INT of animal companions/familiars

peralay

First Post
Hello all,

I'm wondering what to do about familiars and animal companions that are very low intelligence and passing on "intelligence" to their masters. When familiars and animals are used to scout, there's a lot of leeway in what is passed on. I assume animal companions can't do much communicating outside of chirps and animal noises. Familiars share an empathic bond, but the master does not see through the familiar's eyes. With only a 6 INT, how does the information get passed on? How detailed can it be? The smaller and especially the flying animals are often used to find out things about the nearby environment like "How many bad guys on the other side of the fence?" How do you handle this communication and how detailed is the information gained?

Thank you
 

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I think there is only one fair way to do it.

There needs to be a balance between how useful the familiar is and how "in play" it is.

Some games are played with the familiar as almost an invisible, unheard class ability. It doesn't have a personality. It is never really put at risk. It's all but fogotten most of the time. In a game ilke this, it should alos have very little advantage. The DM should dumb it down and minimize it's positive impact on the game.

Other games take it the other way. They keep track of the critter. It has impact on the game, and the other PCs. It is vulnerable, and yet useful at the same time. The DM is always aware of where it is and if it is being attacked. The player has to maintain it (feed, shelter, care, etc.). In this case, the familiar should be far more useful and dynamic.

Both versions are fine, if that's how the group wants to play it. And there are middle grounds in many cases. These are just two extremes.

Just don't cross the streams. ;)
 

Re: Re: INT of animal companions/familiars

Corwin said:
Just don't cross the streams. ;)

"That would be bad." ;)

To answer the question with greater precision but less flavor than Corwin:

Animal Companions are by definition Animals and therefore have an Intelligence of 2 or less.

Familiars have an Intelligence shown on the chart in the PHB in the Sorcerer section. IIRC, it starts at 6 and goes up from there. So ask yourself how much information the 6 Int half-orc barbarian in the party could convey when scouting and that's about what the familiar should be capable of.
 

According to Tome and Blood, all familiars have some sense of past, present and future, can count to at least 100, and can recognize everyday creatures, objects and activities.
 

I've set up a house rule in mine.

When a wiz or sorcerer is made, they can OPT to never go with a familiar. If they do that, I give them a Bonus feat at level 1. and no matter how hard they try, they cannot gain a familiar after that point.

IF they decide to gain a familiar at level 1 as normal.
Familiars are more than just alertness and such. If they are close to their Masters, they act like an alarm when the Master is asleep.

The intelligence of the familiar reflects what it will reply back to the Master.

INT: 6/7 acts like a 6 year old with a lot of distractions, grade school level speech pattern
INT: 8/9 acts like trained guard dog, fewer distraction, info returning to Master is on the level of jr high.
INT: 10/11 Seeing eye dog that can communicate coherently, high school level
INT: 12/13 college level
INT: 14/15 graduate school

Kinda fits and definitely makes familiars more helpful in the game.
 

Kyramus said:
I've set up a house rule in mine.

When a wiz or sorcerer is made, they can OPT to never go with a familiar. If they do that, I give them a Bonus feat at level 1. and no matter how hard they try, they cannot gain a familiar after that point.


Very cool house rule. I wish I had thought of that when my campaign started...

Aluvial
 

Thanks everyone, that's some good information. Thanks especially to Kyramus. I like relating the level of the familiar to the development pattern of grade school, jr high, etc. That will help a lot. Any ideas on animal companions?
 

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