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Familiars Take 0.01
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<blockquote data-quote="Dawn Herald" data-source="post: 4282153" data-attributes="member: 58763"><p>heh neat! I was thinking of the same thing for my 4e campaign but was thinking of going with a ritual instead of a feat, which is more in line with 2nd edition. I've yoink this and ask my players which one they like best.</p><p></p><p><strong>Find Familiar</strong></p><p><em>You bind a familiar, a manifestation of your soul. They exist external to you in the form of a animal representative of your personality. </em></p><p></p><p><strong>Level:</strong> 3 </p><p><strong>Component Cost:</strong> 100 gp</p><p><strong>Category:</strong> Binding </p><p><strong>Market Price:</strong> Special</p><p><strong>Time:</strong> 24 hours </p><p><strong>Key Skill:</strong> No check</p><p><strong>Duration:</strong> Permanent</p><p></p><p>This spell enables you to attempt to summon a familiar to act as your aide and companion. Familiars are typically small creatures but there are exceptions to the rule. A creature acting as a familiar can benefict you by conveying its sensory power and serving as a guard/scout/spy as well. You can have only one familiar at a time, and you have no control over what sort of creature answers the summoning. </p><p></p><p>DMs are recommended to select a familiar of equal level to the PC. Since the familiar is a summoned physical manifestation of your soul, you can dismiss and summon the familiar as a standard action. Familiars are always the same alignment as yours.</p><p></p><p><strong>Familiar Benefits:</strong> Add this template to all familiars</p><p><strong>Group Awareness:</strong> A familiar within 5 squares of you grants you and itself a +1 racial bonus to Perception checks. The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. </p><p><strong>Familiar Pact:</strong> If the familiar dies, you suffer a death penalty: -1 to all attack rolls, skill checks, saving throws, and ability checks. This death penalty fades after you reach a new level. A familiar can be brought back to life with the Raise Dead ritual and negates the death penalty as your spiritual link is reconnected.</p><p></p><p><strong>Example Familiar:</strong> Pseudodragon, 3rd level lurker. Advancement after 3rd level: hp/6 pts, defenses/1 pt, attack/1 pt. Increase bite and sting damage to 2d8+6 at 11th level, 3d8+8 at 21st level.</p></blockquote><p></p>
[QUOTE="Dawn Herald, post: 4282153, member: 58763"] heh neat! I was thinking of the same thing for my 4e campaign but was thinking of going with a ritual instead of a feat, which is more in line with 2nd edition. I've yoink this and ask my players which one they like best. [B]Find Familiar[/B] [I]You bind a familiar, a manifestation of your soul. They exist external to you in the form of a animal representative of your personality. [/I] [B]Level:[/B] 3 [B]Component Cost:[/B] 100 gp [B]Category:[/B] Binding [B]Market Price:[/B] Special [B]Time:[/B] 24 hours [B]Key Skill:[/B] No check [B]Duration:[/B] Permanent This spell enables you to attempt to summon a familiar to act as your aide and companion. Familiars are typically small creatures but there are exceptions to the rule. A creature acting as a familiar can benefict you by conveying its sensory power and serving as a guard/scout/spy as well. You can have only one familiar at a time, and you have no control over what sort of creature answers the summoning. DMs are recommended to select a familiar of equal level to the PC. Since the familiar is a summoned physical manifestation of your soul, you can dismiss and summon the familiar as a standard action. Familiars are always the same alignment as yours. [B]Familiar Benefits:[/B] Add this template to all familiars [B]Group Awareness:[/B] A familiar within 5 squares of you grants you and itself a +1 racial bonus to Perception checks. The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. [B]Familiar Pact:[/B] If the familiar dies, you suffer a death penalty: -1 to all attack rolls, skill checks, saving throws, and ability checks. This death penalty fades after you reach a new level. A familiar can be brought back to life with the Raise Dead ritual and negates the death penalty as your spiritual link is reconnected. [B]Example Familiar:[/B] Pseudodragon, 3rd level lurker. Advancement after 3rd level: hp/6 pts, defenses/1 pt, attack/1 pt. Increase bite and sting damage to 2d8+6 at 11th level, 3d8+8 at 21st level. [/QUOTE]
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