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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Useful Familiars + Spell Domains
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<blockquote data-quote="Felon" data-source="post: 2500199" data-attributes="member: 8158"><p>As a frame of reference, it may be useful to note what the normal benefits are for having a familiar:</p><p></p><p>[CODE]Familiar Special </p><p>Bat Master gains a +3 bonus on Listen checks </p><p>Cat Master gains a +3 bonus on Move Silently checks </p><p>Hawk Master gains a +3 bonus on Spot checks in bright light </p><p>Lizard Master gains a +3 bonus on Climb checks </p><p>Owl Master gains a +3 bonus on Spot checks in shadows </p><p>Rat Master gains a +2 bonus on Fortitude saves </p><p>Raven Master gains a +3 bonus on Appraise checks </p><p>Snake Master gains a +3 bonus on Bluff checks </p><p>Toad Master gains +3 hit points </p><p>Weasel Master gains a +2 bonus on Reflex saves[/CODE] </p><p></p><p>Now with the rat, the wizard normally gets a flat-out +2 bonus on Fort saves. With my house rule the wizard's Int would have to be 4 points higher than his Con just to break even on that, and I've never seen a wizard (PC) with a low Con. I think that it's OK, especially considering we're talking about both a weak save and one of the weaker domain choices.</p><p></p><p>The ability to convert 1 skill point into 1 hit point is a nod to what the toad normally grants, but it also incorporates the theme of transmutation. Admittedly it's significantly superior to just gaining 3 hit points--especially if you don't have anything better to do with your skill points--but it's still inferior to simply upping the class's hit dice to 1d6 (which in and of itself would not be overpowering). </p><p></p><p>I think there's a lot of stuff here that meshes well. Most of the familiars correlate to a spell school naturally. Some have affinities you might have to think about (what does a toad or lizard have to do with transmutation, for instance).</p></blockquote><p></p>
[QUOTE="Felon, post: 2500199, member: 8158"] As a frame of reference, it may be useful to note what the normal benefits are for having a familiar: [CODE]Familiar Special Bat Master gains a +3 bonus on Listen checks Cat Master gains a +3 bonus on Move Silently checks Hawk Master gains a +3 bonus on Spot checks in bright light Lizard Master gains a +3 bonus on Climb checks Owl Master gains a +3 bonus on Spot checks in shadows Rat Master gains a +2 bonus on Fortitude saves Raven Master gains a +3 bonus on Appraise checks Snake Master gains a +3 bonus on Bluff checks Toad Master gains +3 hit points Weasel Master gains a +2 bonus on Reflex saves[/CODE] Now with the rat, the wizard normally gets a flat-out +2 bonus on Fort saves. With my house rule the wizard's Int would have to be 4 points higher than his Con just to break even on that, and I've never seen a wizard (PC) with a low Con. I think that it's OK, especially considering we're talking about both a weak save and one of the weaker domain choices. The ability to convert 1 skill point into 1 hit point is a nod to what the toad normally grants, but it also incorporates the theme of transmutation. Admittedly it's significantly superior to just gaining 3 hit points--especially if you don't have anything better to do with your skill points--but it's still inferior to simply upping the class's hit dice to 1d6 (which in and of itself would not be overpowering). I think there's a lot of stuff here that meshes well. Most of the familiars correlate to a spell school naturally. Some have affinities you might have to think about (what does a toad or lizard have to do with transmutation, for instance). [/QUOTE]
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