| Post/Author/DateTime | Post |
|---|---|
| #1woverdudeApr 20, 2009 12:56:27 | Where are the battle stats for the arcane familiars? Their attacks and health and stuff like that. In the Get Familiar article they showed the bonuses that various familiars give you, but not their battle stats. Is that going to be in Arcane Power, or is it in a previous or upcoming article? |
| #2Janx_14Apr 20, 2009 12:59:07 | They are in Arcane power. Get Familiar is simply a supplement to give more variety to existing rules. |
| #3bloddsbaneApr 20, 2009 13:11:13 | Sounds boring |
| #4undraveApr 20, 2009 13:29:11 | Sounds boring Then don't take the feat? |
| #5shaych0488Apr 20, 2009 14:04:48 | most familiars don't have attacks. they have 1 HP and the same defenses as you, and use your skill checks. unless otherwise noted in the description, familiars can't manipulate objects |
| #6Authw8Apr 20, 2009 17:04:48 | What you see in the article are the battle stats of the familiars, except for the 1 hp and it using your defenses mentioned in a previous post. Generally, familiars are intended to provide small bonuses, not fight for you. |
| #7TheBouncyPherretApr 20, 2009 17:20:32 | Where are the battle stats for the arcane familiars? Their attacks and health and stuff like that. In the Get Familiar article they showed the bonuses that various familiars give you, but not their battle stats. Is that going to be in Arcane Power, or is it in a previous or upcoming article? A familiar is a conjuration. Please read up on the conjuration keyword for more information. TBP |
| #8woverdudeApr 20, 2009 19:42:10 | Ok. Hmm... I like everything the way the familiars work in 4e but I don't really like how they make all of the familiars have 1 HP. The Arcane Eye should probably have 1 HP, but the Badger, or Stone Fowl, etc.? Other than that fact I like the way they are designed. |
| #9sallaApr 20, 2009 22:55:54 | Ok. Hmm... I like everything the way the familiars work in 4e but I don't really like how they make all of the familiars have 1 HP. The Arcane Eye should probably have 1 HP, but the Badger, or Stone Fowl, etc.? Other than that fact I like the way they are designed. Familiars are not combatants, and aren't supposed to be. They're from a feat; if they were intended to be more combative, it would be an alternate class feature (as it is with Rangers and their Beast Companions). |
| #10oxybeApr 20, 2009 23:53:55 | while i don't have Arcane Power yet, my understanding of familiars is as follows: the feat allows you to summon and bind a willing spirit so it takes the form of an animal (this is actually closer to the real familiar) which then serves it's master for whatever purpose. the spirit is not necessarily that of an actual cat, but it takes the form of one if only to lessen the shock of having some unearthly entity aid you in your tasks or follow you around. when it takes damage, it temporarily breaks the summon and while the spirit is still bound to you, it requires some time to refocus and summon it back. it's not the 3rd ed familiar, where you subjected some animal to a series of arcane rituals and bound it to you. it's still a familiar though |
| #11tipopApr 21, 2009 1:39:07 | Just thought I'd mention this: I intend to offer an alternative to the 1hp familiar rule, making the familiar more like the 3rd edition one with half (or maybe even 100%) the caster's HP, the ability to make opportunity attacks, etcetera. However, this familiar counts as a class feature, replacing the wand/staff/orb option. In essence, more like the ranger's companion, including the requirement for a ritual to bring it back to life if killed. Of course, I'll wait until Arcane Power comes out to make sure there isn't already something like this option available. |
| #12woverdudeApr 21, 2009 12:33:06 | Yeah, I realize what familiars are supposed to be. But in my case I wish there was at least someway to make your familiar able to actually fight, but that may happen in Arcane Power so like Tipop I'll wait. In my specific case my familiar for my Halfling Wild Magic Sorcerer is going to have a lot of character, and included in that I want him to be able to fight. Hopefully my DM will allow that when we start our campaign which was interrupted because the DM had a daughter and didn't have enough time to play. |
| #13mrmythApr 21, 2009 13:23:25 | Yeah, I realize what familiars are supposed to be. But in my case I wish there was at least someway to make your familiar able to actually fight, but that may happen in Arcane Power so like Tipop I'll wait. Actually, a good way to represent this - you could represent certain summoning spells as your familiar turning into whatever you summon. When the summon is defeated/goes away, it returns to its normal form. No real change to mechanics necessary, and it lets your familiar stay around in its normal form most of the time, and then fight alongside you in combat! |
| #14bloddsbaneApr 21, 2009 18:23:40 | That sounds like a good idea |
| #15woverdudeApr 21, 2009 21:34:02 | Wow, didn't think of that. Only problem in my case is that as far as I know Sorcerer's don't have any summoning spells. But in general that sounds like a great idea!:D |
| #16lehmundJul 20, 2009 10:23:48 | Yep. Don't be afraid to ask your DM for some RP leeway here. I gave one of my players the right to rename all of his powers to whatever he liked. He wanted another feel to it. I also allowed him to change the energy type of one of his powers to best fit what he saw. No problem 'cause it didn't imbalance anything. So making your familiar morph into spell effects and deliver them sounds like a great idea, since all it is is RP flavor. And that's IMHO what DND is all about. ![]() |
| #17tylara67Jul 20, 2009 12:58:06 | Yep. Don't be afraid to ask your DM for some RP leeway here. I gave one of my players the right to rename all of his powers to whatever he liked. He wanted another feel to it. I also allowed him to change the energy type of one of his powers to best fit what he saw. No problem 'cause it didn't imbalance anything. Aggghhhhhh, the necromancy, it burns! ![]() |