Familiar for 4e

Post/Author/DateTimePost
#1

tarodaxx

Jan 22, 2009 20:50:19
Hey all,
I'm new to this but I was wondering if anyone had any idea how to have a wizard have a familiar. I have looked through all the rituals and have not been able to find anything about it. If anyone could give me some good ideas it would be apprecaited.

Tarodaxx
#2

oxybe

Jan 22, 2009 20:54:15
what do want the familiar to do? just hang around the wizard, or do more?
#3

tarodaxx

Jan 22, 2009 21:02:41
Im only a low lvl wizard right now but I would like to summon something from the lower planes like an imp. Our party is small and it would help to have another thing to fight. I'm recently reading the Cleric Quintet and would like to have an imp to scout and fight.

Tarodaxx
#4

doneisi

Jan 22, 2009 21:07:01
If it does not fight, which I've never really though of a familiar doing then I don't see why you could not just roleplay a familiar. You can even send it on message runs using the Animal messanger ritual (pg.300 of PHB).

Edit: Nija'd
Okay, so you want another fighter... Well they did not get animal companions down until Martial Power. You could be a beast master ranger with wizard multiclass. They may end up having familiars in the future, but they avoided familiars/animal companions from the start because they did not work to well last edition balance wise.
#5

oxybe

Jan 22, 2009 21:28:10
i don't know how much of the 4th ed MM you've read, but an imp is considered a level 3 lurker, so depending on how low level you are, it might just end up being the strongest PC :P

now, as for summoning it? i would say that the imp would be a devil tethered to material realm from the nine hells via an object of some sort: a demon's horn, a cursed jem, a mirror that twists the viewer's visage, ect...

i would probably make it work similar to the figurines of wonderous power (presented in the adventurer's vault):

Power(Daily*Conjuration): Standard action. Use this item to conjure the Imp. as part of the summoning process, you lose a healing surge when activating this item to give the creature Temp HP equal to your healing surge value (imps have 40 HP and no surges). this temp HP stacks with other temp HP and is removed last if other sources exist. the creature remains for up to 8 hours or until you use a minor action to dismiss it.

conjured creatures cannot be healed but can be gain the benefit of temp HP.

at this point you would have a fully functioning imp. each "order" you give it costs you a minor action. so you can Attack, the order the imp to "move" then a second order to "attack". or you can move, attack, order the imp to "move", ect... it also acts on your initiative.

if the imp is "killed" it's essence retreats back to the item for the day to heal.

now how you were to obtain such an item is entirely up to the DM. an imp is VERY powerful compared to the others. you may want to cut it's starting HP by 1/4 to bring it closer in line with other such figurines, like the onyx dog. (which is a level 4 FoWP).

just something i'm throwing out. make what you want of it. either way, having an invisible flying scout is awesome at all levels.
#6

crazysamaritan

Jan 22, 2009 21:45:21
You could always try to convert the 2e "Find Familiar" Ritual into 4e rules.
2e Ritual
Find Familiar
(Conjuration/Summoning)

Range: 1 mile/level
Components: V, S, M
Duration: Special
Casting Time: 2d12 hours
Area of Effect: 1 familiar
Saving Throw: Special

This spell enables the caster to attempt to summon a familiar to act as his aide and companion. Familiars are typically small creatures, such as cats, frogs, ferrets, crows, hawks, snakes, owls, ravens, toads, weasels, or even mice. A creature acting as a familiar can benefit a wizard, conveying its sensory powers to its master, conversing with him, and serving as a guard/scout/spy as well. A wizard can have only one familiar at a time, however, and he has no control over what sort of creature answers the summoning, if any at all come.

The creature is always more intelligent than others of its type (typically by 2 or 3 Intelligence points), and its bond with the wizard confers upon it an exceptionally long life. The wizard receives the heightened senses of his familiar, which grants the wizard a +1 bonus to all surprise die rolls. Normal familiars have 2-4 hit points plus 1 hit point per caster level, and an Armor Class of 7 (due to size, speed, etc.). The wizard has an empathic link with the familiar and can issue it mental commands at a distance of up to 1 mile. Note that empathic responses from the familiar are generally fairly basic--while able to communicate simple thoughts, these are often overwhelmed by instinctual responses. Thus, a ferret familiar spying on a band of orcs in the woods might lose its train of thought upon sighting a mouse. Certainly its communications to its master would be tinged with fear of the "big ones" it was spying on! The caster cannot see through the familiar's eyes.

If separated from the caster, the familiar loses 1 hit point each day, and dies if reduced to 0 hit points. When the familiar is in physical contact with its wizard, it gains the wizard's saving throws against special attacks. If a special attack would normally cause damage, the familiar suffers no damage if the saving throw is successful and half damage if the saving throw is failed. If the familiar dies, the wizard must successfully roll an immediate system shock check or die. Even if he survives this check, the wizard loses 1 point from his Constitution when the familiar dies.

The power of the conjuration is such that it can be attempted but once per year. When the wizard decides to find a familiar, he must load a brass brazier with charcoal. When this is burning well, he adds 1,000 gp worth of incense and herbs. The spell incantation is then begun and must be continued until the familiar comes or the casting time is finished. The DM secretly determines all results. Note that most familiars are not inherently magical, nor does a dispel magic spell send them away.

Deliberate mistreatment, failure to feed and care for the familiar, or continuous unreasonable demands have adverse effects on the familiar's relationship with its master. Purposely arranging the death of one's own familiar incurs great disfavor from certain powerful entities, with dire results.
#7

cardboardcarnage

Jan 22, 2009 23:52:23
Your best bet would be just to write some fluff and role play the familiar, you could say it is an Imp and make up a back story. Discuss this with your DM and find out what he will or will not allow.

In my games, I encourage my players to come up with neat stuff like that, and I would allow the use of a familiar by a player if they had a good back story. I would not allow the familiar to take active parts in combat, or do anything extra special in the game, but I would allow some minor stuff if it went well with the story that was being told.

Please let us know what you end up doing and how things go.

D.
#8

Stuntman

Jan 23, 2009 0:07:16
There are currently no familiars within the 4E rules. Arcane Power is due out in a couple of months and there may be something in that book regarding familiars. This is pure speculation on my part, though.
#9

Alas

Jan 23, 2009 7:58:16
Our party is small and it would help to have another thing to fight. I'm recently reading the Cleric Quintet and would like to have an imp to scout and fight.

Judging by the beastmaster ranger option presented in Martial Power, I'm guessing that when familiars arrive they'll be something a wizard chooses instead of implement mastery, and will take a share of the wizard's alotment of actions.

Many houserules that I've seen so far simply repaint one of the existing implements (orb, staff, wand) as the familiar, making it a narrative focus for cantrips, spells, and effects. On the downside, no independent actions; on the upside, it can't be targeted and killed (since it's functionally an item). If aesthetics were the only concern, it'd be no problem for your wizard to carry a cat, stoat, or serpent as an implement.

However, it looks like you want a more distinct creature with tactical applications. As has been mentioned, going the ranger/multi-class wizard route will get you a tough "familiar," but will greatly diminish spell power. If your party really needs the back-up of an additional combatant, perhaps the best option might be to negotiate with the DM to summon and bind a familiar with a little more kick. This option would basically involve recruiting an NPC for the cost of a ritual; keep in mind, though, that allied NPCs eat a chunk of the XP the party earns because of the very service they provide.

It never hurts to ask the DM! Well... seldom hurts. Best of luck!
#10

mouthymerc

Jan 23, 2009 8:08:39
This idea I had may be helpful to you.
#11

squidmagnet

Jan 23, 2009 9:03:20
I wonder if familiars will be in arcane power. However, I think it is too powerful to have a familiar that can participate in combat unless it takes your encounter power or daily power and a minor to sustain to have it enter the battlefield and stay there. That would put it on par with several other powers, like flaming sphere and that guardian power clerics have. If the familiar has hit points, and simply leaves the battlefield when it runs out of hp, then I could see it being an encounter power. And maybe a paragon path could be built around having a special familiar, like an imp, pseudodragon, etc. That seems balanced enough.
#12

bedeverekm

Jan 23, 2009 14:03:24
My character casts Mage Hand, reshapes and colours it with Prestidigitation, and if needed uses Ghost sound to let it talk.

Instant roleplay only 100% game legal familiar. It can do anything that ghost sound, prest, or mage hand can do, so it's not useless, and it is in the rules already.
#13

exposed_wires

Jan 23, 2009 14:10:34
It seems like rather than get a balanced familiar or animal companion, you should really just be looking to get an NPC to follow you around.

It could in fact be an imp or something that you have inexplicably bound to yourself or the party. Tons of options for stories. Come up with something good.
#14

jlaurhughes_dup

Jan 23, 2009 14:18:05
There are currently no familiars within the 4E rules. Arcane Power is due out in a couple of months and there may be something in that book regarding familiars. This is pure speculation on my part, though.

I have a suspicion that Sorcerers will get the Familiars first, for one of their implements, maybe rods and staffs as well. Not sure though, but I will see on monday when the preview is available.
#15

thorn-wychkin

Jan 23, 2009 14:32:32
I

They may end up having familiars in the future, but they avoided familiars/animal companions from the start because they did not work to well last edition balance wise.

lol yeah, in 3.5 i tricked my DM into letting me use shapechange(the 9th level spell) to turn my raven into a fairy dragon. i loved that euphoria gas breath weapon. this was after she refused to let me give it a humanoid form and mentor it in sorcery.