An idea for familiars

Post/Author/DateTimePost
#1

mouthymerc

Dec 12, 2008 7:41:09
I had this thought about familiars and it turned into this. Thoughts?

Familiars

Summon Familiar (Ritual)
Using arcane words, you call a tiny creature to serve as your companion. Their presence enhances you in some small way.

Level: 1----------------Component Cost: 10 gp
Category: Exploration---Market Price: 50 gp
Time: 4 hours-----------Key Skill: Arcana
Duration: Special

Casting this ritual calls a Tiny creature to come and serve you. This creature can take the form of a sparrow, raven, rat, spider or various other tiny animals. It can also take the form of a Tiny homunculus that can look like an animal or a small humanoid. The creature summoned is basically a non-combatant companion, but does give a small benefit to a certain skill. It serves as servant and companion. The familiar may never move farther than 20 squares from you or it is immediately dismissed. You may only have one familiar at a time and the form of that familiar is chosen in the first casting of the ritual. The form may be changed at any new level in place of any other retraining that might be done by you. You share an empathic link with the creature and can glean information based on how it is feeling.

Familiars

General Statistics
Ability Scores: Strength 4, Constitution 10, Dexterity 14, Intelligence 2, Wisdom 12, Charisma 12
Size: Tiny
Defenses: Same as the caster
Hit Points: 1

Avian Statistics
Speed: 2 squares, fly 6 squares (hover)
Trained Skill: Perception
Caster Benefit: +2 bonus to Perception checks

Cat Statistics
Speed: 6 squares
Trained Skills: Athletics, Stealth
Caster Benefit: +2 bonus to Stealth checks

Construct Statistics
Speed: 5 squares
Trained Skills: Perception
Caster Benefit: +2 bonus to Arcana checks

Lizard Statistics
Speed: 5 squares
Trained Skills: Athletics, Endurance
Caster Benefit: +2 bonus to Athletic checks

Plant Construct Statistics
Speed: 4 squares, burrow 5 squares
Trained Skill: Endurance
Caster Benefit: +2 bonus to Nature checks

Serpent Statistics
Speed: 4 squares, swim 4 squares
Trained Skill: Stealth
Caster Benefit: +2 bonus to Bluff checks

Spider Statistics
Speed: 4 squares, climb 4 squares (spider climb)
Trained Skills: Athletics, Stealth
Caster Benefit: +2 bonus to Intimidate checks

Rodent Statistics
Speed: 5 squares
Trained Skills: Endurance, Stealth
Caster Benefit: +2 bonus to Thievery checks

Your Arcana check determines how long the animal remains as your companion.

Arcana Check Result-----Duration
19 or lower---------------6 hours
20-29--------------------12 hours
30-39--------------------18 hours
40 or higher---------------24 hours

Commanding a Familiar

Actions are as per Commanding a Beast Companion (MP), but the familiar does not get an attack action or opportunity attack action.

Feats

Bind Familiar
Prerequisite: Summon Familiar ritual
Benefit: You may bind a familiar to you, extending the duration of the ritual indefinitely until the animal dies or is dismissed by you. While the familiar is within one square of you, you are considered to have the Alertness feat. You may spend a healing surge once per encounter to give your familiar an amount of temporary hit points equal to one of your healing surges.
At 11th level, 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. At 21st level, a familiar and the master may communicate telepathically.


Share Spells
Prerequisite: Bind Familiar
Benefit: At the master’s option, he may have any personal range spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 1 square 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 1 square away and will not affect the familiar again even if it returns to the master before the duration expires.

Deliver Close Range Spells
Prerequisite: Share Spell
Benefit: A familiar can deliver Close range attack spells for the master. If the master and the familiar are in contact at the time the master casts a Close range spell, he can designate his familiar as the “caster.” The familiar can then deliver the Close range spell just as the master could using the master's modifiers. If the master casts another spell before the Close range spell is delivered, the spell dissipates. Also, if the encounter ends without the spell being discharged, it dissipates. The caster may not gain any implement bonus when a spell is cast in this way. This feat gives the familiar an attack action which follows the rules as per Commanding a Beast Companion (MP).
#2

Qube

Dec 12, 2008 8:11:10
Deliver Close Range Spells feat needs rewording.
As I read it here you cast the spell first, and on a later time the familiar releases the charge ... which would be very overpowered ...
#3

mouthymerc

Dec 12, 2008 8:19:17
Deliver Close Range Spells feat needs rewording.
As I read it here you cast the spell first, and on a later time the familiar releases the charge ... which would be very overpowered ...

Keep in mind that you can not cast another spell until it is delivered or the spell is lost.
#4

Qube

Dec 12, 2008 8:25:57
Keep in mind that you can not cast another spell until it is delivered or the spell is lost.

pre-combat casting.
- use your familiar to keep an additional daily if still have some before taking an extended rest;
- or always keep your familiar charged with an encounter power.
(out-combat: cast encounter power on familiar, and then regain it by resting 5 minutes.

in either senario, you have
- had a additional action (since the familiar doens't use your action)
- more powerslots then other PCs (one extra daily/encounter per encounter)
#5

Qube

Dec 12, 2008 8:28:39
also: what happens if you put a sustain power on your familiar? does your familiar need to sustain that power?
#6

Rustmonster

Dec 12, 2008 9:03:58
This... is the only implimentation of a Familiar I have ever liked. This... this is amazing. Flavourful, useful, yet not overpowered, and although not restricted to Casters, is geared towards them.

Keep. Up. The. Good. Work.

On a more crtical note, the feats are boo, other than the Bind one, but even that one seems a bit off. As I said before, one thing I liked about your Familiar idea is that it is a Ritual, so is not restricted to the guys in bathrobes. However, those feats (other than the Bind one) only work for Zappy McFireball. I would prefer we don't go back to the old days of "Oh, yeah, the Casters get this extra special bonus cause... MAGIC!"
#7

mouthymerc

Dec 12, 2008 9:13:36
pre-combat casting.
- use your familiar to keep an additional daily if still have some before taking an extended rest;
- or always keep your familiar charged with an encounter power.
(out-combat: cast encounter power on familiar, and then regain it by resting 5 minutes.

in either senario, you have
- had a additional action (since the familiar doens't use your action)
- more powerslots then other PCs (one extra daily/encounter per encounter)

Hmm, good points. I will put a limitation in that it can only be used during an encounter. Something limiting its effect to the encounter and it voiding at the end of an encounter. This way it can not be carried over.
#8

mouthymerc

Dec 12, 2008 9:17:25
also: what happens if you put a sustain power on your familiar? does your familiar need to sustain that power?

As long as the familiar stays within 1 square and you sustain the power, it will remain affected as you would. Or was there something else specific you were thinking of? This was more or less off the top of my head so I have not had the time to look at all permutations. Please give me examples of spells which may be problematic so I may consider actions.
#9

mouthymerc

Dec 12, 2008 9:20:48
This... is the only implimentation of a Familiar I have ever liked. This... this is amazing. Flavourful, useful, yet not overpowered, and although not restricted to Casters, is geared towards them.

Keep. Up. The. Good. Work.

Thanks.

On a more crtical note, the feats are boo, other than the Bind one, but even that one seems a bit off. As I said before, one thing I liked about your Familiar idea is that it is a Ritual, so is not restricted to the guys in bathrobes. However, those feats (other than the Bind one) only work for Zappy McFireball. I would prefer we don't go back to the old days of "Oh, yeah, the Casters get this extra special bonus cause... MAGIC!"

Yeah, those two feats after Bind Familiar are definitely aimed at casters, but they were the first ones I thought of and seemed pretty obvious. I do have a couple of other ideas, but just haven't put them to ink yet. Once I do I will put them up.
#10

mouthymerc

Dec 12, 2008 12:50:32
Made some adjustments per the comments.
#11

Qube

Dec 12, 2008 13:20:39
oh, before I forget: I also like the idea ... I'm just not trained in diplomacy ...
Or was there something else specific you were thinking of? This was more or less off the top of my head so I have not had the time to look at all permutations. Please give me examples of spells which may be problematic so I may consider actions.

though I can't give a real example, I was thinking of something like this



#12

mouthymerc

Dec 12, 2008 13:54:27
oh, before I forget: I also like the idea ... I'm just not trained in diplomacy ...
though I can't give a real example, I was thinking of something like this



#13

Qube

Dec 12, 2008 14:44:58
Ah, I see. I think that I would qualify that the spell must be an attack spell.

won't help much, I'm afraid: IIRC, for example clerics have powers that damage enemies and heal allies ...
I would thing that if a spell has the weapon keyword, it would have to be performed with a weapon, unless the weapon can be omitted as it can be for implements. Hmm, that will need a further qualifier. Thanks.

hey, if I complain a lot, there bound to be some usefull information ;)
The first couple of feats are aimed at wizards as they were the obvious choice, but there is certainly room here to incorporate feats to make the familiars helpful with any class. I certainly envisioned this to be an option open to any class to greater and lesser effect.

hmmm, to pull it open for other classes ...
I would remove the preq. for Bind Familiar
(I want my fighter to have a cat :p . which could be aquired by buying a ritual-scroll ...)

.. I realized: I want Minks and Boo!! (Balders Gate II reference ...)
#14

areutter

Dec 12, 2008 16:14:32
I really like where you're going with this.

Have you considered a multi-class only class like the Spellscarred from FRPG? That seems an interesting way to go with it to me, because you could get the basics with a multi-class dip, then dip further with feats or with a Paragon multiclass like Spellscarred Savant.

I'm working on a Beast Pact Warlock in another thread. You might find some interesting ideas over there, and vice versa. The "Revision Workspace" post, in particular, has some useful utilities, perhaps.

I think I'm going to finish that up as is, because I don't want to have to consider non-casters. But if no one jumps on it, I'll probably work on the familiar multiclass next. I hope you don't mind if I "borrow" some ideas from this thread
#15

areutter

Dec 12, 2008 16:19:43
Deliver Close Range Spells feat needs rewording.
As I read it here you cast the spell first, and on a later time the familiar releases the charge ... which would be very overpowered ...

I worked up a similar power; perhaps its wording could be useful:

Bestial Channel ✦ Warlock (Beast) Utility 2
You pour strange energy through the bond with your familiar, who erupts with your dire attack.
Encounter ✦ Arcane, Beast
Minor Action ✦ Close burst 20
Target: Your beast within burst
Effect: Your familiar is the point of origin for your next ranged attack with the Arcane keyword before the end of your next turn. This does not circumvent any conditions currently affecting you, but can circumvent concealment and cover.

from the Beast Pact Warlock thread.
#16

mouthymerc

Dec 12, 2008 22:54:23
I really like where you're going with this.

Have you considered a multi-class only class like the Spellscarred from FRPG? That seems an interesting way to go with it to me, because you could get the basics with a multi-class dip, then dip further with feats or with a Paragon multiclass like Spellscarred Savant.

I'm working on a Beast Pact Warlock in another thread. You might find some interesting ideas over there, and vice versa. The "Revision Workspace" post, in particular, has some useful utilities, perhaps.

I think I'm going to finish that up as is, because I don't want to have to consider non-casters. But if no one jumps on it, I'll probably work on the familiar multiclass next. I hope you don't mind if I "borrow" some ideas from this thread

Actually, I did consider a multiclass option much like the spellscarred in the beginning. The thing was, I was going to need approximately 38 powers to represent it and I honestly could not see myself coming up with that many powers, especially at higher levels. It's not to say that it couldn't be done, but I just do not have the time to invest in something of that sorI'll leave that to better people, such as yourself. Feel free to abscond with whatever works for you as I also borrowed ideas from here and there as needed.
#17

mouthymerc

Dec 12, 2008 23:00:31
won't help much, I'm afraid: IIRC, for example clerics have powers that damage enemies and heal allies

As it stands now, the feat only works for wizards and their spells. Cleric powers are prayers and would not be subject to feat at this time. Clearly, if I do, I will have to take into consideration many of the different powers.

hey, if I complain a lot, there bound to be some usefull information ;) hmmm, to pull it open for other classes ...

I would remove the preq. for Bind Familiar

Maybe. I wasn't sure if I wanted it so easily accessed such as by scroll. I was thinking there should be some investment like taking the Ritual Caster feat (and, possibly, training in Arcana.)

I'll leave it as it is for the moment while I ponder these ideas.
#18

areutter

Dec 12, 2008 23:49:04
Actually, I did consider a multiclass option much like the spellscarred in the beginning. The thing was, I was going to need approximately 38 powers to represent it and I honestly could not see myself coming up with that many powers, especially at higher levels. It's not to say that it couldn't be done, but I just do not have the time to invest in something of that sort. I'll leave that to better people, such as yourself.

Heh. Say that if I ever actually finish the beastlock, much less a familiar multi-class. ;) Coming up with 38 powers is indeed daunting.
#19

Shadowfax7

Dec 13, 2008 7:44:32
General Statistics
Ability Scores: Strength 4, Constitution 10, Dexterity 14, Intelligence 2, Wisdom 12, Charisma 12

Why not at least Int 10 to make the familiar much more intelligent than a normal animal?
#20

vaalingrade_ashland_02

Dec 13, 2008 9:49:16
No plant critter?
#21

mouthymerc

Dec 13, 2008 23:22:54
Why not at least Int 10 to make the familiar much more intelligent than a normal animal?

Mainly because I see them as normal, if exceptional, creatures for the most part. I wanted to keep them as animals as much as possible.
#22

mouthymerc

Dec 13, 2008 23:31:43
No plant critter?

How's this?

Plant Construct Statistics
Speed: 4 squares, burrow 5 squares
Trained Skill: Endurance
Caster Benefit: +2 bonus to Nature checks
#23

vaalingrade_ashland_02

Dec 15, 2008 1:57:33
Good man.
#24

scarvexx

Dec 15, 2008 21:02:17
beats my go at it

tho I think thay should all have different Ability Scores
#25

mouthymerc

Dec 15, 2008 21:29:40
tho I think they should all have different Ability Scores

Just a first run. I'm not sure it absolutely needs a breakdown like that. They are not meant to be as in depth as Beast companions. You certainly could get into more detail, though, if you wanted to.
#26

areutter

Dec 16, 2008 0:08:09
Man, your Share Spells feat is cool as anything. I love the requirement for the familiar to remain adjacent to you. I added a couple takes on this to my Beast Pact Warlock thread. I should really have asked first; sorry about that. I did a bit of rewording, which you can steal back if you think it's good. :D
#27

mouthymerc

Dec 16, 2008 9:31:31
Man, your Share Spells feat is cool as anything. I love the requirement for the familiar to remain adjacent to you. I added a couple takes on this to my Beast Pact Warlock thread. I should really have asked first; sorry about that. I did a bit of rewording, which you can steal back if you think it's good. :D

I wouldn't share this if I didn't want people to use, so it is all good. I'll check out what you did when I have some time to read it. Honestly, though, I just adapted the mechanics of the Share Spell ability from 3E.
#28

pauln6

Jan 07, 2009 9:58:56
Good ideas. I hope this is the sort of thing that they adopt in Arcane Power.
#29

mouthymerc

Jan 07, 2009 11:40:03
Good ideas. I hope this is the sort of thing that they adopt in Arcane Power.

Thank you. I adjusted the Bind Familiar feat for those that are interested. I added the ability to give the familiar temporary hit points. Oh, and I added the Plant critter in.
#30

mouthymerc

Jan 07, 2009 11:54:39
How is a feat like this? I had this thought and another (which I'm still parsing).

Combat Familiar
Prerequisite: Bind Familiar
Benefit: Your familiar may be considered an ally for the purposes of flanking an enemy, though it still has no attack.
#31

Alas

Jan 23, 2009 8:19:39
Have you considered drafting paragon and epic versions of this ritual? Or, since the familiar's defenses are tied to the master's level, is the heroic version the only one needed?
#32

mouthymerc

Jan 23, 2009 23:48:24
Have you considered drafting paragon and epic versions of this ritual? Or, since the familiar's defenses are tied to the master's level, is the heroic version the only one needed?

Benefits for paragon and epic levels are gained trought the feat Bind Familiar. Beyond that I hadn't thought of versions for those levels. Is there something you had in mind?
#33

Lineov

Mar 09, 2009 1:48:13
How is a feat like this? I had this thought and another (which I'm still parsing).

Combat Familiar
Prerequisite: Bind Familiar
Benefit: Your familiar may be considered an ally for the purposes of flanking an enemy, though it still has no attack.

As is.. no... It needs a bit of work... something like this happend when i was DM'ing shadowfell and the players intimidated Splug into helping them. So he ended up in combat with no real attack but could still be used for flanking... it had some adverse game effects... I had to up monster levels here and there....it's really too much of a hassle.. and that was a medium sized creature.. most of these familiars are not that big/threatening...

Didn't mean to make it sound like i was bashing, just trying to help others avoid the problem i ran into.
#34

squarecircle

Mar 09, 2009 11:06:52
I'm just going to wait for Arcane Power personally, if only because it's right around the corner and I don't have a group at the moment, but this actually does look pretty good overall. Kudos.
#35

mouthymerc

Mar 09, 2009 11:33:32
I'm just going to wait for Arcane Power personally, if only because it's right around the corner and I don't have a group at the moment, but this actually does look pretty good overall. Kudos.

Thanks. Just an idea I had and threw together. Now that Arcane Power is coming out, I'll probably hold off on anything else to see how they do it. From the sampler it seems there are some similarities (bonus to skills and such). I want to see all the feats and mechanics in full, though. It actually looks pretty good. Although they seem to have limited them to arcane classes, whereas I was opening it up for anyone who took the time and effort to learn the ritual.