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View Full Version : D&D 3.x Other A cat is a wizard's best friend or I like Familiars (PEACH)



Zaydos
2015-09-15, 05:57 PM
New Feats

Chimeric Familiar:
Your call melded two beings into one, creating an unspeakable monstrosity which serves your will.
Prerequisites: You must be able to summon a familiar.
Benefit: When you summon a familiar you may pay 200 GP instead of 100 GP to summon 2 familiars at once. These familiars are fused into one being. This creature uses the better hit dice of the two base creatures, the better natural armor, the better speed for each type of movement either possesses, it uses the type of your choice between the two (becoming a magical beast if it was an animal) unless one is undead or a construct in which case it must have that type, it gains all subtypes of either creature but if only one of the two had the aquatic subtype it instead gains the amphibious subtype. For each ability score it uses the better of the two creatures'. It has all natural weapons of either base creature, if both possessed a certain natural weapon (such as bite) it takes the better, if one had "claws" or "talons" as a single natural weapon and the other has 2 claw natural weapons use the two natural weapons. For each skill it possesses the higher number of ranks between the two creatures. It gains all feats of both base creatures, as well as all special attacks and abilities. It uses the larger size of both base creatures. Finally you gain the familiar benefits (if any) for both types of familiar.

Companion Bloodhunt [General]
You are skilled at fighting in a vicious pack with your bestial companion, striking to the best effect when fighting alongside it.
Prerequisites: 1 Tiger Claw stance, and Animal Companion, Familiar, or Wild Cohort.
Benefit: While in a Tiger Claw stance if you and your animal companion, familiar, or wild cohort both threaten the same creature you gain a +1 bonus to melee attacks and damage against that creature. If you flank a creature with your animal companion, familiar, or wild cohort you both deal +1d6 damage against that creature.

Familiar Skill Focus [General]
You gain increased benefits from your familiar.
Prerequisites: Ability to summon a familiar.
Benefit: If your familiar grants a bonus to a skill you gain an additional +3 bonus to that skill. If it does not you gain a +3 bonus to Concentration.
Special: This counts as Skill Focus in the affected skill for the purposes of prerequisites.

Familiar Spaceswap
You are able to swap your spatial position with that of your familiar.
Prerequisites: Ability to cast a 4th level or higher Conjuration (Teleportation) spell, a familiar.
Benefit: As a standard action you and your familiar may switch positions as long as you are on the same plane. This is a teleportation effect.

Familiar Spell Knowledge:
You have stored extra magical knowledge within the shard of your soul that resides within your familiar, and it is returned with interest when you two are together.
Prerequisites: Ability to summon a familiar, ability to cast 1st level arcane spells.
Benefit: For each arcane spell casting class you possess select one spell known from its spell list for each level of spell you may cast except the highest. Whenever you gain a new spell level you may select an additional spell. These spells are only considered to be among your spells known when you are in physical contact with your familiar. If you prepare arcane spells you must be in contact with your familiar to prepare these spells but do not need your spellbook.

Familiar Spell Power
You have invested greater magical power in the bond between you and your familiar letting it resonate
Prerequisites: Ability to summon a familiar, Spell Focus.
Benefit: As long as your Spell Focus feat matches the school associated with your familiar as listed below you gain the benefit described for that familiar when your is within 100 ft of you. Each familiar either has an additional bonus if you have the feat Greater Spell Focus in the same school, or grants a different benefit from Spell Focus in each of two schools. Whenever an associated ability references your level it is your effective sorcerer/wizard level for the purposes of your familiar's abilities. Whenever this feat's benefit applies a bonus to you it applies equally to your familiar.

In addition you do not suffer XP loss for the death of your familiar and may summon a new one during the next full or new moon (or after 14 days if on a plane without a lunar cycle).

Bat: Necromancy. Whenever you cast a necromancy spell a wave of dark energy spills forth. Creatures within 5 ft of you per level which are currently suffering from a fear effect suffer a -1 to AC and all d20 rolls for 1 round. This is in addition to the effects of fear. If you have Greater Spell Focus (necromancy) mind-affecting spells with the [Fear] descriptor may affect creatures normally immune to mind-affecting effects but they gain a +5 bonus to their save; this does nothing to creatures specifically immune to Fear (such as a paladin).

Cat: Illusion. You may cast spells with verbal components more silently. Your hushed verbal components are only as loud as a whisper requiring a DC 15 Listen check to hear and requiring a DC 25 to make out clearly enough to identify the spell from them. In addition you may make a single attack when invisible without breaking an invisibility effect which is broken when you attack; this is 1 attack per effect not per round. If you have Greater Spell Focus (Illusion) whenever you cast an Illusion spell you turn invisible until the end of your turn.

Hawk: Evocation. Your instantaneous evocation spells deal +1 damage to targets per 10 ft away from you they are; this damage is only applied to a single target once per spell no matter how many times it strikes. If you have Greater Spell Focus (Evocation) the range of all Evocation spells you cast is doubled.

Lizard: Conjuration. Whenever you take damage you may teleport 5 ft per level as an immediate action. If you have Greater Spell Focus (Conjuration) this increases to 20 ft per level.

Owl: Divination. Whenever you cast a spell you gain Low-Light Vision, Darkvision 10 ft plus 5 ft per level, and the ability to see invisible and ethereal creatures for 1 round. If you have Greater Spell Focus (Divination) you also gain the benefits of True Seeing for 1 round with a range of 5 ft per level whenever you cast a 4th level or higher spell.

Rat: Abjuration. Whenever you cast an Abjuration spell you gain temp hp equal to your level for 1 round. If you have Greater Spell Focus (Abjuration) you also gain a bonus to AC and DR equal to the spell level of any Abjuration spell you cast for 1 round (this is DR X/-).

Raven: Necromancy. Whenever you cast a Necromancy spell you may release a pulse of energy which is either harmful to undead and deathless or which restores life to the undead. If you choose to release a harmful pulse undead and deathless creatures within 5 ft per level take 3 damage per level of the cast spell. If you choose to release a restorative pulse undead creatures, and other creatures healed by negative energy (but not deathless), are healed 2 damage per level of the cast spell. If you have Greater Spell Focus (Necromancy) you may expend a 3rd level or higher spell slot to Rebuke/Command Undead as an evil cleric of your level.

Snake: Enchantment. Your spellcasting is hypnotic. Creatures that can see you must make a Will save (DC 10 + 1/2 level + Cha modifier +2 if you are casting an Enchantment spell) to attack you while you are casting a spell (this affects attacks of opportunity as well as readied actions), this is a mind-affecting effect. If you have Greater Spell Focus (Enchantment) whenever you cast an Enchantment spell you gain a bonus equal to its level for 1 minute on Charisma based checks against any creature that saw you cast it.

Toad: Transmutation. Whenever you cast a Transmutation spell you gain a swim speed equal to your land speed for 1 minute per spell level, and a bonus to Jump checks equal to your level for the same duration. If you have Greater Spell Focus (Transmutation) you may choose to share this effect with 1 ally per 4 levels (min 1) all of which must be within 30 ft of you.

Weasel: Evocation. You add 1/2 your level to saves versus Evocation spells or +3 (whichever is higher). If you have Greater Spell Focus (Evocation) you gain Improved Evasion against Evocation effects.

Horned Lizard: Abjuration. When you cast an Abjuration spell you gain a bonus to Will saves equal to its spell level for 1 round plus 1 round per 4 levels. If you have Greater Spell Focus (Abjuration) you gain this bonus whenever you cast a spell and gain immunity to mind-affecting effects for 1 round whenever you cast an Abjuration spell (in addition to this bonus).

Albatross: Transmutation. Transmutation spells you cast have their duration on you and your familiar doubled (if a spell targets both you and someone else the doubling only benefits you). If you have Greater Spell Focus (Transmutation) this benefit applies to any spell regardless of school.

Eel: Evocation or Necromancy. If you have Spell Focus (Evocation) whenever you cast an area spell you may choose to reduce the area to 1/2 normal to give all targets a -2 on any saving throw made to resist it and gain +1 damage per die. If you have Spell Focus (Necromancy) whenever a spell you cast deals damage to a target equal to 1/2 their current hp they are staggered for 1 round and are able to take only 1 non-free action that round.

Fish Owl: Divination or Conjuration. If you have Spell Focus (Divination) whenever you cast a spell you gain Blindsense 5 ft + 5 ft/2 levels for 1 round. If you have Spell Focus (Conjuration) creatures you summon with a swim speed gain a fly speed equal to their swim speed with good maneuverability and the ability to breathe air as easily as if it were water (this does not stop things that can't breathe water from breathing air if they already could).

Octopus: Enchantment. Whenever you cast an Enchantment spell the target is plagued by hallucinations suffering a -2 to attacks, AC, skill and ability checks for 1 round whether they succeed or fail their save; you may choose to have this ability not affect a creature that fails its save when you cast the spell. If you have Greater Spell Focus (Enchantment) you may communicate telepathically with any creature that has failed a Will save against an Enchantment spell you cast within the last 24 hours at a range of 100 ft per level, and whenever you cast an Enchantment spell you may choose to include a message of up to 25 words or an image which will appear to hte creature in their dreams the next time they sleep whether they failed their save or not.

Parrot: Evocation. Whenever you cast a spell on your next turn you may use an empty spell slot of at least 1 levels lower to cast it again. If you have Greater Spell Focus (Evocation) you may use a spell slot 2 levels lower instead of 1.

Sea Snake Transmutation. Whenever you cast a 1st level or higher transmutation spell you may choose to change your appearance as if with the Thousand Faces (druid) ability instead of have the spell's normal effect; this has a duration of permanent until dismissed but is considered a spell effect and therefore radiates magic and can be dispelled. If you have Greater Spell Focus (Transmutation) you gain +2 to Strength and Constitution as long as you are not in your natural form.

Artic Fox: Illusion. Whenever you cast an Illusion spell you can expend a 0 level spell slot to cast Ghost Sound as part of casting the other spell. If you have Greater Spell Focus (Illusion) whenever you cast an Illusion spell attacks against you suffer a miss chance of 5% per 2 levels you possess for 1 round.

Gyrfalcon: Evocation. When you cast a spell which deals Cold damage the target's cold resistance is treated as being reduced by your level. If you have Greater Spell Focus (Evocation) whenever you cast a spell that deals cold damage 1/2 of that damage is treated as pure magical force and ignores cold immunity and resistance.

Lemming: Divination. Whenever you cast a spell you gain an insight bonus to AC equal to the spell level. If you have Greater Spell Focus (Divination) whenever you cast a Divination spell you gain Uncanny Dodge (as the rogue ability) for 10 minutes per spell level.

Penguin: Abjuration. Whenever you receive the effect of an Abjuration you gain Cold Resistance 5 times the spell level for its duration. If you have Greater Spell Focus (Abjuration) you gain resistance to acid, electricity, fire, and sonic equal to twice its level as well.

Puffin: Transmutation. Whenever you cast a spell you may change the direction of the wind or water current within 30 ft of you for 1 minute per spell level, this has no effect on the intensity merely the direction, the new direction is chosen when you cast the spell and the area moves with you (and your familiar). If you have Greater Spell Focus (Transmutation) you may also halve the speed of the current or increase it by 50%, like the direction this is chosen when you cast the spell.

Snowy Owl: Divination or Conjuration. If you have Spell Focus (Divination) whenever you cast a spell you can ignore inclement weather and all forms of magical fog for the purposes of sight for 1 round or 1 minute if it was a Divination spell. If you have Spell Focus (Conjuration) a light fog appears in your square and those adjacent to it granting all within concealment, this fog lasts for 1 round.

Huitzil: Divination or Evocation. If you have Spell Focus (Divination) whenever you cast a Divination spell you can sense the location and amount of any precious metals or gems within 10 ft per spell level; this does not require line of effect. If you have Spell Focus (Evocation) whenever you cast an Evocation spell your familiar may release a breath weapon dealing 1d6 damage of the same type per spell level, this breath weapon is a cone 5 ft long per 3 levels or a line 10 ft long per level chosen when it is released.

Hairy Spider: Divination or Enchantment. If you have Spell Focus (Divination) whenever you cast a spell you gain tremorsense out to 5 ft per level for 1 round, or 1 round per spell level if it is a Divination spell. If you have Spell Focus (Enchantment) whenever you cast a spell targeting a creature and it fails its save you gain the ability to communicate with it telepathically from up to 10 ft away per level.

Compsognathus: Conjuration. Whenever you cast a Conjuration spell you may teleport 5 ft per spell level. If you have Greater Spell Focus (Conjuration) you may instead teleport an unattended object within 10 ft per level into your hand or onto an empty space adjacent to you; this object may weigh no more than 30 lbs per spell level of the cast spell.

Rhamphorhynchus: Evocation. Whenever you cast an Evocation spell which deals damage it deals +1d6 damage +1d6/8 levels to flat-footed targets; this bonus damage only applies once per target. If you have Greater Spell Focus (Evocation) this damage becomes +1d6 +1d6/5 levels instead.

Turtle: Abjuration. As long as you have not moved since the end of your last turn you gain an enhancement bonus to natural armor equal to 1/3rd the spell level of the highest level Transmutation spell you have available to cast. If you have Greater Spell Focus (Transmutation) this is not considered an enhancement bonus and instead simply stacks with other sources of natural armor.

Hummingbird: Conjuration. You may cast Summon Monster spells as a swift action, if you do their duration is reduced to 1/4th their normal duration (minimum 1 round). If you have Greater Spell Focus (Conjuration) when you use this feat to summon a creature as a swift action it gains the benefits of a Haste spell.

Fly: Divination. Whenever you cast a spell you may make a Spot or Listen check as a free action, you ignore penalties on this check due to distance up to twice the level of spell cast. If you have Greater Spell Focus (Divination) you gain a bonus on the check equal to your level.

Mink: Enchantment. Whenever a creature successfully saves against an Enchantment spell you cast they suffer a -2 penalty to saves against spells that you cast for 1 round per spell level of the spell they saved against. If you have Greater Spell Focus (Enchantment) this penalty applies whenever they successfully save against a spell you cast regardless of school.

Spider: Evocation. Whenever you cast an evocation spell with an area you may select 1 square + 1 square per 5 levels each of which must be within 10 ft of the area. These squares are considered to be in the spell's area. If you have Greater Spell Focus (Evocation) any creature which fails its save against one of your Evocation spells is entangled for 1 round by cobwebs of force.

Fox: Illusion. Whenever you cast an illusion spell you may select another spell of the same level, spellcraft checks made to identify your spell mis-identify it as the selected spell. If you have Greater Spell Focus (Illusion) whenever you cast an illusion spell select another school, its aura of magic is that of the chosen school instead of illusion.

Vulture: Necromancy. Whenever you cast a spell with one or more targets you learn how many hit points they currently have. If you have Greater Spell Focus (Necromancy) necromancy spells you cast gain an additional +1 to their DC against creatures at 1/2 health or less.

Caterpillar: Transmutation. Whenever you cast a Transmutation spell you gain an enhancement bonus to natural armor for 1 round equal to 1 plus the spell level. If you have Greater Spell Focus (Transmutation) this bonus lasts 1 round per level.

Butterfly: Transmutation. Whenever you cast a Transmutation spell you gain a fly speed of 5 ft per level for 1 round per spell level of the cast spell. If you have Greater Spell Focus (Transmutation) this applies whenever you cast a spell regardless of school.

Chameleon: Transmutation or Illusion. If you have Spell Focus (Transmutation) whenever you cast a 1st level or higher transmutation spell you may choose to change your appearance as if with the Thousand Faces (druid) ability instead of have the spell's normal effect; this has a duration of permanent until dismissed but is considered a spell effect and therefore radiates magic and can be dispelled. If you have Spell Focus (Illusion) whenever you cast an Illusion spell you gain a competence bonus on Hide checks equal to twice the spell level and may hide without cover or concealment for 1 minute per level.

Crow: Necromancy. Whenever you cast a Necromancy spell you gain immunity to disease and poison for 1 round per spell level. If you have Greater Spell Focus (Necromancy) you gain immunity to Fear and Death effects as well.

Dark Chanting Goshawk: Evocation. Whenever you cast a spell you gain an enhancement bonus to your speed equal to 10 ft per spell level. If you have Greater Spell Focus (Evocation) whenever you cast an Evocation spell you gain a fly speed equal to twice your base land speed for 1 round per spell level.

Dog: Abjuration or Conjuration. If you have Spell Focus (Abjuration) whenever you would are affected by a spell you may have it affect your familiar instead, or vice versa. If you have Spell Focus (Conjuration) you may expend a 1st level or higher spell slot (but not prepared spell) to teleport your familiar to your side; if the slot is at least 4th level this ignores effects which would prevent teleportation (such as dimension lock and dimensional anchor). Your familiar does not need to be within 1 mile for you to teleport it to your side in this way and may be up to 20 miles away per level.

Flying Fox: Enchantment. You gain a bonus to Diplomacy checks equal to the highest level Enchantment spell you can currently cast. If you have Greater Spell Focus (Enchantment) you may lay a Morale Bolstering effect upon a target by touching them and expending an enchantment spell or empty spell slot. This is a spell-like ability which counts as a spell effect of the same level as the expended spell or spell slot and grants the target a morale bonus to attacks, weapon damage, skill checks, and saves versus fear equal to the spell level of the expended spell/slot and lasts 1 minute per level; your caster level for this effect is your level.

Iguana: Abjuration. Whenever you cast an Abjuration spell you gain an enhancement bonus to natural armor for 1 round equal to 1 plus the spell level. If you have Greater Spell Focus (Abjuration) this bonus lasts 1 round per level.

Monkey: Conjuration or Transmutation. If you have Spell Focus (Transmutation) whenever you cast a Summoning spell your familiar transforms into the summoned creature (as if with the polymorph spell but it does not regain hit points) for 1 round, unlike with polymorph your familiar gains all Ex and Su abilities of the creature but not Spell-like abilities. If you have Spell Focus (Conjuration) you may, as a standard action, teleport one unattended object within 5 ft per level which weigh 5 lbs or less into your hand.

Platypus: Transmutation. Whenever you cast a transmutation spell select one of a swim speed, natural armor, or poison resistance. If you select a swim speed you gain a swim speed equal to 1/2 your land speed, if you choose natural armor you gain an enhancement bonus to natural armor equal to 1/2 the level of spell (rounded up), if you choose poison resistance you gain a bonus to saves versus poison equal to the level of spell cast. These bonuses last 1 minute per 2 levels. If you have Greater Spell Focus (Transmutation) you no longer have to choose gaining all three bonuses.

Rabbit: Divination or Transmutation. If you have Spell Focus (Divination) whenever you cast a spell you may move up to 1/2 your speed as a free action immediately afterwards. If you have Spell Focus (Transmutation) whenever you cast a spell you gain an enhancement bonus to your land speed of 10 ft per spell level of the cast spell for 1 round.

Squirrel: Abjuration. Whenever you cast a spell you may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment for 1 minute per spell level. However, thorns, briars, and overgrown areas that have been magically manipulated to impede motion still affect you. If you have Greater Spell Focus (Abjuration) you gain the full benefits of Freedom of Movement for 1 round per spell level as well whenever you cast a spell.

Vampire Bat: Necromancy. Whenever a spell you cast deals damage to 1 or more creatures you regain 1 hp per 3 points of damage it dealt to the creature which received the most damage. If you have Greater Spell Focus (Necromancy) any creature damaged by a spell you cast takes 2 points of Constitution damage; if a spell deals damage to the same creature multiple times in a round this Constitution damage only applies once per round.

Special: The benefits of this feat are supernatural in nature.

Hardened Familiar:
Your familiar has been hardened for combat, making it tougher and more resistant to blows.
Prerequisites: Ability to summon a familiar, Combat Familiar
Benefit: Your familiar has hit points equal to your full hp instead of 1/2. Your familiar gains DR 1/4 levels you have for the purposes of determining its special abilities, like a Barbarian's DR this DR is not overcome by any alignment or material.

Legendary Familiar:
You are able to call truly powerful or terrible beings to serve as your familiars, creatures which stand head and shoulders above common familiars such as imps and blink dogs.
Prerequisites: Ability to summon a familiar, Improved Familiar, 11+ levels in classes which grant arcane spells.
Benefit: Your familiar options expend, similarly to that expansion granted by Improved Familiar. The same restrictions apply as with Improved Familiar. You gain access to familiars on the table (spoilered) below.

FamiliarAlignmentArcane Caster LevelSpecial Requirements
AbolethLawful Evil17thMust speak Aboleth
AllipNeutral Evil13thMust be able to cast Necromancy spells
Archon, HoundLawful Good11thMust speak Celestial and Knowledge (Religion) 5 ranks
BarghestLawful Evil11thKnowledge (the Planes) 5 ranks; if it becomes a Greater Barghest requires 15th level +1 per hit die beyond 9
BasiliskTrue Neutral15thBAB +8, Knowledge (Nature) 5 ranks
Beholder, GauthLawful Evil17thMust speak Beholder
BelkerNeutral Evil13thMust speak Auran, Knowledge (the Planes) 5 ranks
Chaos BeastChaotic Neutral13thKnowledge (the Planes) 5 ranks
CloakerChaotic Neutral15thKnowledge (Dungeoneering) 5 ranks
Demon, SuccubusChaotic Evil20thMust speak Abyssal, Knowledge (the Planes) 10 ranks
Demon, VrockChaotic Evil17thMust speak Abyssal, Knowledge (the Planes) 5 ranks
Devil, BoneLawful Evil20thMust speak Infernal, Knowledge (the Planes) 10 ranks
Devil, ChainLawful Evil11thMust speak Infernal, Knowledge (the Planes) 5 ranks
Devil, ErinyesLawful Evil20thMust speak Infernal, Knowledge (the Planes) 10 ranks
Devil, HellcatLawful Evil15thMust speak Infernal, Knowledge (the Planes) 5 ranks
DriderChaotic Evil15thMust be a drow
Eladrin, BralaniChaotic Good13thKnowledge (Religion) 5 ranks, Knowledge (the Planes) (5 ranks)
Elemental, LargeTrue Neutral11thMust speak corresponding elemental language
Elemental, HugeTrue Neutral15thMust speak corresponding elemental language, Knowledge (the Planes) 5 ranks
Elemental, GreaterTrue Neutral20thMust speak corresponding elemental language, Knowledge (the Planes) 10 ranks
Ethereal FilcherTrue Neutral15thKnowledge (the Planes) 5 ranks
Formian, WarriorLawful Neutral11thKnowledge (the Planes) 5 ranks
Formian, MyrmarchLawful Neutral20thMust speak Formian, Knowledge (the Planes) 10 ranks
DjinniChaotic Good15thMust speak Auran, must perform a service for the djinn, Knowledge (the Planes) 5 ranks
EfreetiLawful Evil15thMust speak Ignan, must by right from the Sultan of the City of Brass, Knowledge (the Planes) 5 ranks, summoned efreet lacks Wish spell-like ability
Guardinal, AvoralNeutral Good20thMust speak Celestial, Knowledge (the Planes) 10 ranks
Hag, AnnisChaotic Evil11thMust speak Giant, BAB +8
Hag, GreenChaotic Evil17thMust speak Giant
Hag, SeaChaotic Evil11thMust speak Giant
HydraTrue NeutralSpecialKnowledge (Nature) [# of heads] ranks, caster level requirement is twice the # of heads -1
Hydra, CyroTrue NeutralSpecialKnowledge (Nature) [# of heads] ranks, caster level requirement is three times the # of heads -1
Hydra, PyroTrue NeutralSpecialKnowledge (Nature) [# of heads] ranks, caster level requirement is three times the # of heads -1
Inevitable, ZelekhutLawful Neutral20thKnowledge (the Planes) 10 ranks, Must be a legally appointed member of a law enforcement organization
Invisible StalkerTrue Neutral15thMust speak Auran
LammasuLawful Good17thMust be Exalted
LillendChaotic Good15thPerform (any) 5 ranks
MimicTrue Neutral11thKnowledge (Dungeoneering) 5 ranks
MummyLawful Evil11thMust be able to cast necromancy spells
Naga, DarkLawful Evil17thNone
Naga, SpiritChaotic Evil20thMust be able to cast Enchantment spells
Naga, WaterTrue Neutral17thNone
NymphChaotic Good17thCha 15+, Must speak Sylvan
Ogre, MageLawful Evil13thBAB +8
Phase SpiderTrue Neutral15thKnowledge (the Planes) 5 ranks
RakshasaLawful Evil17thKnowledge (Arcana) 10 ranks
ShadowChaotic Evil13thMust be able to cast Necromancy spells
Slaad, BlueChaotic Neutral17thMust speak Slaad, Knowledge (the Planes) 5
Slaad, RedChaotic Neutral15thMust speak Slaad
Sphinx, AndrosphinxChaotic Good17thNone
Sphinx, CriosphinxTrue Neutral15thNone
Sphinx, GynosphinxTrue Neutral15thNone
Sprite, PixieChaotic Good15thMust speak Sylvan, Knowledge (Nature) 5 ranks, no arrows
TreantNeutral Good15thKnowledge (Nature) 10 ranks
WraithChaotic Evil15thMust be able to cast Necromancy spells
WyvernNeutral13thMust speak Draconic


Alternatively you may apply one of the following templates to an applicable normal or Improved Familiar; if you select an Improved Familiar the minimum caster level to call the familiar increases by the number in parentheses. You must abide by any alignment restrictions (the resulting creature must be within 1 step of your alignment), and any spell-like abilities granted by the template are granted at the creature's hit dice without being a familiar.

The applicable templates are: Ghost (+6), Ghost BruteLM (+4), Half-Celestial (+4), Half-Dragon (+2), Half-FarspawnToM (+4), Half-Fiend (+4), ShadowToM (+4).

Special: If you have the Chimeric Familiar feat only one of your familiar's two halves may be selected from this list or have one of its templates.

Metamorphic Familiar:
Your mastery of transmutation, coupled with your control over your familiar's very being allows you to twist and shape it to your needs.
Prerequisites: Ability to summon a familiar, arcane caster level 5+ or Shapechanger subtype, and Spell Focus (Transmutation) or Transmuter level 1+.
Benefit: Your familiar gains the Shapechanger subtype. Once per day you may perform a 1 minute ritual to change your familiar into any other type of creature you could call as a familiar. For all extents and purposes it is the new creature and you gain familiar benefits as if it were the new creature. If the new familiar has spell-like abilities it cannot use them for 1 hour.

Phantasmal Companion:
You are able to make your companion beast desynchronize from the world becoming out of phase with it, or returning it to faze.
Prerequisites: Character level 7+, ability to call a familiar, animal companion, special mount, animal pal, or similar creature, ability to cast 2nd level spells.
Benefit: You may expend a 2nd level spell to cause your companion creature to become incorporeal. This last indefinitely. Bringing your companion back into phase requires you to expend another 2nd level spell.

Possess Familiar
Your soul retreats into your familiar upon your death allowing your body to reform with time.
Prerequisites: Ability to summon a familiar, arcane caster level 9+.
Benefit: When you die your soul and mind move to enter your familiar as long as it is within 1 mile. In effect you enter its body gaining its hit points and physical (and supernatural) traits; you do not gain access to any spell-like abilities it may possess. You may speak while in your familiar's body this way but may not perform somatic components unless it was already capable of doing so. If your body is intact you may return your soul to it by an 8 hour ritual which requires you to touch it. Otherwise you may reform your body by performing a ritual which takes 8 hours a day each day for a week. Either way you are revived at 1 hit point. You suffer a -1 penalty to all mental ability scores for each day you have existed within your familiar's body; if any ability score is reduced to 0 by this penalty your soul departs and you die; this penalty resets if you have not been in your familiar's body for at least 1 month. If your familiar dies while you occupy its body you die.
Special: The act of switching and the ritual are supernatural abilities; if you are in your familiar you do not suffer any special penalty from anti-magic fields however.

Share Feats:
You are able to share your feats along the mystic bond with your familiar.
Prerequisites: Ability to summon a familiar.
Benefit: Your familiar gains the benefits of any feats you possess as long as it is within 1 mile of you. Some feats will be useless on your familiar this way (Metamagic for example). Your familiar cannot attract followers, cohorts, familiars, wild cohorts, or other bonded creature regardless of what feats you possess. If a feat allows you to add one level from a class to your levels in another class it has no effect on your familiar, however if a class simply gives you some benefit based on your class levels your familiar receives it.
Special: A fighter may select this feat as one of their bonus feats.

Share Spell-like Abilities [General]
You are able to share spell-like abilities with your companion as if they were spells.
Prerequisites: Animal Companion, Familiar, a psicrystal, or other companion which has the Share Spells or Share Powers ability.
Benefit: You may share spell-like abilities and psi-like abilities with your companion(s) as if they were spells and/or powers.
Special: Some DMs ignore that Share Spells specifies that it does not work with spell-like abilities make sure yours doesn't before selecting this feat.

Songbound Companion:
Your companion creature is able to sing your songs of power in your place.
Prerequisites: Perform (Sing) 8 ranks, ability to call a familiar, animal companion, special mount, animal pal, or similar creature, ability to sing Bardic Music, Draconic Hymns, or Mystical Songs.
Benefit: You may have your companion creature sing a Bardic Music performance, Draconic Hymn, or Mystical Song as if it were you. You cannot also sing one unless you would normally be able to sing more than one such song at a time (in which case you and your companion creature together may sing the number of songs you could normally sing either one of you singing the maximum number or dividing it between the two of you), and you must still expend any uses and pay any costs associated with singing the song.

Transfer Wounds:
You are able to transfer your wounds and effects to your familiar.
Prerequisites: Ability to call a familiar.
Benefit: As a standard action you may transfer any and all damage, ability damage, spell effects, or other effects upon you to your familiar. Your familiar must be within range of your share spells ability to use this feat. You may not transfer the following conditions with this feat: Ability burn, ability drain, or negative levels. An effect with a duration has its remaining duration transfered to your familiar.

Witch’s Eyes
You are capable of creating lesser familiars and seeing through their eyes.
Prerequisites: Ability to summon a familiar.
Benefit: You are capable of calling 1 lesser familiar, plus 1 per 3 levels in classes which advance your familiar. These lesser familiars do not gain most of the abilities of being a familiar, only gaining Empathic Link, Intelligence 6, Improved Evasion, and ability to grant Alertness feat. They do not share their master’s skill points except for Listen, Search, and Spot, but may still use their master’s saving throws and do gain hit points as normal for a familiar. Creating a lesser familiar requires a 4 hour ritual with materials costing 100 GP. You do not lose any XP when a lesser familiar dies, and may summon a new one immediately thereafter.
In addition you gain the ability to spend a standard action to concentrate and see through the eyes of one of your familiars using its senses temporarily instead of your own.

Witch's Eyes, Extra
You are capable of creating more lesser familiars.
Prerequisites: Witch's Eyes.
Benefit: You are capable of calling an additional 3 lesser familiars.
Special: You may take this feat multiple times, its effects stack.


New Flaws

Share Doom [Flaw]:
You put too much of your soul into your familiar and now your life is intrinsically linked to that of your familiar.
Prerequisites: You must have a familiar to select this flaw.
Effect: You can summon a familiar for free (yay!). In fact you already have. You cannot dismiss your familiar. If your familiar dies you die. If you are raised or resurrected so is your familiar.When you are not within 1 mile from your familiar you gain a negative level.


New Spells

Recall Familiar
Conjuration (Teleportation)
Level: Sor/Wiz 3
Components: V
Casting Time: 1 standard action.
Range: Unlimited.
Target: Your familiar.
Duration: Instantaneous
Saving Throw: None.
Spell Resistance: No.

With a word you call your familiar to your side across the aether, causing it to appear instantly beside you.

When you cast this spell your familiar is teleported to your side regardless of the distance that lay between as long as you are on the same plane (this functions similarly to Greater Teleport). Your familiar may carry along with it up to its lift over head amount in weight.

Duplicate Familiar
Transmutation
Level: Sor/Wiz 4
Components: S, V, F
Casting Time: 1 standard action.
Range: Close (25 ft + 5 ft/2 class levels).
Effect: A clone of your familiar.
Duration: 1 round/caster level.
Saving Throw: None.
Spell Resistance: No.

Drawing out an ectoplasmic shell from your familiar you imbue it with life all its own creating a duplicate that serves you for a short time.

When you cast this spell you create a duplicate of your familiar within range. This duplicate is identical to your familiar in all regards including current hit points and effects upon it and gains full familiar benefits. In all way it is treated as a second familiar except you do not suffer any penalty if it dies.

Debihuman
2015-09-16, 10:15 PM
For Chimeric creature, you probably also need the prerequisite Improved Familiar Feat as well. This is fairly abusable unless you make a list of chimeric familiars to go along with this feat.

Familiar Spaceswap (and it should be Space Swap - two words) sounds more like a spell than a feat. In the interest of economy of action what kind of action is this?

Zaydos
2015-09-16, 10:19 PM
Mostly I intended Chimera as an alternative in ways to Improved. Though I'm 100% certain there is some horribly abusive combination with Improved Familiar (I'd love to hear one that justifies taking it and Improved Familiar... for nefarious reasons).

As for Spacewarp it's a Standard action.

Debihuman
2015-09-17, 09:07 AM
You don't specifically say that they have to be two different creatures. What if I want 2 cats for some two-headed cat thing?

I can see this going off in so many ways... Cat/dog, owl/cat, raven/cat, cat/pseudodragon...cat and just about anything. Owl/bat would be interesting. Ack, too many combinations.

Debby

Bhu
2015-09-19, 06:25 PM
The game needs more familiar centric stuffs!

Zaydos
2015-09-24, 03:42 PM
Added: Improved-er Familiar... I mean Legendary Familiar. Currently only include MM creatures and top of the head templates. Feel free to make suggestions.


The game needs more familiar centric stuffs!

I evidently agree wholeheartedly.

Debihuman
2015-09-25, 04:23 AM
Legendary Familiars table isn't showing right.

Transfer Wounds is a nasty thing to do to your familiar. I imagine your familiar would leave you if you did that to it.

Also, Recall Familiar is worded badly. Change "Your familiar may carry along with it up to its lift over head amount in weight." to "Your familiar may carry along with it weight that is no more than its maximum heavy load (see carrying capacity chart in PH or online SRD here: http://www.d20srd.org/srd/carryingCapacity.htm