Pyromancer999
2011-09-13, 11:25 AM
Background- Most everyone knows someone, or knows someone who knows, who has done it: Played as a spellcaster character's familiar. And the consensus on it, according to what I heard, is that it's no fun. "Oh, hey, I'm a bird!....Who can't do jack." As such, I've decided to make a Familiar class for those people who want to play a character's familiar, but also have some of their own abilities in their own right. Just keep in mind that there are a lot of support abilities in here, as the Familiar's job is to support the caster overall. Here we go!
The Familiar
Some familiars are just ordinary animals or creatures that gain a bit of power due to their association with a wizard or sorcerer. But not you. You are a new kind of Familiar, with your own mind and abilities, supporting your bonded spellcaster with your newfound power in ways that normal familiars would only dream of. You are a Familiar(capital F, which means you're special).
Note for Race: You may choose any race with less than 1 HD if you choose to be a familiar, including LA +0 races. If choosing a race that has not been previously established as a familiar, confer with your DM for an appropriate bonus for a familiar of your race to grant.
GAME RULE INFORMATION
Familiars have the following game statistics.
Abilities: The abilities that are best for an Familiar varies.
Alignment: Any
Hit Die: d8*
Starting Gold: 1d4 x 10 gp
*When gained by the My Own Man now class feature
Class Skills
Familiars vary by race and with their wide range of backgrounds, have different skill sets. Familiars may choose any 7 skills as class skills, and also gain Concentration and Craft as class skills.
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
CThe Entity
{table=head]Level|Base Attack Bonus|Good Save|Bad Save|Will Save|Special
1st|
+0|
+2|
+0|
+2| Familiar Traits, Endurant, Smarter Than The Rest
2nd|
+1|
+3|
+0|
+3| Familiar Power
3rd|
+2|
+3|
+1|
+3| Familiar Power
4th|
+3|
+4|
+1|
+4| Familiar Power
5th|
+3|
+4|
+1|
+4| Familiar Power
6th|
+4|
+5|
+2|
+5| Familiar Power
7th|
+5|
+5|
+2|
+5| Familiar Power
8th|
+6|
+6|
+2|
+6| Familiar Power
9th|
+6|
+6|
+3|
+6| Familiar Power
10th|
+7|
+7|
+3|
+7| Familiar Power, My Own Man Now
11th|
+8|
+7|
+3|
+7| Familiar Power
12th|
+9|
+8|
+4|
+8| Familiar Power
13th|
+9|
+8|
+4|
+8| Familiar Power
14th|
+10|
+9|
+4|
+9| Familiar Power
15th|
+11|
+9|
+5|
+9| Familiar Power
16th|
+12|
+10|
+5|
+10| Familiar Power
17th|
+12|
+10|
+5|
+10| Familiar Power
18th|
+13|
+11|
+6|
+11| Familiar Power
19th|
+14|
+11|
+6|
+11| Familiar Power
20th|
+15|
+12|
+6|
+12| Familiar Power, Grandest Servant[/table]
Class Features
Weapon and Armor Proficiencies: Familiars are proficient with natural attacks and no armor naturally. Humanoid familiars are proficient with all simple weapons and one martial weapon of their choice, and are also proficient with leather armor.
Saves:You may choose either Fortitude or Reflex to be your Good Save, as on the table above. The other save follows the Bad save progression.
Familiar Traits: You gain all the benefits and drawbacks of being a familiar, as per the Wizard class feature.
Endurant: You're hardier than an average familiar. You gain an additional 2 hit points per level of this class. Also, you gain a Constitution bonus to your hit points at each level like a normal character.
Smarter Than The Rest: Your Intelligence is not determined as per the Wizard class feature. If your natural Intelligence would be lower than 10, it is now 10, and only progresses as per the Familiar class feature when the Intelligence score listed there would be greater than your current Intelligence score.
Familiar Power: At 2nd level, and every level after, you gain a new ability from the menu below:
Master's Power: Your master's power has awakened some of your own magical potential. You gain a number of spell levels equal to 2 + your Familiar class level. Upon first gaining this class feature, you gain access to two cantrips and one level 1 spell. Every two levels after, you gain another spell, which cannot be of higher level than the highest level spell a Sorcerer of 1/2 your Familiar class level can use. You may choose this ability again to gain another two spell levels. Your spells are selected from the Sorcerer/Wizard spell list, and the DCs for your spells are 10 + one mental ability score modifier(chosen when this feature is gained) + 1/2 spell level(rounded up).
Master Meld: Prerequisites: Familiar level 10. You know how to combine with your master. This acts as the Fusion power. This effect may be used for a total number of rounds per day equal to your Familiar class level. These rounds need not be spent consecutively. You may take this class feature again in order to gain two additional rounds of melding.
Familiar Weapon: Choose one weapon. You may transform into that type of weapon as a full-round action, allowing your master to wield you. When in this state, you are treated as a normal weapon of the chosen type, sized appropriately for your master, except that you deal 1 additional die of damage per three class levels, and the critical range is lowered by 1 for every 10 class levels you have. When in this state, you forfeit all of your round's actions, and instead may attack or use another familiar ability(excepting ones that would require your body to change, such as Master Meld) as a standard action. Also, when in weapon form, your master is proficient with whatever weapon you become, and also uses your Base Attack Bonus when attacking with you. Additionally, you are treated as a magic weapon in weapon form for the purpose of bypassing damage reduction. You may remain in this state indefinitely.
Different Composition: Prerequisites: Familiar Weapon. Choose one material. You may treat yourself as though you were made out of this material when in Weapon Form.
Fang And Claw: Choose one natural weapon you do not have. You gain it, with it being sized appropriately for your size.
Improved Fang and Claw: Prerequisites: 3rd level. Choose one natural weapon. It deals an additional amount of dice in damage equal to 1/3 your level. You may select this ability again in order to either increase the die size by one, add an additional die of damage, or to apply this ability's benefit to another natural weapon.
Bigger Than You Thought: Prerequisites: 4th level. You may increase your size by one. When selected, you cannot select this ability again for six levels, although you may do so afterwards to increase your size by one again.
Other Shape: Choose three creatures with HD equal to 1 less than your class level. You may transform into such a creature as a standard action, as though you had transformed into the creature as though through the alternate form ability. You may remain transformed as thus for a number of rounds per day equal to twice per level. If a shape is humanoid in form and your natural form is not, when in such a shape, you gain the benefits of a humanoid familiar with this class. You may select this ability again in order to gain another shape.
Adept Shapeshifter: Prerequisites: level 8. You may shapeshift into any shape you know that has up to 1/4 your class level in HD at-will, and may remain in such a form indefinitely.
Familiar Enhancement: You gain a +2 bonus to one ability score of your choice. If selected again, you apply this ability's bonus to another score that has not received this ability's benefit.
Master's Support: Prerequisites: Level 8, Master's Power. As an immediate action on your master's turn, whenever your master chooses to cast a spell, you may enhance it as though through any metamagic feat known to you or your master by sacrificing a number of spell levels equal to the number of levels the metamagic feat would raise the spell's level by.
Two At The Same Time: Prerequisites: 12th level, Familiar Weapon, Master Meld. You may make use of both the Familiar Weapon class feature and the Master Meld class feature at the same time.
Familiar's Protection: You may transform into a set of armor that protects your master. You become a set of armor that grants a +1 natural armor bonus to AC per two class levels.
Enhanced Weaponry and Armor: Prerequisites: 6th level, Familiar Weapon or Familiar's Protection. When in the form of a Familiar Weapon or Familiar's Protection armor, you may grant yourself one magic weapon or armor enhancement whose effective bonus is not equal to greater than 1/4 your class levels(so, at 8th level, +2 enhancement max). You may select this ability again to apply another such enhancment. A Familiar Weapon or Armor cannot have a total enhancement bonus greater than 1/2 your class level.
Something Other: It is not uncommon for Familiars to have abilities and parts from other creatures. When this ability is chosen, the Familiar gains the benefits of a monster class level of their choice, with the following restrictions:
-The Familiar gains no ability score boosts, nor natural armor increases of the
monster class. The only case in which a Familiar may gain an ability score boost is if, due to the restrictions of this class features or the monster level's design, it would not gain anything else from the monster class at that level.
-The Familiar gains the class feature levels as first a 1st level monster, then 2nd level and so on.
-The Familiar cannot gain class levels in a class for creatures of the Construct type, unless the Familiar is of the Construct type itself. Familiar cannot gain levels in any Undead monster with the incorporeal subtype
-The Familiar gains no weapon proficiencies, immunities, or feats, unless the feat is specifically named (for example: Improved Initiative)
-If a class grants subtypes, the Familiar may not gain any alignment subtypes that would contradict his or her alignment (For example, a Good Student can't gain the Evil subtype)
-The Familiar may only gain one of the following subtypes: Archon, Angel, Fire, Cold
-For any affects that depend on monster HD, instead use the Familiar's class level.
- The Familiar may not gain the swarm subtype, nor can he or she gain the shapechanger subtype unless he or she has the ability to change form.
-If a class grants a natural attack and the Familiar already has it, then the Familiar uses whichever version has the highest damage die.
-If a class grants a natural attack, the weapon deals damage as appropriate to the Familiar's size.
-Effective spellcasting levels are not gained, but do add one spell level and 1 spell from the class list of the spellcasting class that the monster class would grant spellcasting ability in, provided the Familiar has selected the Master's Power ability.
-If a monster class grants resistance to one or more energies, the Familiar may only gain one resistance.
-If a monster class grants spell resistance, the Familiar does not gain it.
-Lastly, if a monster class grants multiple spell-like abilities, the Familiar may select a number of these abilities equal to either his or her Constitution or Intelligence modifier, whichever is higher. The Student gains all improvement s to these abilities, but does not gain any other spell-like abilities.
This ability may be selected again in order to gain another monster class level.
Bonus Feat: The Familiar gains one bonus feat they qualify for.
Caster Support: You may use the Aid Another action for Caster Level Checks your master makes.
If an ability offers the chance to be taken again, you may never select it two levels in a row.
My Own Man Now: You now no longer depend upon your master to determine your hit points. Starting at 10th level, you gain your own class die and use that to determine your hit points from now on. You lose the +2 hitpoints bonus for this level and all levels higher than this one, but retain the +2 hit point bonuses gained from previous levels.
Grandest Servant: At 20th level, you become the greatest servant that your master has at his disposal, becoming something greater. You gain a +2 bonus to all ability scores, and your type changes to Outsider(Native). Additionally, you or your master may sacrifice actions to give the other on their next turn(ex. You sacrifice a move action to give your master an additional move action on your next turn).
Well, that's all for now. Please PEACH and Comment.
The Familiar
Some familiars are just ordinary animals or creatures that gain a bit of power due to their association with a wizard or sorcerer. But not you. You are a new kind of Familiar, with your own mind and abilities, supporting your bonded spellcaster with your newfound power in ways that normal familiars would only dream of. You are a Familiar(capital F, which means you're special).
Note for Race: You may choose any race with less than 1 HD if you choose to be a familiar, including LA +0 races. If choosing a race that has not been previously established as a familiar, confer with your DM for an appropriate bonus for a familiar of your race to grant.
GAME RULE INFORMATION
Familiars have the following game statistics.
Abilities: The abilities that are best for an Familiar varies.
Alignment: Any
Hit Die: d8*
Starting Gold: 1d4 x 10 gp
*When gained by the My Own Man now class feature
Class Skills
Familiars vary by race and with their wide range of backgrounds, have different skill sets. Familiars may choose any 7 skills as class skills, and also gain Concentration and Craft as class skills.
Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier
CThe Entity
{table=head]Level|Base Attack Bonus|Good Save|Bad Save|Will Save|Special
1st|
+0|
+2|
+0|
+2| Familiar Traits, Endurant, Smarter Than The Rest
2nd|
+1|
+3|
+0|
+3| Familiar Power
3rd|
+2|
+3|
+1|
+3| Familiar Power
4th|
+3|
+4|
+1|
+4| Familiar Power
5th|
+3|
+4|
+1|
+4| Familiar Power
6th|
+4|
+5|
+2|
+5| Familiar Power
7th|
+5|
+5|
+2|
+5| Familiar Power
8th|
+6|
+6|
+2|
+6| Familiar Power
9th|
+6|
+6|
+3|
+6| Familiar Power
10th|
+7|
+7|
+3|
+7| Familiar Power, My Own Man Now
11th|
+8|
+7|
+3|
+7| Familiar Power
12th|
+9|
+8|
+4|
+8| Familiar Power
13th|
+9|
+8|
+4|
+8| Familiar Power
14th|
+10|
+9|
+4|
+9| Familiar Power
15th|
+11|
+9|
+5|
+9| Familiar Power
16th|
+12|
+10|
+5|
+10| Familiar Power
17th|
+12|
+10|
+5|
+10| Familiar Power
18th|
+13|
+11|
+6|
+11| Familiar Power
19th|
+14|
+11|
+6|
+11| Familiar Power
20th|
+15|
+12|
+6|
+12| Familiar Power, Grandest Servant[/table]
Class Features
Weapon and Armor Proficiencies: Familiars are proficient with natural attacks and no armor naturally. Humanoid familiars are proficient with all simple weapons and one martial weapon of their choice, and are also proficient with leather armor.
Saves:You may choose either Fortitude or Reflex to be your Good Save, as on the table above. The other save follows the Bad save progression.
Familiar Traits: You gain all the benefits and drawbacks of being a familiar, as per the Wizard class feature.
Endurant: You're hardier than an average familiar. You gain an additional 2 hit points per level of this class. Also, you gain a Constitution bonus to your hit points at each level like a normal character.
Smarter Than The Rest: Your Intelligence is not determined as per the Wizard class feature. If your natural Intelligence would be lower than 10, it is now 10, and only progresses as per the Familiar class feature when the Intelligence score listed there would be greater than your current Intelligence score.
Familiar Power: At 2nd level, and every level after, you gain a new ability from the menu below:
Master's Power: Your master's power has awakened some of your own magical potential. You gain a number of spell levels equal to 2 + your Familiar class level. Upon first gaining this class feature, you gain access to two cantrips and one level 1 spell. Every two levels after, you gain another spell, which cannot be of higher level than the highest level spell a Sorcerer of 1/2 your Familiar class level can use. You may choose this ability again to gain another two spell levels. Your spells are selected from the Sorcerer/Wizard spell list, and the DCs for your spells are 10 + one mental ability score modifier(chosen when this feature is gained) + 1/2 spell level(rounded up).
Master Meld: Prerequisites: Familiar level 10. You know how to combine with your master. This acts as the Fusion power. This effect may be used for a total number of rounds per day equal to your Familiar class level. These rounds need not be spent consecutively. You may take this class feature again in order to gain two additional rounds of melding.
Familiar Weapon: Choose one weapon. You may transform into that type of weapon as a full-round action, allowing your master to wield you. When in this state, you are treated as a normal weapon of the chosen type, sized appropriately for your master, except that you deal 1 additional die of damage per three class levels, and the critical range is lowered by 1 for every 10 class levels you have. When in this state, you forfeit all of your round's actions, and instead may attack or use another familiar ability(excepting ones that would require your body to change, such as Master Meld) as a standard action. Also, when in weapon form, your master is proficient with whatever weapon you become, and also uses your Base Attack Bonus when attacking with you. Additionally, you are treated as a magic weapon in weapon form for the purpose of bypassing damage reduction. You may remain in this state indefinitely.
Different Composition: Prerequisites: Familiar Weapon. Choose one material. You may treat yourself as though you were made out of this material when in Weapon Form.
Fang And Claw: Choose one natural weapon you do not have. You gain it, with it being sized appropriately for your size.
Improved Fang and Claw: Prerequisites: 3rd level. Choose one natural weapon. It deals an additional amount of dice in damage equal to 1/3 your level. You may select this ability again in order to either increase the die size by one, add an additional die of damage, or to apply this ability's benefit to another natural weapon.
Bigger Than You Thought: Prerequisites: 4th level. You may increase your size by one. When selected, you cannot select this ability again for six levels, although you may do so afterwards to increase your size by one again.
Other Shape: Choose three creatures with HD equal to 1 less than your class level. You may transform into such a creature as a standard action, as though you had transformed into the creature as though through the alternate form ability. You may remain transformed as thus for a number of rounds per day equal to twice per level. If a shape is humanoid in form and your natural form is not, when in such a shape, you gain the benefits of a humanoid familiar with this class. You may select this ability again in order to gain another shape.
Adept Shapeshifter: Prerequisites: level 8. You may shapeshift into any shape you know that has up to 1/4 your class level in HD at-will, and may remain in such a form indefinitely.
Familiar Enhancement: You gain a +2 bonus to one ability score of your choice. If selected again, you apply this ability's bonus to another score that has not received this ability's benefit.
Master's Support: Prerequisites: Level 8, Master's Power. As an immediate action on your master's turn, whenever your master chooses to cast a spell, you may enhance it as though through any metamagic feat known to you or your master by sacrificing a number of spell levels equal to the number of levels the metamagic feat would raise the spell's level by.
Two At The Same Time: Prerequisites: 12th level, Familiar Weapon, Master Meld. You may make use of both the Familiar Weapon class feature and the Master Meld class feature at the same time.
Familiar's Protection: You may transform into a set of armor that protects your master. You become a set of armor that grants a +1 natural armor bonus to AC per two class levels.
Enhanced Weaponry and Armor: Prerequisites: 6th level, Familiar Weapon or Familiar's Protection. When in the form of a Familiar Weapon or Familiar's Protection armor, you may grant yourself one magic weapon or armor enhancement whose effective bonus is not equal to greater than 1/4 your class levels(so, at 8th level, +2 enhancement max). You may select this ability again to apply another such enhancment. A Familiar Weapon or Armor cannot have a total enhancement bonus greater than 1/2 your class level.
Something Other: It is not uncommon for Familiars to have abilities and parts from other creatures. When this ability is chosen, the Familiar gains the benefits of a monster class level of their choice, with the following restrictions:
-The Familiar gains no ability score boosts, nor natural armor increases of the
monster class. The only case in which a Familiar may gain an ability score boost is if, due to the restrictions of this class features or the monster level's design, it would not gain anything else from the monster class at that level.
-The Familiar gains the class feature levels as first a 1st level monster, then 2nd level and so on.
-The Familiar cannot gain class levels in a class for creatures of the Construct type, unless the Familiar is of the Construct type itself. Familiar cannot gain levels in any Undead monster with the incorporeal subtype
-The Familiar gains no weapon proficiencies, immunities, or feats, unless the feat is specifically named (for example: Improved Initiative)
-If a class grants subtypes, the Familiar may not gain any alignment subtypes that would contradict his or her alignment (For example, a Good Student can't gain the Evil subtype)
-The Familiar may only gain one of the following subtypes: Archon, Angel, Fire, Cold
-For any affects that depend on monster HD, instead use the Familiar's class level.
- The Familiar may not gain the swarm subtype, nor can he or she gain the shapechanger subtype unless he or she has the ability to change form.
-If a class grants a natural attack and the Familiar already has it, then the Familiar uses whichever version has the highest damage die.
-If a class grants a natural attack, the weapon deals damage as appropriate to the Familiar's size.
-Effective spellcasting levels are not gained, but do add one spell level and 1 spell from the class list of the spellcasting class that the monster class would grant spellcasting ability in, provided the Familiar has selected the Master's Power ability.
-If a monster class grants resistance to one or more energies, the Familiar may only gain one resistance.
-If a monster class grants spell resistance, the Familiar does not gain it.
-Lastly, if a monster class grants multiple spell-like abilities, the Familiar may select a number of these abilities equal to either his or her Constitution or Intelligence modifier, whichever is higher. The Student gains all improvement s to these abilities, but does not gain any other spell-like abilities.
This ability may be selected again in order to gain another monster class level.
Bonus Feat: The Familiar gains one bonus feat they qualify for.
Caster Support: You may use the Aid Another action for Caster Level Checks your master makes.
If an ability offers the chance to be taken again, you may never select it two levels in a row.
My Own Man Now: You now no longer depend upon your master to determine your hit points. Starting at 10th level, you gain your own class die and use that to determine your hit points from now on. You lose the +2 hitpoints bonus for this level and all levels higher than this one, but retain the +2 hit point bonuses gained from previous levels.
Grandest Servant: At 20th level, you become the greatest servant that your master has at his disposal, becoming something greater. You gain a +2 bonus to all ability scores, and your type changes to Outsider(Native). Additionally, you or your master may sacrifice actions to give the other on their next turn(ex. You sacrifice a move action to give your master an additional move action on your next turn).
Well, that's all for now. Please PEACH and Comment.