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*Pathfinder & Starfinder
Familiar Replacement
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<blockquote data-quote="FoxWander" data-source="post: 1159377" data-attributes="member: 1356"><p>Are you asking me or the guy who started the thread/came up with the idea? </p><p></p><p>As for my ideas specifically, the power suggestions at the start are probably ok- just have to find where they would fit into Purzel's Power ranking. I'd say Animate Object is probably a level 4 ability, giving touch spells the "Ray" descriptor (isn't that a Feat somewhere?) is probably lvl 3, extra Cantrips would be lvl 1- maybe 2 if you have players that would 'sting' things to death with Rays of Frost, and the ability to Mage Hand the staff to you at will could probably be an automatic/always on ability- it's basically only a special effect and would only be <em>really</em> useful on rare occasions. And besides, familiars have inherent mobility anyway and can always come to you when called also (as well as fetch, play spy, keep watch, etc.), so it shouldn't overpower anything. The uber-enchantable thing at the end though, is probably a bit much at any Power level. Maybe a Level 4/5 Power that would allow it to be enchantable as one other category, in addition to what a staff can already be enchanted as.</p><p></p><p>As for the idea of a Wizard Staff in the first place- yeah, altogether it's better than a regular animal familiar. Essentially it gives wizard's a cheap low-power magic item at 1st level that evolves into a quite useful magic item as they advance. Definitely not the equal of a Familiar, even a high level familiar. I still think the Staff is a cool idea and I'd like to figure out how to add it to my campaign, but as a simple replacement for a Familiar- it does seem just way too spiffy so it's not an equal replacement. Maybe if it required a Feat with a level prerequisite (and still took the place of Familiar, so you couldn't have both). Or if the consequences of the Staff being destoyed were harsher- like level or stat loss. Have any of the original developers of the idea considered this problem? Or do you think it's even a problem in the first place?</p><p></p><p>Or here's another option- keep the idea of a staff/object familiar with just the "Always built in" powers of Purzel's original idea (maybe add my Mage Hand bit <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) and advancement just like, or <strong>very similar to</strong>, a regular familiar, and modify the "Power" add-ons as rituals/enchantments (costing $$ and XP) that could be added to <em>any</em> familiar! What do people think of that idea? Obviously some of the specific Powers in Purzel's idea don't translate to living familiars but similar Powers could be developed. This would give you a cool option that could be used by either animal or staff familiar wizard's but it doesn't make the staff familiar, unenhanced, inherently "better" than an animal familiar. Anybody have any comments on this idea? Of course, I'm sure things like this are covered in some of the Familiar books being published too.</p></blockquote><p></p>
[QUOTE="FoxWander, post: 1159377, member: 1356"] Are you asking me or the guy who started the thread/came up with the idea? As for my ideas specifically, the power suggestions at the start are probably ok- just have to find where they would fit into Purzel's Power ranking. I'd say Animate Object is probably a level 4 ability, giving touch spells the "Ray" descriptor (isn't that a Feat somewhere?) is probably lvl 3, extra Cantrips would be lvl 1- maybe 2 if you have players that would 'sting' things to death with Rays of Frost, and the ability to Mage Hand the staff to you at will could probably be an automatic/always on ability- it's basically only a special effect and would only be [i]really[/i] useful on rare occasions. And besides, familiars have inherent mobility anyway and can always come to you when called also (as well as fetch, play spy, keep watch, etc.), so it shouldn't overpower anything. The uber-enchantable thing at the end though, is probably a bit much at any Power level. Maybe a Level 4/5 Power that would allow it to be enchantable as one other category, in addition to what a staff can already be enchanted as. As for the idea of a Wizard Staff in the first place- yeah, altogether it's better than a regular animal familiar. Essentially it gives wizard's a cheap low-power magic item at 1st level that evolves into a quite useful magic item as they advance. Definitely not the equal of a Familiar, even a high level familiar. I still think the Staff is a cool idea and I'd like to figure out how to add it to my campaign, but as a simple replacement for a Familiar- it does seem just way too spiffy so it's not an equal replacement. Maybe if it required a Feat with a level prerequisite (and still took the place of Familiar, so you couldn't have both). Or if the consequences of the Staff being destoyed were harsher- like level or stat loss. Have any of the original developers of the idea considered this problem? Or do you think it's even a problem in the first place? Or here's another option- keep the idea of a staff/object familiar with just the "Always built in" powers of Purzel's original idea (maybe add my Mage Hand bit ;) ) and advancement just like, or [b]very similar to[/b], a regular familiar, and modify the "Power" add-ons as rituals/enchantments (costing $$ and XP) that could be added to [i]any[/i] familiar! What do people think of that idea? Obviously some of the specific Powers in Purzel's idea don't translate to living familiars but similar Powers could be developed. This would give you a cool option that could be used by either animal or staff familiar wizard's but it doesn't make the staff familiar, unenhanced, inherently "better" than an animal familiar. Anybody have any comments on this idea? Of course, I'm sure things like this are covered in some of the Familiar books being published too. [/QUOTE]
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