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21

As far as actions in combat are concerned, the quote you've included pretty much sums it up. A familiar can take any action that it is capable of other than the Attack action. This includes the Cast A Spell action, Dash, Disengage, Dodge, Help, Hide, Ready, Search, and Use an Object. Since familiars are monsters, they can also take any non-Attack action ...


21

Nothing. There is no current rule that spell effects end when a caster is unconscious or dies unless they are specifically concentration spells. Thus, since Find Familiar is not a concentration spell, it's perfectly reasonable to assume that the familiar stays and is unaffected by the fact that his wizard is unconscious (or dead). And in fact, the ...


21

With the extremely obscure feat: "Mighty Steed". Found in the mount handbook, the handbook states: Mighty Steed: A feat found in the Dragonlance supplements Bestiary of Krynn and Knightly Orders of Ansalon. A mount with this feat counts as one size category larger for determining carrying capacity and the minimum size of its rider. That is, it lets a ...


18

"Natural armor" is its own bonus type, which has its own fairly uncomplex stacking rules -- most importantly, it stacks with "armor" bonuses, and does not apply to touch AC.


14

Check out the D20 SRD. There are some class variants that might appeal to your players. Specifically, many of the Specialist Wizard Variants involve replacing the familiar with some other bonus related to specializing in a specific school. There's also an option to take an animal companion rather than a familiar.


14

I like what Pathfinder did with Familiars. Instead of being forced to either take a familiar or ignore a benefit of your class, you can instead choose to take an Arcane Bond with an item. This item gives the caster the ability to cast any spell in their spellbook or that they know once per day. It can also be made magical without having the requisite item ...


14

There is nothing about it on the SRD about cats, but I do remember about a race called Tibbits that could transform into house cats, and the description said something along the lines of "while in cat form, Tibbits function as normal cats and cannot manipulate fine objects or activate magic items", so I'd rule the same for cat familiars. EDIT: Found it. "A ...


13

Communication Issues Most familiars can't speak languages (Ravens, Parrots, and Thrushes can). They can communicate telepathically with their master, but not being able to talk to the rest of the party or NPCs that aren't the same type of animal would present some difficulties. Class Levels? Normally, familiars don't gain levels (or hit dice) on their ...


13

By the rules, no. The Pact of the Chain says: You learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. And the find ...


12

It's a magical cat. It doesn't sound any more or less crazy to have it be able to uncork a potion and drink it. Sounds like a full-round action, though.


12

All of these creatures are in the Monster Manual. However, you can also find the ones that don't appear in the PHB in the Dungeon Master's D&D Basic Rules posted on the WotC web site.


10

I see it as perfectly laid out plan. The idea is cool and you already set up the base for justify it within the framework of rules that usually govern the master-familiar relationship in term of power level. The quirks that I currently see here are: 1) Because there is a sort of mind-controlling effect established, your DM and you should write down some ...


10

The mechanics of the stopper matter a lot here. Could a cat uncork a potion bottle? Under a literal interpretation I would say yes. Two paws grab the bottle, the cat uses it's mouth to grab the cork (it's teeth will sink in and grip) and pulls. I would likewise let it open any bottle whose stopper was some sort of bulb and wasn't too big to go in the ...


10

It's just a temporary inconvenience, except in a singular case. Basically, all that a familiar's death means is that you'll have to recast Find Familiar at your earliest convenience (so it means the loss of a spell slot for a day if you have a time pressure and can't take 10 minutes to cast it). The spell/ritual does cost 10gp, but that's a pretty trivial ...


10

The Forlorn flaw from Dragon vol. 333 prevents you from gaining a familiar. As with all flaws, you get an extra feat for taking it. The existence of the Obtain Familiar feat (Complete Arcane) suggests that this is a fair trade and that the familiar is valued about the same as a feat. For actual alternate options, from the best list of alternate class ...


10

No they cannot learn tricks, and they don't need to. Familiars' Int scores start at 6, and go up from there. A familiar doesn't learn tricks, and it doesn't need them. Tricks represent training an animal to do something that its instincts would not cover it knowing to do, or knowing how to do, but a familiar isn't a dumb animal operating on instinct. It has ...


9

I think Improved Familiar is really just a better creature. For comparison, the standard familiars are basically all CR 1/3 or 1/2 creatures. Wait until level 7 and you can get a Mephit, which is a CR 3 monster. Plus that Mephit is going to get all of the other bonuses, like more HD/HP, better saves, deliver ranged touch attacks, etc. With all of the ...


9

A drow can't use a panther as a mount because mounts must be one size category larger than you (PHB p. 198), and drow and panthers are both Medium creatures. A panther could drag you while you're paralyzed, but you're too big/heavy for it to pick you up in its mouth.


8

I would say probably not. Typically, creatures that don't have hands can't manipulate objects designed for those that do. As a DM, I might allow a DC 15-20 Dex check as a full-round action to let a cat open a potion. Looking at the potion activation rules in the DMG, there's nothing explicitly preventing animals from opening potions, but it does say you ...


8

I have not found anything specific to pathfinder. However, there is a dnd 3.5 feat that does this: Name: Obtain Familiar Book: Complete Arcane Short description: Gain a familiar. Complete Arcane, p. 81


8

The Savage Worlds Fantasy Companion includes a Familiar Edge which fits the bill. If you're doing a fantasy campaign, pick that up.


8

Familiars should always be present but are frequently forgotten until they are in use. There are a few ways to handle the situation. When the characters are going into a cave or dungeon state whether or not the familiar can fit or not. If not then it will have to wait for them to come back out or meet them somewhere else. This option is on the assumption ...


8

I am suggesting a different route to achieve your goal: Reduce Yourself Going to be diminutive will change your gameplay, but will also open a lot of new opportunities. Reduce Person is obviously the key here if you are Humanoid, and it can be made permanent too for a small fee at your level. For non-humanoid races, Alter Self will probably do the trick. ...


7

Do you have access to new spells? If so have the wizard pick up Hoard Gullet out of Dragon Magic. Turns yourself into a bag of holding. If you're trying to make the Alter Self thing work ask your DM about the final paragraph of Alter Self. Depending on his ruling you may be able to strap your stuff to your legs and then Alter Self into a Merfolk which has a ...


7

The issue in 3.5 is that (Wizard and Sorcerer, and certain other) arcane characters automatically qualify for a familiar, regardless of character concept. If they aren't interested in roleplaying out what amounts to an additional NPC (and the DM doesn't want to either), that's kind of a problem. Although players usually don't balk at the idea of the little ...


7

You said it yourself: "It provides me with a natural armor bonus of +1." "Natural armor" is the bonus type.


7

From a roleplaying perspective, the problem you'll run into with this character is that if she's actively involved in combat, ripping dudes apart with spells left and right, the contrast between her and her familiar will be hard to play up. Plus, familiars are never going to be as powerful as, say, animal companions, and so a character based entirely on a ...


7

Yes, you can gain a familiar elsewhere and have both This ambiguity is due to a very annoying habit that Wizards of the Coast had to assume that all characters were starting from 1st-level, would remain single-classed, and would not take cross-class skills, when discussing what members of a class can do. You see this in similar issues like: whether a ...


6

From Dragon #375 Oso the Circus Bear Speed 4, fly 6 (hover) Constant Benefits: you gain a +2 bonus on Intimidate checks. Active Benefits: Oso can speak any language you know, and can converse with other creatures. Unlike mere familiars, you can’t hear everything Oso hears and says unless Oso lets you, and you would never be able to tell Oso what to say. ...


6

As familiar-keeping characters in D&D 3.x are generally saddled with the often problematic d4 hit die, I've always liked the solution of trading the familiar in for a d6. It's mechanically almost identical to taking the Toughness feat (the 3.5 version, anyway), and Familiars are just about worth a feat, anyway. (Arguably, they're worth more at higher ...



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