Updates from Forum page |
added CL 21 min for casting class to enable SLA for Imp. Familiar |
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|Prereq=Wizard or Sorcerer | |Prereq=Wizard or Sorcerer | ||
|Req=None | |Req=None | ||
|Specifics=So long as you are able to acquire a new familiar, you may choose your new familiar from a nonstandard list when you cast the <i>bind familiar</i> ritual. In addition, once you reach epic level your familiar becomes able to cast a spell-like ability that you can pick from a list of level 1-8 spells. | |Specifics=So long as you are able to acquire a new familiar, you may choose your new familiar from a nonstandard list when you cast the <i>bind familiar</i> ritual. In addition, once you reach epic level (CL 21 in your PC's main Casting Class) your familiar becomes able to cast a spell-like ability that you can pick from a list of level 1-8 spells. | ||
Available improved familiars: | Available improved familiars: | ||
Latest revision as of 10:27, 15 June 2025
- Type of feat: Spellcasting
- Prerequisite: Wizard or Sorcerer
- Required for: None
- Specifics: So long as you are able to acquire a new familiar, you may choose your new familiar from a nonstandard list when you cast the bind familiar ritual. In addition, once you reach epic level (CL 21 in your PC's main Casting Class) your familiar becomes able to cast a spell-like ability that you can pick from a list of level 1-8 spells.
Available improved familiars:
-Beguilers (N) are smart mouselike creatures prized for their magical qualities. If threatened, they can wield small weapons in their prehensile tails.
-Bonebats (NE) are undead bats that often serve as messengers to evil clerics and wizards.
-Coures (CG) are sprite-like celestials that think of life as a carefree, exuberant dance.
-Elementals (N) are living embodiments of an elemental force, such as air, earth, fire, or water.
-Faerie dragons (CG) are small dragons fond of pranks and mischief.
-Homunculi (N) are perhaps the truest familiar of them all. They are humanoid constructs made from the mage's spirit to serve their needs.
-Imps (LE) are craven devils that often serve mages to tempt them towards evil.
-Lantern archons (LG) are the souls of good and lawful beings who are always ready to help those in need. They appear as soft, glowing spheres of light.
-Mephits (N) are living embodiments of an elemental force, such as earth, fire, or ice.
-Osquips (N) are large, hairless rats commonly found in the Underdark. They have poor eyesight, but excellent hearing.
-Pseudodragons (NG) are small, shy dragons that enjoy hunting vermin and hiding with their natural camouflage.
-Quasits (CE) are craven demons that often serve mages to tempt them towards evil.
-Shadows (NE) are undead creatures that hate all life and light. Their touch saps the strength of living creatures.
-Shadow mastiffs (NE) are massive dogs of darkness and doom that stalk the Plane of Shadow, known for their terrifying howls. They are excellent trackers.
-Stitched flesh familiars (NE) are undead creatures made out of several animals of the same type, such as cats, rats, or ravens.
-Stirges (N) are a cross between a bird, a bat, and a mosquito. They feed on the blood of larger creatures.
-Vargouilles (NE) are fiendish flying heads known for their paralyzing shriek. They are common vermin of the lower planes.
If a familiar is Lawful or Chaotic, you may only select that familiar if your alignment is Lawful/Chaotic or Neutral on the Law-Chaos scale. If a familiar is Good or Evil, you may only select that familiar if your alignment is Good/Evil or Neutral on the Good-Evil scale. For example, a pseudodragon (Chaotic Good) can be selected by Chaotic Good, Neutral Good, or Chaotic Neutral characters, while a Vargouille (Neutral Evil) can be selected by characters of any Evil or any Neutral alignment, but not by characters of Good alignments.
You must have Spell Focus Necromancy or the Undeath domain to select a stitched flesh familiar, you must have Spell Focus Transmutation to select a homunculus familiar, and you must have Spell Focus Illusion or the Darkness or Illusion domains to select a shadow or shadow mastiff familiar. Characters with at least 1 level of Shadow Adept or 3 levels of Shadow Dancer can also select shadow familiars (but not shadow mastiffs), even if they don't have Spell Focus Illusion or an appropriate domain.
- Use: Automatic
Stats:
Beguiler (Magical Beast)
Damage: 1d3 (claw), 1d4 (bite), 1d6 (shortsword)
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 6, Dex 17, Con 11, Int 12, Wis 10, Cha 11
Feats: Familiar feats, Weapon Finesse, Darkvision, Multiattack, Familiar Ability: Language
Skills: Hide 9, Listen 2, Move Silently 5, Spot 2
Bonebat (Undead)
Damage: 1d6, DC14 chance of Paralysis for 2 rounds
AC: 14 at 1, 28 at 30
HP: 6 at 1, 174 at 30
Abilities: Str 1, Dex 15, Con 10, Intelligence 6, Wisdom 14, Charisma 4
Feats: Familiar feats, Low-light Vision, Blindsense
Skills: Hide 7, Listen 6, Move Silently 7, Spot 6
Coure (Fey)
Damage: 1d4, +1 vs Evil, +1 vs Lawful
AC: 24 at 1, 38 at 30
HP: 7 at 1, 145 at 30
Abilities: Str 6, Dex 24, Con 12, Int 12, Wis 10, Cha 14
Feats: Familiar feats, Darkvision, Weapon Finesse, Weapon Prof (Simple), Familiar Ability: Language, Tongues (perma-comprehend languages)
Skills: Hide 24, Listen 5, Move Silently 16, Diplomacy 9, Spot 5
Special Abilities: Immunity to electricity, mind-affecting spells, and flesh-to-stone, +4 to saves against poison, 10/- to acid and cold, Dancing Lights (unlimited), Detect Magic (unlimited), Faerie Fire (unlimited), CL4 Magic Missile (3/day), Sleep (3/day)
Earth Mephit (Outsider)
Damage: 1d3
AC: 18 at 1, 32 at 30
HP: 8 at 1, 174 at 30
Abilities: Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15
Feats: Familiar feats, Power Attack, Toughness, Darkvision, Familiar Ability: Language, Change Size (self-only enlarge person, 1 hour cooldown)
Skills: Hide 9, Listen 6, Move Silently 5, Diplomacy 4, Spot 6, Bluff 8, Intimidate 4
Special Abilities: CL3 Flaywind Burst (unlimited), Fast Healing 2
Eyeball (Aberration)
Damage: 1d3
AC: 19 at 1, 33 at 30
HP: 3 at 1, 87 at 30
Abilities: Str 6, Dex 16, Con 9, Int 6, Wis 10, Cha 10
Feats: Familiar feats, Weapon Finesse
Skills: Hide 15, Search 6, Spot 6
Special Abilities: Eyeball Eye Beams. Exterminate, Cause Fear, Daze, and Ray of Frost. Unlimited use.
Faerie Dragon (Fey, Dragon)
Damage: 1d4
AC: 18 at 1, 32 at 30
HP: 7 at 1, 203 at 30
Abilities: Str 17, Dex 15, Con 13, Int 15, Wis 12, Cha 12
Feats: Familiar feats, Weapon Finesse, Darkvision, Improved Initiative
Skills: Hide 19, Listen 14, Move Silently 15, Diplomacy 7, Sleight of Hand 17, Spot 14, Bluff 14, Intimidate 5, Survival 3
Special Abilities: Dragon's Breath (Daze, unlimited), Dancing Lights (unlimited), Detect Magic (unlimited), Invisibility (3/day)
Fire Mephit (Outsider)
Damage: 1d3 physical, 1d4 fire
AC: 17 at 1, 31 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
Feats: Familiar feats: Dodge, Darkvision, Improved Initiative, Familiar Ability: Language
Skills: Hide 11, Listen 6, Move Silently 7, Diplomacy 4, Spot 6, Bluff 8
Special Abilities: CL3 Cone of Fire (unlimited), CL3 Scorching Ray (2/day), Fast Healing 2
Homunculus (Construct)
Damage: 1d4, DC14 1d2 Wisdom damage
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 8, Dex 15, Con 10, Int 10, Wis 12, Cha 7
Feats: Familiar feats, Lightning Reflexes, Weapon Finesse, Darkvision
Skills: Hide 14, Listen 4, Spot 4
Ice Mephit (Outsider)
Damage: 1d3 physical, 1d4 cold
AC: 19 at 1, 33 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Feats: Familiar feats, Dodge, Darkvision, Improved Initiative, Familiar Ability: Language
Skills: Hide 13, Listen 6, Move Silently 9, Diplomacy 4, Spot 6, Bluff 8
Special Abilities: CL3 Cone of Cold (unlimited), CL3 Magic Missile (2/day), Fast Healing 2
Imp (Outsider)
Damage: 1d4, +1 vs Good, +1 vs Chaotic, DC14 1d2 Dex damage
AC: 21 at 1, 35 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Feats: Familiar feats, Dodge, Weapon Finesse, Darkvision
Skills: Hide 17, Listen 7, Arcana 6, Move Silently 9, Diplomacy 8, Search 6, Spellcraft 6, Spot 7, Survival 1
Special Abilities: DR 5/Good and Silver, Detect Magic (unlimited), Invisibility (unlimited), Charm Monster (1/day), Commune (1/day), Fast Healing 2
Lantern Archon (Outsider)
Damage: N/A, see special abilities
AC: 16 at 1, 30 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
Feats: Familiar feats, Improved Initiative, Darkvision, Familiar Ability: Language, Tongues (perma-comprehend languages)
Skills: Concentration 4, Listen 4, Diplomacy 4, Spot 4
Special Abilities: CL1 Searing Light (unlimited), Aura of Menace (unlimited), CL3 Aid (unlimited)
Osquip (Magical Beast)
Damage: 1d6
AC: 16 at 1, 30 at 30
HP: 9 at 1, 261 at 30
Abilities: Str 14, Dex 13, Con 19, Int 6, Wis 12, Cha 2
Feats: Familiar feats, Darkvision, Blindsense, Weapon Focus (Creature), Poor Eyesight
Skills: Hide 10, Listen 6, Move Silently 6
Pseudodragon (Dragon)
Damage: 1d8, DC16 1d2 Dex damage
AC: 18 at 1, 32 at 30
HP: 7 at 1, 203 at 30
Abilities: Str 17, Dex 15, Con 13, Int 10, Wis 12, Cha 12
Feats: Familiar feats, Darkvision, Immunity to Sleep, Immunity to Paralysis, Blindsense, Familiar Ability: Language
Skills: Hide 20, Listen 9, Diplomacy 2, Search 6, Spot 9
Special Abilities: Spell Resistance 19
Quasit (Outsider)
Damage: 1d3, +1 vs Good, +1 vs Lawful, DC14 1d2 Dex damage
AC: 19 at 1, 33 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10
Feats: Familiar feats, Weapon Finesse, Improved Initiative, Darkvision, Familiar Ability: Language
Skills: Hide 17, Listen 7, Arcana 6, Move Silently 9, Diplomacy 2, Search 6, Spellcraft 6, Spot 6, Bluff 6, Initimdate 2
Special Abilities: DR 5/Good and Cold Iron, Cause Feat (1/day), Detect Magic (unlimited), Invisibility (unlimited), Fast Healing 2
Shadow (Incorporeal, Undead)
Damage: 0 physical, 1d6 Strength damage
AC: 13 at 1, 27 at 30
HP: 6 at 1, 174 at 30
Abilities: Str 10, Dex 14, Con 10, Int 6, Wis 12, Cha 13
Feats: Familiar feats, Dodge, Weapon Finesse, Weapon Prof (Simple), Darkvision, Self-Concealment 50%
Skills: Hide 8, Listen 7, Search 4, Spot 7
Shadow Mastiff (Outsider)
Damage: 1d6
AC: 15 at 1, 29 at 30
HP: 7 at 1, 203 at 30
Abilities: Str 17, Dex 13, Con 17, Int 6, Wis 12, Cha 13
Feats: Familiar feats, Dodge, Darkvision, Improved Initiative, Track, Knockdown
Skills: Hide 8, Listen 8, Move Silently 8, Spot 8, Survival 8
Special Abilities: Howl, Fear (unlimited), CL12 Greater Invisibility (unlimited)
Small Air Elemental (Elemental)
Damage: 1d4
AC: 18 at 1, 32 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 11
Feats: Familiar feats, Weapon Finesse, Darkvision, Improved Initiative, Familiar Ability: Language
Skills: Listen 2, Spot 3
Small Earth Elemental (Elemental)
Damage: 1d6
AC: 18 at 1, 32 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 11
Feats: Familiar feats, Power Attack, Darkvision, Familiar Ability: Language
Skills: Listen 3, Spot 2
Small Fire Elemental (Elemental)
Damage: 1d4 physical, 1d4 fire
AC: 16 at 1, 30 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 11
Feats: Familiar feats, Dodge, Weapon Finesse, Darkvision, Improved Initiative, Familiar Ability: Language
Skills: Listen 2, Spot 3
Small Water Elemental (Elemental)
Damage: 1d6
AC: 18 at 1, 32 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 11
Feats: Familiar feats, Power Attack, Darkvision, Familiar Ability: Language
Skills: Listen 2, Spot 3
Stirge (Magical Beast)
Damage: 1d6, DC16 1d2 Constitution damage
AC: 17 at 1, 31 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 3, Dex 19, Con 10, Int 6, Wis 12, Cha 6
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Hide 14, Listen 4, Spot 4
Special Abilities: Fast Healing 1
Stitched Flesh Cat (Undead)
Same as cat, but with undead properties.
Stitched Flesh Rat (Undead)
Same as rat, but with undead properties.
Stitched Flesh Raven (Undead)
Same as raven, but with undead properties.
Vargouille (Outsider)
Damage: 1d4, DC14 1d2 Strength damage
AC: 13 at 1, 27 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 10, Dex 13, Con 12, Int 6, Wis 12, Cha 8
Feats: Familiar feats, Weapon Finesse, Darkvision, Familiar Ability: Language
Skills: Hide 9, Move Silently 5, Spot 5, Intimidate 3
Special Abilities: CL12 Howl, Paralyze (unlimited)