Class with familiars

Ahrimon

Bourbon and Dice
I'm probably going to get pelted by a lot of large, heavy and possibly sharp objects for this, but what the heck.

Is there a class/feat that would allow a character to improve thier familiar beyond what is normally allowed in improved familiar? I say this because I've always wanted to play a character that has several familiars and uses them as his primary means of combat. Unfortunately familiars are not really built for combat.

This of course just screams of a Poke'Mon rip off. Hence the large heavy object comment above. But I still think it would be fun to play.

So has anyone seen/created anything to pump up the familiars?

Ahrimon
 

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There was a Dragon issue (#280?) with more familiar stuff. Feats to gain an extra familiar, to have undead or construct familiars, or to have the familiar be able to turn into a sort of figurine of wondrous power.
 

Well I don't know of any but I'm sure if it still an animal, it can be improved somehow. Maybe like awaken animal perhaps...
 

Sounds a lot more like druids and animal companions to me.

As you say, Familiars can't really hold up in combat. Another option is to look at the Leadership feat, and do it through that mechanic instead.
 

Or some how mix the two, take leadership feat and improved Familiar. Combine the two so that you can have an effective fighting friend.
 

I suppose it could be done with a druid. 3.0 druid would have been better though. Come to think of it, isn't there a feat on WOTC's site that let's you get an animal companion? I'll have to take a look at that and see if it can be modified.

Thanks for the inspiration.

Ahrimon
 


I like the idea of familiar development. Below is the system I'm using for my game (note: I also use a variant arcane caster whose familiar starts off a little weaker then the wizard core familiar)

FAMILIAR INCREASE CHOICES
2nd Pair of Eyes: The familiar can take 10 to assist other to aid you in all search, listen, and spot checks.
2nd Thought: The familiar can maintain control of a spell 1/3 the caster level of the master for up to LV/3 rounds per spell cast. Requires 2nd Pair of Eyes and Eye to Eye or Scry Familiar.
Come to Me: 1/day as a standard action, teleport your familiar up to 300’ + 10’/LV, to your current location.
Eye to Eye: LV/5 a day, sense through your familiar for LV minutes (dismissable). Requires 2nd Pair of Eyes
Feral Link: As per Link of Fury, except it does d6/(spell LV sacrificed) damage. Requires Link of Fury.
Fist of My Fist: As Hand of My Hand except you may sacrifice the spell without touching your familiar, up to a range of 100’ + 10’/LV. Requires Hand of my Hand
Hand of My Hand: By touching your familiar and sacrificing a touch attack spell, you grant your familiar that spell effect as if it had cast it.
Link of Fury: You may sacrifice a spell as a quickened action, adding d3/(spell LV sacrificed) damage to a single attack of your familiar. The additional damage is weapon damage unless the spell sacrificed had an energy descriptor – if so, so to does the familiar's attack. Requires Hand of My Hand.
Of My Body: You may have spells you casts on yourself also affect the familiar 5’ of you. The spell effect on the familiar ends if it moves over 5’ away from you. You may target the familiar with spells with a target of ‘self’ or ‘you’
Scry Familiar: The Arcanist may scry on his familiar (as per the spell scrying: once per day. You may spontaneously cast this as a 3rd level spell to Scry on your familiar additional times.
Shield Companion: Sacrifice a spell to cast Shield Other as a move action. It can only be cast between you and your familiar, lasting a # of rounds = the level of the spell sacrificed. Requires Succor Companion.
Speak with Master: The familiar and master can communicate verbally with their own unique language.
Spell Resistance: Familiar gains spell resistance equal to the master’s level + 5.
Succor Companion: heal that sweet little pal of yours, you can sacrifice a spell/spell slot as a free action (limit 1 spell per round), healing, by touch, 1d3/spell LV damage. Requires Of My Body.

You could make these feats. In my game & with my class, the arcanist gains a familiar at 1st, gains one of the above free at 3rd, and every 4 levels thereafter.

The base arcanist familiar looks like this:

Natural Armor Adj: ½ + ½ caster level
HP: ½ Arcanist’s normal HP
HD: Arcanists HD
Intelligence: 5+ ½ caster level
Base Attack: as yours
Saves: as yours or +2/+2/+2 - whichever is better
Special: Alertness, improved evasion, empathic link, Speak with animals of its kind, and 1 of the above (that you meet the requirements for)
 

Complete Warrior has a couple of things along those lines:

More options for Improved Familiar, including combative familiars.
Augment Familiar spell, gives your familiar nice combat bonuses.

You may want to take a lot of Summon Monster spells, use the varient where you get the same creatures each time, and call them your familiar. Maybe ask the DM for some way of increasing the duration so they stick around for a while. Or be a Psion/Constructer.

Geoff.
 

Hmmmm

From my memory of the Pokemon cartoon (dude, if you live in Tokyo you’ll watch anything in English) it looks more like summoning to me. Maybe Pikachuu was a familiar / animal companion, but the rest seemed very summoned to me.

I would just go with a Sorc 1 (summon familiar) then the rest druid with lots of summon feats. But if you name him ash you loose 10 cool points.

-Tatsu
 

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