Familiars
Unlike the larger, physically powerful companions or the mystically charged Outsiders, Familiars are tasked with helping there ally in various activities.
Although Familiar's do have a Statline, most of the time they don't use it. So long as they are on the person of their partner they don't take damage and can't take normal actions. Instead, they can aid their ally once per turn.
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All Familiars start with the Enhance Familiar Ability and gain additional Abilities as they level up.
You can only have one Familiar, Animal Companion or Outsider active at any one time.
Level Up
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Patner Level
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Attribute Boost
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Additional Abilities
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1
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+5 A Attribute Score
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1 Familiar Ability
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2
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3
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+5 A Attribute Score
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4
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1 Familiar Ability
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5
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6
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+5 A Attribute Score
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7
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8
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1 Familiar Ability
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9
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+5 A Attribute Score
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10
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11
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12
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+5 A Attribute Score
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1 Familiar Ability
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13
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14
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15
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+5 A Attribute Score
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16
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1 Familiar Ability
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17
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18
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+5 A Attribute Score
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19
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20
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+5 A Attribute Score
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1 Familiar Ability
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All Familiars share a few common attributes due to their size and the bond with their partners. All Familiars gain these abilities at level 1 unless otherwise noted.
Action Points - When acting independently Familiar's have 3 AP.
Enhance - All Familiars are able to aid their ally. If they take no other action that turn and are their ally's person or within 1 foot they can add an additional 1d5 to any 1d100 roll the ally makes that turn.
Small Sized - Familiars tend to be smaller creatures and are often easy to overlook. They gain double their Agility when attempting to Sneak.
Wysp
Elemental Attunement - Select one Element available to an Elemental. The Wysp created is the same type as that Element, immune to damage from it, and inflicts the same type of damage with its pulse.
Pop - Wysp's can inflict 1d5 of there elements damage to a target with 2 AP.
Weapon Skill
15 |
Physical Prowess
20 |
Agility
10 |
Intelligence
30 |
Willpower
25 |
Fellowship
20 |
Shared Attunement - Instead of increasing a dice roll the familiar can share their immunity to their parent element.
Avian
Flight - Avian familiars are able to fly at the same speed they would normally be able to move, but can only walk at half the normal rate.
Peck - Inflict 1d5 damage to enemies for 2 AP.
Weapon Skill
10 |
Physical Prowess
15 |
Agility
30 |
Intelligence
30 |
Willpower
20 |
Fellowship
15 |
Feline
Nip - Inflict 1d5 damage to enemies for 2 AP.
Weapon Skill
15 |
Physical Prowess
10 |
Agility
30 |
Intelligence
30 |
Willpower
15 |
Fellowship
20 |
Feline Exclusive Abilities
Night Vision - The partner gains the ability to see in darkness when the Familiar is on there person. When using Linked Vision to see through a Feline's eyes the partner gains the abilities
Canine
Pack Mentality - When with there partner Canines get a +10 on Willpower rolls. This may require a firm 'No!'
Nip - Inflict 1d5 damage to enemies for 2 AP.
Weapon Skill
20 |
Physical Prowess
20 |
Agility
15 |
Intelligence
30 |
Canine Exclusive Abilities
Scent - The familiar grants the companion the ability to use its sense of smell, and they are therefore able to pick up things they can't see with a Challenging (-10) Perception. If the scent is especially strong and recent, or especially old and faint, the GM may alter this difficulty rating to match.
Reptilian
Tough Hide - Reptilian Familiars gain 2 to their AC.
Chomp - Inflict 1d5 damage to enemies for 2 AP.
Weapon Skill
20 |
Physical Prowess
25 |
Agility
10 |
Intelligence
30 |
Willpower
25 |
Fellowship
10 |
Reptilian Exclusive Abilities
Scaled Skin - The Familiar's partner gains +1 Armour.
Clockwork
Metal Cuckoo - The familiar gains access to the same Exclusive Abilities of the type of creature it resembles.
Gear Toss - Inflict 1d5+ half Physical Prowess modifier for 2 AP.
Weapon Skill
15 |
Physical Prowess
30 |
Agility
10 |
Intelligence
30 |
Willpower
30 |
Fellowship
5 |
Clockwork Exclusive Abilities
Familiar Item - Instead of a normal mechanical ally the same intelligence is added to a weapon, armour or another item. As long as this item is carried it functions as a Familiar, but can't function independently and its abilities do not work for anyone but its partner.
Once per turn it can function as the item - making an attack as an item or movement as a set of armour, or simply being used as an item - using its own stat score. Its owner can't use the item that turns, although armour still functions as armour and they can parry with a weapon if they would normally be able to.
Once per turn it can function as the item - making an attack as an item or movement as a set of armour, or simply being used as an item - using its own stat score. Its owner can't use the item that turns, although armour still functions as armour and they can parry with a weapon if they would normally be able to.
Familiar Abilities
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Linked Vision - The Familiar can share what it sees with its partner. When on their person it grants a +5 bonus to perception. When separated the partner can, for 2 AP, see through their eyes.
Talent Focus - Select one Talent. Add an additional +1 when using Enhance on that Talent
Life Bond - If the Familiar is killed its powerful bond with its ally restores it the next morning at sunup, assuming its partner is still alive.
Warbeast - The Familiar gains +2 armour, an additional +3 to damage and the ability to take general Animal Companion Abilities that it can qualify for.