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Unique Familiars
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<blockquote data-quote="Tetsubo" data-source="post: 44666" data-attributes="member: 1250"><p>All this talk of familiars has me thinking. I'm rather disappointed</p><p>with how 3E goes about choosing a spellcasters familiar. I have no</p><p>problem with any of the other rules governing familiars. But the choices</p><p>available to a spellcaster seem so... mundane.</p><p></p><p> "Oh look, an gnome with an owl, must be a spellcaster."</p><p></p><p> "Why is that rat looking at us? Must be a familiar, kill it."</p><p></p><p> In my last campaign *every* familiar was unique. Even if they looked</p><p>mundane they weren't. We only had two arcane spellcasters during the</p><p>campaign (we had quite a few divine spellcasters though). One had a</p><p>familiar that was sort of naga-like. It had a snake like lower body (no</p><p>legs), bat wings, for spindly arms (three fingered hands) and a monkey</p><p>like head with cat ears. It was spider monkey sized. Strawberries got it</p><p>drunk and shellfish would kill it. The master could store spell levels</p><p>of power in it for later use. The other familiar was a snake that had an</p><p>electrical attack and at rest melded into the spellcasters body like a</p><p>tattoo.</p><p></p><p> I always saw the ability to acquire a familiar as being vastly</p><p>mystical. 3E seems to have made it more of an ordinary activity. When a</p><p>caster wanted to gain a familiar I had the ceremony open a Gate. A</p><p>portal to *somewhere* else. It could be a gate to a building next door</p><p>or anywhere in the Multiverse. I'd play it up, make the event a</p><p>memorable experience. Crafting each familiar made the player feel more</p><p>special in my opinion.</p><p></p><p> Here's a write up in 2E format.</p><p></p><p>SEPTAPED</p><p></p><p>Climate/Terrain: Any</p><p>Frequency: As per spell</p><p>Organization: Pride/Clan</p><p>Activity Cycle: Diurnal</p><p>Diet: Omnivore</p><p>Intelligence: Low (5)</p><p>Treasure: nil</p><p>Alignment: same as caster/bondmate</p><p>________________________________________________________________________</p><p></p><p>Number Appearing: 1</p><p>Armor Class: 7 (see description)</p><p>Movement: 3, Fl 24 (A), can lift 5 lbs.</p><p>in</p><p>flight</p><p>Hit Dice: 1 (see description)</p><p>THACO: 20 (see description)</p><p>Number of Attacks: 1</p><p>Damage Per Attack: 1-2 (bite)</p><p>Special Attacks: spell level storage, see description</p><p>Special Defenses: THACO and saves as if greater HD, see</p><p> description</p><p>Magic Resistance: nil</p><p>Size: S (3' long, 3' wingspan)</p><p>Morale: Elite (14, Fearless 20 with bondmate)</p><p>Experience Value: not applicable</p><p></p><p>Description: Physical description- picture a spider monkey, now give it</p><p>bobcat-like ears (little tuffs of hair and all), give it a second set of</p><p>arms</p><p>and stretch the torso accordingly, from the pelvis down the body becomes</p><p></p><p>serpentine, fleshed on the bottom or inside and furred elsewhere and</p><p>finally</p><p>give it a set of bat-like wings mounted at the shoulder blades.</p><p>Coloration</p><p>is a dark tan running to a rich brown at the extremities (i.e., hands,</p><p>wing</p><p>tips, tail and muzzle). For lack of a better term the creature is called</p><p>a</p><p>Septaped (four arms, two wings and one tail = septaped or seven limbed).</p><p>The</p><p>Septaped has a keen sense of hearing, binocular vision and great</p><p>(for a non-sentient) manual dexterity. The tail/lower body is prehensile</p><p>and</p><p>rather dexterous in it's own right, the grip of the tail is equal to a</p><p>Strength of 10.</p><p></p><p> Special abilities: The Septaped's AC starts at 7 and is lowered one</p><p>point</p><p> for every even level gained by it's bondmate (i.e., AC 6 at 4th</p><p>level,</p><p> AC 5 at 6th level, etc.) The Septaped starts with one HD (1-8 hp</p><p>plus one</p><p> per caster level) and gains one hit point for each level of</p><p>experience</p><p> increase of the caster. When the hit point level reaches 1 HD + 4</p><p>the</p><p> Septaped is considered a 2 HD creature for THACO and saving throws,</p><p>at</p><p> 1 + 8 the Septaped equals 3 HD, 1 + 12 = 4 HD, etc. The caster may</p><p> "store" magical energy within the Septaped for future use. One spell</p><p></p><p> level of energy may be stored for each level of the caster (i.e., 3</p><p>levels</p><p> at 3rd level). This energy must be "cast" into the Septaped</p><p>expending the</p><p> casters memorized spell allotments. This energy does not dissipate</p><p>until</p><p> used by the caster. The bondmates must be in physical contact for</p><p>this</p><p> ability to function. See spell description for Find Familiar (Phb,</p><p> pg. 134) for further details.</p><p></p><p> This is a familiar being used in my latest FR campaign. I only use</p><p> unique familiars, though they may appear quite normal. This one</p><p> obviously doesn't. I use the Find Familiar spell as a sort of</p><p>selective</p><p> Gate spell. It opens a portal through which the casters familiar</p><p> arrives. The area the portal opens onto is up to the GM. Could be</p><p>next</p><p> door or Dimension 8. When the PC mage cast the spell that got this</p><p> familiar he also pulled through the alien being hunting it! The</p><p>whole</p><p> party got involved in shoving the unwanted visitor back into his own</p><p></p><p> world. The parties lone fighter lost his right hand when the portal</p><p> closed on it. He now wears a mithril fist and renamed himself, Dack</p><p> Silverfist. The most recent development is that this familiar just</p><p> gave birth. The party is currently trying to figure out how it</p><p>pulled</p><p> that trick off without a mate.</p></blockquote><p></p>
[QUOTE="Tetsubo, post: 44666, member: 1250"] All this talk of familiars has me thinking. I'm rather disappointed with how 3E goes about choosing a spellcasters familiar. I have no problem with any of the other rules governing familiars. But the choices available to a spellcaster seem so... mundane. "Oh look, an gnome with an owl, must be a spellcaster." "Why is that rat looking at us? Must be a familiar, kill it." In my last campaign *every* familiar was unique. Even if they looked mundane they weren't. We only had two arcane spellcasters during the campaign (we had quite a few divine spellcasters though). One had a familiar that was sort of naga-like. It had a snake like lower body (no legs), bat wings, for spindly arms (three fingered hands) and a monkey like head with cat ears. It was spider monkey sized. Strawberries got it drunk and shellfish would kill it. The master could store spell levels of power in it for later use. The other familiar was a snake that had an electrical attack and at rest melded into the spellcasters body like a tattoo. I always saw the ability to acquire a familiar as being vastly mystical. 3E seems to have made it more of an ordinary activity. When a caster wanted to gain a familiar I had the ceremony open a Gate. A portal to *somewhere* else. It could be a gate to a building next door or anywhere in the Multiverse. I'd play it up, make the event a memorable experience. Crafting each familiar made the player feel more special in my opinion. Here's a write up in 2E format. SEPTAPED Climate/Terrain: Any Frequency: As per spell Organization: Pride/Clan Activity Cycle: Diurnal Diet: Omnivore Intelligence: Low (5) Treasure: nil Alignment: same as caster/bondmate ________________________________________________________________________ Number Appearing: 1 Armor Class: 7 (see description) Movement: 3, Fl 24 (A), can lift 5 lbs. in flight Hit Dice: 1 (see description) THACO: 20 (see description) Number of Attacks: 1 Damage Per Attack: 1-2 (bite) Special Attacks: spell level storage, see description Special Defenses: THACO and saves as if greater HD, see description Magic Resistance: nil Size: S (3' long, 3' wingspan) Morale: Elite (14, Fearless 20 with bondmate) Experience Value: not applicable Description: Physical description- picture a spider monkey, now give it bobcat-like ears (little tuffs of hair and all), give it a second set of arms and stretch the torso accordingly, from the pelvis down the body becomes serpentine, fleshed on the bottom or inside and furred elsewhere and finally give it a set of bat-like wings mounted at the shoulder blades. Coloration is a dark tan running to a rich brown at the extremities (i.e., hands, wing tips, tail and muzzle). For lack of a better term the creature is called a Septaped (four arms, two wings and one tail = septaped or seven limbed). The Septaped has a keen sense of hearing, binocular vision and great (for a non-sentient) manual dexterity. The tail/lower body is prehensile and rather dexterous in it's own right, the grip of the tail is equal to a Strength of 10. Special abilities: The Septaped's AC starts at 7 and is lowered one point for every even level gained by it's bondmate (i.e., AC 6 at 4th level, AC 5 at 6th level, etc.) The Septaped starts with one HD (1-8 hp plus one per caster level) and gains one hit point for each level of experience increase of the caster. When the hit point level reaches 1 HD + 4 the Septaped is considered a 2 HD creature for THACO and saving throws, at 1 + 8 the Septaped equals 3 HD, 1 + 12 = 4 HD, etc. The caster may "store" magical energy within the Septaped for future use. One spell level of energy may be stored for each level of the caster (i.e., 3 levels at 3rd level). This energy must be "cast" into the Septaped expending the casters memorized spell allotments. This energy does not dissipate until used by the caster. The bondmates must be in physical contact for this ability to function. See spell description for Find Familiar (Phb, pg. 134) for further details. This is a familiar being used in my latest FR campaign. I only use unique familiars, though they may appear quite normal. This one obviously doesn't. I use the Find Familiar spell as a sort of selective Gate spell. It opens a portal through which the casters familiar arrives. The area the portal opens onto is up to the GM. Could be next door or Dimension 8. When the PC mage cast the spell that got this familiar he also pulled through the alien being hunting it! The whole party got involved in shoving the unwanted visitor back into his own world. The parties lone fighter lost his right hand when the portal closed on it. He now wears a mithril fist and renamed himself, Dack Silverfist. The most recent development is that this familiar just gave birth. The party is currently trying to figure out how it pulled that trick off without a mate. [/QUOTE]
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