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Humanoid Familiar [Draconic]
Allows a dragon to summon a humanoid creature as a familiar.
Prerequisites: Dragon, Dragon Caster Level 1st

Benefit: You can take a humanoid creature as a familiar. Adjustments for you and your familiar are listed below.

A humanoid familiar is a humanoid creature, such as a human, elf, or any goblinoid, which gains new powers when summoned to service by a dragon. It retains the appearance, Hit Dice and class levels, base attack bonus, base save bonuses, skills, and feats of the normal creature it once was.

A familiar also grants special abilities to its master as given on the table below. 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.

FamiliarSpecial
DwarfMaster gains the dwarven Stonecutting special ability.
ElfMaster gains a +2 bonus on Listen and Spot checks.
GenasaiMaster gains a +3 resistance bonus to saving throws against energy attacks of the Genasai’s elemental type.
GnomeMaster gains a +2 bonus on the 2 chosen craft skills of their familiar.
GoblinMaster gains a +3 bonus on Move Silently checks.
Half-ElfMaster gains a +2 bonus on Diplomacy and Gather Information checks.
Half-OrcMaster gains a +2 bonus on Intimidate and Sense Motive checks.
HumanMaster gains a +2 bonus on all knowledge checks relating to their familiar’s homeland.
OrcMaster gains a +3 bonus on Intimidate checks.
ZanathaeMaster gains the Zanathae Natural Psionic Potential special ability as is considered psionicly aware.

Familiar Basics

Use the basic statistics for a creature of the familiar’s kind, but make the following changes:

Hit Dice: For the purpose of effects related to number of Hit Dice, use the master’s HD or the familiar’s normal HD total, whichever is higher. Class levels count as Hit Dice.

Hit Points: The familiar has either one-half the master’s total hit points (not including temporary hit points), rounded down, or its own Hit Point total, whichever is higher.

Attacks: Use the master’s base attack bonus. Use the familiar’s appropriate ability modifier to get the familiar’s melee and ranged attack bonuses.

Saving Throws: For each saving throw, use either the familiar’s base save bonus or the master’s, whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.

Skills: For each skill in which either the master or the familiar has ranks, use either the familiar’s normal skill ranks or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers.

Class Levels: The familiar cannot gain class levels while they are bonded to their Draconic master.

Age: The familiar ages at ¼ their normal rate while bonded to their Draconic master.

ECL: The ECL of a dragon’s humanoid familiar is equal to its own ECL + ½ the master’s CR (rounded up).

Familiar Ability Descriptions

All familiars have special abilities (or impart abilities to their masters) depending on the master’s familiar affinity. The familiar affinity rating is based upon the master’s combined levels in classes that grant familiars and their dragon caster level. Every caster level the dragon has due to age counts towards their total familiar affinity rating as do their levels in classes that grant the ability to gain a familiar.

For example, a Young Adult Copper Dragon who is a 4th level sorcerer would have a total familiar affinity rating of 9.

A dragon cannot summon a humanoid familiar whose CR is greater than its own affinity rating.

A familiar who is dismissed by their Draconic master or whose Draconic master dies keeps all of the abilities granted to them by this feat, although all numeric bonuses are halved (round down).At will as a free action a Draconic master also can grant final dismissal; they sever the link with their familiar in such a way that the familiar looses all benefits of their link with their former master and can never become the familiar of that dragon ever again.

The abilities given on the table are cumulative.

Charisma Increase: The familiar’s charisma score in enhanced due to their link with their Draconic master. They gain an increase to their charisma based upon their master’s familiar score. A familiar who had a master with a familiar affinity rating of 9 would have a +3 enhancement bonus to their charisma.

Breath Resistance (Su): The familiar gains resistance to the elemental type associated with their Draconic master at the rating given in the chart below. For example, the familiar of a black dragon would gain energy resistance to all forms of acid, regardless of its source. If the master does not have a breath weapon based upon an energy type the familiar does not gain any elemental resistances.

Additionally the familiar gains a bonus to their saving throws to resist any forms of breath weapon used by their master’s dragon type, such as a Brass Dragon’s sleep cone or line of fire breath. This applies only to the breath weapon used by dragons of that type. For example, a familiar of a brass dragon would gain that bonus to other brass dragon’s sleep cone attacks but not against a sleep spell.

At its most powerful this ability grants the familiar complete immunity to the breath weapons of dragon’s of their master’s type and complete immunity to the elemental damage type of their master’s breath weapon, regardless of its source.

Alertness (Ex): While a familiar is within one mile the master and familiar both gain the benefits of the Alertness feat.

Servitude (Su): At will a dragon can exert control over their familiar as if they were dominated. The effects of this domination function as per the spell dominate monster. The familiar can attempt to resist this domination by making a will save against a DC of 10 + 1/2 dragon’s HD + dragon’s Cha modifier. Exerting control in this manner is a standard action. Good dragons will rarely use this power unless forced to by unfortunate and unavoidable circumstance.

A dragon that is hibernating is easier to resist, as its will is partially suppressed, though still active on an instinctive and unconscious level. The DC to resist the domination effect by a hibernating dragon is half normal.

Familiar Bond: A humanoid who is bound to a dragon by this feat cannot summon a familiar of their own. A potential humanoid familiar cannot become the familiar to a dragon if they already have a familiar of their own.

Share Spells: At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within the master’s reach at the time of casting to receive the benefit.

If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther away than the master’s reach and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type.

If the familiar can cast spells it can share those spells with their master in much the same way that the master can share spells with their familiar.

Empathic Link (Su): The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.

Because of this empathic link, the master has the same connection to an item or place that his familiar does.

Deliver Touch Spells (Su): If the master’s familiar affinity rating is 3 or higher a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Telepathy with Master (Sp): If the master’s familiar affinity is 5 or higher a familiar and their master can communicate telepathically at a distance of 1 mile.

Spell Resistance (Ex): If the master’s familiar affinity is 7 or higher a familiar gains spell resistance equal to half their master’s SR + 5. If the master does not have spell resistance, the familiar does not gain spell resistance either. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance. A master and familiar can ignore spell resistance for the purposes of casting spells on each other.

Scry on Familiar (Sp): If the master’s familiar affinity is 11 or higher he may scry on his familiar (as if casting the scrying spell) once per day.

Shared Senses (Su): At will the master can share the familiar’s senses. This gives the master the ability to experience whatever the familiar is experiencing. The master can also choose to allow a familiar to share its senses as well, giving the familiar the ability to experience whatever their master is experiencing.

Possess Familiar (Su): The Draconic master can attempt to possess its familiar’s body as per the spell magic jar. If the familiar attempts to resist this effect they must succeed at a will save of DC of 10 + 1/2 dragon’s HD + dragon’s Cha modifier. Good dragons will rarely use this power unless forced to by unfortunate and unavoidable circumstance.

Familiar Affinity Breath Resistance Charisma Increase Special
1–2 Save Bonus +1, Energy Resistance 5 +1 Alertness, Servitude, share spells, empathic link, Familiar Bond
3–4 Save Bonus +2, Energy Resistance 10 +1 Deliver touch spells
5–6 Save Bonus +3, Energy Resistance 15 +2 Telepathy with master
7–8 Save Bonus +4, Energy Resistance 20 +2 Spell Resistance
9–10 Save Bonus +5, Energy Resistance 25 +3 -
11–12 Save Bonus +6, Energy Resistance 30 +3Scry on familiar
13–14 Save Bonus +7, Energy Resistance 35 +4 Shared Senses
15–16 Save Bonus +8, Energy Resistance 40 +4 Possess Familiar
17–18 Save Bonus +9, Energy Resistance 45 +5 -
19–20 Breath Weapon Immunity +5 -



Contributor: Mortedamos