Falling Icicle
Adventurer
Summon Familiar
Level: 1
Category: Binding
Time: 1 hour
Duration: Permanent
Component Cost: 100g, plus all of your daily healing surges
Market Price: 50g
Key Skill: Arcana (no check)
This ritual lures a tiny animal (your choice from the list below) and binds its soul to yours. This familiar serves you loyally as a companion and servant. The magic of this ritual extends its lifespan to be the same as yours. You can only have one familiar at a time. If your familiar dies or you dismiss it, you can't summon a new one for 1 year. If your familiar dies, the shock to your soul is tremendous. You are stunned until the end of your next turn and thereafter suffer a -1 penalty to all attack rolls, skill checks, saving throws and ability checks. This death penalty fades after you reach three milestones. A dead familiar can be raised to life, just as a character of your level, but at half the cost.
Each type of familiar gives its master a special bonus. This bonus applies only while the familiar is alive and within 1 mile of its master.
Bat: Master gains a +1 bonus to Dungeoneering checks.
Cat: Master gains a +1 bonus to Stealth checks.
Hawk: Master gains a +1 bonus to Perception checks.
Lizard: Master gains a +1 bonus on Athletics checks.
Owl: Master gains a +1 bonus to Nature checks.
Rat: Master gains a +1 bonus to Endurance checks.
Raven: Master gains a +1 bonus on Insight checks.
Snake (tiny viper): Master gains a +1 bonus on Bluff checks.
Toad: Master gains a +1 bonus to Heal checks.
Weasel: Master gains +1 bonus to Acrobatics checks.
Familiar Basics:
Level: Your familiar's level is the same as yours, and it increases in level when you do. Familiars do not get feats or ability score increases, nor can they take a character class, paragon path or epic destiny.
Type: Familiars are treated as magical beasts.
Hit Points: Your familiar has a total number of hit points equal to half your own HP total (not including temporary HP). Keep track of its damage seperately from your own.
Healing Surges: The familiar has no healing surges of its own, but you can use your healing surges on its behalf. If your familiar is within arm's reach when you take a Second Wind, it also heals hit points equal to its healing surge value (1/4 its maximum HP).
Attacks: Familiars use the better of their Str or Dex modifiers when using their natural weapons (bite, claws, etc). They add half their level to their attacks, just as characters do.
Defenses: Familiar's have a +2 natural armor bonus and a +2 racial bonus to their Fortitude and Reflex defenses. They add half their level to their defenses, just as characters do.
Skills: Familiars are considered to be trained in Perception and Stealth and every other skill that you are trained in. Even with this training, the actions a familiar can take are limited by its physical capabilities. Familiar's add half their level to skill bonuses, just as characters do.
Special Abilities: Familiars possess the following special powers, thanks to the magical bond to their master. As you increase in level, the bond between you strengthens and they gain additional special powers.
Empathic Link: You have an empathic link to your familiar out to a distance of 1 mile. You can't see through your familiar's eyes, but you can communicate empathically. Because of this link, you have the same connection to an item or place that your familiar does.
Evasion: Familiars have the Evasion feat (p 202) even if they don't meet the prerequisites.
Share Spells: While within arm's reach of you, any spell you cast upon yourself can also affect your familiar, if desired. Alternatively, any spell you can cast upon yourself can instead target your familiar, even if the spell normally can't affect anyone but the caster. The familiar must spend the appropriate action to sustain the spell (if any) or it ends.
Speak With Master: Starting at 5th level, you can speak verbally with your familiar as if you shared a common language. Other creatures can't understand this communication without magical help.
Speak With Animals of Its Kind: Starting at 7th level, the familiar can communicate with other animals of its general type bats with bats, ravens with birds, rats with rodents, cats with felines, hawks, owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures in the family Mustelidae (weasels, minks, polecats, ermines, skunks, wolverines and badgers). This communication is limited by the intelligence of the conversing creatures.
Spell Resistance: Starting at 11th level, your familiar gains a +5 bonus to all of its saving throws against spells.
Scry on Familiar: Starting at 13th level, you can magically scry on your familiar, observing it and its surroundings magically from any distance. You can do this once per day for up to 1 hour.
[Edit] Toned down the bonuses from +3 to +1, changed the bonus granted by some of the animals for more balance and variety, removed the Alertness ability and replaced it with Shared Awareness, and decresed the range on the Deliver Spells ability from 10 squares to 5.
[Edit] Removed the Deliver Spells and Shared Awareness abilities. Changed the death penalty for the familiar to be the same as the death penalty if the character dies, to give familiar death a bigger drawback.
Level: 1
Category: Binding
Time: 1 hour
Duration: Permanent
Component Cost: 100g, plus all of your daily healing surges
Market Price: 50g
Key Skill: Arcana (no check)
This ritual lures a tiny animal (your choice from the list below) and binds its soul to yours. This familiar serves you loyally as a companion and servant. The magic of this ritual extends its lifespan to be the same as yours. You can only have one familiar at a time. If your familiar dies or you dismiss it, you can't summon a new one for 1 year. If your familiar dies, the shock to your soul is tremendous. You are stunned until the end of your next turn and thereafter suffer a -1 penalty to all attack rolls, skill checks, saving throws and ability checks. This death penalty fades after you reach three milestones. A dead familiar can be raised to life, just as a character of your level, but at half the cost.
Each type of familiar gives its master a special bonus. This bonus applies only while the familiar is alive and within 1 mile of its master.
Bat: Master gains a +1 bonus to Dungeoneering checks.
Cat: Master gains a +1 bonus to Stealth checks.
Hawk: Master gains a +1 bonus to Perception checks.
Lizard: Master gains a +1 bonus on Athletics checks.
Owl: Master gains a +1 bonus to Nature checks.
Rat: Master gains a +1 bonus to Endurance checks.
Raven: Master gains a +1 bonus on Insight checks.
Snake (tiny viper): Master gains a +1 bonus on Bluff checks.
Toad: Master gains a +1 bonus to Heal checks.
Weasel: Master gains +1 bonus to Acrobatics checks.
Familiar Basics:
Level: Your familiar's level is the same as yours, and it increases in level when you do. Familiars do not get feats or ability score increases, nor can they take a character class, paragon path or epic destiny.
Type: Familiars are treated as magical beasts.
Hit Points: Your familiar has a total number of hit points equal to half your own HP total (not including temporary HP). Keep track of its damage seperately from your own.
Healing Surges: The familiar has no healing surges of its own, but you can use your healing surges on its behalf. If your familiar is within arm's reach when you take a Second Wind, it also heals hit points equal to its healing surge value (1/4 its maximum HP).
Attacks: Familiars use the better of their Str or Dex modifiers when using their natural weapons (bite, claws, etc). They add half their level to their attacks, just as characters do.
Defenses: Familiar's have a +2 natural armor bonus and a +2 racial bonus to their Fortitude and Reflex defenses. They add half their level to their defenses, just as characters do.
Skills: Familiars are considered to be trained in Perception and Stealth and every other skill that you are trained in. Even with this training, the actions a familiar can take are limited by its physical capabilities. Familiar's add half their level to skill bonuses, just as characters do.
Special Abilities: Familiars possess the following special powers, thanks to the magical bond to their master. As you increase in level, the bond between you strengthens and they gain additional special powers.
Empathic Link: You have an empathic link to your familiar out to a distance of 1 mile. You can't see through your familiar's eyes, but you can communicate empathically. Because of this link, you have the same connection to an item or place that your familiar does.
Evasion: Familiars have the Evasion feat (p 202) even if they don't meet the prerequisites.
Share Spells: While within arm's reach of you, any spell you cast upon yourself can also affect your familiar, if desired. Alternatively, any spell you can cast upon yourself can instead target your familiar, even if the spell normally can't affect anyone but the caster. The familiar must spend the appropriate action to sustain the spell (if any) or it ends.
Speak With Master: Starting at 5th level, you can speak verbally with your familiar as if you shared a common language. Other creatures can't understand this communication without magical help.
Speak With Animals of Its Kind: Starting at 7th level, the familiar can communicate with other animals of its general type bats with bats, ravens with birds, rats with rodents, cats with felines, hawks, owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures in the family Mustelidae (weasels, minks, polecats, ermines, skunks, wolverines and badgers). This communication is limited by the intelligence of the conversing creatures.
Spell Resistance: Starting at 11th level, your familiar gains a +5 bonus to all of its saving throws against spells.
Scry on Familiar: Starting at 13th level, you can magically scry on your familiar, observing it and its surroundings magically from any distance. You can do this once per day for up to 1 hour.
[Edit] Toned down the bonuses from +3 to +1, changed the bonus granted by some of the animals for more balance and variety, removed the Alertness ability and replaced it with Shared Awareness, and decresed the range on the Deliver Spells ability from 10 squares to 5.
[Edit] Removed the Deliver Spells and Shared Awareness abilities. Changed the death penalty for the familiar to be the same as the death penalty if the character dies, to give familiar death a bigger drawback.
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