familiars

Post/Author/DateTimePost
#1

scarvexx

Dec 03, 2008 3:39:40
So 4th edition left out familiars and I just wanted to put them back in (its homebrew time!)

To bind with a familiar you must have at least one lv. of any arcane class

(The following is based on your highest lv of any arcane class)

lv1: your familiar recognises you as master and will carry out simple instructions
lv3: your familiar can now share spells (you can now cast spells as if you were standing in the same square as your familiar)
lv5: your familiar gains one point in all ability scores, and can carry out complex instructions
lv7: once a day after you have used perception you can re-roll using your familiar stats
lv9: your familiar can now speak common
lv11: your familiar gains one point in all ability scores
lv13: you can speak with other animals of its kind (cats-panthers, ravens-rocs)
lv15: your familiar gains one point in all ability scores, and you can find his location as a free action so long as he is on the same plane as you
lv17: once a day after you have used any skill you can re-roll using your familiar stats (this does not use up the benefit from lv7)
lv19: your familiar can now speak one extra language you know
lv21: your familiar gains one point in all ability scores, and you can add all its skill bonuses to yourself (will stack with skill that you have already learned and add to your passive perception score)
lv23: you can speak with all other animals (must have same type e.g. beast)
lv25: your familiar gains one point in all ability scores
lv27: your familiar can cast one at will spell you know as an encounter exploit
lv29: you can now see through your familiar’s eyes and teleport him to yourself once a day


Because of my love of cats (our evil masters) I’m going to start with this
Cat (familiar)

This creature stands out from a common house cat, its far stronger and drawn to arcane users
When bonded with a master they have a 60+ year lifespan

Cat (familiar) Level 1 Lurker
Tiny Natural Beast XP 100
Initiative +7 Senses Perception +6; darkvision
HP 22; Bloodied 11
AC 15; Fortitude 13, Reflex 15, Will 13
Speed 6

Claw (standard; at-will)
+4 vs AC; 1d8 + 3 damage

Dual claw (standard; encounter)
+6 vs AC; 2d8 + 3 damage

Alignment: unaligned
Skills: perception +5, stealth +5
Str 13 (+1) Dex 16 (+3) Wis 13 (+1)
Con 10 (0) Int 10 (0) Cha 10 (0)


Cat (familiar) Tactics
It will use its claw on anything weaker than it or just run away when by its master’s side it will attack anything that gets to close

Cat (familiar) Lore
Arcane DC 10: a magical animal that bonds with a single master till its death
Arcane DC 14: it will only bond with an arcane user






sorry its so long, post if you want me to add more animals (you can not have an elf woman as a familiar, stop asking!)
#2

Shiftkitty

Dec 04, 2008 14:54:12
Can you stat me up a skunk familiar? Seriously. My table rule is that you can have any animal you want as a familiar provided it could curl up on your lap when full-grown. (The elf woman could sit on your lap, but couldn't curl up on it.) Our current wizard chose a skunk as his familiar. Her name is "Chanel". (My fear when I made this rule was "Hi! I'm Greygar the wizard! Meet my Gold Dragon familiar!")
#3

Fireclave

Dec 04, 2008 15:24:11
If you're interested, I've made some rules for familiars as well (I'm waiting until I get a chance to scroll through MP to see if there is any ideas worth stealing from the animal companion mechanics before I finally do a revision. Link's in my sig.

Anyway, on to the review.

The 3rd level ability, Share Spells, is very powerful. It's effectively free infinite range to all your spells.

I'm not sure what to say about the cat's abilities over all. For a tiny animal, it's claw attack does an insane amount of damage (longsword + 3), but at the same time, its size and stats make it very unlikely for those weapons to come into play without risking your kitty getting killed.

Also, with the lack of any mechanics that increase the power of your familiar as you level, I see them becoming ever more fragile.

I would also suggest adding some mechanics to deal how you acquire a familiar and what, if anything, happens when your familiar dies.

Other than that, I don't have much to add. It's a nice start, but could use more seasoning IMO.
#4

scarvexx

Dec 05, 2008 7:34:06
Can you stat me up a skunk familiar? Seriously. My table rule is that you can have any animal you want as a familiar provided it could curl up on your lap when full-grown. (The elf woman could sit on your lap, but couldn't curl up on it.) Our current wizard chose a skunk as his familiar. Her name is "Chanel". (My fear when I made this rule was "Hi! I'm Greygar the wizard! Meet my Gold Dragon familiar!")

skunk (familiar)

This creature stands out from a common skunk, its far stronger and drawn to arcane usersWhen bonded with a master they have a 60+ year lifespan

skunk (familiar) Level 1 Artillery
Tiny Natural Beast XP 100
Initiative +1 Senses Perception +1; scent, darkvision
HP 28; Bloodied 14
AC 13; Fortitude 15, Reflex 13, Will 13
Speed 6

bite (standard; at-will)
+6 vs AC; 1d6 + 2 damage

Ranged Basic (standard; encounter)
Ranged 5; +8 vs AC; 2d10 + 3 damage
causes 2 dexterity damage

Alignment: unaligned
Skills: bluff+5, intimidate+5
Str 10 (0) Dex 13 (+1) Wis 13 (+1)
Con 16 (+3) Int 10 (0) Cha 10 (0)


skunk (familiar) Tactics
It will use its claw on anything weaker than it or spray and just run away, when by its master’s side it will attack anything that gets to close(this can change depending on the master)

skunk (familiar) Lore
Arcane DC 10: a magical animal that bonds with a single master till its deathArcane DC 14: it will only bond with an arcane user



""Also, with the lack of any mechanics that increase the power of your familiar as you level, I see them becoming ever more fragile.

I would also suggest adding some mechanics to deal how you acquire a familiar and what, if anything, happens when your familiar dies.""

your quite right what was I thinking

*I will fix that now*
#5

scarvexx

Dec 05, 2008 7:55:39
and thean he was all like
"If you're interested, I've made some rules for familiars as well (I'm waiting until I get a chance to scroll through MP to see if there is any ideas worth stealing from the animal companion mechanics before I finally do a revision. Link's in my sig.

Anyway, on to the review.

The 3rd level ability, Share Spells, is very powerful. It's effectively free infinite range to all your spells.

I'm not sure what to say about the cat's abilities over all. For a tiny animal, it's claw attack does an insane amount of damage (longsword + 3), but at the same time, its size and stats make it very unlikely for those weapons to come into play without risking your kitty getting killed.

Also, with the lack of any mechanics that increase the power of your familiar as you level, I see them becoming ever more fragile.

I would also suggest adding some mechanics to deal how you acquire a familiar and what, if anything, happens when your familiar dies.

Other than that, I don't have much to add. It's a nice start, but could use more seasoning IMO." (your right thank you) and I was like

lv1: your familiar recognises you as master and will carry out simple instructions
lv3: your familiar can now share spells (you can now cast spells as if you were standing in the same square as your familiar, 10ft max)
lv5: your familiar gains a level and +1 to fort, reflex, and will and +1 ac, and can carry out complex instructions
lv7: once a day after you have used perception you can re-roll using your familiar stats
lv9: your familiar can now speak common
lv11: your familiar gains a level and +1 to fort, reflex, and will and +1 ac, you can now communicate with it telepathically provided you are on the same plane
lv13: you can speak with other animals of its kind (cats-panthers, ravens-rocs)
lv15: your familiar gains a level and +1 to fort, reflex, and will and +1 ac, and you can find his location as a free action so long as he is on the same plane as you
lv17: once a day after you have used any skill you can re-roll using your familiar stats (this does not use up the benefit from lv7)
lv19: your familiar can now speak one extra language you know
lv21: your familiar gains a level and +1 to fort, reflex, and will and +1 ac, and you can add all its skill bonuses to yourself (will stack with skill that you have already learned and add to your passive perception score)
lv23: you can speak with all other animals (must have same type e.g. beast)
lv25: your familiar gains a level and +1 to fort, reflex, and will, and +1 ac, can now share spells (you can now cast spells as if you were standing in the same square as your familiar, 30ft max)
lv27: your familiar can cast one at will spell you know as an encounter power
lv29: you can now see through your familiar’s eyes and teleport him to yourself once a day

and to bind would be a ritual or feet of somekind

Of Corse in an ideal world the whole thing is a template, but they don’t have animal stats yet
#6

Fireclave

Dec 05, 2008 14:14:07
lv1: ...will carry out simple instructions
...
lv5: ...can carry out complex instructions

Some examples that illustrate what a "simple instruction" is, what an an "complex instruction" is, and the difference between would be helpful here.

...+1 to all saves and +1 ac...

If you meant to apply a +1 to fort, reflex, and will, you are using the wrong terminology. If so, then you mean defenses, not saves. If not, then your familiars have very vulnerable NADs.

Also, while this is an improvement, your familiars defenses are still a bit low. PCs either get their AC from heavy armor or from light armor and dex/int, and your second familiar incarnation has left out ability score increases. A wizard with cloth armor and an typical 18 starting int (after racials) can expect to have at 30th level an AC of 26 at least (10 +4 from starting int, +4 from stat increases, +8 from Starweave). One of your cat familiars would have an AC of 18 at the same level (10 +3 from starting dex + 5 bonus). That AC isn't even visible to similarly leveled creatures.

lv27: your familiar can cast one at will spell you know as an encounter exploit

First, a minor nitpick. Exploits are what powers from the Martial power source are called. Spells are from the Arcane power source and, therefore, are not exploits. I suggest rewording this line as thus: "...spell you know as an encounter power."

Of Corse in an ideal world the whole thing is a template, but they don’t have animal stats yet

Given 4e design's philosophy, I doubt that they will create stats for small, mundane animals except in very specific, limited cases like the AV's Bag of Tricks; At least until Wizards releases their own familiar mechanics. And those mechanics may not be so much a template as making each type of familiar a unique, self-contained class feature.
#7

scarvexx

Dec 05, 2008 19:58:11
Some examples that illustrate what a "simple instruction" is, what an an "complex instruction" is, and the difference between would be helpful here.

simple instruction: follow me, follow him, run away, sick'em

complex instruction: go get me that bag from the cupboard, look out for good prices in this shop, scare that horse into going the wrong way

simple takes about 3 words

complex is a whole sentence

now who wants a tiny spider familiar?
#8

Rustmonster

Dec 06, 2008 0:16:43
So... do the Arcane classes just get it... for free?

If that is the case, no. Just no, please.

Giving this to only Arcane classes, although "flavourful", is favouritism, and devalues those who don't happen to wave their arms around in combat. There is no cost to this. It's just a free bonus feature. Why should they get a free bonus?

Also, from what it seems, they act as an extra party memeber under the Arcane class's control. That breaks the principal of economy of actions, because the Arcane classes get extra actions each round as they make Mr.Kitty take his turn. Again, none of the non-Arcane classes get this, which yet again sways the game to Arcane classes.

The familiar should have a feat cost. And even then, it shouldn't gain all those abilities, and it shouldn't be able to act as an independant combatant.

The best familiar rule I have ever seen was just reflavouring the Wizard's cantrips as different things your "familiar" is doing. That way, they don't gain any new features, and don't break economy of actions, but you still get a familiar.
#9

scarvexx

Dec 06, 2008 7:19:33
So... do the Arcane classes just get it... for free?

If that is the case, no. Just no, please.

Giving this to only Arcane classes, although "flavourful", is favouritism, and devalues those who don't happen to wave their arms around in combat. There is no cost to this. It's just a free bonus feature. Why should they get a free bonus?

Also, from what it seems, they act as an extra party memeber under the Arcane class's control. That breaks the principal of economy of actions, because the Arcane classes get extra actions each round as they make Mr.Kitty take his turn. Again, none of the non-Arcane classes get this, which yet again sways the game to Arcane classes.

The familiar should have a feat cost. And even then, it shouldn't gain all those abilities, and it shouldn't be able to act as an independant combatant.

The best familiar rule I have ever seen was just reflavouring the Wizard's cantrips as different things your "familiar" is doing. That way, they don't gain any new features, and don't break economy of actions, but you still get a familiar.

I suppose there could be a down side like dieing with him or something

or maybe the familiar is no help im combat at all, that could work
#10

Rustmonster

Dec 06, 2008 11:00:13
maybe the familiar is no help im combat at all, that could work

That would work. Make it cost a feat, pre req being an Arcane class, no combat use, but gives some sort of out of combat bonus.
#11

pyromancer999

Dec 07, 2008 10:36:18
I like this. however, perhaps you could make a standard familiar base stats, then, depending on what animal the familiar is, you could add on something(like, if it's a bat, add a fly speed). In any case, I should like to see a dog and a wolf familiar made.
#12

shinikama

Dec 07, 2008 12:41:19
I have an issue with this, as well...

The skunk deals Dex damge? That doesn't exist in 4e. I would say a better idea would be Dazed, then incresing to Stunned at 21st level.

And, I agree with Fireclave: The damage is too much, even if it is 1 shot.
Much better for the attack to just cause a status effect.