Zweisteine
2013-12-23, 04:03 PM
Item familiars are known to be powerful, with the only balancing mechanism being that they can be taken away, which isn't balancing at all, because it effectively turns any bonus into permanent, irreparable penalties. That being so, anyone with an item familiar should be worried about losing it.
So why not make the familiar something that can't be lost?
If you were to make a graft an item familiar, wouldn't it be trading a small penalty, supposedly balanced by the graft itself, for enormous bonuses?
Say you take the Wakeful Mind construct graft. You now have a potentially intelligent item living inside your head, keeping you awake. Besides the potential for roleplaying and going insane (get it out!), you now have an item familiar that is nigh impossible to remove without killing you. On top of being hard to remove, only the grafter needs to know you have it, and (if you or they are evil) you can kill the grafter.
Of course, as stated in the SRD, item familiars "tend to be a magic weapon, a rod, or a ring." It also says that "the GM may allow for various wondrous items to be item familiars." This makes this strategy of more limited practical use, but does little to impede theoretical optimization, as it (often) inherently assumes that the DM will go along with whatever you do.
So, what do you think? Does this solve (with DM permission) the one major weakness of the Item Familiar?
So why not make the familiar something that can't be lost?
If you were to make a graft an item familiar, wouldn't it be trading a small penalty, supposedly balanced by the graft itself, for enormous bonuses?
Say you take the Wakeful Mind construct graft. You now have a potentially intelligent item living inside your head, keeping you awake. Besides the potential for roleplaying and going insane (get it out!), you now have an item familiar that is nigh impossible to remove without killing you. On top of being hard to remove, only the grafter needs to know you have it, and (if you or they are evil) you can kill the grafter.
Of course, as stated in the SRD, item familiars "tend to be a magic weapon, a rod, or a ring." It also says that "the GM may allow for various wondrous items to be item familiars." This makes this strategy of more limited practical use, but does little to impede theoretical optimization, as it (often) inherently assumes that the DM will go along with whatever you do.
So, what do you think? Does this solve (with DM permission) the one major weakness of the Item Familiar?