To Familiar or not to Familiar?

mac1504

Explorer
In all of my campaigns since running 3.x I've thrown out the familiar as a Wizard/Sorcerer/Channeler feature. Typically I replace the feature with a bonus feat or some type of even trade out. I've just never liked the idea of the familiar. The idea of it always seemed so "Walt Disney"-ish to me.

Anyway, do you have an alternate system for familiars in your campaigns or do you just run them as the rules are written?
 

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I really like familiars, they're very versatile tools for the caster, and they're quite characterful. For one thing, familiars are a staple of western folklore and legend, and also, it's a nifty bit of personality expression for the character. I mean, it's not like they wear little sailor suits, walk upright, and sing showtunes... at least not in my games...
 

We used to throw the familiar out/ignore it so often that since we started using it it has good flavor. it is also really powerful. Alertness, +3 skill or +2 save, and it can take actions for touch spells... very powerful ability in my opinion.

I also think that wizards need something flavorful to latch onto. If you pull the familiar I'd consider giving them a staff or something comprable that fits you desires.
 


Dark Quest Games and Troll Lord both have great sourcebooks for making your familiar more interesting and survivable.

Having said that, almos whenever I can, I ask the GM for a bonus feat or something in place of it. Only once, when I has a mowz, a big rat that kills cats, did I have a familiar that I enjoyed.
 

It depends on the Character i suppose.. i usually don't play wizards or sorcerors, but when i do it, i use to choose a familiar only if my characther needs it.. let me explain...

Keel Tarqham, War 2, Sor 2. (i'm taking the Prestige Class Alienist, Tome and blood.) Keel loves Animals.. and when he discovered that he could call extra creatures, he suddenly tried to.
 


I've modified them a bit, for improved coolness. :)

Basically, you normally cease to get familiar benefits after level 15. Sure, its Int and natural armor continue progressing, as well as its HD, hp, and other level-related things. But that's all. And you also get nothing nifty at level 9.

So, here's the modified table I use:

Code:
[b]         Nat    
ML-CR   Armr   Int     Special[/b]
 0       +0     5      Empathic link
 1       +1     6      Share spells, imp. evasion
 3       +2     7      Deliver touch spells
 5       +3     8      Speak with master
 7       +4     9      Speak with related animals
 9       +5    10      Soulshelter
11       +6    11      Spell resistance
13       +7    12      Familiar's eyes 1/day
15       +8    13      Familiar's eyes 3/day
17       +9    14      Familiar's eyes 5/day
19      +10    15      Familiar's eyes at will

You do not need Improved Familiar. Like for Mounts or Animal Companions, you can get a better familiar at the cost of you master level. So, instead of just your master level (ML), you use your master level minus the base creature's CR.

The familiar doesn't give you Alertness. Instead, it is considered to be constantly using the Aid Another action to help you on your spot and listen checks, taking 10. It can only do that if is close enough from you for its perceptions to be meaningful for you, and it needs to do nothing else. But in effect, it does work like granting you alertness when on the same square as you. It's just worded differently, so as to make sure that 1°) it doesn't fulfill an Alertness prerequisite and 2°) it stacks with the Alertness feat if the spellcaster has it.

Soulshelter: If the master dies, his soul can take hold within the familiar instead of going wherever souls go. As a result, the familiar stays a full-fledged familiar (instead of losing two master levels as is IIRC the normal rule). Time passing while the master's soul is sheltered in the familiar doesn't count for the purpose of spells like raise dead. Furthermore, once per day, the master may possess his familiar for 10 minutes/level. During possession, he can cast spells (better have the Sudden Still or Still Spell feat, though, for paws aren't exactly appropriate for somatic components) and speak normally, with his own voice.

Familiar's eyes: instead of being able to scry on the familiar, the master can see through the eyes (and hear through the ears, etc.) of his familiar, for 1 minute/level, a certain number of time per day.
 


I like familiars, although I'd prefer them to be more "fantastic" creatures than those from the standard list in the PHB.

I have a friend who is very original with her familiar. Her gnome illusionist has a rat. Since the rat grew up in a very magical environment, it has some innate but innocuous magic of its own, namely a sort of random color change prestidigitation. It changes color every day, and so does the gnome's hair, to match her familiar. The rat can also hand the gnome extra ammo for her flintlock pistol.
:D
 

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