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Improved Familiars
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<blockquote data-quote="Tessarael" data-source="post: 1496260" data-attributes="member: 12909"><p>According to the 3.5E DMG they don't, but I believe they should. In particular, Celestial and Fiendish versions of the standard familiars are not substantially better, and there is no reason why they shouldn't.</p><p></p><p>However, if you look at other d20 source books such as Relics and Rituals by Sword & Sword, Improved Familiars are handled very differently. The Greater Familiar spell summons an improved familiar, the cost of the spell is 50 XP per class level. There is no feat cost. I like this much better. AD&D always had funky familiars, they were cool flavor. Improved Familiars are funky, but I honestly don't think they can hold their own in a high level party unless they have class levels: i.e. good flavor, but is it really worth spending a feat? These greater familiars result in you losing 250 XP per class level or 300 XP per class level (Fortitude save DC 18 for half).</p><p></p><p>Anyway, as examples from Relics and Rituals, Greater Familiars:</p><p>Celestial/Fiendish Monkey: +8 Climb</p><p>Celestial/Fiendish Wolf: +4 Listen, Track feat if accompanied by familiar</p><p>Sentry Crow: speaks 2 languages, +4 Spot</p><p></p><p>Fantastic familiars:</p><p>Air Elemental, Small: Air mastery, Fly 1/day</p><p>Earth Elemental, Small: Earth mastery, pass through solid rock and earth at 1'/round</p><p>Fire Elemental, Small: Fire resistance 20, cast fire spells at +1 caster level</p><p>Water Elemental, Small: Water breathing, 30' base movement speed in water</p><p>Blink Dog: Dimension Door 1/day</p><p>Imp: Regeneration as per Imp</p><p>Lantern Archon: +4 save vs. poison, petrificiation immunity, electrical resistance 20</p><p>Pseudodragon: Spell resistance 19</p><p>Quasit: Regeneration as per Quasit</p><p></p><p>These fantastic familiar abilities are very good, and definitely worth the investment of a feat. They also have cool flavor in my opinion. I recommend Relics and Rituals as a good book for D&D 3E.</p><p></p><p>Just my thoughts ...</p></blockquote><p></p>
[QUOTE="Tessarael, post: 1496260, member: 12909"] According to the 3.5E DMG they don't, but I believe they should. In particular, Celestial and Fiendish versions of the standard familiars are not substantially better, and there is no reason why they shouldn't. However, if you look at other d20 source books such as Relics and Rituals by Sword & Sword, Improved Familiars are handled very differently. The Greater Familiar spell summons an improved familiar, the cost of the spell is 50 XP per class level. There is no feat cost. I like this much better. AD&D always had funky familiars, they were cool flavor. Improved Familiars are funky, but I honestly don't think they can hold their own in a high level party unless they have class levels: i.e. good flavor, but is it really worth spending a feat? These greater familiars result in you losing 250 XP per class level or 300 XP per class level (Fortitude save DC 18 for half). Anyway, as examples from Relics and Rituals, Greater Familiars: Celestial/Fiendish Monkey: +8 Climb Celestial/Fiendish Wolf: +4 Listen, Track feat if accompanied by familiar Sentry Crow: speaks 2 languages, +4 Spot Fantastic familiars: Air Elemental, Small: Air mastery, Fly 1/day Earth Elemental, Small: Earth mastery, pass through solid rock and earth at 1'/round Fire Elemental, Small: Fire resistance 20, cast fire spells at +1 caster level Water Elemental, Small: Water breathing, 30' base movement speed in water Blink Dog: Dimension Door 1/day Imp: Regeneration as per Imp Lantern Archon: +4 save vs. poison, petrificiation immunity, electrical resistance 20 Pseudodragon: Spell resistance 19 Quasit: Regeneration as per Quasit These fantastic familiar abilities are very good, and definitely worth the investment of a feat. They also have cool flavor in my opinion. I recommend Relics and Rituals as a good book for D&D 3E. Just my thoughts ... [/QUOTE]
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