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Does it actually say A Wizard starts with a Familiar..

I never noticed that before. It does specifically state in the PHB that the Sorc has to spend 100 gp to get the familiar and wizzies are the same. Whoa, learn something new everyday. I always thought familiars were a gimme.

BTW, K'Trava, your party is so busy that it cannot stop for 1 day? Wow, that's a busy party.
 

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TroyXavier, I think you just don't know how cool familiars can be. :)

Yeah, the Alertness bonus alone is worth like 800gp. ;)
The Skill Focus another 900 gp on top of that.
And that's not even going into the usefulness a familiar provides.
Familiars are extremely potent scouts for one.

Bye
Thanee
 

When playing wizards or sorcerers I have always deducted 100gp for summoning the familiar, and in fact I often started without one because I couldn't afford the cost with the starting gold. However I am kind of sure that the DMs wouldn't have noticed if I started with one ;) But the rules are quite clear, you don't "start with a familiar" already summoned like you instead "start with a spellbook" already scribed.
 


Well my familiar may not be too useful since I will only be a 3rd level caster. Going spirit shaman (CD) / Wizard to Mystic thuerge. So my familiar will be of limited use but I plan to still do a lot of roleplaying with him. I also will use him to assist in as many skill rolls as I can get away with since a famaliar has your skills as well.

To bad you can't take alertness twice since I already get it from my Spirit guide.

later
 

Hussar said:
I never noticed that before. It does specifically state in the PHB that the Sorc has to spend 100 gp to get the familiar and wizzies are the same. Whoa, learn something new everyday. I always thought familiars were a gimme.

BTW, K'Trava, your party is so busy that it cannot stop for 1 day? Wow, that's a busy party.

Most of the time we have to deal with "random encounters" and right now the party's on a quest so there's not enough time now...
 

Shallown said:
Well my familiar may not be too useful since I will only be a 3rd level caster. Going spirit shaman (CD) / Wizard to Mystic thuerge. So my familiar will be of limited use but I plan to still do a lot of roleplaying with him. I also will use him to assist in as many skill rolls as I can get away with since a famaliar has your skills as well.

To bad you can't take alertness twice since I already get it from my Spirit guide.

later
You can't get Alertness twice but if you pick a Hawk (bright light) or Owl (shadows) you get an additional +3 to Spot under the appropriate circumstances. With a high Wisdom, Spot as a class skill for Spirit Shaman, the familiar bonus, and bonus Alertness, you can be the party spotter, and rarely get caught off guard. Plus the familiars themselves have a +14 Spot check (+6 for Owls when not in shadows). And if you choose to get more than 4 ranks of Spot, then either of those familiars' Spot checks will go up another +1 for each rank you take beyond 4 (since they have 4 ranks naturally but use yours if better). Chances are good that even if the PC fails the Spot check, the familiar may make its check and be able to alert the party. Doesn't stop surprise rounds but it's useful when scouting overhead the party as they travel. Plus, with Wiz3 your familiar will be able to deliver touch spells--not just the Wiz ones but the Spirit Shaman ones as well. That means you can, for instance, heal a party member that's too far to reach by letting the familiar fly over, and you also save yourself the move action (and potential danger) for not having to go over there yourself.
 
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Tanks mag... I'm the GM and he already has a +9 spot at first level. Way better than the theif or the ranger, but those characters have thier own problems.

Shallown: Thread noted, we'll talk.
 

Jeeze Mister GM. I didn't know we needed to talk. :).

Actually the Party rogue brought it up since he is thinking of going sorceror at some point. I just thought it interesting since I have always just gave them away like spell books. Something that was too costly for starting characters but part of the package. I guess I see Familars as a balanced ability in that they are useful but also offer a vulnerability. So even if they are a class ability they are not powerful or even that great an ability. Useful and fun to RP but not powerful. Not granting one to start is like saying you have to take X Feat but you can't use it until later but we are counting it against you for balance reasons. as if Wizards weren't a big enough money sink hole already.

later
 

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