DriveThruRPG.com

ifamilr001p1
Last week, I ranted about sucky familiars. This week I’m going to try to do something about it. And I’ll try best to make this as system neutral as possible. And of course GM’s and players need to do a little discussion about any specifics and do be afraid to use a little imagination. Let common sense be your guide.

The basics:
Familiars are free willed but still bound to help the Magic-User. Familiars like to pampered. Bribes work extremely well. It makes them happy and a happy familiar is a helpful familiar. It’s not the value of an item. It’s the effort taken to acquire it.

Familiars are unable to attack each other.

A Familiars are immune to spells cast by their masters.

Type (Roll 2d6)

2: The familiar exists in spirit form only. Can pass through walls and is invisible to all except the Magic User.

3 to 4: The familiar takes the form of a weapon. The weapon is considered magical. The Magic-User is considered proficient with it even if it is of a type that is not normally allowed due to class restrictions. For example, a great sword.

5 to 6: The familiar takes the form of a small demon/devil such as an imp or quasit or a small magical beast like a dragon or griffon.

7: The familiar takes the form of a small mundane animal (Cat, Rat, Bat, Lizard, Snake and so on.)

8 to 9: The familiar takes the form of a parasitic worm and lives inside the Magic-User. It can come out but you really don’t want to see that.

10 to 11: The Familiar possess the Magic-User. It exists only within the mind of the Magic-User.

12: The familiar takes a human form that is annoying, disturbing and/or distracting to the Magic-User

Base Familiar Stats: Let common sense be your guide as to what base stats should actually apply to a particular familiar.

AC (Ascending): 10+ (1/3 the Magic-User’s Level)

HD: Same as Magic-User.

Saving Throws: As Magic-User.

Damage: HD 1 to 3: 1d4; HD 4 to 6: 1d6; HD: 7 to 9: 1d8; HD 10 to 12: 1d10; HD: 13+: 1d12

Familiar chart (Roll d20+Magic-User Level). Roll on this chart each time the character levels.

Special Abilities: If a particular ability makes no sense based on the familiar’s type then re-roll.

3: Friends in low places: The Familiar has been around. There is a 1 in 20 chance that it personally knows any demon, devil or similar creature encountered. GM’s should roll an NPC Reaction to determine the relationship between the familiar and the entity. If this result is rolled again increase the chance to 2 in 20 and so on.

4: The familiar and the Magic-User can perceived through each others senses. (Yes, this can work both ways.)

5: The familiar and the Magic-User are capable of telepathic communication. If this result is rolled again then re-roll.

6 to 7: The Familiar learns a random First level Magic-User spell. It may cast this spell one time per day. If this result is rolled again and the same random spell occurs then the Familiar may cast it two times per day and son.

8 to 13: No new powers.

14: The Familiar learns a random Second level Magic-User spell. It may cast this spell one time per day. If this result is rolled again and the same random spell occurs then the Familiar may cast it two times per day and son.

15: The Familiar learns a random Third level Magic-User spell. It may cast this spell one time per day. If this result is rolled again and the same random spell occurs then the Familiar may cast it two times per day and son.

16: Eater of magic: Any potion or scroll can be consumed by the familiar. This acts as a Cure Light Wounds Spell on the Familiar. If this result is rolled again then re-roll.

17: Magic Resistance: The Familiar gains 5% Magic Resistance. If this result is rolled again then increase Magic Resistance by 5% and so on.

18: Demonic Library: The Familiar has access to the secrets of the universe. There is a 1 in 12 chance that the Familiar knows a piece of obscure arcane knowledge. If this result is rolled again then increase the chance by one and so on.

Print Friendly

2 Responses to “Familiars Shouldn’t Suck Part 2”

  1. LS says:

    The various types of familiars are quite creative, and I love the idea of a special ability chart which is rolled on each time the character levels. Though I think the chart would need to be much bigger than this to keep things interesting for very long. (Either that or the special abilities ought to be stack-able, so that rolling the same one multiple times results in an enhanced version of it. Empathy > Telepathy 100ft > Unlimited Telepathy for example.)

    A very nice system none the less!
    LS recently posted..Designing a Pathfinder SkillMy Profile

  2. Chuck says:

    My goal was to have it as edition neutral as possible. There’s a good chance that the Familiar doesn’t get anything on a given level. I just tired to hit that sweet spot…
    Chuck recently posted..Are you better off now than….My Profile

Leave a Reply

(required)

(required)

CommentLuv badge

They Might Be Gazebos! Suffusion WordPress theme by Sayontan Sinha