Jon_Dahl
2017-04-30, 07:47 AM
Worsened Familiar [general]
Some spellcasters do not know if they want to have a familiar or not. Some already have one, but may start to regret their choice. In such cases, these spellcasters want find some alternative how to handle the situation.
Prerequisites
Arcane caster level 6, ability to acquire a new familiar.
Benefit and hindrance
The spellcaster receives a new familiar that replaces the current one with no penalty. This familiar is some sort of diminutive bug with no attacks, special attack and special qualities. Its movement and climbing speed, flying speed or swim speed are/is 20 ft. It becomes a magical beast and follows the normal rules on familiars except as noted below.
It can never speak.
The master’s combined level in classes receive -4 penalty for the purposes of familiar abilities, AC and so forth.
If the familiar dies or is dismissed by the sorcerer, the sorcerer may roll the required Fortitude save three times and choose the highest roll. Furthermore, if the master succeeds in all three rolls, no XP will be deducted.
A familiar that does not move and is not moved in any way receives +4 on all skill checks, ability checks and saving throws.
If the familiar is left to guard an area, the master gains Toughness and Alertness feats for the next day per each full day the familiar has guarded a specific area.
Some spellcasters do not know if they want to have a familiar or not. Some already have one, but may start to regret their choice. In such cases, these spellcasters want find some alternative how to handle the situation.
Prerequisites
Arcane caster level 6, ability to acquire a new familiar.
Benefit and hindrance
The spellcaster receives a new familiar that replaces the current one with no penalty. This familiar is some sort of diminutive bug with no attacks, special attack and special qualities. Its movement and climbing speed, flying speed or swim speed are/is 20 ft. It becomes a magical beast and follows the normal rules on familiars except as noted below.
It can never speak.
The master’s combined level in classes receive -4 penalty for the purposes of familiar abilities, AC and so forth.
If the familiar dies or is dismissed by the sorcerer, the sorcerer may roll the required Fortitude save three times and choose the highest roll. Furthermore, if the master succeeds in all three rolls, no XP will be deducted.
A familiar that does not move and is not moved in any way receives +4 on all skill checks, ability checks and saving throws.
If the familiar is left to guard an area, the master gains Toughness and Alertness feats for the next day per each full day the familiar has guarded a specific area.