Jack_Simth
2008-01-26, 11:26 AM
Feat Type:
[Familiar]: The master takes feats of this type, and they apply to the master's familiar.
Toughened Familiar [Familiar]
Prerequisite: Improved Familiar
Benefit: Your familiar's hit point maximum is equal to your hit point maximum.
Normal: Your familiar's hit point maximum is equal to one-half your hit point maximum.
Enlarged Familiar [Familiar]
Prerequisite: Improved Familiar
Benefit: Your familiar is one size category larger than is normal for it's kind, with the changes to stats, natural armor, AC, Attack, natural weapon damage, and everything else that a size increase normally entails (see the Improving Monsters section of the Monster Manual). This is a supernatural ability.
Normal: Your familiar is the same size category of normal creatures of it's kind.
Special: You can take this feat more than once, and each time, your familiar's size increases by another size category, to a maximum of Colossal.
Growing Familiar [Familiar]
Prerequisites: Improved Familiar, Enlarged Familiar
Benefit: As a full-round action that does not provoke attacks of opportunity, your familiar can choose to suppress, or not, the effects of the Enlarged Familiar feat. This is a supernatural ability.
Normal: Your familiar's size is fixed.
Special: If you have taken the Enlarged Familiar feat multiple times, your familiar can choose to suppress or resume any number of instances of the feat with the same standard action.
Shifting Familiar [Familiar]
Prerequisites: Improved Familiar, Enlarged Familiar, Growing Familiar
Benefit: Your familiar gains the Alternate Form ability, and is able to take on the form of any humanoid or animal of a size it can reach through it's Growing Familiar ability as a full-round action at will.
Classy Familiar [Familiar]
Prerequisites: Improved Familiar, Toughened Familiar
Benefit: Your familiar uses your Base Attack Bonus, or it's own, whichever is higher. Additionally, your familiar gains the class features of your classes at 1/2 the levels you have in those classes (round down, minimum 0). For purposes of class features only (such as a Sorcerer's spellcasting or a Monk's unarmored AC bonus), the familiar uses it's master's base statistics, or it's own, whichever is better (magical bonuses do not count for this). For instance, a familiar of a Sorcerer-6/Barbarian-14 with a base 16 Charisma and a Cloak of Charisma +4, this feat would give the familiar the ability to cast charisma-based spells as a 3rd level Sorcerer with 16 Charisma, as well as grant the familiar the Barbarian-7's Fast Movement, Improved Uncanny Dodge, Trap Sense +2, 2/day Rage, and DR 1/-.
Special: This feat never grants your familiar a familiar, animal companion, special mount, cohort, or similar companion of it's own. Additionally, if you use a spellbook, prayerbook, or similiar, the familiar does not get it's own, but must use it's master's. If you cast spells spontaneously, the familiar must select it's spells known from your list of spells known.
Edit:
Soul-bonded Familiar [Familiar]
Prerequisites: Improved Familiar, four or more Familiar feats
Benefit: If the master is slain, the master's soul immediately flies to the familiar's body, where it is stored in relative safety. While so stored, the master can use the familiar's senses, and can communicate mentally with his familiar. Additionally, the familiar suffers no loss of abilities related to being a familiar, no matter how long the master is slain. If the master's body is restored through Raise Dead, Reincarnate, Resurrection, Clone, or similar while the familiar is present, the familiar can place the master's soul very carefully in the new body, in such a way that the master does not suffer the level loss or constitution loss normally associated with such spells.
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So, any comments on the balance or how worthwhile these feats are?
[Familiar]: The master takes feats of this type, and they apply to the master's familiar.
Toughened Familiar [Familiar]
Prerequisite: Improved Familiar
Benefit: Your familiar's hit point maximum is equal to your hit point maximum.
Normal: Your familiar's hit point maximum is equal to one-half your hit point maximum.
Enlarged Familiar [Familiar]
Prerequisite: Improved Familiar
Benefit: Your familiar is one size category larger than is normal for it's kind, with the changes to stats, natural armor, AC, Attack, natural weapon damage, and everything else that a size increase normally entails (see the Improving Monsters section of the Monster Manual). This is a supernatural ability.
Normal: Your familiar is the same size category of normal creatures of it's kind.
Special: You can take this feat more than once, and each time, your familiar's size increases by another size category, to a maximum of Colossal.
Growing Familiar [Familiar]
Prerequisites: Improved Familiar, Enlarged Familiar
Benefit: As a full-round action that does not provoke attacks of opportunity, your familiar can choose to suppress, or not, the effects of the Enlarged Familiar feat. This is a supernatural ability.
Normal: Your familiar's size is fixed.
Special: If you have taken the Enlarged Familiar feat multiple times, your familiar can choose to suppress or resume any number of instances of the feat with the same standard action.
Shifting Familiar [Familiar]
Prerequisites: Improved Familiar, Enlarged Familiar, Growing Familiar
Benefit: Your familiar gains the Alternate Form ability, and is able to take on the form of any humanoid or animal of a size it can reach through it's Growing Familiar ability as a full-round action at will.
Classy Familiar [Familiar]
Prerequisites: Improved Familiar, Toughened Familiar
Benefit: Your familiar uses your Base Attack Bonus, or it's own, whichever is higher. Additionally, your familiar gains the class features of your classes at 1/2 the levels you have in those classes (round down, minimum 0). For purposes of class features only (such as a Sorcerer's spellcasting or a Monk's unarmored AC bonus), the familiar uses it's master's base statistics, or it's own, whichever is better (magical bonuses do not count for this). For instance, a familiar of a Sorcerer-6/Barbarian-14 with a base 16 Charisma and a Cloak of Charisma +4, this feat would give the familiar the ability to cast charisma-based spells as a 3rd level Sorcerer with 16 Charisma, as well as grant the familiar the Barbarian-7's Fast Movement, Improved Uncanny Dodge, Trap Sense +2, 2/day Rage, and DR 1/-.
Special: This feat never grants your familiar a familiar, animal companion, special mount, cohort, or similar companion of it's own. Additionally, if you use a spellbook, prayerbook, or similiar, the familiar does not get it's own, but must use it's master's. If you cast spells spontaneously, the familiar must select it's spells known from your list of spells known.
Edit:
Soul-bonded Familiar [Familiar]
Prerequisites: Improved Familiar, four or more Familiar feats
Benefit: If the master is slain, the master's soul immediately flies to the familiar's body, where it is stored in relative safety. While so stored, the master can use the familiar's senses, and can communicate mentally with his familiar. Additionally, the familiar suffers no loss of abilities related to being a familiar, no matter how long the master is slain. If the master's body is restored through Raise Dead, Reincarnate, Resurrection, Clone, or similar while the familiar is present, the familiar can place the master's soul very carefully in the new body, in such a way that the master does not suffer the level loss or constitution loss normally associated with such spells.
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So, any comments on the balance or how worthwhile these feats are?