Useful Familiars + Spell Domains

Felon

First Post
In my campaign, the rules for school specialization have been replaced by spell domains from Unearthed Aracana. For those who don't have UA, a spell domain grants a specific bonus arcane spell every level, much like a clerical domain.

Now, my house rule is that when a wizard selects a familiar, he gains access to a spell domain. In addition to bonus spells, the domain also grants the master a domain ability (which replaces the usual crappy skill bonuses granted by gaining a familiar). The table below correlates familiars with their spell domains and the abilities granted by the domain.

Code:
[B]Familiar Type	Spell Domain 	Master's Granted Abilitiesr[/B] 
Bat		Necromancy	Gains Intimidate & Listen as class skills
Cat/Weasel	Illusion	Gains Sleight of Hand & Sneak as class skills
Hawk		Evocation	Gains Intimidate & Spot as class skills
Owl		Divination	Gains Spot & Use Magic Device as class skills
Rat		Abjuration	Uses Int modifier for Fortitude saves instead of Con
Raven		Conjuration	Gains Appraise & Sense Motive as class skills
Snake		Enchantment	Gains Bluff & Diplomacy as class skills
Toad/Lizard	Transmutation	Spend 1 skill point to gain 1 hit point each wizard level
 
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Dirty rass-a-frassin' mods! They move threads when ya don't want'em moved, and when ya want'em moved they're nowhere to be found. Guess I'll just mosey over to house-rules and re-post. :]

The familiars gain abilities normally as their master gains levels. Only the benefits they grant the master have changed.

EDIT--OK, new thread in House Rules.
 
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