rferries
2017-11-24, 09:25 PM
Revamping my earlier thread (http://www.giantitp.com/forums/showthread.php?523630-Familiar-Feats-(for-both-you-and-your-familiar)&p=21971008#post21971008).
Eschew Familiar
You have renounced your familiar or never bothered to summon one in the first place, gaining increased power, drive, and clarity at the expense of a true friend and ally.
Prerequisite
Summon familiar.
Benefit
You gain a +1 bonus to your caster level and a +2 increase to your Charisma and Intelligence scores.
Special
You lose the benefits of this feat while you possess a familiar.
Greater Familiar
Your familiar has gained in power and become less dependent on you.
Prerequisite
Summon familiar or Obtain Familiar.
Benefit
Your familiar gains a number of benefits beyond those of a standard familiar, as detailed below. Furthermore, those statistics and abilities of your familiar that were determined by your class level are now determined by your character level instead. In all cases, a familiar uses either the statistics described below or those of a standard familiar, whichever would be better.
Hit Dice: Your familiar's Hit Dice become equal to your character level. Recalculate base attack bonus, saves, feats and skill points, remembering that a familiar is a magical beast.
Hit Points: Your familiar's hit points are now determined by it's Hit Dice and Constitution score, rather than being one-half of your own.
Saving Throws: For Will saving throws your familiar uses its own base Will save or yours (as calculated from all your classes), whichever is better. For Fortitude and Reflex saving throws your familiar uses its own base saves.
Skills: Your familiar uses its own skill ranks instead of yours on skill checks. Its class skills are any skills possessed by the base animal and all class skills from all of your classes.
Ability Scores: Your familiar's Charisma score increases to match its Intelligence score.
Independence (Ex): You and your familiar retain the special abilities granted by your bond regardless of the distance between the two of you (but not if you are on different planes). You need not be within 5 feet of your familiar to share spells with it, nor be in contact with it for it to deliver touch spells for you.
Alignment: Your familiar's alignment now matches your own, if it didn't already. It remains loyal to you regardless of how evil it might become or how much power it might acquire i.e. through the Spellcasting Familiar feat.
Special
You may not apply the benefits of this feat to a familiar obtained through the Improved Familiar feat.
After taking this feat your familiar is eligible to take feats itself. Recommended feats are [General] feats, monster feats from the monster manuals, and [Familiar] feats.
The following feats may be taken by the familiar itself:
Aligned Familiar
Your magical nature now fully reflects your master's alignment.
Prerequisite
Familiar, master of any good or evil alignment with the Greater Familiar or Improved Familiar feat.
Benefit
If your master is good-aligned you gain the celestial template. If your master is evil-aligned you gain the fiendish template.
Special
At your DM's discretion you may instead apply lawful-, chaotic-, or even neutrality-themed templates to your familiar as appropriate for your alignment, or take this feat twice to apply a template appropriate to your alignment for each alignment axis.
Spellcasting Familiar
You have learned a bit of magic from your master
Prerequisite
Familiar, master of at least 11th level with the Greater Familiar feat.
Benefit
You cast spells as a spellcaster of your master's class level-10.
If your master is a sorcerer you cast spells as a sorcerer, using your own Charisma score to determine save DCs and spells per day. Your spells known must be chosen from your master's spells known. If your master chooses to learn a new spell in place of one she already knows, you must similarly replace that spell if it is one you know. Otherwise you may replace one of your spells known every 4th level just as a standard sorcerer (provided the new spell you learn comes from your master's spells known).
If your master is a wizard you prepare and cast spells as a wizard, using your own Intelligence score to determine save DCs and spells per day. You do not learn spells yourself; you may only prepare spells from your master's spellbook. You and your master may prepare spells from the same spellbook at the same time without penalty. If your master is a specialist wizard you gain the same specialist advantages and drawbacks.
Special
If you have taken the Aligned Familiar feat, add all spells from the appropriate cleric domain to your spells known for each template you have added through that feat (e.g. the Good domain for the celestial template, the Evil domain for the fiendish template, etc.). If you cast spells as a sorcerer these spells do not count towards your number of spells known. If you cast spells as a wizard you may prepare these spells without needing a spellbook (as you would read magic).
When you cast alter self or similar spells, you are considered to be an animal rather than a magical beast.
Guardian Familiar
You hide amongst your master's hoard, in his pack, or in his coat, keeping watch against thieves and assassins.
Prerequisites
Familiar, master of any lawful alignment with the Greater Familiar feat.
Benefits
Listen, Search, Sense Motive, and Spot are all considered class skills for you.
You no longer need to sleep.
You gain a +20 bonus on Hide checks while carried on your master's person, or hiding amongst his possessions (e.g. in a pile of coins, on a bookshelf, between laboratory beakers, etc.).
Whenever you succeed on a Search or Spot check opposing the Sleight of Hand check of someone attempting to rob your master, you may make a sneak attack against that character as a rogue of your character level and their Sleight of Hand attempt automatically fails.
You gain the uncanny dodge and improved uncanny dodge special qualities as a rogue of your character level. While you are within 5 feet of your master, he shares these benefits (even if he is asleep).
Trickster Familiar
You are a clever little ally for your master, opening locks that bar her way and spying on her enemies.
Prerequisites
Familiar, master of any chaotic alignment with the Greater Familiar feat.
Benefits
Climb, Escape Artist, Hide, Open Lock, Move Silently, and Sleight of Hand are all considered class skills for you.
You gain may make sneak attacks as a rogue of one-half your character level.
Eschew Familiar
You have renounced your familiar or never bothered to summon one in the first place, gaining increased power, drive, and clarity at the expense of a true friend and ally.
Prerequisite
Summon familiar.
Benefit
You gain a +1 bonus to your caster level and a +2 increase to your Charisma and Intelligence scores.
Special
You lose the benefits of this feat while you possess a familiar.
Greater Familiar
Your familiar has gained in power and become less dependent on you.
Prerequisite
Summon familiar or Obtain Familiar.
Benefit
Your familiar gains a number of benefits beyond those of a standard familiar, as detailed below. Furthermore, those statistics and abilities of your familiar that were determined by your class level are now determined by your character level instead. In all cases, a familiar uses either the statistics described below or those of a standard familiar, whichever would be better.
Hit Dice: Your familiar's Hit Dice become equal to your character level. Recalculate base attack bonus, saves, feats and skill points, remembering that a familiar is a magical beast.
Hit Points: Your familiar's hit points are now determined by it's Hit Dice and Constitution score, rather than being one-half of your own.
Saving Throws: For Will saving throws your familiar uses its own base Will save or yours (as calculated from all your classes), whichever is better. For Fortitude and Reflex saving throws your familiar uses its own base saves.
Skills: Your familiar uses its own skill ranks instead of yours on skill checks. Its class skills are any skills possessed by the base animal and all class skills from all of your classes.
Ability Scores: Your familiar's Charisma score increases to match its Intelligence score.
Independence (Ex): You and your familiar retain the special abilities granted by your bond regardless of the distance between the two of you (but not if you are on different planes). You need not be within 5 feet of your familiar to share spells with it, nor be in contact with it for it to deliver touch spells for you.
Alignment: Your familiar's alignment now matches your own, if it didn't already. It remains loyal to you regardless of how evil it might become or how much power it might acquire i.e. through the Spellcasting Familiar feat.
Special
You may not apply the benefits of this feat to a familiar obtained through the Improved Familiar feat.
After taking this feat your familiar is eligible to take feats itself. Recommended feats are [General] feats, monster feats from the monster manuals, and [Familiar] feats.
The following feats may be taken by the familiar itself:
Aligned Familiar
Your magical nature now fully reflects your master's alignment.
Prerequisite
Familiar, master of any good or evil alignment with the Greater Familiar or Improved Familiar feat.
Benefit
If your master is good-aligned you gain the celestial template. If your master is evil-aligned you gain the fiendish template.
Special
At your DM's discretion you may instead apply lawful-, chaotic-, or even neutrality-themed templates to your familiar as appropriate for your alignment, or take this feat twice to apply a template appropriate to your alignment for each alignment axis.
Spellcasting Familiar
You have learned a bit of magic from your master
Prerequisite
Familiar, master of at least 11th level with the Greater Familiar feat.
Benefit
You cast spells as a spellcaster of your master's class level-10.
If your master is a sorcerer you cast spells as a sorcerer, using your own Charisma score to determine save DCs and spells per day. Your spells known must be chosen from your master's spells known. If your master chooses to learn a new spell in place of one she already knows, you must similarly replace that spell if it is one you know. Otherwise you may replace one of your spells known every 4th level just as a standard sorcerer (provided the new spell you learn comes from your master's spells known).
If your master is a wizard you prepare and cast spells as a wizard, using your own Intelligence score to determine save DCs and spells per day. You do not learn spells yourself; you may only prepare spells from your master's spellbook. You and your master may prepare spells from the same spellbook at the same time without penalty. If your master is a specialist wizard you gain the same specialist advantages and drawbacks.
Special
If you have taken the Aligned Familiar feat, add all spells from the appropriate cleric domain to your spells known for each template you have added through that feat (e.g. the Good domain for the celestial template, the Evil domain for the fiendish template, etc.). If you cast spells as a sorcerer these spells do not count towards your number of spells known. If you cast spells as a wizard you may prepare these spells without needing a spellbook (as you would read magic).
When you cast alter self or similar spells, you are considered to be an animal rather than a magical beast.
Guardian Familiar
You hide amongst your master's hoard, in his pack, or in his coat, keeping watch against thieves and assassins.
Prerequisites
Familiar, master of any lawful alignment with the Greater Familiar feat.
Benefits
Listen, Search, Sense Motive, and Spot are all considered class skills for you.
You no longer need to sleep.
You gain a +20 bonus on Hide checks while carried on your master's person, or hiding amongst his possessions (e.g. in a pile of coins, on a bookshelf, between laboratory beakers, etc.).
Whenever you succeed on a Search or Spot check opposing the Sleight of Hand check of someone attempting to rob your master, you may make a sneak attack against that character as a rogue of your character level and their Sleight of Hand attempt automatically fails.
You gain the uncanny dodge and improved uncanny dodge special qualities as a rogue of your character level. While you are within 5 feet of your master, he shares these benefits (even if he is asleep).
Trickster Familiar
You are a clever little ally for your master, opening locks that bar her way and spying on her enemies.
Prerequisites
Familiar, master of any chaotic alignment with the Greater Familiar feat.
Benefits
Climb, Escape Artist, Hide, Open Lock, Move Silently, and Sleight of Hand are all considered class skills for you.
You gain may make sneak attacks as a rogue of one-half your character level.