Bug Familiars [Now with swarms!]

trav_laney

First Post
I am kicking around the idea of allowing arcane spellcasters to call vermin as familiars. I think it will go well with my primitive desert-based campaign. But before I unleash these new critters upon my game, I wanted to get some feedback and suggestions.

EDIT: This list has been completely overhauled. See below for updated list.

These are the familiars that I am currently considering. And if this has already been discussed in another thread, please point me in the right direction.
Code:
Familiar	   Special
---------------------------------------------------------------
Beetle, Scarab     +1 to Save DC of Abjuration spells 
Butterfly          +1 to Save DC of Transmutation spells
Cricket            +1 to Save DC of Enchantment spells
Dragonfly          +1 to Save DC of Evocation spells
Firefly            +1 to Save DC of Divination spells, Light 20’
Locust             +1 to Save DC of Conjuration spells
Mantis             +1 to Save DC of Illusion spells
Scorpion           +1 to Save DC of Necromancy spells
Spider             +1 to Save DC of Necromancy spells
The stats for these creatures will be forthcoming, but all will be about like the example below. The idea is to have physically weaker, less-useful familiars that grant bonuses to the save DCs of the different schools of magic instead of save throws or skill checks.

Scarab Beetle Familiar (Diminutive Magical Beast): HD 1/4 (1 hp); Init +0, Speed 20’, Fly 20’ (average); AC 20 (+1 Dex, +4 size, +5 natural); BAT +0, Grapple -17; Att: --; FAtt: --; Space/Reach: 1 ft./0 ft.; SA: --, SQ: darkvision 60’, vermin traits; Saves: Fort +2, Ref +3, Will +0; Abilities: Str 1, Dex 12, Con 11, Int 6, Wis 14, Cha 4; Skills: -; Feats: -; Environment: any desert; CR 1/10; Advancement: 2-3 HD (Small).

These stats apply for larger, fist-sized versions of common flying beetles, such as the Japanese beetle, dung beetle, stag beetle, or rhinoceros beetle.
 
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I've always hated that every toad gives the same benefit.

IMC, you pick any benefit you want from the benefit list + the Psicrystal personality list, and you pick any animal you wish. One guy had an owl, which fit his character, but didn't appear on any list.

Cheers, -- N

PS: IMHO: Giving a spellcasting benefit is too strong. Those familiars would quickly take over the world.
 

Nifft said:
IMHO: Giving a spellcasting benefit is too strong. Those familiars would quickly take over the world.
You think? Hmm...I thought that since the other familiar abilites were feat-equivalents (Skill Focus, Iron Will, Great Fortitude, etc.) then a Spell Focus equivalent wouldn't be too terribly unbalancing. It's certainly more useful, however.

I suppose I could use the same boring bonus feats to skills and saves. *yawn* I'd rather not, though.
 
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The saving throw ones are pretty strong, but they're defensive rather than offensive.
A bonus to spell DC is clearly adding to an arcanist's offensive power.

As to skills... who cares? If a Rogue wanted a free bonus skill feat, I'd look closely, but a Wizard? What's he really going to Spot, even with free Alertness? :)

Cheers, -- N
 

Nifft said:
The saving throw ones are pretty strong, but they're defensive rather than offensive. A bonus to spell DC is clearly adding to an arcanist's offensive power.

As to skills... who cares? If a Rogue wanted a free bonus skill feat, I'd look closely, but a Wizard? What's he really going to Spot, even with free Alertness? :)
Exactly...the granted abilities of most familiars are completely useless to the typical arcane spellcaster. How often does a wizard really need to make a Jump check, anyway? (I'm looking at you, Mr. Jiminy Cricket...)

I would like to change that. Because seriously: a useless special ability is not a special ability at all. But I don't want to unbalance the game either...so I'm stuck. How about other familiar abilities that (1) aren't useless skill bonuses, and (2) aren't attack-power-boosters?
 
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trav_laney said:
Exactly...the granted abilities of most familiars are completely useless to the typical arcane spellcaster. How often does a wizard really need to make a Jump check, anyway? (I'm looking at you, Mr. Jiminy Cricket...)

Well... perhaps a hopping vampire mage... err...


trav_laney said:
I would like to change that. Because seriously: a useless special ability is not a special ability at all. But I don't want to unbalance the game either...so I'm stuck. How about other familiar abilities that (1) aren't useless skill bonuses, and (2) aren't attack-power-boosters?

Well, it shouldn't be totally useless. But it should be either defensive, or compensatory. (It's not like Wizards are wilting flowers even without a Familiar.)

Let's see. Other generally weak feats:
- Dodge
- Dodge bonus vs. specific foes
- +1 Dodge bonus to AC in specific conditions (when flying, when spider climbing, etc.)
- +1 enhancement bonus to natural armor
- +4 to saves vs. specific school and specific foe (like Enchantment / Fey)
- +4 to saves vs. specific attack of specific foe type (like vermin poison)

Cheers, -- N
 

Nifft said:
Well, it shouldn't be totally useless. But it should be either defensive, or compensatory. (It's not like Wizards are wilting flowers even without a Familiar.)
How about a +1 bonus to caster level, for a particular school of magic? Still broken?
 

trav_laney said:
How about a +1 bonus to caster level, for a particular school of magic? Still broken?

IMHO, whatever you pick should be defensive, like the majority of other familiar benefits. If you can spin it so +1 caster level can't be used offensively, it might be good. :)

-- N
 


trav_laney said:
Code:
Familiar	   Special
---------------------------------------------------------------
Beetle, Scarab     +1 to Save DC of Abjuration spells 
Butterfly          +1 to Save DC of Transmutation spells
Cricket            +1 to Save DC of Enchantment spells
Dragonfly          +1 to Save DC of Evocation spells
Firefly            +1 to Save DC of Divination spells, Light 20’
Locust             +1 to Save DC of Conjuration spells
Mantis             +1 to Save DC of Illusion spells
Scorpion           +1 to Save DC of Necromancy spells
Spider             +1 to Save DC of Necromancy spells

How about something like......

Scarab Beetle......+2 on saves against fire/heat effects, Fire Resistance 2
Butterfly.............+2 on saves against air/wind/electricity effects, Electricity Resistance 2
Cricket...............+2 on saves against sonic/deafness effects, Sonic Resistance 2
Dragonfly............+2 on saves against disease/poison, +1 Initiative
Firefly.................+2 on saves against cold/water effects, Cold Resistance 2
Locust................+2 on saves against acid/earth effects, Acid Resistance 2
Mantis................+4 on grapple checks
Scorpion.............+4 on saves against poison
Spider.................+2 AC while climbing or spider climbing, +1 Climb
 

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