The Book of Familiars

This exciting new book is the first in a series of
D20 rules supplements developed by Troll Lord Studios.
The 'Book of Familiars' examines the oft overlooked
but extremely important world of familiars and animal
companions found in every campaign but rarely
codified. This book answers all those questions for
familiars and animal companions that might arise
during play; where do familiars come from, how are
they acquired, what are their stats, what are their
powers. This book includes stats on familiars for
Wizards, Sorcerers, Druids and Clerics but also
includes extensive reference to those animal
companions used by Fighters, Paladins, Rangers such as
the Unicorn, Holy steeds, and saber toothed tigers. A
must have for all DMs and players alike.
 

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Note, this isn’t a full review of the book. As this is an Ennies book, I’m not under any obligation to review it. However, as I write this, I’ve just finished the Farseer trilogy by Robin Hobb. The main character, Fitz, has an ability known as the Wit. It allows him to bond with dogs at first, and then eventually, his wolf, Bright Eyes. He’s defiantly not a mage or a sorcerer. The creature he bonds with isn’t an animal companion that needs to be taught tricks, but much like a full familiar. The Book of Familiars by Troll Lords gives you numerous options to add familiar like creatures to any class, in addition to numerous other options.

Now the book has the standard issues in editing. You look at the Paladin’s special mount table (8-1) and notice that instead of Paladin Level, it has Barbarian Level. You look at the section on Totem Familiars for barbarians on page 32, and you note that the scroll border on the right side of the page, cuts into the text on the left. Thankfully its still readable as only the last character or two is cut off, but it’s still annoying.

There are some space issues as well. When art is repeated in a book, like the picture on page 61 and 126 is, you know there are problems. Some of the art is there just to take up space and not all of the art is quality. That’s not to say all of the art is bad by any means The duplicated picture for instance, is by one of my favorite artists, Scott Purdy and some of the reprinted art from earlier Troll Lords products, is top-notch stuff.

Most of these are minor issues. They detract a bit from the value of the book, but don’t render the game mechanics in error in most places. Indeed, the book moves through those issues and provides the reader with numerous options to bring to every core class character. These go beyond the feats you can take to augment a familiar. I’m not too crazy about such feats. I’ve seen a few ways that companies try to augment familiars before, ranging from an experience point sacrifice in Fantasy Flight’s magic book, to Kingdoms of Kalamar and their familiar augmenting feats. No, these feats while useful in setting up the rest of the book, pale in comparison to the ideas for providing the non-spellcasting classes with familiars.

Like what for example? Well, one of my player’s has the Item Familiar feat from Unearthed Arcana. Another one is a Spell Scion with a two-handed dragon blade. The point is that each is taking game mechanics to customize a weapon. In this book, fighters can have a Hero’s Weapon. This allows a weapon, that can be magical, but must not be intelligent, to become personalized. This weapon gains hardness, intelligence, wisdom and charisma, in addition to special powers, as the user goes up in levels. The blade can simulate feats, gain various enhancements and is bonded to the user and doesn’t have an ego or struggle against the master.

For rogues who don’t take the front lines though, what good is that? How about having your own shadow act as your familiar through the Shadow Pact? The character performs a ritual and binds his shadow as a familiar. Fancy stuff. For barbarians, not only do you have the option to get a familiar, you also have the option to get a special mount. It doesn’t stop there, as you can take the Craft Nature Fetish feat and create minor magical items for yourself. As one of my friends tells me, he likes relying on his own character and finds that feats that let him be more self-sufficient are worth taking.

Overall it’s the classes that have no animal companions or familiars that bear the most interesting options. The bard and the five songs that are hidden lore, is one of the most interesting things I’ve seen done with the bard in 3.5. Want a companion? Use the Song of Companions. How about a Fey ally or perhaps even give life to your Muse? Rules are included for each option along with others.

This isn’t to say that the options for sorcerers and wizards are boring. Sorcerers have numerous options to pursue because they have five different options, fetish, automation, mercurial, wyrm and animistic. Each one with different abilities and role playing potential. Woe to the foolish sorcerer who picks the wyrm familiar and doesn’t have one that follows his own plans and ideas for that creature resides in the caster and takes control when the caster loses control over his own body like say through a charm spell or the simple act of falling asleep.

It’s little things like this that make the book a treasure trove of ideas. Despite the white space issues, they weren’t lazy about individualizing the familiars. Almost every class has familiar abilities based on that class. A sorcerer’s familiar and a druid’s familiar will have very little in common. They put in numerous options to allow you to have familiars of various power, ranging from standard familiars to greater and supreme.

The supreme familiars are powerful. However, you have to have Summon Greater Familiar, which means you have to have the ability to Summon a Familiar, either through a class ability or the Summon Familiar feat, and the level requirements for some of these creatures is high. So three feats and a high level. Is it too powerful? Your mileage may vary. So what types are there? Most of these creatures are neutral and none of them lawful good. Bad work on the Trolls for not making an even distribution of creatures. Having said that, we have most dire animals and several magical creatures like Pegasus and unicorns. The levels range from 5th for a giant owl, to 15th for a very young dragon.

In addition to tons of variant familiars and mounts, the book provides statistics for many new animals. These seem to follow the 3.5 conventions in that it includes speed in standard number of feet with number of squares, a break down of the armor class, bab/grapple, attack and full attack information. However, they don’t break down the initiative bonuses and just list a blank space and the section isn’t illustrated. Still, I don’t think I’ll lose any sleep over not seeing the giant crab not illustrated.

Other appendices round out different aspects of familiars. New spells can help your familiar survive like Guardian Cloak, that provides soft cover to your familiar or Teeth of Ice, Claws of Fire, where your familiar can now inflict one type of elemental damage with its natural attacks. Those looking for other ways to augment their familiars have new magic items like Collars of Protection and Amulets of the Familiar, that raise the caster’s effective level only for purposes of determining his familiar’s strengths.

I was a little surprised at the PrCs. They could’ve went straight for mage based ones that were masters of the familiar, but they did some different stuff, based on the material in the book. The Animus Gemini is a monk based PrC that specializes in man and familiar fighting as one. The Faunsilva bonds with a fey, forsaking it’s other companions and familiars even as the archetype, the familiar master, can summon numerous familiars and empower them with new feats from this book. Other classes, like the Night Lord, follow the path of an animal, in this case, the bat, while others, like the Umbral Stalker, rely on the character having a familiar but use their own shadow to perform murder.

This isn’t to say that everything here is about the mechanics. Almost every class has a lot of background information on why they would seek out a familiar and what the quest involved in that seeking would be. Advice for GMs on insuring that they remember to target familiars in combat and not feel bad about it, as well as advice for the players to remember that they actually have familiars, is provided. Some of the options for reminding the player about which persona he’s in, the character or the familiar, should be put to good use right away. I know that in almost all of my games, the players with familiars rarely mention what those companions are doing.

Despite the errors in layout and the white space issues, the book has a lot of great ideas and concepts to it. Some books, like the Aerial Adventure Guide, suggest that all players start off with their equivalent of Regional Feats. If I wanted to run something where the characters had the Wit about them, or had some type of strong animal bond, I would have no problem giving all the players a feat or two from this book for background purposes only.
 


I own this. I agree it is a platinum mine of ideas and a very good addition to anyone's gaming library who wants to do more with familiars and animal companions. I like it considerably better than Dweomercraft.
 

By John Grigsby, Staff Reviewer d20 Magazine Rack

Initiative Round

The Book of Familiars is a Dungeons & Dragons supplement from Troll Lord Games. This 186-page hardcover by Casey Chistofferson, Justin Bacon, Tommy Rutledge, Josh Hubbell, Lance Hawvermile, Luke Johnson, Stephen Vogel, and Dave Zenz features cover art by Daniel Horne depicting a young barbarian and her saber-toothed tiger familiar finishing off an ogre that got too close. Scott Purdy, Stephen Shepherd, Jason Walton, Bryan Swartz, and co-author Dave Zenz contribute to the black & white interior art. The Book of Familiars retails for $29.95.

By tradition, a familiar is a magical helper called upon by witches. They usually appeared in the form of an animal, but were actually imps sent by the devil to aid his worshippers. They ran errands, brought messages, and performed minor tasks for their masters. This has translated into the D&D game as an animal or extraplanar being which is magically bonded to the wizard or sorcerer, and which aids them in a variety of ways. But why should wizards and sorcerers have all the fun? That’s what the Book of Familiars asks.

After a brief introduction of exactly what the difference between an animal companion and a familiar is, the Book of Familiars opens up with 42 brand new feats. While all of these feats are potentially useful, the ones that are going to attract the most attention are Animal Companion and Summon Familiar. That’s because these are general feats that permit any class to gain an animal companion or a familiar. What’s more, there are no upper limits on the number of times these feats may be chosen. Thus, it is possible for a wizard of 18th level to have as many as seven familiars, or eight if human (one for each feat gained through level 18, plus an additional familiar as a class ability)! If the character should happen to have at least 3 levels of the familiar master prestige class (see below), that number rises to a whopping nine (ten for humans) familiars!

Of course, calling a familiar is not without its difficulties. Each ritual costs 1,000 gold pieces, 200 experience points, and 24 hour of time. Animal companions are less costly and time-consuming, but they tend to have minds of their own and sometimes their plans don’t coincide with your own. In addition, there are plenty of other new feats that may catch your eye, such as Hero’s Weapon, Empower Familiar, or Summon Greater Familiar. The bottom line is that while it is possible to have eight familiars or animal companions, DMs have little to worry about. Most wizards (and other classes) will find too many other options to waste all of their feats on those two.

As you might expect, the familiar tables have been greatly expanded, including two new categories of familiar; greater and supreme (available only to characters of a certain level). Only standard familiars offer benefits to their masters, as the greater and supreme familiars are far more powerful and useful in a fight. Greater and supreme familiar can also be “customized” to a point, in that at certain levels of the master, they do not gain a specific power, but rather a “slot” that the player can choose to fill with a particular ability. This insures that no two greater or supreme familiars will be exactly alike.

Even so, if that were all this book offered, it would be a pretty short text (and this would be a pretty short review). You’ve probably guessed that there’s more here than meets the eye. Well, there’s also some great material on familiars in the game, including how to role-play a familiar, what happens to a familiar that has been dismissed (DM’s take note, this can lead to an interesting adventure), protecting familiars, and what becomes of a familiar on the death of the master. All right, you say, that’s still not enough material to account for 186 pages.

Remember that I mentioned at the beginning of this review that any class could now obtain a familiar? Every class is examined, in great detail, with rules applicable specifically to the class regarding the acquisition and care of familiars. A barbarian’s familiar, for example, isn’t just a magical beast that grants its master a bonus to a few skills. It’s an extension of the barbarian’s totem—his spirit creature. Unlike a wizard’s familiar, that has the ability to share spells, a barbarian’s familiar can enter a rage (much like its master) and is tied to its masters will and spirit. In addition, some classes may choose to take on a different kind of familiar. While a fighter might call on a familiar in the usual manner, he might instead choose an intelligent magical weapon that bonds with him. A monk, rather than taking on an ordinary familiar, might instead call out to her ancestral spirits for guidance. Even sorcerers and wizards are given new options.

Last, but certainly not least, the appendices provide game statistics for the 49 new animal types that are listed as possible familiars herein, as well as statistics for 35 new monsters, some of which may also be called as familiars. There are also seven new spells that make familiars even more useful, and a sampling of new magical items dealing with, what else, familiars!

Now, with all of this material, some might not see how any prestige classes could possibly be related to familiars, but you’d be wrong. The animus gemini has studied a comprehensive combat art, through which master and familiar come to act as one. A faunsilva learns to share her lifeforce with a fey creature, forsaking all other forms of companionship in exchange for incredible powers. A familiar master, by contrast, calls multiple familiars to him and often interacts with the world through them. The night lord has chosen to model herself after that most expert of nocturnal hunters, the bat. Finally, the Umbral Stalker is a member of an unholy order of assassins who form their familiars into killing machines.

Critical Hit
I have to say, if it had just been the idea of allowing any class to have a familiar, I wouldn’t have been nearly as impressed. No, for me, the big thing here is that each class can choose to take a standard familiar or a familiar tailored to the “theme” of the particular class. From totem spirits for barbarians to spiritual weapons for paladins to shadow familiar for rogues, this is just the coolest idea since sliced bread! This is some ground-breaking material that really brings familiars into their own.

Critical Fumble
As good as this book is, I found one minor detail that slapped me in the face (primarily because it involves a class that is near and dear to my heart). The ranger gets the short end of the stick in this deal. Whereas any class can now call a familiar, every other class also has the option of summoning a special type of familiar. The barbarian has the nature fetish, the bard has the muse and the mercurial familiar, the cleric can designate a communion familiar, the druid can summon an elemental familiar, the fighter has the hero’s weapon, the monk has her ancestral spirit, the paladin can bond with a spirit weapon or armor, and the rogue can call a shadow familiar. Even the wizard and the sorcerer, for whom summoning a familiar has always been an option, have a choice; an animistic familiar, an automaton, a mercurial familiar, a fetish familiar, a wyrm familiar, a guardian familiar, or even a homunculus.

Of all the classes, the ranger is given only the option of taking a stock familiar. Furthermore, they are limited to animal familiars only, and must go through a lengthy and difficult process to secure a familiar (unlike most of the other classes, which need only pay the requisite XP and gold piece cost). As the ranger is one of my favorite classes, this left me sorely disappointed. I really feel that this was the opportunity to put the ranger’s special companion (of 1E and 2E) back into the game, but instead, it was overlooked.

Coup de Grace
Needless to say, players of wizard or sorcerer characters will want this book, if for nothing more than the expanded table of familiars (about 50 choices instead of ten). Truly, though, this book really comes into its own if the DM throws open the gate and lets the players make full use of the rules and options herein. In 1E and 2E, familiars were more a liability than anything else. In 3E, they finally became useful, but were still limited in scope. The Book of Familiars corrects that oversight, transforming them into valued companions. Offhand, I’d say that this is a book which is easily going to become as worn as your Player’s Handbook or DUNGEON MASTER’S Guide.

All of the mechanics have been designated as Open Gaming Content, which is great news for those who want to add the new familiar rules to your own game setting. The rules are surprisingly well-balanced, and are easily fit into any campaign setting. There is no index, but the table of contents, though far from comprehensive, should suffice.

Final Grade: A-
 



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