Game Balance: Even a simple change like allowing players to directly control companions has repercussions in the game mechanics. These familiars can be taken by any wizard, sorcerer, or other character who hasthe ability to gain a familiar. Speed: Changing a creature’s movement types or speeds is usually to be avoided. With a +13 to perception, the Hawk will easily outstrip its master's perception checks until mid levels, even with the +3 bonus to Spot from having a Hawk familiar. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. You may be able to harvest poison from your familiar if someone in the party can use it. The almiraj's only interesting ability is that its horn can petrify things it kills. This effect lasts for a number of rounds equal to 1/2 the master’s caster level. Whoever controls the companion’s actions also makes decisions about its advancement, but there is more of a shared role between you and the GM for some types of companions. Disclaimer. No amount of training (including weapon proficiency feats) is going to make it fully comfortable attacking in any other way. 198 2.0. I support a limited subset of Pathfinder's rules content. As with other types of familiars, other creatures cannot understand this communication without magical aid. You and the GM need to remember that a companion is a creature, not an unthinking tool, and can’t simply be ignored. Controlling a cohort in combat is one more complex thing for the GM to deal with. The cassisian is an interesting support option for melee casters. For example, an intelligent wolf companion can pick the weakest-looking target if directed to do so, and that same wolf trapped in a burning building might push open a door or window without being told. You can use Bluff, Diplomacy, and Intimidate to influence such companions, but the GM is the final arbiter of their actions. Conversely, using the stats for a bat to represent a flying fish, despite some similarities, is probably suboptimal. Reply. a high-fantasy game where familiars are nearly as important to the storyline as the PCs—or are played as near-PCs by other players—is a very different feel and can create interesting roleplaying opportunities. It has DR and fast healing, making it plenty durable, as well as some nice resistances and immunities. Because Familiars determine their abilities based on their master's hit points, BAB, and skills, familiars can fill many roles in the party as well as or sometimes better than their master. You make a pact with a creature that serves you and assists your spellcasting. However, if events require advancing a follower (such as turning a follower into a cohort to replace a dead cohort), use the same guidelines as for cohorts. RPGBOT uses the color coding scheme which has become common among Pathfinder build handbooks. The natural armor bonus to AC might be appealing for melee casters and polymorph builds, but I'm not certain if it stacks with other natural armor bonuses. Fortunately, familiars are usually small creatures that can easily pass for common pets as long as they don’t do anything that reveals their unusual intelligence. Instead of having rumors from an unknown source reach your ears from no specific source, a named follower could present that information. GMs who wish to incorporate these new magical items should feel free to make these treasures just as pervasive and fundamental elements of their campaigns as those in the Core Rulebook. a creature under a dominate effect is more of a puppet, and you can force it to do anything that isn’t suicidal or otherwise against its well-being. Inventory. Of course, the animal might not have the physical ability to perform certain skills (a dog can’t create disguises, an elephant can’t use the Ride skill, and so on). That way, everyone is fully informed about all aspects of dealing with the companion. +2 to a skill became +3 to a skill; Creatures marked “T” are available to Tiny or smaller characters, while creatures marked “H” are for Huge and larger characters. Map token page. The familiar is incredibly fast for its type. Feats: You can easily exchange a pre-built familiar’s starting feats with different feats that better match your concept, such as the familiar feats. The poor merchant can ask you for help dealing with a charismatic man trying to convince his daughter to become a prostitute. These minutes need not be consecutive, but they must be spent in 1-minute increments. Like many improved familiars, the lyrakien can cast Commune 1/week without the 500gp material component. Between Speak with Animals and Truespeech is can act as a translator to most creatures. The faerie dragon is an excellent flyer, and with the ability to turn itself invisibile and communicate telepathically, it's a spectacular scout. Stables might charge more to board exotic animals or entirely refuse to do so, and might not have appropriate food for them. It can also cast Commune once per week without the 500gp worth of material components, granting you frequent access to essentially metagame information. If the second player has an introverted character or one whose actions in combat are fast and efficient, allowing that player to control the companion gives him another opportunity to have some time in the spotlight. Traveller SRD A wizard's or an arcanist's familiar grants special abilities to its master, but only when the familiar and its master are within one mile of each other. It can't fly, and it can't manipulate items. 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