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How do these familiar based powers balance out?
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<blockquote data-quote="Humanophile" data-source="post: 144713" data-attributes="member: 1049"><p>First, a spell, since I've always thought that the familiar should be more capable as a spy/scout than it already is.</p><p></p><p><span style="font-size: 12px"><strong>Eyes of the Familiar</strong></span></p><p>Divination</p><p><strong>Level:</strong> Sor/Wiz 3</p><p><strong>Components:</strong> V, S (possibly negligible F?)</p><p><strong>Casting Time:</strong> 1 full round</p><p><strong>Range:</strong> see text</p><p><strong>Effect:</strong> your familiar</p><p><strong>Duration:</strong> Concentration</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> None</p><p></p><p>While under the effect of this spell, the caster trades some of the use of his senses in order to borrow the senses of a companion creature gained via class ability*. (Most likely a familiar, but a paladin's warhorse or the like would fit the bill too. In the case of a character with more than one such companion, the caster choses which is affected at the time of casting, and can not change his decision short of re-casting this spell.) While the spell is in effect, the caster enters a trance and may experience what his companion experiences so long as they are both on the same plane, and the range of their Empathic Link is likewise extended. Sight, hearing, and all other applicable senses are experienced, even ones the caster does not have such as blindsight or scent. The caster does, however, use his own Listen, Spot, and Search checks as appropriate, though. If the companion is subject to a sonic attack that does not deal damage, or a gaze attack, you must make a saving throw as if you suffered the same attack or suffer the consequences as appropriate. If one of your companions senses is damaged or incapacated, you experience the same diminished sensory experience. If your companion dies, this spell ends and you suffer the normal consequences.</p><p></p><p>Since this spell only affects the link between you and your companion, anti-scrying spells such as Mind Blank have no effect, provided your companion can see them normally. Invisibility, an appropriate Hide/Move Silently check, or even just being in a location/position inaccessable to your companion all protect a given being from being scried upon by these means. Similarly, there is no magical sensor for anyone to locate, but your companion may be noticed and dealt with as normal. Due to the nature of the magical link required for this spell to be cast, the companion may not resist it even if they would want to (a rare case in and of itself). This spell does not, however, allow mind reading beyond the normal bounds of the Empahic Link ability.</p><p></p><p>While this spell is still active, the caster may take no actions, and suffers a -4 to spot and listen checks to notice his own surroundings.</p><p></p><p>(I based this one off of Clairaudience/clairvoyance, with a touch of Sense Link (psionic power) thrown in. It allows greater freedom and range than Clairaudience/clairvoyance, but with the significant risk/hinderance of putting your familiar on the line. Anything I overlooked here?)</p><p></p><p></p><p>And a feat, since it just seems so in-genre</p><p></p><p><span style="font-size: 12px"><strong>Share Resistance</strong></span></p><p>You may share the Spell Resistance of a magical companion.</p><p><strong>Prerequisites:</strong> A familiar, warhorse, or other companion gained via class ability* with Spell Resistance.</p><p><strong>Benefit:</strong> While in physical contact with your companion, you gain the Spell Resistance ability at the same strength it has.</p><p><strong>Special:</strong> If both of you are required to make spell resistance checks for the same spell/effect (an area effect spell or a multiple target spell that targets both of you), the caster rolls spell resistance once for the both of you. If you have more than one such companion, you may chose which one this feat applies to each turn.</p><p></p><p>(I think wizards/sorcerers need more options for spell resistance, and the amount offered by a familiar/warhorse is comparitively minor given the levels it comes into play. And for sheer gravy, I like the image of a charging paladin or a dramatically posing wizard shaking off spells.)</p><p></p><p></p><p>And while I have your attention, something that has nothing whatsoever to do with familiars <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p><span style="font-size: 12px"><strong>School Prodigy</strong></span></p><p>You have a talent for a given school of magic beyond that of your peers.</p><p><strong>Prerequisites:</strong> Spell Focus in the school chosen.</p><p><strong>Benefit:</strong> When casting spells of the chosen school, your caster level is treated as if it were one higher for the purposes of range, duration, damage, etc. In case it needs to be said, this does not allow you to cast more spells or higher level spells than you normally could.</p><p><strong>Special:</strong> You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new school of magic.</p><p></p><p></p><p>Anybody see any glaring balance problems with any of the above? Anything I should tighen up? And conversely, do these look like things you'd be interested in taking?</p><p></p><p>BTW, on the *'s above, a druid's or ranger's animal companions do not count, as they are gained due to a spell and not directly from a class ability. I might allow a character with an appropriate cohort access to these, though.</p></blockquote><p></p>
[QUOTE="Humanophile, post: 144713, member: 1049"] First, a spell, since I've always thought that the familiar should be more capable as a spy/scout than it already is. [size=3][b]Eyes of the Familiar[/b][/size] Divination [b]Level:[/b] Sor/Wiz 3 [b]Components:[/b] V, S (possibly negligible F?) [b]Casting Time:[/b] 1 full round [b]Range:[/b] see text [b]Effect:[/b] your familiar [b]Duration:[/b] Concentration [b]Saving Throw:[/b] None [b]Spell Resistance:[/b] None While under the effect of this spell, the caster trades some of the use of his senses in order to borrow the senses of a companion creature gained via class ability*. (Most likely a familiar, but a paladin's warhorse or the like would fit the bill too. In the case of a character with more than one such companion, the caster choses which is affected at the time of casting, and can not change his decision short of re-casting this spell.) While the spell is in effect, the caster enters a trance and may experience what his companion experiences so long as they are both on the same plane, and the range of their Empathic Link is likewise extended. Sight, hearing, and all other applicable senses are experienced, even ones the caster does not have such as blindsight or scent. The caster does, however, use his own Listen, Spot, and Search checks as appropriate, though. If the companion is subject to a sonic attack that does not deal damage, or a gaze attack, you must make a saving throw as if you suffered the same attack or suffer the consequences as appropriate. If one of your companions senses is damaged or incapacated, you experience the same diminished sensory experience. If your companion dies, this spell ends and you suffer the normal consequences. Since this spell only affects the link between you and your companion, anti-scrying spells such as Mind Blank have no effect, provided your companion can see them normally. Invisibility, an appropriate Hide/Move Silently check, or even just being in a location/position inaccessable to your companion all protect a given being from being scried upon by these means. Similarly, there is no magical sensor for anyone to locate, but your companion may be noticed and dealt with as normal. Due to the nature of the magical link required for this spell to be cast, the companion may not resist it even if they would want to (a rare case in and of itself). This spell does not, however, allow mind reading beyond the normal bounds of the Empahic Link ability. While this spell is still active, the caster may take no actions, and suffers a -4 to spot and listen checks to notice his own surroundings. (I based this one off of Clairaudience/clairvoyance, with a touch of Sense Link (psionic power) thrown in. It allows greater freedom and range than Clairaudience/clairvoyance, but with the significant risk/hinderance of putting your familiar on the line. Anything I overlooked here?) And a feat, since it just seems so in-genre [size=3][b]Share Resistance[/b][/size] You may share the Spell Resistance of a magical companion. [b]Prerequisites:[/b] A familiar, warhorse, or other companion gained via class ability* with Spell Resistance. [b]Benefit:[/b] While in physical contact with your companion, you gain the Spell Resistance ability at the same strength it has. [b]Special:[/b] If both of you are required to make spell resistance checks for the same spell/effect (an area effect spell or a multiple target spell that targets both of you), the caster rolls spell resistance once for the both of you. If you have more than one such companion, you may chose which one this feat applies to each turn. (I think wizards/sorcerers need more options for spell resistance, and the amount offered by a familiar/warhorse is comparitively minor given the levels it comes into play. And for sheer gravy, I like the image of a charging paladin or a dramatically posing wizard shaking off spells.) And while I have your attention, something that has nothing whatsoever to do with familiars :cool: [size=3][b]School Prodigy[/b][/size] You have a talent for a given school of magic beyond that of your peers. [b]Prerequisites:[/b] Spell Focus in the school chosen. [b]Benefit:[/b] When casting spells of the chosen school, your caster level is treated as if it were one higher for the purposes of range, duration, damage, etc. In case it needs to be said, this does not allow you to cast more spells or higher level spells than you normally could. [b]Special:[/b] You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new school of magic. Anybody see any glaring balance problems with any of the above? Anything I should tighen up? And conversely, do these look like things you'd be interested in taking? BTW, on the *'s above, a druid's or ranger's animal companions do not count, as they are gained due to a spell and not directly from a class ability. I might allow a character with an appropriate cohort access to these, though. [/QUOTE]
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