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<blockquote data-quote="James McMurray" data-source="post: 3448978" data-attributes="member: 743"><p>I'm not sure what the old one did, but the 3.5 version is full caster progression, good will save, poor BAB, with the following class abilities:</p><p></p><p>1st: levels stack for familiar, and instead of summoning celestial or fiendish critters you summon pseudonatural ones. They have true strike 1/day, acid and electricity resistance, DR of n/magic, SR 10 + HD, and can be in a grotesque form that gives enemies -1 morale penalty to atack rolls. You cannot summon non-pseudonatural creatures.</p><p></p><p>2nd: +1 insight to all savess, but -2 wisdom</p><p></p><p>3rd: bonus metamagic feat</p><p></p><p>4th: +3 hit points, -4 bluff, diplomacy, and handle animal</p><p></p><p>5th: familiar gains the pseudonatural template</p><p></p><p>6th: +1 spell slot usable for summoning at your highest spell level. This migrates upward when you gain new spell levels</p><p></p><p>7th: bonus metamagic feat</p><p></p><p>8th: +3 more hit points, and another -6 to bluff, diplomacy, and handle animal</p><p></p><p>9th: immune to aging</p><p></p><p>10th: DR 10/magic, acid and electricity resistance 10, outsider type, a minor physical change that causes -4 to disguise checks</p></blockquote><p></p>
[QUOTE="James McMurray, post: 3448978, member: 743"] I'm not sure what the old one did, but the 3.5 version is full caster progression, good will save, poor BAB, with the following class abilities: 1st: levels stack for familiar, and instead of summoning celestial or fiendish critters you summon pseudonatural ones. They have true strike 1/day, acid and electricity resistance, DR of n/magic, SR 10 + HD, and can be in a grotesque form that gives enemies -1 morale penalty to atack rolls. You cannot summon non-pseudonatural creatures. 2nd: +1 insight to all savess, but -2 wisdom 3rd: bonus metamagic feat 4th: +3 hit points, -4 bluff, diplomacy, and handle animal 5th: familiar gains the pseudonatural template 6th: +1 spell slot usable for summoning at your highest spell level. This migrates upward when you gain new spell levels 7th: bonus metamagic feat 8th: +3 more hit points, and another -6 to bluff, diplomacy, and handle animal 9th: immune to aging 10th: DR 10/magic, acid and electricity resistance 10, outsider type, a minor physical change that causes -4 to disguise checks [/QUOTE]
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