Familiar Replacement

rgard said:
I'll find the issues and post the numbers hopefully tonight.

Ok, found one:

Dragon 348. "Unfamiliar Territority" - Not sure if they meant to spell it that way.

Two variant class features

1. Arcane Reabsorbtion - you can try to reabsorb spells that fail to penetrate SR or spells that are countered by another spellcaster.

2. Focus Caster - bind yourself to a masterwork item. Various items suggested for the different schools of magic. The focus gives you small bonuses for casting spells for a particular school. You can do cooler stuff at 7th level and 15th level.

Still looking for the staff one.

Thanks,
Rich
 

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For you evil casters out there, Plot & Poisons has Absorb Familiar. You add your familiar to yourself, doubling the bonus it would have given you (+2 to move silently for cats becomes a +4, etc), but you can never have another. You blow a feat, but it can add a bit to your evil reputation. :]

The Dragon Mag's 'staff as familiar' article works well for any weapon. We had a short lived cleric/sorcerer use a warhammer for his familiar.
 

rgard said:
Found the other one...

Dragon 338. "Staffs of the Magi"

Thanks,
Rich

Thanks a bunch. My DM has expressed his desire to incorporate magic items that level up with the characters, so I think this might be the ticket.
 

Hedgemage said:
Thanks a bunch. My DM has expressed his desire to incorporate magic items that level up with the characters, so I think this might be the ticket.

YW! 338 is a good issue all around. Lots of Wizard stuff in it.

Rich
 

Storyteller01 said:
For you evil casters out there, Plot & Poisons has Absorb Familiar. You add your familiar to yourself, doubling the bonus it would have given you (+2 to move silently for cats becomes a +4, etc), but you can never have another. You blow a feat, but it can add a bit to your evil reputation. :]

The Dragon Mag's 'staff as familiar' article works well for any weapon. We had a short lived cleric/sorcerer use a warhammer for his familiar.

I do like the any weapon take on this.

Thanks,
Rich
 

rgard said:
YW! 338 is a good issue all around. Lots of Wizard stuff in it.

Rich

Is there anywhere I could find either the whole article, or at minimum, a summary? I'm interested in seeing how the mechanics play out, but do not have the financial means at the moment to acquire a back issue of Dragon.
 

My apologies ahead of time if I;m breaking any laws.



levels 1-2: Cantrips, deliver touch spells, Hardness 5, hp 15
levels 3-4: Enhanced weapon +1
levels 5-6: Remote Viewing
levels 7-8: Hardness 10, hp 20
levels 9-10: Vital Transfer
levels 11-12: Enhanced weapon +2
levels 13-14: Perfect Location, Hardness 15, hp 25
levels 15-16: Mighty Weapon
levels 17-18: Return
levels 19-20: Enhanced Weapon +3, Hardness 20, hp 30



Cantrips: Light 3/day. In addition, the staff may cast a cantrip chosen during enbuement 1/day. It cannot be changed. Both are cast at the masters level, but the save DC is always 10.

Deliver Touch Spells: As the title says, but you must roll to hit the opponents standard AC (as opposed to the touch AC).

Enhanced Weapon: Both ends of the staff gain the listed bonus. the staff is only masterwork in anyone elses hands.

Remote Viewing: You can see through the finial of the staff as per clairvoyance. Duration: concentration. Range: Limited only to the same plane. The finial glows slightly when you use this ability.

Vital Transfer: You can forgo natural healing to heal your staff. It heals at the same rate (not to exceed its hp limit). The heal check doesn't increase the rate.

Perfect Location: If you concentrate for a full round you know the distance and location of the staff. Both must be on the same plane.

Mighty Weapon: Your staff gains one of the following enhancements: bane, defending, flaming, frost, merciful, shock, or thundering. It effects both ends of the staff.

Return: Your may summon your staff to you as a standard action, as long as both are on the same plane. Anything targeting you or the staff with any effect that blocks teleportation blocks this ability.
 


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