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{{Template:Otheruses2|the creature|the feat|Summon Familiar}}A '''familiar''' is a small [[creature]] that is magically linked to its owner.
{{FeatInfo|type=Class
|Prereq=[[Wizard]] or [[sorcerer]]
|Req=[[Improved Familiar]]
|Specifics=A character with this feat may summon a familiar once per day. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. Familiars retain the appearance, Hit Dice, base attack bonus, base save bonus, skills, and feats of the normal animal it once was, but they gain various bonuses as a result of their bond with their master.


Familiars are [[summon]]ed creatures and can be summoned or unsummoned freely unless they are killed. They do not try to engage in combat, and usually just follow behind the [[master]]. While summoned, they grant a bonus that is roughly the equivalent of a [[feat]]. As the master advances, so do the familiars. They gain more [[hit point]]s, better [[saving throw]]s, and so on. They also gain [[evasion]] and [[spell resistance]]. During character creation, they can be named. They are intended to essentially be small [[buff]] totems and cool looking [[pet]]s.
<b>Familiar Basics</b>


Familiars can be directly controlled.
<i>Hit Points</i>


If a familiar is killed, the master suffers -2 to [[Constitution]] for 8 [[hour]]s and cannot summon the familiar again until he or she has [[rest]]ed. [http://nwn2forums.bioware.com/forums/viewpost.html?topic=480807&post=4117858&forum=98]
The familiar has one-half the master's total hit points (not including temporary hit points), rounded down, unless its own total hit points are higher.


When you reach epic level and epic caster level your familar becomes able to cast a spell like ability that you can pick from a list of level 1-3 spells.
<i>Saving Throws</i>


==Bug Notes==
For each saving throw, the familiar uses its own base save bonus or the master's, whichever is greater.
*Controlling familiars directly gives the player character a semi-permanent [[Immunity]]: Mind Spells effect, that will remain even after the familiar is unpossessed and dismissed. Only death, rest, or dispel magic can remove it. This bug is still present as of v1.22.
*The Pig familiar is confirmed to be bugged and often will fail to summon for a small number of people. No workaround is known.


==Creature types==
<i>Skills</i>
Unlike NWN, all of the creatures available as familiars are ordinary [[animal]]s. [http://nwn2forums.bioware.com/forums/viewpost.html?topic=484082&post=4158151&forum=95] [http://nwn2forums.bioware.com/forums/viewpost.html?topic=483920&post=4155157&forum=95]
 
For each skill, the familiar uses its own skill ranks or the master's, whichever is better. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability, such as skills requiring fine motor skills beyond what a paw is capable of.
 
<b>Familiar Abilities</b>
 
<i>Natural Armor Bonus</i>
 
Familiars have higher AC than normal animals of their type. +1 Natural AC at level 1, +1 per two levels to a maximum of +15 Natural AC at level 30.
 
<i>Intelligence</i>
 
Familiars are smarter than normal creatures of their type. All familiars start at a minimum of 6 Intelligence and receive one additional point of Intelligence at every level (maximum of 20 at level 30). If a familiar naturally has higher than 6 Intelligence, it uses its base score until the master is of a high-enough level to surpass it.
 
<i>Bonus Feats</i>
 
All familiars receive the [[Alertness]], [[Improved Evasion]], [[Empathic Link]], and [[Deliver Touch Spells]] feats at level 1, the [[Speak with Master]] feat at level 5, the [[Speak with Like Kind]] feat at level 7, the [[Spell Resistance (familiar)|Spell Resistance]] feat at level 11 (SR = familiar level +5, starts at 16, ends at 34), and the [[Scry on Familiar]] feat at level 13. The details for these feats are provided on the familiar's character sheet once the master has reached the appropriate level.
 
If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again on the following day.
|Use=Selected.
 
 
'''Magical Beast Properties'''
 
Darkvision
 
 
'''Vermin Properties'''
 
Immunity to mind-affecting spells
 
 
'''Undead Properties'''
 
Immunity to disease, critical hits, death magic, level/ability drain, mind-affecting spells, paralysis, poison, sneak attack
 
 
'''Outsider Properties'''
 
Darkvision
 
'''Elemental Properties'''
 
Immunity to disease, critical hits, mind-affecting spells, paralysis, poison, sneak attack, knockdown. Fire elemental also gains immunity to fire and vulnerability to cold. Water elemental gains immunity to fire
 
 
'''Dragon Properties'''
 
Immunity to paralysis and mind-affecting spells
 
Darkvision
 
 
'''Aberration Properties'''
 
Immunity to mind-affecting spells
 
'''
Incorporeal Undead Properties'''
 
Undead properties plus Turn Resistance 2 and DR 10/magic weapons (+1)
 
 
If a familiar is Lawful or Chaotic, the character may only select that familiar if their alignment is Lawful/Chaotic or Neutral on the Law-Chaos scale. If a familiar is Good or Evil, they may only select that familiar if their 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, Chaotic Neutral, or 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.
 
Characters must have Spell Focus Necromancy or the Undeath domain to select a stitched flesh familiar, Spell Focus Transmutation to select a homunculus familiar, or 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.
 
 
==Gameplay Notes==
===List of Familiars===
* [[Bat]]: Master gains +3 to [[Listen]] checks.
* [[Bat]]: Master gains +3 to [[Listen]] checks.
* [[Beetle]]: Master gains +1 [[hit point]] per level.
* [[Beetle]]: Master gains +1 [[hit point]] per level.
* [[Cat]]: Master gains +2 to [[move silently]] and [[hide]] checks.
* [[Cat]]: Master gains +2 to [[Move Silently|move silently]] and [[hide]] checks.
* [[Chicken]]: Master gains +1 [[hit point]] per level.
* [[Hawk]]: Master gains +3 to [[Listen]] checks.
* [[Pig]]: Master gains +3 to [[diplomacy]] checks.
* [[Pig]]: Master gains +3 to [[diplomacy]] checks.
* [[Rabbit]]: Master gains +1 bonus to all [[saving throw|saves]].
* [[Rabbit]]: Master gains +1 bonus to all [[saving throw|saves]].
* [[Raven]]: Master gains +3 to [[diplomacy]] checks. Ravens also gain the [[Language (familiar)|Language]] feat.
* [[Rat]]: Master gains +2 to [[fortitude]] saves.
* [[Rat]]: Master gains +2 to [[fortitude]] saves.
* [[Spider]]: Master gains +3 to [[bluff]] checks.
* [[Snake]]: Master gains +3 to [[bluff]] checks.
* [[Spider]]: Master gains +3 to [[bluff]] checks. Other types of spiders are available with Bind Familiar.
* [[Weasel]]: Master gains +2 to [[reflex]] saves.
* [[Weasel]]: Master gains +2 to [[reflex]] saves.


The creature types will be defined in [[2DA]] files, so the choices may be modified very easily (add/subtract). [http://nwn2forums.bioware.com/forums/viewpost.html?topic=484082&post=4157013&forum=95] Owls, ravens and snakes are not available, because the creature models were never made. [http://nwn2forums.bioware.com/forums/viewpost.html?topic=483920&post=4155201&forum=95]


==Gameplay notes==
Bat (Magical Beast)
*Unlike in NWN1, familiars do not soak [[XP]]. [http://nwn2forums.bioware.com/forums/viewpost.html?topic=484082&post=4157015&forum=95]
Damage: 1d2
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 1, Dex 15, Con 10, Intelligence 6, Wisdom 14, Charisma 4
Feats: Familiar feats, Darkvision, Blindsense
Skills: Hide 14, Listen 8, Move Silently 6, Spot 8
 
Beetle (Vermin)
Damage: 1d2
AC: 16 at 1, 30 at 30
HP: 6 at 1, 174 at 30
Abilities: Str 1, Dex 14, Con 14, Int 6, Wis 10, Cha 7
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Hide 25, Spot 15
 
Cat (Magical Beast)
Damage: 1d3
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 7
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Hide 14, Listen 3, Move Silently 6, Spot 3
 
Chicken (Magical Beast)
Damage: 1d3
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6
Feats: Familiar feats, Weapon Finesse, Darkvision, Improved Initiative
Skills: Listen 3, Spot 5
 
Hawk (Magical Beast)
Damage: 1d4
AC: 18 at 1, 32 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 6
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Listen 2, Spot 14
 
Pig (Magical Beast)
Damage: 1d2
AC: 17 at 1, 31 at 30
HP: 8 at 1, 232 at 30
Abilities: Str 15, Dex 10, Con 17, Int 6, Wis 13, Cha 4
Feats: Familiar feats, Darkvision
Skills: Listen 7, Spot 5


*[[Obsidian]] has stated that familiars will not be "combat critters" in NWN2; they will not fight. The only way they can initiate an attack is by being a conduit for a [[touch spell]] from the [[master]]. [http://nwn2forums.bioware.com/forums/viewpost.html?topic=483920&post=4155176&forum=95] Familiars will actively avoid enemies and try to move away from their master during combat unless commanded to do otherwise. [http://nwn2forums.bioware.com/forums/viewpost.html?topic=484082&post=4228849&forum=95]
Rabbit (Magical Beast)
Damage: 1d2
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 12, Cha 3
Feats: Familiar feats, Weapon Finesse, Darkvision, Dash
Skills: Hide 14, Listen 8, Move Silently 6


*Possessed familiars may not engage in [[conversation]]s, but they may talk on the [[chat bar]]. [http://nwn2forums.bioware.com/forums/viewpost.html?topic=483920&post=4155217&forum=95]
Rat (Magical Beast)
Damage: 1d3
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Hide 14, Move Silently 10


*Familiars may use [[stealth]]. [http://nwn2forums.bioware.com/forums/viewpost.html?topic=483920&post=4155436&forum=95]
Raven (Magical Beast)
Damage: 1d2
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6
Feats: Familiar feats, Weapon Finesse, Darkvision, Familiar Ability: Language
Skills: Listen 5, Spot 7


*"They gain [[evasion]] and a few other abilities, but their [[hit point]]s advance as the master does -- they don't have a portion of the master's hit points. Also, they do not share the benefits of spells." [http://nwn2forums.bioware.com/forums/viewpost.html?topic=483920&post=4155552&forum=95]
Snake (Magical Beast)
Damage: 1d2, DC14 1d2 Constitution damage
AC: 18 at 1, 32 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 4, Dex 17, Con 11, Int 6, Wis 12, Cha 2
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Hide 15, Listen 6, Spot 6


*Familiars will not have a collar [[inventory]] slot to accommodate magic items like a collar of spell resistance or collar of elemental protection. [http://nwn2forums.bioware.com//forums/viewpost.html?topic=484082&post=4230488&forum=95]
Spiders, all (Vermin)
Damage: 1d2, DC14 1d2 Dexterity damage
AC: 20 at 1, 34 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 1, Dex 14, Con 10, Int 6, Wis 10, Cha 2
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Hide 25, Spot 15


*Obsidian originally intended for familiars to be carried in a [[character]]'s [[backpack]], but that was changed and they're again [[associate]]s like in NWN1. [http://nwn2forums.bioware.com/forums/viewpost.html?topic=483920&post=4155176&forum=95]
Weasel (Magical Beast)
Damage: 1d3
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Hide 11, Move Silently 8, Spot 3


*There is a level 3 spell called "Enhance Familiar" that grants bonuses to a wizard's familiar (+2 to saves, attack and melee damage rolls, +2 dodge AC bonus. This spell has been cut from the game, however, it is still present in the toolset.
*Familiars can cast your divine spells but you have to tell them to cast the spells.  


}}
[[Category:Creatures| Familiar]]
[[Category:Creatures| Familiar]]
[[Category:Magical concepts]]
[[Category:Magical concepts]]

Latest revision as of 20:11, 5 October 2021

  • Type of feat: Class
  • Prerequisite: Wizard or sorcerer
  • Required for: Improved Familiar
  • Specifics: A character with this feat may summon a familiar once per day. A familiar is a magical beast that resembles a small animal and is unusually tough and intelligent. The creature serves as a companion and servant. Familiars retain the appearance, Hit Dice, base attack bonus, base save bonus, skills, and feats of the normal animal it once was, but they gain various bonuses as a result of their bond with their master.

Familiar Basics

Hit Points

The familiar has one-half the master's total hit points (not including temporary hit points), rounded down, unless its own total hit points are higher.

Saving Throws

For each saving throw, the familiar uses its own base save bonus or the master's, whichever is greater.

Skills

For each skill, the familiar uses its own skill ranks or the master's, whichever is better. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability, such as skills requiring fine motor skills beyond what a paw is capable of.

Familiar Abilities

Natural Armor Bonus

Familiars have higher AC than normal animals of their type. +1 Natural AC at level 1, +1 per two levels to a maximum of +15 Natural AC at level 30.

Intelligence

Familiars are smarter than normal creatures of their type. All familiars start at a minimum of 6 Intelligence and receive one additional point of Intelligence at every level (maximum of 20 at level 30). If a familiar naturally has higher than 6 Intelligence, it uses its base score until the master is of a high-enough level to surpass it.

Bonus Feats

All familiars receive the Alertness, Improved Evasion, Empathic Link, and Deliver Touch Spells feats at level 1, the Speak with Master feat at level 5, the Speak with Like Kind feat at level 7, the Spell Resistance feat at level 11 (SR = familiar level +5, starts at 16, ends at 34), and the Scry on Familiar feat at level 13. The details for these feats are provided on the familiar's character sheet once the master has reached the appropriate level.

If the familiar dies, the character suffers 1d6 damage, but may summon the familiar again on the following day.

  • Use: Selected.


Magical Beast Properties

Darkvision


Vermin Properties

Immunity to mind-affecting spells


Undead Properties

Immunity to disease, critical hits, death magic, level/ability drain, mind-affecting spells, paralysis, poison, sneak attack


Outsider Properties

Darkvision

Elemental Properties

Immunity to disease, critical hits, mind-affecting spells, paralysis, poison, sneak attack, knockdown. Fire elemental also gains immunity to fire and vulnerability to cold. Water elemental gains immunity to fire


Dragon Properties

Immunity to paralysis and mind-affecting spells

Darkvision


Aberration Properties

Immunity to mind-affecting spells

Incorporeal Undead Properties

Undead properties plus Turn Resistance 2 and DR 10/magic weapons (+1)


If a familiar is Lawful or Chaotic, the character may only select that familiar if their alignment is Lawful/Chaotic or Neutral on the Law-Chaos scale. If a familiar is Good or Evil, they may only select that familiar if their 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, Chaotic Neutral, or 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.

Characters must have Spell Focus Necromancy or the Undeath domain to select a stitched flesh familiar, Spell Focus Transmutation to select a homunculus familiar, or 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.


Gameplay Notes

List of Familiars


Bat (Magical Beast) Damage: 1d2 AC: 15 at 1, 29 at 30 HP: 5 at 1, 145 at 30 Abilities: Str 1, Dex 15, Con 10, Intelligence 6, Wisdom 14, Charisma 4 Feats: Familiar feats, Darkvision, Blindsense Skills: Hide 14, Listen 8, Move Silently 6, Spot 8

Beetle (Vermin) Damage: 1d2 AC: 16 at 1, 30 at 30 HP: 6 at 1, 174 at 30 Abilities: Str 1, Dex 14, Con 14, Int 6, Wis 10, Cha 7 Feats: Familiar feats, Weapon Finesse, Darkvision Skills: Hide 25, Spot 15

Cat (Magical Beast) Damage: 1d3 AC: 15 at 1, 29 at 30 HP: 5 at 1, 145 at 30 Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 7 Feats: Familiar feats, Weapon Finesse, Darkvision Skills: Hide 14, Listen 3, Move Silently 6, Spot 3

Chicken (Magical Beast) Damage: 1d3 AC: 15 at 1, 29 at 30 HP: 5 at 1, 145 at 30 Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6 Feats: Familiar feats, Weapon Finesse, Darkvision, Improved Initiative Skills: Listen 3, Spot 5

Hawk (Magical Beast) Damage: 1d4 AC: 18 at 1, 32 at 30 HP: 5 at 1, 145 at 30 Abilities: Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 6 Feats: Familiar feats, Weapon Finesse, Darkvision Skills: Listen 2, Spot 14

Pig (Magical Beast) Damage: 1d2 AC: 17 at 1, 31 at 30 HP: 8 at 1, 232 at 30 Abilities: Str 15, Dex 10, Con 17, Int 6, Wis 13, Cha 4 Feats: Familiar feats, Darkvision Skills: Listen 7, Spot 5

Rabbit (Magical Beast) Damage: 1d2 AC: 15 at 1, 29 at 30 HP: 5 at 1, 145 at 30 Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 12, Cha 3 Feats: Familiar feats, Weapon Finesse, Darkvision, Dash Skills: Hide 14, Listen 8, Move Silently 6

Rat (Magical Beast) Damage: 1d3 AC: 15 at 1, 29 at 30 HP: 5 at 1, 145 at 30 Abilities: Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2 Feats: Familiar feats, Weapon Finesse, Darkvision Skills: Hide 14, Move Silently 10

Raven (Magical Beast) Damage: 1d2 AC: 15 at 1, 29 at 30 HP: 5 at 1, 145 at 30 Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6 Feats: Familiar feats, Weapon Finesse, Darkvision, Familiar Ability: Language Skills: Listen 5, Spot 7

Snake (Magical Beast) Damage: 1d2, DC14 1d2 Constitution damage AC: 18 at 1, 32 at 30 HP: 5 at 1, 145 at 30 Abilities: Str 4, Dex 17, Con 11, Int 6, Wis 12, Cha 2 Feats: Familiar feats, Weapon Finesse, Darkvision Skills: Hide 15, Listen 6, Spot 6

Spiders, all (Vermin) Damage: 1d2, DC14 1d2 Dexterity damage AC: 20 at 1, 34 at 30 HP: 4 at 1, 116 at 30 Abilities: Str 1, Dex 14, Con 10, Int 6, Wis 10, Cha 2 Feats: Familiar feats, Weapon Finesse, Darkvision Skills: Hide 25, Spot 15

Weasel (Magical Beast) Damage: 1d3 AC: 15 at 1, 29 at 30 HP: 5 at 1, 145 at 30 Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5 Feats: Familiar feats, Weapon Finesse, Darkvision Skills: Hide 11, Move Silently 8, Spot 3