House Rules: Familiars

A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Any a normal, unmodified animal that has a CR of 1/3 or less may become a familiar. An animal companion cannot also function as a familiar.

A familiar grants a special ability to its master. The master selects one special ability from those available to the familiar, which depend on the familiar's natural abilities. These special abilities apply only when the master and familiar are within 1 mile of each other.

Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.

If a familiar is dismissed, lost, or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete. The master can use this same ritual to change which special ability is granted by the familiar, but only after one week has passed since the familiar's summoning or the last special ability change.

Table: Familiar Special Abilities

Special Abilities Creature Requirements
+1 natural armor bonus Constitution 15 or higher, Improved Natural Armor feat, or Toughness feat
+2 bonus on CMB to bull rush Gore natural attack
+2 bonus on CMB to grapple Grab ability
+2 bonus on CMB to trip Trip ability
+2 bonus on Fortitude saves Constitution 15 or higher
+2 bonus on Reflex saves Dexterity 15 or higher
+2 bonus on Will saves Wisdom 15 or higher
+3 bonus on Acrobatics checks Dexterity 15 or higher
+3 bonus on Bluff checks Charisma 13 or higher, poison ability, or sound mimicry ability
+3 bonus on Escape Artist checks Dexterity 15 or higher
+3 bonus on Climb checks Climb speed
+3 bonus on Diplomacy checks Charisma 13 or higher
+3 bonus on Fly checks Fly speed
+3 bonus on Intimidate checks Charisma 13 or higher
+3 bonus on Perception checks Scent ability, or Wisdom 15 or higher
+3 bonus on Perform checks Charisma 13 or higher
+3 bonus on Sense Motive checks Wisdom 15 or higher
+3 bonus on Sleight of Hand checks Dexterity 15 or higher
+3 bonus on Spellcraft checks A supernatural or spell-like ability
+3 bonus on Stealth checks Dexterity 15 or higher
+3 bonus on Survival checks Constitution 15 or higher, or Wisdom 15 or higher
+3 bonus on Swim checks Swim speed
+3 hit points Constitution 15 or higher, or Toughness feat
+4 bonus on initiative checks Dexterity 15 or higher, or Improved Initiative feat
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