15th–16th 		+8 			+16	—
17th–18th 		+9 			+18	—
19th–20th 		+10 			+20	—

Sighting Link: Allows you to see through the end of the pistol instead of your own eyes. Allows for trick shots and whatnot.

Remote Controlling
You can use the abilities of the pistol without actually holding it.
Prerequisites: Pistol Familiar, Sighting Link
Benefit: By viewing the area through the Sighting Link, you can cast ranged touch spells through the pistol even if you do not have the weapon in hand. The pistol does not have to be wielded by anyone else, though if sitting still, the targets must still be in line of sight forward from the pistol. You cannot activate any spell-like abilities or anything else through the pistol, including magical items.
Normal: You must be wielding the pistol to use either deliver ranged touch or touch spells.

Weapon Familiar
Code:
Class Level 		Hardness 		Hp 	Special
1st–2nd		 	+1 			+2 	Alertness
3rd–4th 		+2 			+4 	Cheaper Enchanting
5th–6th 		+3 			+6	Deliver touch spells
7th–8th 		+4 			+8	-
9th–10th 		+5 			+10	Call Weapon
11th–12th 		+6 			+12	Cheaper Enchanting
13th–14th 		+7 			+14	Scry
15th–16th 		+8 			+16	—
17th–18th 		+9 			+18	—
19th–20th 		+10 			+20	—

Cheaper Enchanting: At levels 3 and 11, the weapon is cheaper to enchant by usage of Craft Arms and Armor. At both of these levels, the cost for both Gold and Experience is lessened by 15%.

Weapon Familiarity
Your blade gains an additional benefit from having spells cast on it.
Prerequisites: Weapon Familiar, Deliver Touch Spells.
Benefit: Whenever a spell is cast on your weapon, such as Greater Magic Weapon or Flaming Blade, it is treated as being Extended.

Living Spell Familiar
Code:
Class Level 		Natural Armor Adj. 	Int 	Special
1st–2nd		 	+1 			6 	Alertness, improved evasion, share spells, empathic link
3rd–4th 		+2 			7 	Deliver touch spells
5th–6th 		+3 			8 	Speak with master
7th–8th 		+4 			9 	-
9th–10th 		+5 			10 	—
11th–12th 		+6 			11 	Spell resistance
13th–14th 		+7 			12 	Scry on familiar
15th–16th 		+8 			13 	—
17th–18th 		+9 			14 	—
19th–20th 		+10 			15 	—

Absorb Familiar
Your Familiar wraps around your hand and allows you to use the spell it is created from.
Prerequisites: Living Spell Familiar Class Ability, Ability to Deliver Touch Spells.
Benefit: Three times per day, you may use the spell your Familiar is made from as a Spell-Like Ability using your Caster Level to determine it's effects.

Familiar Evolution
The ooze evolves, changing into a more powerful version of itself.
Prerequisites: Living Spell Familiar Class Ability, appropriate non-Sudden Metamagic feat, ability to cast the Metamagicked version of the spell.
Benefit: Your Familiar gains the benefits of a single Metamagic feat you have taken. This can be chosen out of the following: Silent, Maximized, Enlarged [gains a size category], energy Substitution. More to come later.
Special: If you have the Absorb Familiar feat, when using the ability, this Metamagic feat automatically applies.

Skull Familiar
Code:
Class Level 		Natural Armor Adj. 	Int 	Special
1st–2nd		 	+1 			6 	Alertness, improved evasion, share spells, empathic link
3rd–4th 		+2 			7 	Deliver touch spells
5th–6th 		+3 			8 	Speak with master
7th–8th 		+4 			9 	Speak with Undead 1/day
9th–10th 		+5 			10 	—
11th–12th 		+6 			11 	Spell resistance
13th–14th 		+7 			12 	Scry on familiar
15th–16th 		+8 			13 	—
17th–18th 		+9 			14 	—
19th–20th 		+10 			15 	—

Dexterity and Natural Armor by size:
Code:
Size		Additional HP	Dexterity	Hardness	Flight
Fine:  		1		18 		5		50 (perfect)
Diminutive: 	2		16 		5		40 (good)
Tiny: 		4		14 		5		40 (good)
Small: 		6		12 		5		30 (average)
Medium: 	8		10 		5		30 (average)

Skull Familiars retain any attacks they had before before turning into skulls, as long as the attack deals with the head, such as a headbutt or bite attack.
Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or 2d12 HD, whichever is higher.
Armor Class: 13 (+2 Dex, +1 deflection).
Attacks: The familiar deals 1d6 points of damage on a successful melee attack.
Saving Throws: Fortitude +0, Reflex +0, Will +3
Skills: Kn (any one) +5, Listen +5, Search +5, Spot +5. Note: not modified by ability score.
Ability Scores: Str —, Dex 10, Con —, Int 1/2 base creature, Wis as base creature, Cha as base creature.

Enchanted Skull
The skull can be enchanted like a weapon.
Prerequisites: Skull Familiar, caster level 3rd.
Benefit: You may enchant the attack the Skull has as if it were a normal weapon. It is treated as masterworked and until enchanted, gains a +1 bonus on attacks, like a normal masterworked weapon.

Shadow Familiar
Code:
Class Level 		Natural Armor Adj. 	Int 	Special
1st–2nd		 	+1 			6 	Alertness, improved evasion, share spells, empathic link
3rd–4th 		+2 			7 	Deliver touch spells
5th–6th 		+3 			8 	Speak with master
7th–8th 		+4 			9 	-
9th–10th 		+5 			10 	—
11th–12th 		+6 			11 	Spell resistance
13th–14th 		+7 			12 	Scry on familiar
15th–16th 		+8 			13 	—
17th–18th 		+9 			14 	—
19th–20th 		+10 			15 	—

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or 2d12 HD, whichever is higher.
Armor Class: 13 (+2 Dex, +1 deflection).
Attacks: The familiar deals 1d6 points of damage on a successful melee attack.
Saving Throws: Fortitude +0, Reflex +2, Will +4
Skills: Hide +8, Listen +7, Search +4, Spot +7.
Ability Scores: Str —, Dex 14, Con —, Int 6, Wis 12, Cha 13.

Note: They are incorporeal.


Spellbook of Shadows
You no longer use a real spellbook to hold your spells, but use the shadows instead.
Prerequisites: Can only be taken at 1st level.
Benefit: You no longer need a real spellbook. Instead, you attune yourself the shadows around you. You must still go through a small ritual to enter the spell into the shadows [costing normal costs for putting a spell into a Wizard's spellbook]. Because of this, you never have to worry about your spellbook being lost or stolen, and you are always without it. However, when you die, you have a chance of losing the spells within it. You suffer a 20% chance for each spell to be lost. This is reduced by 1% every two levels.

Weapon Spellbook
Your weapon becomes your spellbook. Runes are built into the blade or haft of your weapon and though they are constantly changing while being wielded, you can control what you see when you need to study spells.
Benefit: You no longer need a real spellbook. Instead, you mark down the runes upon the blade or hilt of your weapon. The size of the weapon does not matter for this purpose. The runes are constantly shifting between all the spells and those not currently stored are held within the sword. However, if the sword is broken, you suffer a 20% chance for each spell to be lost. As a full minute action, you can transfer the remaining spells into yourself. They last this way for 1 hour per level before you lost one spell per minute afterwards. During this time, you may attune yourself to another sword at the cost of 1,000gp in materials and the new weapon. If you do so, you can transfer the energies into this new weapon, creating a new weapon spellbook.

Tattooed Spellbook
Your body becomes your spellbook.
Benefit: Your place your spells on your body. Thus unless your skin is gone, you don't have to worry about your spellbook. And if your skin is removed from you, you probably have bigger worries than your spells. Unfortunately, space is rather limited, so you can only hold up to 100 pages of spells on your body.

Shapeshifted Spellbook
You can change the form of your spellbook into another object of similar size.
Prerequisites: The ability to cast first level Transmutation spells.
Benefit: Choose another item. You can morph your spellbook back and forth from its original shape into this shape. When in this other shape, it is not obviously a spellbook, though it does radiate magic depending on the highest spell level inside.
Code:
Spell Level	Aura
1-3		Faint
4-6		Moderate
7-9		Strong
Common choices are arm wraps, belt, vest, misc. figurine, etc.
 

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Now... that's.... FLABBERGASTING! :p

I mean... I'm stunned, a good load of material.

hum... I'll try to make tangent questions wihout refering directly to the content [j/k and serious]

Could my Rogue get a feat which allowed him to have a Pistol familiar?

(Or any other for the matter?)

[EDIT] More releveant question!

Would it be too bad to move the "Call Familiar" down to 6th level? And maybe give other benefit at 11th.
 
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Gunmage in Iron Kingdoms has bonded magelock pistol very similar to what you have. I also think Unearthed Arcana has item familurs. Overall I like your ideas gives alot of flavor to an option that is overlooked I know when i play a wizard or sorcorer I never take an animal familur.
 

Paraxis said:
Gunmage in Iron Kingdoms has bonded magelock pistol very similar to what you have. I also think Unearthed Arcana has item familurs. Overall I like your ideas gives alot of flavor to an option that is overlooked I know when i play a wizard or sorcorer I never take an animal familur.

Heh. The Gunmage is kinda where I yoinked that one from, so I admit that I can't really take credit for that one. I was mostly wanting to keep that somewhere obvious for me because I've always liked the idea of the Gunmage, but was never sure I liked the slow and limited spell progression of that class. Thus I decided to make it a more General Familiar.

As for the Item Familiar. I never completely liked how much they changed it from a normal Familiar. Too much crap with it, IMO.

I've always liked the idea of Familiars, and I'm glad you like my ideas. I've always thought they were almost like an unexplored thing, except for the very odd rarity here and there. Woulda been perfect in Complete Arcane or Tomb and Blood, but oh well...
 
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Land Outcast said:
Now... that's.... FLABBERGASTING! :p

I mean... I'm stunned, a good load of material.

Glad you like. :D

Land Outcast said:
Could my Rogue get a feat which allowed him to have a Pistol familiar?

(Or any other for the matter?)

Hrm. Unfortunately, the Pistol Familiar would essentially be useless to a person unable to cast spells, and a lot of the other Familiars' abilities would become useless as well. A Familiar made for other classes would have to be modified appropriately. I'll think about this.

Land Outcast said:
Would it be too bad to move the "Call Familiar" down to 6th level? And maybe give other benefit at 11th.

Hrm? Which Familiar are you thinking of exactly?

I do kind of feal that the Living Spell and Shadow Familiars could maybe use something at the middle levels.
 


Land Outcast said:
Speaking about the Weapon and Pistol familiar.

Hum... tailoring familiars so that they can be used by non-casting classes... interesting

Okay, that's what I thought.

Personally, with the capability of casting both Ranged and Touch spells through it, I think it might be buff enough without adding anything additional to it.

The Sword though... the Sword feels lacking IMO. The cheapen casting is fitting, but I'm just not sure I like it. A part of me wants to put what I made as a feat directly into the abilities. That might make it better.
 


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