I tried to write up some rules before for roleplaying a familiar before, but it didn't turn out so well. Here's another attempt at it. This time, I came up with the idea of treating the familiar aspect of the character as a class rather than a race (thus equaling out the characters better, and not forcing an ECL penalty on the player, which I just don't like on the personal level). The system isn't finished yet, but I have some basics set up.
Familiars
Alignment: any
Hit Die: none (hp dependant on master)
Class Skills: Not yet decided, some will be dependent on animal. There should be about 15-20 of them, though.
Skill points: 6 + Intelligence Modifier
Weapon proficiency: None
Armor Proficiency: None
Base Attack Bonus: As monk, rogue, etc.
Saves: Dependant on animal type
Special Abilities:
Natural armor, improved evasion, shared spell, touch spells, empathic link, speak with master, speak with animals, and spell resistance as a normal familiar.
Sneak Attack - as rogue ability, with same increase rate
Special Inabilities:
Non-verbal: Being animals, familiars cannot speak normally
Multiclass restrictions: Familiars can only take one other class besides the familiar class, including prestige classes.
Animal Abilities:
All familiars must be animals that can normally be familiars. All stats are the same as the base animal, except intelligence, which is determined by rolling 3d6 (or another method preffered by the DM). Special abilities and skills are described below. Special abilities and feats are at first level unless otherwise noted, and skill bonuses rise by +1 at the levels indicated.
(Note, these aren't all the animals possible, as I haven't written stuff up for all of them yet.)
Bat:
Blindsight 10'
Spot (4,8,12,16)
Listen (1,4,8,12)
Weapon Finesse (bite)
Vampiric Strike: damage caused by a Sneak attack heals the familiar or master (players choice per attack , but cannot be split) an equal number of hit points.
Save: as bard
Cat:
Balance (1,4,8,10,12,16,18,20)
Spot (1,4,8,12)
Listen (4,8,12,16)
Weapon Finesse (claws, bit)
Slow fall as Monk
Darkvision Level*2 feet
Level 5: Multiattack is gained for 2 claws and bite.
Level 10: No longer needs to move in straight line to charge, and can use all 4 claws in combat (and with multiattack feat).
Level 15: Can make a full attack after a charge.
Save: As rogue
Hawk:
+2 Spot in light
Spot (1,4,8,12,16,20)
Listen (1,4,8,12,16,20)
Weapon Finesse (claws)
Flight
Level 10: Gains Death Attack (DC 10 +1/2 level + int modifier)
Save: As rogue
Toad:
Hide (1,4,8,12)
Tongue: Treat as a whip when attacking, reach equal to half of level in feet (also, the tongue obviosly cannot be dropped in the case of a failed trip, and having it stuck could lead to some interesting situations).
Level 5: Tounge can cause normal damage without penalty.
Level 10: Treat the tongue as an extra limb. At level 10, 14, and 18 choose proficiency in either 3 simple, 2 martial, or 1 exotic weapon(s).
Save: as monk
That's about as far as I have it for now. Note that I gave the class sneak attack primarily because the low strength and no weapon proficiencies mean that the character really has no other option to do melee damage.
Any thoughts? Are the special abilities to powerful despite the disadvantages? Could you ever forsee yourself playing with these rules? Should I write up abilites for the rest of the animal familiars?
Familiars
Alignment: any
Hit Die: none (hp dependant on master)
Class Skills: Not yet decided, some will be dependent on animal. There should be about 15-20 of them, though.
Skill points: 6 + Intelligence Modifier
Weapon proficiency: None
Armor Proficiency: None
Base Attack Bonus: As monk, rogue, etc.
Saves: Dependant on animal type
Special Abilities:
Natural armor, improved evasion, shared spell, touch spells, empathic link, speak with master, speak with animals, and spell resistance as a normal familiar.
Sneak Attack - as rogue ability, with same increase rate
Special Inabilities:
Non-verbal: Being animals, familiars cannot speak normally
Multiclass restrictions: Familiars can only take one other class besides the familiar class, including prestige classes.
Animal Abilities:
All familiars must be animals that can normally be familiars. All stats are the same as the base animal, except intelligence, which is determined by rolling 3d6 (or another method preffered by the DM). Special abilities and skills are described below. Special abilities and feats are at first level unless otherwise noted, and skill bonuses rise by +1 at the levels indicated.
(Note, these aren't all the animals possible, as I haven't written stuff up for all of them yet.)
Bat:
Blindsight 10'
Spot (4,8,12,16)
Listen (1,4,8,12)
Weapon Finesse (bite)
Vampiric Strike: damage caused by a Sneak attack heals the familiar or master (players choice per attack , but cannot be split) an equal number of hit points.
Save: as bard
Cat:
Balance (1,4,8,10,12,16,18,20)
Spot (1,4,8,12)
Listen (4,8,12,16)
Weapon Finesse (claws, bit)
Slow fall as Monk
Darkvision Level*2 feet
Level 5: Multiattack is gained for 2 claws and bite.
Level 10: No longer needs to move in straight line to charge, and can use all 4 claws in combat (and with multiattack feat).
Level 15: Can make a full attack after a charge.
Save: As rogue
Hawk:
+2 Spot in light
Spot (1,4,8,12,16,20)
Listen (1,4,8,12,16,20)
Weapon Finesse (claws)
Flight
Level 10: Gains Death Attack (DC 10 +1/2 level + int modifier)
Save: As rogue
Toad:
Hide (1,4,8,12)
Tongue: Treat as a whip when attacking, reach equal to half of level in feet (also, the tongue obviosly cannot be dropped in the case of a failed trip, and having it stuck could lead to some interesting situations).
Level 5: Tounge can cause normal damage without penalty.
Level 10: Treat the tongue as an extra limb. At level 10, 14, and 18 choose proficiency in either 3 simple, 2 martial, or 1 exotic weapon(s).
Save: as monk
That's about as far as I have it for now. Note that I gave the class sneak attack primarily because the low strength and no weapon proficiencies mean that the character really has no other option to do melee damage.
Any thoughts? Are the special abilities to powerful despite the disadvantages? Could you ever forsee yourself playing with these rules? Should I write up abilites for the rest of the animal familiars?