Wolves As A Wizards Familiar

Angel Tarragon

Dawn Dragon
I'm creating a character a a campaign and I'd like my wizard to have a wolf as a familiar. Have any rules been given any WotC sourcebooks on how this would affect the character?
 

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Frukathka said:
I'm creating a character a a campaign and I'd like my wizard to have a wolf as a familiar. Have any rules been given any WotC sourcebooks on how this would affect the character?

Wolf is quite a bit tougher compared to the usual run of Familiars (CR 1 vs CR 1/4th, 1/6th or even 1/8th). I would think your character would need to take the Improved Familiar feat (Forgotten Realms Campaign Setting or other source). Which of course costs an extra feat and usually requires the character to be of somewhat advanced level.

Of course, who wants to wait a bunch of levels before getting a Familiar? Or worse, discard a Familiar after several levels for a shiny new one?

If I was DMing this, I'd allow a 1st level PC to start play with a Wolf familiar, but he'd initially be a PUPPY and scaled back significantly in terms of overall power (but REALLY cute :)). The Character would then have to take the Improved Familiar Feat at 3rd or 6th Level...

The Familiar 'Bonus' to the Wiz could be something like the Track Feat or +3 to Survival.

With the number of 'Tricks' such a smart critter could know, it'd be a pretty effective familiar - particularly for a small Wizard that could ride him (when he gets older).

A'Mal
 

How would you teach a familiar tricks? Also, I'm thinking that the character might multiclass as a Druid. What would you think would happen if I have a Wolf familiar and a Wolf companion, or using one animal to serve as both. The wizard classes working in conjunction with the druid classes to improve the same wolf even more. What do you think?
 

SRD, probably from the DMG IIRC:
IMPROVED FAMILIAR [GENERAL]
This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.
Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).
Benefit: When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).

Familiar Alignment Arcane Spellcaster Level
Shocker lizard Neutral 5th
Stirge Neutral 5th
Formian worker Lawful neutral 7th
Imp Lawful evil 7th
Pseudodragon Neutral good 7th
Quasit Chaotic evil 7th

Improved familiars otherwise use the rules for regular familiars, with two exceptions: If the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

The list in the table above presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master’s alignment the only possible categorization. For instance, improved familiars could be assigned by the master’s creature type or subtype, as shown below.

Familiar Type/Subtype Arcane Spellcaster Level
Celestial hawk1 Good 3rd
Fiendish Tiny viper snake2 Evil 3rd
Air elemental, Small Air 5th
Earth elemental, Small Earth 5th
Fire elemental, Small Fire 5th
Shocker lizard Electricity 5th
Water elemental, Small Water 5th
Homunculus3 Undead 7th
Ice mephit Cold 7th
1 Or other celestial animal from the standard familiar list.
2 Or other fiendish animal from the standard familiar list.
3 The master must first create the homunculus, substituting ichor or another part of the master’s body for blood if necessary.
None of these examples fit a wolf though. Perhaps a fiendish or celestial wolf ;)?
 
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Complete Warrior has some 'wolfy' Improved Familiars, such as Hell Hound, Blink Dog, Worg, and Winter Wolf. These have BAB requirements as well as spellcaster level, so seem to be designed for warrior-mages.

Geoff.
 

Frukathka said:
How would you teach a familiar tricks? Also, I'm thinking that the character might multiclass as a Druid. What would you think would happen if I have a Wolf familiar and a Wolf companion, or using one animal to serve as both. The wizard classes working in conjunction with the druid classes to improve the same wolf even more. What do you think?

No need to teach a familiar tricks because it does exactly what you want since it's a familiar, as long as you can communicate with it, which while not perfectly easy via the initial empathic link, is at least better than communication with a standard pet or druid's animal companion. My DM house-ruled that my Drd/Wiz could have a single animal companion familiar, but I declined. The familiar is far too precious to risk in the sort of combat situations an animal companion can be good for. Plus, you can get a nice division of labor if your animal companion is a good fighter and your familiar is a good scout (e.g. flyer).

You might want to check out this thread on Druid/Wizard multiclassing for some tips, discussion, and a sample build.
 

Amal Shukup said:
If I was DMing this, I'd allow a 1st level PC to start play with a Wolf familiar, but he'd initially be a PUPPY and scaled back significantly in terms of overall power (but REALLY cute :)). The Character would then have to take the Improved Familiar Feat at 3rd or 6th Level...
I agree. I'd treat it as having three stages. "Puppy" would be the 1st-stage, and roughly equivalent to a standard familiar. "Wolf" would be the second stage, received once the Improved Familar feat is taken. "Improved Wolf" would be the final stage, which I'd add on at around 7th-ish. This could be any one of the four alignment templates. That'd bring the familiar in-line with the other Improved Familiars.
The Familiar 'Bonus' to the Wiz could be something like the Track Feat or +3 to Survival.
I'd go with +3 Survival.
With the number of 'Tricks' such a smart critter could know, it'd be a pretty effective familiar - particularly for a small Wizard that could ride him (when he gets older).
The trick mechanic is used with Animal Companions because those creatures never advance beyond animal intelligence. Thus, even though they become physically stronger, they are nevertheless not intelligent enough to act outside of trained behavior.

The wizard's Familiar and paladin's Special Mount are different. Unlike the Animal Companion, the Familiar and Mount are immediately granted human-like intelligence, that continues to grow as their master gains power. With that intelligence, the Familar and Mount can respond to complex commands they've never practiced, just as a human could. The only barrier between them is language.

How do you resolve this? In the Familiar's case, there's no need. The familiar knows everything its master does, including languages. Meaning that although the familiar cannot speak to the master (until it gains the appropriate special ability) it can understand any language it's master can speak right from 1st-level.
 

So would wolf puppies have the googli eyes feat? ;)

"BARAMASH THE OGRE GONNA STOMP YOU INTO PIECES AWWW YOU'RE SO CUTE YOU WANT PIECE OF COW BARAMASH GOT FROM RAID YESTHUDAY??"
 

I too would like a more combaty choice for arcane companions. Even at great costs {like droping alertness, touch spell delivery, shared spells and other magicy stuff there should be some sort of out the gate option rather than having to trade in the starting familiar.



THE DRUID’S ANIMAL COMPANION
A druid’s animal companion is superior to a normal animal of its kind and has special powers, as described below.

Class Level Bonus HD Natural Armor Adj. Str/Dex Adj. Bonus Tricks Special
1st–2nd +0 +0 +0 1 Link, share spells
3rd–5th +2 +2 +1 2 Evasion
6th–8th +4 +4 +2 3 Devotion
9th–11th +6 +6 +3 4 Multiattack
12th–14th +8 +8 +4 5
15th–17th +10 +10 +5 6 Improved evasion
18th–20th +12 +12 +6 7

Animal Companion Basics: Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level: The character’s druid level. The druid’s class levels stack with levels of any other classes that are entitled to an animal companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.

Bonus HD: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s HD. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s HD). An animal companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adj.: The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Str/Dex Adj.: Add this value to the animal companion’s Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of “bonus” tricks that the animal knows in addition to any that the druid might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex): A druid can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The druid gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At the druid’s option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the druid before the duration expires. Additionally, the druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a –5 penalty.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

ALTERNATIVE ANIMAL COMPANIONS
A druid of sufficiently high level can select her animal companion from one of the following lists, applying the indicated adjustment to the druid’s level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.

FAMILIARS
A familiar is a normal animal that gains new powers and becomes a magical beast when summoned to service by a sorcerer or wizard. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but it is treated as a magical beast instead of an animal for the purpose of any effect that depends on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.

A familiar also grants special abilities to its master (a sorcerer or wizard), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

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
Raven1 Master gains a +3 bonus on Appraise checks
Snake2 Master gains a +3 bonus on Bluff checks
Toad Master gains +3 hit points
Weasel Master gains a +2 bonus on Reflex saves
1 A raven familiar can speak one language of its master’s choice as a supernatural ability.
2 Tiny viper.

Familiar Basics: Use the basic statistics for a creature of the familiar’s kind, but make the following changes:

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s character level or the familiar’s normal HD total, whichever is higher.

Hit Points: The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

Attacks: Use the master’s base attack bonus, as calculated from all his classes. Use the familiar’s Dexterity or Strength modifier, whichever is greater, to get the familiar’s melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar’s kind.

Saving Throws: For each saving throw, use either the familiar’s base save bonus (Fortitude +2, Reflex +2, Will +0) or the master’s (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.

Familiar Ability Descriptions: All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.

Natural Armor Adj.: The number noted here is an improvement to the familiar’s existing natural armor bonus.

Int: The familiar’s Intelligence score.

Alertness (Ex): While a familiar is within arm’s reach, the master gains the Alertness feat.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.

Scry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.

Master
Class Level Natural
Armor Adj. Int Special
1st–2nd +1 6 Alertness, improved evasion, share spells, empathic link
3rd–4th +2 7 Deliver touch spells
5th–6th +3 8 Speak with master
7th–8th +4 9 Speak with animals of its kind
9th–10th +5 10 —
11th–12th +6 11 Spell resistance
13th–14th +7 12 Scry on familiar
15th–16th +8 13 —
17th–18th +9 14 —
19th–20th +10 15 —
 


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