Post by henesua on Nov 8, 2016 15:45:08 GMT
Familiars have been changed substantially. The 11 starting familiars have been swapped out for mostly small animals. Additional options are available in game which you will have to discover by experimentation with Bind Familiar on various animals and creatures.
Familiars also have a number of new features. Most of the Pen and Paper abilities are implemented - including the ability to target the familiar with a hostile spell so that the familiar can later cast it. In addition some can fly; Some can squeeze under doors; and All can gather a spell focus from a target. Look for these special abilities and others in their radial menu.
A spell focus is a proxy target for some spells, most notably the scry spells, curse, and teleportation spells. You can target a location or a creature/NPC with this ability to create a spell focus linked to the target. The familiar can only create one spell focus at a time, and the master must retrieve it from them before they unsummon them.
If a wizard or sorcerer wants a more powerful familiar, they need to find it in game and bind it with the new spell Bind Familiar. Not all animals can be bound at this time. We need to add more options for alternate familiars. It is up to wizards and sorcerers to explore these options in game.
Here is the list of possible familiars that we are revealing to players.
STARTING FAMILIARS
MORE ADVANCED FAMILIARS
Familiars also have a number of new features. Most of the Pen and Paper abilities are implemented - including the ability to target the familiar with a hostile spell so that the familiar can later cast it. In addition some can fly; Some can squeeze under doors; and All can gather a spell focus from a target. Look for these special abilities and others in their radial menu.
A spell focus is a proxy target for some spells, most notably the scry spells, curse, and teleportation spells. You can target a location or a creature/NPC with this ability to create a spell focus linked to the target. The familiar can only create one spell focus at a time, and the master must retrieve it from them before they unsummon them.
If a wizard or sorcerer wants a more powerful familiar, they need to find it in game and bind it with the new spell Bind Familiar. Not all animals can be bound at this time. We need to add more options for alternate familiars. It is up to wizards and sorcerers to explore these options in game.
Here is the list of possible familiars that we are revealing to players.
STARTING FAMILIARS
TYPE | HP/Lvl | AC Lvl1 | BAB Lvl1 | DAMAGE | SPECIAL ABILITIES | MASTER BENEFITS |
Bat | 5 | 15 | +3 | 1 | Flight, Blind Sight, L11: Immune to Fear | |
Cat | 5 | 15 | +4 | d4-2 L8: d6-2 | +2 Hide, Move Silent | |
Dog | 8 | 13 | +1 | d6+1 L5: 2d4+2 | L11: Knockdown | +2 Search |
Snake | 5 | 15 | +3 | d4-2 L5: d6-2 | Pass Door, Aquatic, Immune Knockdown, L11: Immune Poison | |
Rabbit | 4 | 15 | +3 | 1 | Burst Speed L11: Freedom Movement | Lucky: +1 Saves |
Frog | 4 | 15 | +3 | 1 | Pass Door, Aquatic, Freedom of Movement | |
Weasel | 5 | 15 | +3 | d4-2 L5: Wounding | Pass Door, +3 vs Traps, | |
Crow | 4 | 15 | +3 | 1 | Flight, Taunt | Familiar can speak |
Seagull | 5 | 15 | +3 | 1 | Flight, Pick Pockets | |
Lizard | 7 | 12 | +0 | d3-1 L5: Poison | Immune Knockdown L11: Immune Mind Affects | +2 Concentration +2 Discipline |
Mouse | 4 | 15 | +3 | 1 | Pass Door, Hide in Plain Sight, Immune Knockdown, L11: Immune Disease |
MORE ADVANCED FAMILIARS
TYPE | HP/Lvl | AC Lvl1 | BAB Lvl1 | DAMAGE | SPECIAL ABILITIES | MASTER BENEFITS |
Dire Rat | 8 | 15 | 3 | d6 + disease | +2 Hide, Move Silent | |
Parrot | 6 | 15 | 3 | d4 | Flight | +2 Bluff, Persuade, Familiar can speak |
Viper | 4 | 16 | 3 | d2 + poison | Pass Door, Immune Knockdown | +2 Bluff, Persuade |
Falcon | 5 | 15 | 4 | d4/d4 d4 | Flight | +2 Spot, Intimidate |
Panther | 10 | 15 | 3 | d6 + sneak attack | +2 Hide, Move Silent | |
Raven | 6 | 15 | 4 | d4 | Flight | +2 Lore, Spellcraft, Familiar can speak |
Owl | 4 | 15 | 4 | d4/d4 d4 | Flight | +2 Hide, Move Silent |