Iron_Chef
First Post
I got this idea from reading Quintessential Wizard's Craft Magic Book feat and from Citizen Game's WAY OF THE WITCH hardcover. The idea of familiar feats and the advancement table is from Witch and most of the familiar feats from Witch and QW.
_________________________________________
NEW RULES FOR FAMILIARS
As PHB except the following changes are applied:
_________________________________________
FAMILIAR ADVANCEMENT TABLE
Master
Level Familiar Special Ability
1-2 Familiar Feat x2, Improved Evasion, Empathy, Int 8, Wis 11, AC bonus +3
3-4 Familiar Feat, Int 9, Wis 12, AC bonus +4
5-6 Familiar Feat, Int 10, Wis 13, AC bonus +5
7-8 Speak with creatures of its type, Int 11, Wis 14, AC bonus +6
9-10 Familiar feat, Int 12, Wis 15, AC bonus +7
11-12 Familiar feat, Int 13, Wis 16, AC bonus +8
13-14 Rebuke creatures of its type (as a cleric of half its master’s level), Int 14, Wis 17, AC bonus +9
15-16 Familiar feat, Int 15, Wis 17, AC bonus +10
17-18 Familiar feat, Int 16, Wis 18, AC bonus +11
19-20 Familiar feat, Int 17, Wis 19, AC bonus +12
__________________________________________
FAMILIAR FEATS
Any of the Familiar feats from other books plus the following:
Absorb Item: The master can store one item of tiny size or two items of Fine size or less inside his familiar. The
master can retrieve this item later as a free action that provokes attacks of opportunity. Only the master can remove
the item. If the familiar is slain, any stored items are destroyed.
Alignment Focus: The familiar imparts to its master the ability to cast spells with the same alignment descriptor as
its master at +1 caster level, so a LE caster would cast evil or lawful spells at +1 caster level, and spells that include
both descriptors at +2 caster level.
Research Assistant: The familiar enables its master to learn one additional spell each time a new class level is
gained. If the wizard is a specialist, this bonus spell must be from the school specialized in.
Spell Book: The familiar acts as a portable spellbook, holding up to 100 pages worth of its master’s spells (a spell
takes up 2 pages per spell level). The familiar can impart the information needed to cast any spells stored within it at
a rate of 5 minutes per spell level.
Spell Caster: The familiar gains the ability to cast three 0-level spells and one first level spell (which must be taught
by its master) once per day each as a sorcerer of half its master’s class level.
Store Spell: The familiar can store one spell of a level equal to one half the highest level its master can cast (rounded
down) and hold it for up to 1 day per master’s class level. The familiar cannot cast the spell itself but merely stores it;
imparting it to its master is a standard action that provokes attacks attacks of opportunity. The spell is used up as if it
were cast for the day the master places it in storage; it does not count against the number of spells the master can cast
on the day he retrieves it. If the spell is not retrieved before its expiration, it dissipates harmlessly.
Ward: The master can place one spell on the familiar that he knows and can cast of 3rd level or less that with a
range of touch or personal and the spell is set to trigger the next time the familiar is touched by anyone other than its
master (the normal duration does not apply until it is triggered).
_________________________________________
NEW RULES FOR FAMILIARS
As PHB except the following changes are applied:
_________________________________________
FAMILIAR ADVANCEMENT TABLE
Master
Level Familiar Special Ability
1-2 Familiar Feat x2, Improved Evasion, Empathy, Int 8, Wis 11, AC bonus +3
3-4 Familiar Feat, Int 9, Wis 12, AC bonus +4
5-6 Familiar Feat, Int 10, Wis 13, AC bonus +5
7-8 Speak with creatures of its type, Int 11, Wis 14, AC bonus +6
9-10 Familiar feat, Int 12, Wis 15, AC bonus +7
11-12 Familiar feat, Int 13, Wis 16, AC bonus +8
13-14 Rebuke creatures of its type (as a cleric of half its master’s level), Int 14, Wis 17, AC bonus +9
15-16 Familiar feat, Int 15, Wis 17, AC bonus +10
17-18 Familiar feat, Int 16, Wis 18, AC bonus +11
19-20 Familiar feat, Int 17, Wis 19, AC bonus +12
__________________________________________
FAMILIAR FEATS
Any of the Familiar feats from other books plus the following:
Absorb Item: The master can store one item of tiny size or two items of Fine size or less inside his familiar. The
master can retrieve this item later as a free action that provokes attacks of opportunity. Only the master can remove
the item. If the familiar is slain, any stored items are destroyed.
Alignment Focus: The familiar imparts to its master the ability to cast spells with the same alignment descriptor as
its master at +1 caster level, so a LE caster would cast evil or lawful spells at +1 caster level, and spells that include
both descriptors at +2 caster level.
Research Assistant: The familiar enables its master to learn one additional spell each time a new class level is
gained. If the wizard is a specialist, this bonus spell must be from the school specialized in.
Spell Book: The familiar acts as a portable spellbook, holding up to 100 pages worth of its master’s spells (a spell
takes up 2 pages per spell level). The familiar can impart the information needed to cast any spells stored within it at
a rate of 5 minutes per spell level.
Spell Caster: The familiar gains the ability to cast three 0-level spells and one first level spell (which must be taught
by its master) once per day each as a sorcerer of half its master’s class level.
Store Spell: The familiar can store one spell of a level equal to one half the highest level its master can cast (rounded
down) and hold it for up to 1 day per master’s class level. The familiar cannot cast the spell itself but merely stores it;
imparting it to its master is a standard action that provokes attacks attacks of opportunity. The spell is used up as if it
were cast for the day the master places it in storage; it does not count against the number of spells the master can cast
on the day he retrieves it. If the spell is not retrieved before its expiration, it dissipates harmlessly.
Ward: The master can place one spell on the familiar that he knows and can cast of 3rd level or less that with a
range of touch or personal and the spell is set to trigger the next time the familiar is touched by anyone other than its
master (the normal duration does not apply until it is triggered).
Last edited: