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BONDING SUMMARY, Special Boon(s)* Dark Naga £210 Will ves Tmamunity (Black Cloud) Darmantle 710 Listen +20 Initiative Deinonyehus 42 10 Survival Tmmunity (Babble & Made) ——} [Dero Blindight feat +H to Natural Amour Destrachan Eto Listen “2 to Fontitude saves Digester “£2 19 Fortius saves “2 to: Concentration [Dire Animals “12 40 Fortitude saves ‘Ant, Giant “to Fonttude saves Dog +3 to Constitution Ant, Harvester “2 to Constitution [Dog Riding “#2 0 Reflex soves ‘Ape 2 to Climb Donk 2 9 Fortitude and Reflex saves ‘Aranea *F20 Climb lganger “10 Bluffand Disguise ‘Arrowhawk “2 fo nitiatve Dragon Turle “2 to Fortiude saves ‘Assassin Vine #20 Fortitude waver Dragonie Tenmunity (Roar) ‘Atha “12 1p Fortitude saves Dueraar 219 Move Silent ‘Azer Immunity (Heat) Dust Mephit #20 Initiative Baboon “to Rellex saves tem #210 Reflex saves and Spot Badger “£3 to Reflex saves {Bah Mapai “#2 Fortiude saves Barabest “210 Hid fret Tnumunity (Heat) Basilisk Tovmunity (Petiiving Gaze) Elamosiunis #2 0 Swim Bat 73 to Listen Flephant “3 to Fortitude saves Bears 20 Ponitude saves [Ethereal Filcher $210 Sleight of Hand Bobi “210 Fortitude saves ihercal Marauder +3 to Initinive Bee, Giant “£20 Reflex saves and Spot Etereap “+1 Hide and Spot Boe, Honey 13 Dexterity Fire Beetle, Gig “2 to Fortitude and Climb Bede, Scar “20 Strength Fire Mephit “#20 Reflex saves Behir F210 Climb Flesh Golem “HT Natural Armour Belker “#210 Reflex saves Forest Gnome #210 Hide Bison +2 w Fortitude saves Formian, Worker 210 Reflex saves and Craft (any one) Black Dragon +2 to Swint and Immunity [Fornian, Warrior “HI to Climb and Move Silently Frightfut Presence) Fomiian, Taskmaster +210 niiatve Bink Doz, 21g Will saves. Gargoyle 7H to ie, lve Dragon +2 a Intimidation and Inawunity | [Chast Tarumunity (Stench & Paralysis (Fsightfut Presence) [Ghoul Immunity Paralysis) Boar “£3 to Fortitade saves [Gibbering Mouther Immunity (Gibberingy | Bombardier Beetle, Giant +2 to Fortitude snes [Gold Dragon +2 10 Swim and lnmuaity (ghia Brass Dragon ¥2 to Gather Information and —“Fresence) Inumyoity (Frighiful Presence) Gorgon F210 Fortitade snes Bronze Dragan “2.0 Swimand Immunity (Fright | [Grey Render “Fro Fortitade saves ful Presence) (Green Dragon 7210 Swim and lonvaity (ight Presence) Crick Zio Climb (Griffon “FH 1o Jump and Spot $2 to Survival Grim[ook 710 Reox saves Centipede, Tiny. 72 to Dexterity [Gynosphinn +2: Concentration Centipede, Small 2 to Fortitude wid Chim Tarp Tnumunity (Captivating Song) ‘Centipede, Other 42 10 Fortitude: Hawk +3 to Spot in bright ight ‘Chaos Beast 2 wo Escape Anis Hell Hound “FT to Hie and Move Silent ‘Cheeta 2 to Rellex saves Hieracosphinx “#210 Spot Chimera “FT to Listen and Spot Tippogni™ E10 Spot ‘Chaker 2 to Cimb, Homuneulos to Dexteny Chuul 20 initiative Horses “F710 Fortitude saves ‘Cloaker “F110 Hide and Move Silenly Howler Tmmanity (Howl) Cockatrce Timimunity (Petifaction) ee Mephi 210 Toitative ‘opper Dragon FE To Tim and Tamp and Invisible Sale “1 to Move Silenly and Spot Immunity rightful Presence) asm “210 Appraise ‘Crocodile -F2 0 Fortitude saves Kiwé #2 Wisdom and Survival Grospainx [72 to Intimidate [Krenshar Tumunity (Scare) Encyclopaedia Arcane Lamiliars J. Miller Contents Credits Introduction 2 Editors Familiars — An Overview 3 Richard Neale ‘The Summoning 7 Line Developer Consequences of Bonding B Paul Tucker The Infusion 9 Cover Art Unbound Mages 3 Anne Srokes Training Famiiars 35 Interior Illustrations : Anne Stokes, Dave Allsop, Gillian Pearce, Familiar Feats 39 Marcio Frio ‘The Masters ~ Bound and Unbound 42 Production Manager Spells of the Master 34 ‘Alexander Feanel ‘The Art of Familiar Maintenance $7 Proof-Reading Familiar Creatures 9 Andrew Wilson Rules S 6 . ules Summary Playtesting Licences 64 Mark Howe, Daniel Scothorne, Mark Sizer, Michael Young, Mak Billanie, Daniel Haslam, Jamie Godfrey, Alan Moore Open Game Content & Copyright Information ‘Eneyelopacdia Arcane - Fumiliars is 12003 Mongoose Publishing, All rights reserved. Reproduction of memlpen Garme-Cartzat of this work ‘any meats without he wiaepemision of he pushers expres frbaden, Encyclopaedia Arcane Fallen posited wt she Oper Gams and D20 Licenses. Se pags 68 fr the texto thes heenece Al xt paairaphs and ables mien game rehire and states deraive of Open Ge Conta anh Str Referee Dosunet a considera a Be Open Gabe Comet. Alt ther get harater res paces tee af nd tet herein ar copyrighted by Mogae Pabiing. Al a reere8°40 Sytem ed he 220 ‘sysen lego ar Trademarks owed by zat fhe Coss and ae used scoring othe ns ofthe 0 Sytem Leas version 3.0. copy ths Licence can be founda rewind, The mcton af oe eferce any company o daa nese apes nt chalet the eadenak or eppight consumed. Dungeons & Dragon i zat ofthe Coss ue Reistere’ Tatas of Wars fhe CSS, dare usa wih Permission. Pred nthe US. MONGOOSE PUBLISHING Mongoose Publishing, PO Box 1018, Swindon, SN3 1DG, United Kingdom info@mongoosepublishing com INTRODUCTION tradition and their fabled past has been portrayed in many a yam, old and new. They are depivied in the tales as dedicated servants, faithful confidarts, and in some cases a8 unwavering soul mates, but no mattes how they arc described one thing is certain: familiars are more than just simple companions to keep your feet warm on a cold winter's night, They are in iruth magical beings, bridges as it were, between the mages they serve and the arcane power their masters wield. Armed with this knowledge itis the aim ofthis tome to explore the world ofthe familiar and to comprehend its unfamiliar nature Fa have long been a part ofthe arcane Herein shall be addressed an abundance of issues Acaling with femiliars and in order to give the work a coherent structure the fist section shall be dedicated to an overview of the salient topics related to familiars, In this scetion we shall discuss in short ‘many of the fundamentals that shall be deat with in ‘more detail later inthis work. Also to be found in this section shall be a brief discussion of the various, types of familias, from aberrations to magical beasts to undead, ‘The following section shall feature an in-depth treatise upon the art of summoning a familiar. 1 is herein thatthe various sumamoning rituals shall be detailed and catalogued for ease of reference. Also to be found inthis section shall be & concise assessment ofthe advantages sé disedvantages of postponing the summoningyof familiar. The next sogment of thié work Geals with the effects of bonding to a famitiar and provides a helpful and alphabctised list of the most common consequences ‘of bonding, This portion of the manuscript also provides a detailed inquiry into the variations upon the standard evolution of abilities that familiars ‘acquire as their masters expand their influence over arcane power. Further sections incorporated into this tome include «an in-depth exploration of the training rituals that ate often used to develop and expand a famiian’s repertoire and a short consideration of those mages that specialise in the utilisation of familirs. Finally this work shall conclude with a concise catalogue ‘of spells that were created in order to enhance the urvivability and capabilites of familiar. {As an endnote to this introduction, and a slight indulgence of wit, itis the firm hope ofthe author of the work thal this volume will prove to bea usoful reference for those Who are fascinated by all things familiar. ENCYCLOPAEDIA ARCANE This is the 17° book in the Eneyclopacdia Arcane seties from Mongoose Publishing. Designed to bbe incorporated into any fantasy-based 420 games _sjstom, these sourcebooks enhance and expand all arcane spelleasting clases, adding. @ whole new dimension ts campaigns. Each book of the Eneyelopaedia Arcane isnot just intended for Games Masters to use in conjunction with their non-player characters, however, Players themselves will find full details on how to use the magic systems wit new or existing characters, greatly increasing the ‘wealth of options they are presented with by the cone rulebooks, FAMILIARS — CROUCHING MONKEY, HIDDEN TOAD ‘The primary purpose ofthis sourcebook is to give players and Games Masters alike all the information they need to manage familias in their campaigns. Herein you will ind chapters devoted to the process of summoning familiars and the effects of bonding with them, You will lso find variant special ability progressions for familiars whose masters have ‘gained in experience, a detailed guideline on how 1p improve a familiar via gained experience and training uals, prestige classes based on familiars and a catalogue of spells used to augment familar. Finally, this work shal diseuss how to implement the above rules and make familiars a living part of every ‘campaign rather than a faceless list of numbers and abilities, ‘Summoning a familiar is an important step for any ‘mage and it should not be taken Tightly. Familiars are much more than pets; they are an extension of the ‘mages that summon them. Familiars are a part of the rage made manifest by his arcane powers and will, and as such the mage should recognise that he invests, ‘much more than the components of the surnmon spell into his familiar, $a fact, he invests a piece of himself that should be protected by the mage, lest it be lost to him forever. FAMILIARS - AN OVERVIEW FAMILIARS,— AN OMERVIEW, ‘o matter what mages consider famitiars N: be, beloved companions or slavish servants, it is commonly recognised that they are an essential link to the arcane energies that mages employ. They are potent conduits of magical power that most arcane speltcasters would reves leave untapped, This being said, there are those who choose to delay the summoning of their familiars until they are more experienced while some choose to sumimon no familiar at all, Why would a mage do such a thing? For the former, itis because they wish to summon a more powerful familiar and do not want to suffer the consequences of dismissing a weaker ereature from his service. As forthe later, they either do rot wish the extra responsibility of such a creature, or they prefer to have a more direct link to the arcane energies they Wield. Still the majority of ‘mages prefer to summon their familiars earlier in their eareer as postponing the summoning ritual does have repercussions for both the mage and his familia, The methods of summoning familiars have evolved over the centuries, from simple rituals © complex ceremonies, and with them the nature of familiars have changed. Though there are many who still use the traditional and simple summoning ritual for magical beasts, there are those who now summoa familiars of alternative form, These diverse creatures range from aberrations to 007es to the undead, and are wsually selected according to their master’s penchant and need, Of course, unorthodox famitiars are not summoned by their masters without an additional price, but those who desire such creatures are ‘more than willing to pay the cost in order to gain the type of familiar they desire, The following sections give a short overview of the alternative types of familiars that are available to those ng to pay the price. Aberrations ‘The familiars summoned fiom this classification of ercatures are perhaps some of the most bizarre available to mages. The familiars that can be summoned froin this group are exotit. in their physical and behavioral traits, ranging from aboleths to witl-o’-wisps, Though not popular choice for most mages due to their ‘often malevolent nature, these creatures make ‘outstanding companions to those mages whom are willing to accept the aberration’s alien qualities and appetites, Construct Constructs are a common, if expensive, alternative to maditional familiars as they are pethaps the easiest to maintain and upkeep, requiring litte if nothing to sustain them afier their summoning There is a wide assortment of possibilities available to a mage when summoning a construct as their familiar, from animated objects to shield guardians, FAMILIARS - AN OVERVIEW Dragon Dragons are rarely found in service as famitiars due to the cost and maintenance typically involved in the summoning and care of dragon familiars. It should be noted that dragon familiars are quite formidable creatures and are unique among all familiars in that they have the ability to release themselves from their master’s bond, though this. is typically done only if they are mistreated. Fey A popular familiar type among elven and mages of nature, fey are creatures that are typically chaotic or balanced in demeanor reflecting the natural forces that they serve. Fey rarely answer a summons to a mage that does not share their ethos. There are however those that do occasionally do so and though they canrot break their bond once it is given, they can make their master’s lives quite difficult if they are treated unfairly or worse yet, ignored. This insubordination is carried out via the misinterpretations of their master's orders and the like. This is perhaps one reason why fey familiars are less popular among mages in general as they prefer unquestioning devotion to unruly servants, Humanoid Though itis an uncommon practice to have humanoid familiar it is indeed possible and for some mages preferable, Humanoids who are ‘summoned by mages typically share the ethos and belief of the mage who summons them. Mages who elect to summon humanoid familiars typically call forth their own kind, but this is not necessarily true Monstrous Humanoid Like aberrations these creatures are rarely chosen as familiars due to their frequently malevolent nature. OF course, those mages who are disposed towards the summoning of vile creatures do at times summon and bind themselves to grimlocks, yuan-ti or anything in-between, Perhaps the ‘most notable exception to the generally malicious creatures within this classifieation of familiars are the centaurs who are good natured and quite useful as familias, especially due to their knowledge of nature and ability to carry rider and wares great distances. Ooze One of the stranger types of familiars and itis ne ‘easy task to summon and bind an ooze, To do so ‘a mage must have quite a bit of power to infuse ‘an ooze with the energies necessary to create a familiar, However, once this is done~ and the mage is bonded to his ooze— they find their new familiars to be quite helpful, if slightly difficult to transport and maintain. Mages frequently call forth lesser forms of the more notable oozes and keep them in containers that are resistant to that particular ooze’s acid Outsider ‘Outsiders are perhaps the most popular alternative to traditional familiars. They are readily summoned and bonded and in addition they are so varied that « mage can easily find an outsider that fits his needs. From aasimar to yeth hound, the mage has a plethora of creatures at his tisposal and at a reasonable cost and upkeep when ‘compared to traditional famifiars. Plant Plant familiars are usually kept by nature-oriented mages and although they are simple to summon and bind with, they are not easy to transport or upkeep. For these reasons itis rare that a mage who travels much bonds with a plant familiar. However there are those species of plant that have the ability to travel on their own, such as shambling mounds and treants, and itis these that ‘are most frequently bonded to by mages, Shapechanger Shapechangers ate a fascinating category of familias, They are commonly found borxied to transmuters and those mages who have need of such versatile servants. Some like the doppelganger make excellent spies and infltators, while others, like the phasm, sre more philosophical in their bent. Undead Last, but not least in this listing of altemative familiars are those ereatures that are known collectively as undead. What kind of mage would ‘summon and bind himself to sich? Most often necromancers are the summovets of undead familiars, but there are those who after the death, FAMILIARS - AN OVERVIEW of a beloved familiar, when divine magic is neither affordable nor available, seek to return their lost servant via necromantic energies. No matter the reason for summoning an undead familiar, most mages frown on the practice and shun those who perform the rites that are necessary to call forth the undead. Naturally Intelligent Familiars ‘Those familiars that are naturally intelligent are no more easily controled by mages than semi- or unintelligent creatures. In fact, those intelligent beings that are summoned by a mage must agree to be bonded during the summoning ‘ceremony. Without this agreement the ritual fails and the mage must begin the rite again. Naturally infelligent fariliars may also deay or misinterpret commands given to them by masters who are enchanted of otherwise controlled by an outside fore. Dragons and fey also have the unique ability to twist the meaning of their master’s commands, though this is only done when their master has ‘committed some injury against them, Dragons, with the exception of drakes, also have the ability to break their bonds with their masters, This course of action is generally reserved only for ‘when a mage repeatedly mistreats his dragon familiar and no remedy can be found. At the breaking of the bond the mage is drained of some of his power and cannot summon a new familiar for a year and a day. Bonding ‘The act of bonding with a creature creates @ connection between mage and familiar that is quite unique and powerful. Bonding may only occur if the creature is friendly towards, the mage and cannot occur if the creature is under the influence of an enchantment spell. In addition oaturally intelligent creatures must agree to be bound to the will of the ‘mage. Asa result of linking with a creature the mage and familiar come to share a part of themselves with each other and in some ways become a single entity. Training & Augmentation Famifiars can be trained to do almost ‘anything from fighting teckniques to roguish skills and everything in-between, They can be taught how to guard and defend their masters or perform simple tasks, Those who are naturally intelligent can even learn how to cast spells on their own, Finally, their masters can enhance them with spell-ke and supematural powers via augmentation rituals. Mistreatment of Familiars ‘The mistreatment of familias isa rare occurrence among mages, but there are some who do so out of negligence and even malice. A familiar can be abused in many ways such as malnutrition, improper eare, and irrational commands. As a result of these, the familiar’s bond with its master weakens and the master may find that some of the benefits of having a familiar are lost to him. Also familiars have the ability to ignore theit master’s ‘orders when they are given commands that are ‘obviously suicidal in nature. The mage who gives such a command immediately loses all benefits from having a familiar and does not regain them uni the familiar agrees to return ther. Dismissing Familiars ‘A mage may choose to dismiss @ familiar at any time though this should not be done lightly as it ‘can be a draining event. Typicaily a familiar is dismissed when either a mage wishes to obtain a new familiar or whoa 2 familiar becomes willful ‘or outright obstinate. Dismissing a familiar takes Just a few seconds to do and as a result the familiar becomes completely free from the mage’s will FAMILIARS - AN OVERVIEW For those creatures that are more dangerous itis 4 common practice for mages to dismiss them from afar or even to kill them outright. No matter tie means or occasion of the dismissal, the mage ‘may not summon a new familiar for a year and a day. Those familiars who are dismissed by their masters become winat are known as ‘ronin’ familiars. Ronin famitiars lose some of their power at their dismissal, perhaps even becoming completely normal creatures of their type if their asters were of litle experience or power in the arcane arts, Regardless of their master’s power, @ ronin fatniliar only retains its magical properties, for a year, at which time the mage’s essence faces from the familiar and the ronin becomes a normal creatures of its type. Death and Familiars ‘The death of a familiar is a trying experience for a mage and as such leads to a loss of a part of the mage’s essence, that which was infused into his familia. There are, however, ways of returning a familiar to life and most mages seek them out i they are within their means, Most familiars €an be raised from the dead or resurrected, howeves familiars such as constructs, elementals, 002e5, outsiders, and undead can only be returned as the result of a wish or miracle spell, The reincarnation spell returns the familiar to life in another Form, this does not sever the familiar’ ties to its master, though the benefits of bonding may change to reflect the familiae’s new species. Similarly, casting animate dead upon a deceased familiar creates an undead ereature that retains its connection with its master, again with modifications to the benefits that are gained duc to bonding with said creature, be they skeleton or zombie, The familiar suffers no il effects from death due t0 its magical nature and return, except a a result of reincarnation and reanimation, as they were before their death. The only exception to this rule is when a fantiliar is trained in some way, then it does lose a portion of its training. If a mage dos not return his famifiar to life via the aforementioned means than he must wait a year and a day before being able to summon a new familiar The death of a master can be equally as shocking to. familiar and may even lead to their death However if a familiac survives the initial traurna of its master’s death and its master was of significant experience, then it becomes a ronin familiar. If theit master is returned from the dead and is willing to receive the familiar’s bond, the familiar may choose, and frequently does, to re-establish its link to its former master. Upon doing so the familiat once again comies under the mage’ control and regains some of its former power. If the creature chooses notte covert to familiar status or its master refuses it, then it retains its powers and abilities for a year after which time the mage’s essence ebbs and the ronin becomes a ‘normal creature of its type. Once this occurs the mage may summon a new familiar to become his companion. THE SUMMONING THE SUMMONING. familias to their side for aid and companionship. Though traditionally these creatures have come from very specific types of creatures ~ primarily animals, beasts and vermin ~ithhas become more common for mages to bond themselves to creatures of more exotic or intelligent origins. No matter the type of familiar, the summoning ceremony is a profound ritual that prepares the mage for the commitment of portion of himself into another being. In turn the summons also prepares the creature of the ‘mage’s choosing and unites them through arcane bonds and infuses the newly formed familiar with magical energies. F: ‘centuries mages have been summoning Traditional Summoning ‘The traditional summioning ceremony is a simple daylong ritual that involves the gathering of arcane ‘energies into a carefully prepared summoning circle. This magical ting is typicatty made of at least one hundred gold pieces worth of diamond {dust or some other precious material and must bbe meditated over by the mage for at least nine hours. During their mediation the mage must {ocus his mind upon the completion of three tasks each of which takes three hours. The first ‘and foremost of these tasks is the drawing of magical power into the circle, the second is the sctual summoning or preparing of the familiar «and the last is the actual bonding rite, Upon the successful completion of the ritual the mage and. familiar ate considered bonded with all the effects therein, An interruption at any of these points in the ceremony means that the mage must begin ‘anew. Also depending upon when the ceremony was interrupted some of the diamond dust may be consumed, one-third the amount for each portion of the ceremony that was completed. Animals, beasts, magical beasts and vermin ean be summoned via traditional summoning, though all such creatures are considered magical beasts upon the completion ofthe ritual. The following is alist ‘of taditional rituals and how they work All of the familiar ritual I spells are considered part of the Sumsnon Familiar abitity and as such do not count against a caster’s spell known limits (ifany), In addition, familiar ritual spells cannot summon creatures with class levels~ unless they advance by class, such as humanoids. Note that humanoids and other creatures that advance by base speeds of up to 100 36 TRAINING FAMILIARS Barbarian Fast Movement Bard Bardie Music: If the creature is unable to vocalize ‘or se musical instruments then it cannot use this ability. Bardic Knowledge: Ifthe familiar is unable to speak with its master it is unable to communicate ‘what it knows, though the familiar may give ‘is master emotive responses to indicate like or Sislike, affirmative or negative. ‘Spelis: The familiar does not learn spells for itself, instead it knows all the spells that its master knows, but may only cast spells that are upon the batd’s list. It may not cast spells from the bard list that its master does not or cannot know. iter aera ‘Some bonus feats do not make sense for certain creatures and so Games Masters should tse their discretion when allowing famuiliars to acquire certain feats, Monk Unarmed Strike: Familiars without the ability to ‘am or claw an opponent do not gain this ability The damage dealt by this ability is dependent spon the familiae’s size and natural weapons. The following chart provides the needed information Fochow to handle different sized ereatures and the increased damage from unarmed strike: 37 Stunning Attack: Familiars without the ability 00 slam or claw an opponent do not gain this ability. Evasion: Familiats do not gain this ability because they already have improved evasion, Defleet Arrows: Familiars without a hand of some sort do not gain this ability Unarmed Attack Bonus: Familiars without the ability to slam or claw an opponent do not gain this ability. Fast Movement: This ability afects all of the creature's movement types, The following chart ‘ives you the movement increase For creatures with base speeds of up to 100 feet Monk Fast Movement TRAINING FAMILIARS Slow Fall: Familicrs without a hand of some sort «do 20% gaint this ability. Rogue ‘Sneak Attack: The familiar must have an attack natural or weapon-based- that does at least 1d2 (not including modifiers) points of damage in order ta be able to use the sneak attack abilit example, foads have no attac For sted for them, thus they would be unable to use sneak attack Evasion: Familiars do not gain this ability because they already have improved evasion Sorcerer Summon Familiar: Familiars may not summon other farniliars. Spells: Familiars must choose their known spells from those that their masters Know. The spells known to 4 familiar may be changed when they obtain a new level Wizard ‘Summon Familiar: Familiars may not summon other familiar. Seribe Scroll: Familiars may not scribe seroils. Bonus Feats: Familiars may not take item creation feats. Spells: Familiars do not fearn spells for themselves; instead they know afl the spells that their masters know, TRAINING, DEATH AND RESURRECTION ‘Normally familiars that die and are brought back to life do not suffer any adverse effects, however, familiars who have received training do lose some, if not all oftheir abilities when they are revived from the dead, As long as the familiar has one class Jevel af training the following rule applies: Familiars with class levels that die tose cone level of training in their highest class. If two classes are tied for highest the mage chooses which class level is lost 38 FAMILIAR FEATS FAMILIAR, FEATS, this chapter details the extraordinary feats ‘that can be performed by mages who have familiars. Some masters study the art ‘ofsummoning a familiar and as such they lear tow to call forth more unusual companions. Still thers choose to cultivate the bonds they have with thvie famitiars and by doing so enhance the utility ‘afsome of their familiar’s abilities, No matter ‘what the reason for doing so it must be pointed ‘ut that there is @ cost to these endeavors and they should be weighed against the gains that could be tne elsewhere in a mage’s studies. Feats The following list of feats are gained and used in the same way as those listed in the Core Rulebook iL Cultivate Link [Special] ‘You have cultivated your link with a particular familiar type so that it is more powerful than. ‘nonmal. Prerequisites: Must have a familiar and be able to ast 2" level arcane spells Benelit: You are considered to have an effective ‘aster level that is two levels higher than normal ‘while the master of « particular familiar type ‘Special: This feat may be taken multiple times for different familiar types such as magical beast, voze, undead and so on, Enhanced Damage Reduction [Special] ‘Your familiar’s damage reduction capabilities are improved, Prerequisites: Must have a familiar that has the Damage Reduction ability Benefit: You familiar retains its damage reduction up to 60 feet away from you. Special: Normal: The familiar loses its damage reduction when it is 30 fect away from its master. Enhanced Spell Sharing [Special] Your can share spells with your familiar even when they are not within arm’s length, Prerequisites; Must have a familiar and be able to cast 3 level arcane spells Benefit: You can share spelis with a familiar that is up to 10 feet away and spells with durations other than instantaneous only stop working if the familiar moves farther than 10 feet away from you. Special: Normal: The familiar must be within 5 feet at the time of casting and ifthe spell has a uration other than instantaneous, the spell stops affecting the familiar if moves farther than 5 feet away, Extended Empathic Link |Special] ‘Your empathic link with you familiar is extendod to five miles. Prerequisites: Must have a familiar and be able to cast 3° Jevel arcane spells Benefit: Your empathic link works out to a distance of five miles, Special: Normally, the empathic link only extends, out to one mil. Extended Ward [Special] ‘Your familiar’s protective ward has an increased range Prerequisites: Must have a familia that has the Protective Ward ability Benefit: Your familiar’s protective ward now extends to 30-ft Special: Nortnal: The protective ward only has a 10-Fr radius. Extra Aid [Special] ‘Your familiar is better at assisting you than before. Prerequisites: Must have a familiar that has the Aid Master ability 39 FAMILIAR FEATS Familiar Slot [Special] You no longer need to sacrifice a spell slot when you summon a feiliar with a specific familiar ritual spell. Prerequisites: Must have a familiar and Familiar Spell (specific ritual) Benefit: You gain a bonus spell slot that can only be used in conjunction with a familiar summoned with a specific familiar ritual spell ‘Special: Normally, when using familiar ritual 1LIX to summon a familiar the caster ‘permanently’ uses a spel slot. This feat may be taken multiple times for different familiar riwal spells Familiar Spell [Special You gain an extra known spell that is ted 10a specific familiar ritual spell. Prerequisites: Must have a familiar and Benefit: Your familiar may aid you three more be able to cast 2” level arcane spells. times per day than nonnel. Benefit: You gain a bonus known spell that can only be used in conjunction with a specific Extra Familiar [Special] familiar ritual spell You have the ability to summon more than one Special: Normal: Familiar ritual H-IX spells familiar require the caster to use a known spell slot. This feat may be taken rmaltipi times but each time Prerequisites: Must have the ability to Summon_ it is selected it must apply to a different familiar Familiar, Intelligence 13+ and Charisma 13+. ritwal spell, Benefit: You have the ability to summon an additional familiar with the familiar ritual spells. Far-Reaching Empathic Link ‘When determining the special abilities your [Special] familiars have access 0 your effective master level Your empathic link with you familiar is extended is divided by the number of famitiars you have, to anywhere on the same plane. rounded down (minimum of 1). Finally, when summoning an additional familiar by the familiar Prerequisites: Extended Empathic Link ritual spells use a spell slot one level higher than Benefit: Your empathic link works as long as you normal for each familiar that the caster already and your familiar are upon the same plane. has. These spell slots are ‘permancntly’ lost while ‘Special: Normal: The empathic link only extends the familiars remain in the service of their master. gut to one mile Special: Normal: You can only have one familiar. This feat may be taken a number of times equal ‘o your primary spellcasting ability's modifier, each time allowing you the ability to summon an additional familie. Greater Sery on Familiar [Special] You are better able to scry on your familiar. Prerequisites: Must have a familiar upon which. you can use the Sery on Familiar ability. 40 FAMILIAR FEATS. Benefit: You gain the ability to use greater serying, instead of scrying once per day upon your familiar without material components or focus, Greater Spell Sharing (Specialj Your can share spells with your familiar even when they are not within range. Prerequisites: Enhanced Spell Sharing, Benefit: You can share spells with a familiar that ‘sup to 30-feet away and spells with durations other than instantaneous only stop working ifthe familiar moves farther away than 30-fect away fiom you. Special: Normal: The familiar must be within S-feet at the time of casting and if the spell has a duration other than instantaneous, the spell stops affecting the familias if it moves farther than 5-feet away. Hold Touch [Special] ‘Your familiar can hold a touch spell even after you have cast another spell. Prerequisites: Must have a familiar that can use the Touch ability. Benefit: When you designate your familiar @s the “roucher’ and cast another speil, the touch spell does not dissipate, instead it stays with the familiar ntl it is either dismissed, replaced, or used, Special: Normal: Wien your familiar is designated as the “toucher’ and you cast another spell the touch spell it holds dissipates. Mouthpiece |Special] ‘Youcan speak through your familiar, Prerequisites: Must have a familiar who can vocalige and has the Improved Empathic Link ability Benefit: Same as improved empathic link, but by taking a full-round action, the familiar’s master cannot only see and hear exactly what the familiar sees.and hears, but may also speak through his familiar. This may attract an attack of opportunity In this way he can relay messages to others and may also cast Verbal only spells with the familiar acting as the ‘caster’. No metamagic feats can be used 10 modify the spell being cast in this. way, While in this trance the master is considered Ielpless and cannot make Spot or Listen checks. ‘The master may end this comnection with his familiar as a standard action. ‘Special: Normally, improved empathic link only allows you to see and hear wiat the Familiar sees and hears Sense Component [Special] ‘Your familiar has an uncanny ability to know ‘when spell components are near Prerequisites: Must have a famitiar with the Find ‘Component ability Benefit: Your familiar can detect the presence of any spell components for spells that you know ‘which lie within 60 feet of the familia. Speak with Another [Special] Your familiar can speak to others in a seeret language. Prerequisites: Must have a familiar that has the ability to Speak with Master. ‘Benefit: You can choose a number of individuals equal to one plus your familiar’s intelligence modifier (minimum of one) to whom it ean speak ina seeret language. Your familiar can then communicate with those indicated as if they ‘were using a common language. Other creatures do not understand the communication without ‘magical help, though those chosen via this feat can understand what is said without aid Special: This may be taken multiple times and each time allows the familiae’s master to chosse a new batch of individuals to which the familiar can speak Unbroken Bond [Special] ‘Your link with a particular familiar type continues to grow even when you are advancing in an arcane class other than sorcerer or wizard. Prerequisites: Must have a familiar and Cultivate Link. Benefit: Each time you gain ‘+ level to existing class’ and choose to apply it toward your sorcerer ‘or wizard spells, then you gain +1 to your effective master level with a particular famitiar typ. Special: This feat may be taken multiple times, but cach time itis taken it must be for a different familiar type such as magical beast, ooze, undead and s0 on 4l THE MASTERS - BOUND AND UNBOUND the masters of magic come in two types T= described before, those who take upon themselves familiars and those who unbind themselves ftom the tradition and seek out a more personal connection with the arcane, No matter ‘what course they choose, equally as many of the doorways that are opened by their decision are closed to them as well. It is the purpose of this chapter to illuminate these pathways and the bons ‘hat they hold for those willing to tread them. This is not meant to be an all-encompassing list by any ‘means, but instead it is meant to give you an idea of the plethora of possibilities that await those who are willing to walk down these specialized ‘and divergent paths. ACOLYTE OF THE GHOST ‘The acolytes of the ghost are typically made up of those who seek to escape death by embracing it ‘They begin this journey by summoning an undead familiar and over the course of time, through their bond and arcane studies, come to understand the secrets of the unliving. This, of course, is 2 dangerous path as it ultimately results in the death of the acolyte of the ghost. In the end, however, the acolyte of the ghost gains not only the immortality he seeks, but also discards the flesh that has bound him since his birth, 42 Hit Die: d4 Requirements ‘To qualify to become an acolyte ofthe ghost, a character must fulfil the Following criteria: Alignment: Any non-good Skills: Knowledge (arcana): 15 ranks, Feats: Cultivate Link (undead) and Unbroken Bond (undead). Special: Must have an undead familiar Class Skills ‘The acolyte of the ghost’s class skills and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Hide (Dex), Knowledge (any) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spelleraf (Int), and Spot (Wis). Skill points at each level: 2 + Int modifier. Class Features All ofthe following are class abilities of the acolyte of the ghost prestige class Weapon and Armour Proficiency: Acolytes of the ghost gain no new weapon or armour proficiencies. Spells per Day: When an acolyte of the ghost gains a level, the character gains new spells, per day as if he had also gained a level in a spelicasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats and soon), This essentially means that he ads a certain number of levels of acolyte of the ghost, as indicated, to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly. The Coming Death: As par of the trial of becoming an incorporeal undead the acolyte of the host must survive what is known as the coming death. The coming death is a disease that the acolyte of the ghost contracts upon entering this class. He automatically fails his saving throw to avoid infection and incubation takes only a round THE MASTERS - BOUND AND UNBOUND afer taking the class. There is no save against the initial damage, which drains 2 permanent points from both Strength and Constitution, Thereafter the acolyte of the ghost must make 4 Fortitude save (DC 20) every day or take 164 points of temporary Constitution and Strength damage as a secondary effect. An unsuccessful save is followed by another Fortitude save (DC 20), fit fails 1 point of permanent Strength and ‘Constitution is lost as well as any temnporary lasses. The acolyte ofthe ghost is cured of any emporary losses only after a successful save against the secondary effect, though this will not restore any permanent fos. He may not use any form of magical healing while infected, if he does so he immediately loses his devel in the acolyte of the ghost class with his experience total immediately set to the midpoint af the previous level. Asa side effect ofthis disease the acolyte of the host’s skin becomes deathly pale and dried. If Killed by this disease the acolyte of the ghost immediately becomes a wight. If, however, the acolyte of the ghost survives, then once per week he can use a special touch attack to deliver the coming dearh to another creature. This manifestation of the disease allows an initial Fortitude save (DC 20) to avoid infection, the fncubation takes a day, the victim is allowed a save versus the initial damage and it may be cured via ‘magical means without il effect. ‘The Maddening: As part of the trial of becoming fn incorpoteal undead the acolyte of the ghost, ‘must survive what is known as the maddening. The maddening is a disease that the acolyte of the ghost conteacts upon reaching 2"! level in the sass, He automaticaly fails his saving throw to noid infection and incubation takes only a round afte obtaining 2 level in this class. There is no save against the initial damage, which drains 2 permanent points from the acolyte of the ghost’s Wisdom, Thereafter the acolyte of the ghost must make a Fortitude save (DC 20) every day oF take 1d points of temporary Wisdom damage as a secondary effect. Upon an unsuccessful save the ‘wolyte of the ghost must make another Fortitude save (DC 20) and if it fails 1 permanent point of Wisdom is lost as well as any temporary losses The acolyte of the ghost is cured of any temporary losses only after a successful save against the secondary effect, though this will not restore any pecmanent loss. He may not use any magical healing while infected, iThe does so he immediately loses a level in the acolyte of the ghost class with his experience total immediately set to the midpoint of the previous level, Asa side effect of this disease the acolyte of the ghost’s skin becomes almost pitch black. If brought to 0 Wisdom by this disease the acolyte of {he ghost dies and immediately becomes an alip Hf, however, the acolyte of the ghost survives, then ‘once per week he can use a special touch attack t0 deliver the maddening to another creature. This ‘manifestation of the disease allows an initial save to avoid infection, the incubation takes a day, the victim is allowed a save versus the initial damage and it may be cured via magical means without ill effect. Death of the Flesh: At 4* level, the acolyte of the ghost is forevermore treated as an undead creature and gains the following benefits: immune to ming affecting effects, poison, sleep, paralysis, stunning, disease, death effects, subdual damage, ability damage, ability drain, energy drain and critical hits, In addition, they lose their Constitution score and are therefore immune to anything requiring a Fortitude saving throw (unless it effects objects). Acolytes of the ghost use their Charisma modifier ‘when making concentration checks. Finally, acolytes of the ghost are immune to death from massive damage, though when they are reduced to hit points they are immediately destroyed. Ghost Form: At 5" level, the acolyte of the ghost sheds its material form and essentially becomes a «ghost with all of the following effects Hit Dice: 12 Speed: Acolytes of the ghost have a fly speed of 30-feet, unless the base ereature has @ higher fly speed, with perfest manoeuvrability ‘AC: Natural armour is the same asthe base creature but applies only to ethereal encounters, When the acolyte of the ghost manifests (see below) its natural armour value is +0 but it gains a 43 THE MASTERS - BOUND AND UNBOUND deflection bonus equal to its Charisma modifier or “+1, whichever is higher. Attacks: The acolyte of the ghost retains al the attacks of the base creature, although those relying, (on physical contact do not affect non-ethereal creates. Damage: Against ethereal creatures, an acolyte of the ghost uses the base ereature’s daniage ratings. Against con-cthereal creatures, the acolyte of the ghost usually cannot dea} physicsl damage at all but can ase its special attacks, if any, when it manifests (see below). Special Attacks: The acolyte of the ghost retains all the special attacks of the base creature, although those relying on physical contact do not affect non-ethereal creatures. The acolyte of the ghost also gains a manifestation ability plus the. following special attacks. Saves have a DC of 15 plus the acolyte of the ghost’s Charisma modifier. Manifestation (Sx): All acolytes of the ghosts have this ability. As ethereal creatures, they cannot affect or be affected by anything in the material world, When they manifest, acolytes of the ghosts ‘become-visiole but remain incorporeal. However, a mapifested acolyte of the ghost can svike with its touch attack ora ghost touch weapon. A. manifested acolyte of the ghost remains on the Ethereal Plane but can be attacked by opponents con both the Material and Ethereal planes. When. a spelleasting acolyte of the ghost is on the Ethereal Plane, its spetls cannot affect targets on ‘the Material Plane, but they work normally against ethereal targets. When a spellcasting acolyte of Acolyte of the Ghost a i 4 the ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally wnless the spells rely on touch. A manifested acolyte of the ghost’s touch spells and supernatural abilities don’t work on ‘material targets. This includes the touch atacks granted by the coming death and the maddening diseases. Corrupting Touch (Su): An acolyte of the ghost that bits a Iiving target with its incorporeal attack deals 1d4 points of damage. Against ethercal “opponents, it adds its Strength modifier to attack and damage rolls. Against material opponents, it adds its Dexterity modifier to attack rolls only. Hortiic Appearance (Sw): Thee times per day, the acolyte of the ghost can use this supernatural ability to cause any living cteature within 60- feet that views it to make a Fortitude save or immediately suffer 1d4 points of permanent Strength, id4 points of permanent Constitution, and 1d4 points of permanent Wisdom drain. A creature that suecessfully saves against this effect cannot be affected by the same acolyte of the ghost’s horrific appearance for one day. If the acolyte is able to kill a creatures through Constitution drain it may choose to raise the creature as a wight, whereas if it drains an opponent to ® Wisdom it may choose to raise its anallip. The acolyte of the ghost can only raise and contro! a number of wights or allips equal to its Charisma modifier. Telekinesis (Su): The acolyte of the ghost can use telekinesis once per round as a free action, as cast by a sorceter whose level equals the acolyte of the host's HD. ‘+ level of existing class Special Qualities: A acolyte of the ghost has all thespecial qualities of the base creature and those listed below and gains the incorporeal subtype. Rejuvenation (Su: Sn wast cases, t's difficult ta destroy a acolyte of the ghost throvgh simple ‘combat: The “destroyed” spirit will often restore itself in five days. Even the most powerful spells are often only temporary solutions, A acolyte ofthe ghost that would otherwise be destroyed ‘returns to its remains with a succeseful level check {2420+ acolyte of the ghost’s HID) against DC 30. Asa rule, the only way to get rid of a acolyte ‘ofthe ghost for sure isto discover i's temains and. Aestroy them. Turn Resistance (Ex): An acolyte of the ghost has ‘Hitum resistance. His familiar also gains this resistance as long as itis within 30 feet. ‘Saves: Same as base creature Abilities: Same as the base creature, except that theacolyte of the ghost has no Constitution score ‘nd its Charisma score increases by +4. ‘Sills: Acolyte of the ghosts reecive a +8 racial ‘bonus to Hide, Listen, Search and Spot checks. Dinerwise same as the base cresture, Reais: Same as base creature Ghostly Equipment When an acolyte of the ghost obtains 5* level, all itsoquipment and carried items usually become tthareal along with it. In addition, the acolyte ofthe ghost retains five items that it particularly ‘ained in life (provided they are not in another ‘eature’s possession). The equipment works normally onthe Ethereal Plane but passes harmlessly through material objects or creatures, ‘Aweapon of +1 or better enchantment, however, tan harm material creatures when the acolyte ofthe ghost menifests and enchanted weapons ‘oi harmate acolyte of the ghost. The original terial items remain behind, just as the acolyte ffthe ghost’s physical remains do. If another ‘ature seizes the original, the ethereal copy fades ‘vay. This invariably angers the acolyte of the host, who stops at nothing to return the item to its ‘Original resting place. THE MASTERS - BOUND AND UNBOUND The Acolyte’s Remains ‘The acolyte of the ghost’s remains and favoured items are often hidden in a place that is only known to the acolyte. They are typically guarded by the acolyte ofthe ghost and its minions. Those that make physical contact with the remains must make a Fortitude save (DC 20) or eontract the touch attack form of she coming death. The remains may be destroyed via submergence in blessed water. When destroyed all those within 60 fi, must make a Fortitude save (DC 20) or contract the touch attack form of the maddening. BEASTHEART The beasthearts are an order of mages that seck a deeper connection to their familiars than normally offered by the srearte bond between master and familiar. Some wish to have a better understanding of how their familiar sees and experiences the world. Others wish to garner some of their familiar’s abilities for themselves, ‘No matter the reason for seeking this deeper bond, beasthearts are transformed by the experience and are never quite the same again, Hit Die: d, Requirements ‘To qualify to become a beastheart, a character must fulfil the following criteria: Alignment: Any. Skills: Knowledge (arcana): 15 ranks. Feats: Cultivate Link (magical beast) and ‘Unbroken Bond (magical beast). ‘Special: Must have a magical beast familia. Class Skills ‘The beastheart’s class skills (and the key ability for each skill) ate Concentration (Con), Craft (Int), Handle Animal (Ca), Knowledge (any) (nt), Profession (Wis), anki Spelleraft (Int). 45 Still points at each level: 2+ Int modifi: THE MASTERS - BOUND AND UNBOUND, Class Features All of the following are elass abilities of the beastheart prestige elass ‘Weapon and Armour Proficiency: Beasthearts gain ne new weapon or armour proficiencies, ‘Spells per Day: When a beastheart gains a level, the character gains new spells per day as if he hhad also gained a level in a spelleasting class he belonged to before he added the prestige class, He does not, however, gain any other benefit 4 character of that class would have gained (metamagie or item creation feats and so on). This essentially means that he adds a certain number of levels of beasthcart as indicated, to the level ‘of some other spelleasting class the charactes has, then determines spells per day, spells known, and caster level accordingly. Bestial Property: At cach level the beastheart gains a bestial property drawn from the following, list Attack Bonus: The beastheart gains a +1 bonus to attacks, He cannot gain an attack bonus greater than that of the famifiar’s base creature. For example, a dog has an attack bonus of +2, thus a beastheart could not take this property more than twice. Natural Armor: The beastheatt gains +1 to his natural armor class, He cannot gain an amount ‘of natural armor greater than that of the familiae’s base creature, For example, a blink dog has an ‘unmodified natural armor of #3, thus @ beastheart Beastheart could not take this property more than three times, Asa side effect of iaking this property, however, the beasthear’s skin takes on some of the aspects ‘of his tamiliar’s hide. Natural Weapon: The beastheart gains one of the natural weapon attack types of his familiar. The damage dealt by these attacks is determined by the beastheart's size Asa side effect of taking this property the beastheart gains some physical aspect of his familiar appropriate to the aftack type taken. Racial Saves: The beastheart gains a'+2 to cither his Fortitude or Reflex saves. The beastheart may not gain more of bonus to a save than the amiliar’s base creature does. For example, a stag ‘beetle has a Reflex save of +2, which means that the beastheart could take +2 10 his Reflex saves, but could not do s0 again Racial Skills; Ve beastheart gains one of the racial skill bonuses of the familiar's bast creature, As side effect of taking this property the beastheart takes on the physical aspects if ‘any, that grant his familia these bonuses. For ‘example, a giant praying mantis familiar gains 48 racial bonus to Hide checks when surrounded by foliage, thus the beastheart would have his skin color change to that of the giant praying mantis, Bestial Property, Bestial Self +1 level of existing class THE MASTERS - BOUND AND UNBOUND Ifa familiar’s skill bonus is based upon one oF its special qualities than you must take the special quality firs. ‘Racial Feats: The beastheart gains one of the feats from the familiar's base creature. May only be taken once, Special Qualities: The beastheart gains one of the special qualities from the familiar’s base ereature. Asa side effect of taking this property the beastheart usually takes on the physical aspects, if any, that grant his familiar this special quality Bestial Self: The beastheart is forevermore treated asa magical beast and gains the spell-ike ability to resurrect his magical beast familiar from the dead, once per year, as per the resurrectian spell hotder ‘0 do this he must spend ten minutes in meditation and sprinkle 500 gold pieces worth of dianond dust or some other prectous material over the dead familiar or place ofthe familiar’s death, ‘After this is done the familiar is returned to life The beastheart still suffers the XP loss associated with his familiar’s death, LIBERTINE DARKTONGUE The ibertine Warktongues are an order of mages that are despised wherever they go. This is not Simply because they are murderers and vile men tutalso because they seek to ereate anarchy wherever they go and by whatever means they can. Thou they are few in numbers they typically seek cach other out and form secret covens in onder to increase their powers. Beware if you ever encounter libertine, for they arc rarely alone. Hit Die: €4, Requirements Toquatity to become a libertine darktongue, a tharactr must fulfil the following ertera Alignment: Chaotic evil, Score: lntelligence 15+ and Charisma Is, Feats: Must have at least two metamagic feats, Spell Penetration, and Skill Focus (Knowledge (arcana), Skills: Concentration: 13 ranks, Knowledge (arcana): 13 ranks and Spellcraft: 10 ranks, Spells: Must be able to cast 5" level arcane spells ard know the following spells alter self, bestow curse, blindnessideatness, charm person, confusion, magic circle against good/aw asd. suggestion. Special: Must have successfully performed the ritual of power. Class Skills “The libertine darkiongue’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (any) (Int), Move Silently (Dex), Profession (Wis), and Spelleraft (Int, Skill points af each level: 2+ Int modifier. Class Features All of the following are class abilities of the libertine darktongue prestige class. ‘Weapon and Armour Proficiency: Libertine darktongues gain no new weapon or armour profieiencies Spells per Day: When a libertine darktongue gains a fevel, the character gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (metamagie or item creation feats and so on). This essentially means that he adds the level of libertine darktongue, as indicated, to the level of some other spelicasting class the character has, then determines spells per day, spells known, and caster level aceordingly Suggestive Tone: At I* level, the libertine dacktongue can make a suggestion to all those within a 30 feet radius as per the suggestion spell. The libertine darktongue may use this ability a number of times per day equal to his 47 THE MASTERS - BOUND AND UNBOUND Libertine darktongue Charisma modifier. Also at this level the libertine darktongue becomes immune to suggestion and charm effects, Form Coven: At 2 level, the libertine darktongue ‘can bond hhimself with a number of libertine darktongues equal to his level in the libertine darktongue class. While within a coven the libertine darktongue gains access to the following pool of spells: alter self, bestow curse, blindness! deafness, charm person, confusion, suggestion and magic circle against good/law, which may be cast by members of the coven a number of times per day equal to half the number of current ‘members in the coven (rounded down). Libertine darktongues also gain additional hit points equal to the number of current members inthe coven. ‘These hit points replenish themselves whenever the libertine darktongue rests for at least eight hours Bonus Feats: At 3" level and every three levels thereafter (6° and 9%), the libertine darktongue ‘gets a bonus feat from the following list ‘metamagic feats, item creation feats, combat casting or spell focus. ‘Confusing Tongue: At 5* level, the libertine darktongue gains the supernatural ability to sow ‘confusion in all who are within 30 feet as per 2 confision spell. The libertine darktongue may use this ability a number of times per day equal to his 48 [i fo [so [to [2 | Suggestive Tone | +1 tevet existing cass | a 42 +1 41 Confusing Tongue a a Charisma modifier. Also at this level the libertine darkiongue becomes immune to confusion spells and their effects, Cursed Voice: At 8 level, the libertine darktongue gains the supernatural ability to curse all those within 30 feet as per the bestow curse spell. The libertine darktonguc may use this ability a number of times per day equal to his ‘Charisina modifier, Also at this level the libertine darktongue beeomes immune to curse spells and their effects Evil Word: A‘ 10* level, the libertine darktongue gains the supernatural ability to killa single creature within 30 fect with a mere word. This can only be used once per day and the vietima ‘must make a successful Fortitude save (DC 15+ the libertine darktongue's Charisma modifier) or die. In adsition to gaining this ability the libertine darktongue gains immunity to death effects TRUE MAGI ‘The true magi are an order of mages that seek a closer bond with the arcane by not only sacrificing: THE MASTERS - BOUND AND UNBOUND their ability to summon a familiar, but also by seoking oUt the arcane secrets that lay hidden to sorceres and wizand alike. Through their arcane studies true magi gain the inherent ability to resist other caster’s spells and insight into their cow spelicasting. It is a path that is rowing in popularity, but still many rages are not willing to give up their ability © summon 2 Familiar Hi Die: 4. Requirements To qualify to become a true magi, a etaractr ms full the following erheria, Alignment: Any, Skills: Concentration: {3 ranks, Kaowledge (arcana): 13 ranks, and Spelleraft: 13 ranks. Spells: Must be able to cast 5* level ateane spells. Feats: Must have atleast nso metamagic feats, Spell Penctration, and Skill Focus (Knowledge {arcana)). Special: Must have successfully gerformed the ritual of independence. Chass Skills ‘The true magi’s class skills (and the key ability for each skill) are Alchemy (Int), ‘Tae Magh 49 THE MASTERS - BOUND AND UNBOUND | ‘Concentration (Con), Craft (Int), Knowledge (any) (nt), Profession (Wis), Sery (Int, exclusive skill), and Spelleraft (Int). Skill points at each level: 2 + Int modifier. Class Features All of the following are class abilities of the true magi prestige class, Weapon and Armour Proficiency: True magi gain no new weapon or armour proficieneies. Spells per Day: When a true magi gains a level, the character gains new spells per day as if he hhad atso gained a level in a spelleasting class he belonged to before be adked the prestige class. He does not, however, gain any other benefit a character of that class would have gained (metamagie or item ereation feats andso on). This essentially means that he adds the level of true ‘magus to the level of some other speileasting class the character has, then determines spells per day, spells known, and caster level accordingly. ‘Aura of Resistance: At {* level the true magi zains a spell resistance of 10 + the true magus’s ‘current level in the true magus class, This is a stipematural ability, Arcane Insight: Ai 5" level the truc magi gains 42 insight bonus to his primary spellcasting ability-Charisma for sorcerers and Intelligence for wizards, Arcane Secret: At 4°, 7, and 10th level, the true ‘magi gains one of the following special abilities: Arcane Defense: The true magi gains a-+1 insight bonus to all saving throws involving spells and spell-like abilities, This may be taken only once, Areane Feat: The true magi gains a bonus feat from the following list: metamagie feats, item creation feats, combat casting, or spell focus. This may be taken multiple times. Arcane Focus: The true magi gains a-+3 insight ‘against spells from & certain school of magic. May only be taken once. Arcane Penetration: The true magi gains a +3 insight bonus to caster level checks to beat spell resistanee. May only be taken once, Arcane Resistance: The true magi gains an extra 2 points of spell resistance, May only be taken once. Areane Skill: The true magi gains @ +3 insight tonus to one of his elass skills. May only be taken onee OOZE LORD At first it was a little disorienting, but over time T got used to compressing down to the size of a gold piece. Of course my familiar thought it quite odd Excerpt from Hurdu Jarma’s “My life as an Ooze? Becoming an ooze lord is perhaps one of the ‘oddest things a mage can do but there are those ‘who seck out this path and follow it to its ultimate cend, The transformation into an ooze isa taxing experience and not without cost, especially to the ‘mage’s mental capabilities. Strangely enough the effects have litle influence over the ooze lord's arcane abilities. Hit Die: d10. Requirements To qualify to become an ooze lord, a character ‘must fulfit the following criteria: Alignment: Any neutral. Feats: Cultivate Link (ooze) and Unbroken Bond. (ooze). Skills: Knowledge (arcana); 15 ranks, Special: Must have an ooze familiar Class Skills ‘The ooze lord’s class skills (and the key ability for ‘each skill) are Concentration (Con), Craft (In), Disguise (Cha), Escape Artist (Dex), Knowledge (any) (Int), Profession (Wis), and Spelleraft (In), Skill points at each level: 2 + Int modifier, 50 ‘Class Features All of the following are class abilities of the ooze ‘ord prestige class. ‘Weapon and Armour Proficiency: Ooze lords ‘gain no new weapon or armour proficiencies, ‘Spells per Day: When a ooze lord gains a level, the character gains new spells per day as fhe tad also gained! a level in a spelicasting class he ‘belonged to before he added the prestige class. He docs not, however, gain any other benefit a character of that class would have gained {metamagic or item ereation feats and so on). This ‘essentially means that he adds a certain number tf levels of o02e lord, as indicated, to the level of some other spelicasting class the character has, then determines spells per day, spells known, and ‘easter level accordingly. Aspect ofthe Ooze: As the ooze lord progresses be gains certain aspects ofthe typeof ooze he has ‘a his familiar. All of the following abilities are ‘extraordinary. Extra Hit Points: At U*level, the ooze lord gains ‘amumber of extra hit points depending upon his size, THE MASTERS - BOUND AND UNBOUND, Natural Weapon: At 2* level. the ooze lord gains the natural weapon attacks of his familiar. The damage dealt by these attacks is determined by the ‘ooze lord’s size and the normal secondary affects associated with the ooze type he has fora familiar ‘AS a side effoct of obtaining this property the ooze lord's skin becomes more viscous tothe touch Note that the secondary effect only applies to slam attacks, which activate secretion of the secondary affect. Still, shaking hands with an ooze lord is not very comforting as such the ooze lord suffers a ~2 penalty to Charisma based checks. *Plus the normal secondary affect associated with the attack such as 146 points of acid damage if the ooze lord’s familiar isa gray ooze. ‘Aspect of the Ooze’ (Extra Hit Points) “+1 level of existing class Aspect of the Ooze (Biindsight) Ooze Lord, Viscous Form | +1 levci ef existing class, St THE MASTERS - BOUND AND UNBOUND Blindsight: At 3 level the ooze lord gains blindsight 60-feet and can detect the whereabouts of others by scent and vibration, AS a side effect of gaining this ability the ooze lord suffers a -2 penalty to Wisdom based checks due to his higher dependency upon this ability, Alter Form: At 4 the 007¢ lord also gains the spell-like ability to alter his appearance at will This ability works exactly like the alter self spell 1s cast by a 16” level caster. Ooze Lord: The ooze lord is forevermore treated as an ooze and gains the following benefits: immune to mind affecting effects, poisoa, sleep, paralysis, stunning, polymorphing, and critical hits, Unfortunately, the ooze lord also suffers a 2 penalty to Intelligence based checks. This is due to the strange effect that becoming an ooze has ‘upon the o07¢ lord, ‘Viscous Form: The ooze lord also gains the ability to squeeze his way through openings of fine size, though not less than a half an inch around. It takes a full round action to activate this ability, and while in viscous form the ooze lord cannot cast spells with verbal, somatic, material, or focus components. The 0072 lord can, however, use any metamagic feats that might negate this restriction ‘The ooze lord also loses supematural abilities and touch spells are suppressed while in viscous form, ‘The ooze lord moves at a base speed of 10-feet ‘when in viscous form, It takes a full-round action to return to normal form, TREANTBLOOD Treantbloods are mages who specifically seek out ‘reants as familiars in the hopes of garnering their secrets, In exchange for a portion of their personal ‘power treantbloods become in essence treants. ‘They develop bark-like skin, wooden hands, and ‘even grow in size. Finally they can transform ‘themselves into treants and gain all of the benefits ‘of becoming more plantlike 52 Hit Die: 48, Requirements To qualify to become a teantblood,a character must fulfil the following criteria: Alignment: Any Good. Feats: Cultivate Link (plant) and Unbroken Bond (plant) Skills: Knowledge (arcana): 15 ranks. Special: Must have a treant familiar. Class Skills ‘The treantblood's class skills (and the key ability for cach skill) are Alchemy (Int), Concentration (Con), Craft (Int), Intimidate (Cha), Intuit Direction (Wis), Knowledge (any) (Int), Listen (Wis), Profession (Wis), Sery (Int, exclusive ski, Sense Motive (Wis), Spelleraft (Int), Spot (Wis), and Wildemess Lore (Wis). Skill points at each level: 2 + Int inodifier. Class Features Alll of the following are class abilities of the treantblood prestige class. ‘Weapon and Armour Proficiency: Treantbloods gain no new weapon or armour proficiencies. Spells per Day: When a treantblood gains a level, the character gains new spells per day as if he had also gained a level in a spelleasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (metamagie or item creation feats and so on). This essentially means that he ads a certain number of levels of treantblood-as indicated to the level of some other spelicasting class the character has, then determines spells per day, spells known, and caster level accordingly. ‘Treant Trait: As the treantblood progresses he gains certain aspects ofthe treant. All of the following abilities are extraordinary. Natural Armor: At \* level, the treantblood gains ‘ natural armor bonus equal to his current levels in the treantblood class. As a side effect of gaining THE MASTERS - BOUND AND UNBOUND, this ability the treantblood’s skin becomes tough like wood. Natural Weapon: At2* level, the treantblood ‘gains a slam attack that does an amount of damage dependent upon the treantblood’s size, The treantblood does double damage against objects and structures when taking a full round attack. Asa side effcot of obtaining this property the treantblood’s hands become knotted and wooden, Piercing Resistance: At 3* level, the treantblood only suffers half-damage from piercing weapous (ainimum of | point of damage). Treant Growth: At 4 level, the treantblood increases its size category by one and thereby its damage with slam attacks. The tweantblood also gains the ability to trample ereatures of a Treantblood certain size category or smaller. When using the ‘trample ability against creatures or objects of the appropriate size or less the treantblood deals double damage plus one and a half its Strength ‘modifier. Opponents who do not make attacks of ‘opportunity (at -4 to hit) against the treantblood ccan make a Reflex save DC 10 plus one for each level in the treantblood class plus the treantblood’s Strength modifier. ‘Treant Form: At 5 level, the treantblood is forevermore treated as a plant and gains the following benefits: immune to mind affecting effects, poison, sleep, paralysis, stunning, polymorphing, and critical hits. In addition the treantblood gains the spell-like ability to polymorph self into a treant once per day. Finally, the treantblood obtains the fire vulnerability weakness and ~2 to its Dexterity. 42 ‘Treant Trait +1 level of existing class (Natural Armor) | 3 fa [a Trait +1 level of existing class (Piereit : Resinanss) 41 level of existing class 53 SPELLS OF THE MASTER SRELLSOR = Newsreits Bond Transferral Universat Level: Sor/Wiz7 Components: V, S,M, XP Casting Time: 9 hours Range: Close (25 f. +5 ft/level) Target: One willing crearure and your famitiar Duration: Instantaneous This spell bonds the casters familiar toa creature O: the centuries mages have spent many _of the caster’s choice. jan hour developing spells that benefit their familiars, From Takkalar's familiar ‘The familiar still uses its previous inaster augmentation spell to Riddlemarch’s bond effective class level when determining special transferal spell, magic that deals with familiars abilities, however, itis reduced by tw levels. In have been used over the ages to great effect addition, ifthe familiar used a ‘permanent’ spell Pethaps the most popular of these spells are those _slot its former master does not regain the spelt sot that protect and enhance a familiar’s capabilities. unless the familiar dies or the new master takes In light of the importance of these spells, this tome over its maintenance by sacrificing the appropriate includes a shor list 10 illustrate those spells that level speil slot. Note that the familiar’ effective best exemplify the spells of the master. class level is not affected by an increase in its former master after the point at which itis bound to a new master and that the former master and familiar no longer gain any boon or doom from each other. The familiar still counts against its formet ‘master’s number of faziliars that ean be summoned and thus their effective master level. This is only applicable if the caster thas the Extra Familiar feat, Inall other respects the familiar and new it's master are treated as normal master and familiar, The new master gains all the bons of having a familiar ofits type, the familiar is infused with al the special abilities and attributes appropriate to its adjusted master level, They also both suffer from the dooms that come about from bonding with each other. Also the familiar counts against its new ‘master’s number of familiars that can be summoned and thus their effective master level, this is only applicable ifthe caster has the Extra Familiar feat ‘fat some future point the new master's effective class level rises above the amiliar’s former master, then the new ‘master may take over the maintenance of 54 SPELLS OF THE MASTER the familiar’s infusion by sacrificing the appropriate spell slot and the familiar then uses his new master’s effective master level to determine abilities, Material Cost: 100 gold pieces worth of diamond dust or some other precious material per CR of the familiar being bonded, minimum of 100 ep. XP Cost: The maximum experience loss that comes from dismissing a familiar (200 XP per class level), The recipient must pay the normal XP cost for acquiring @ familiar of the CR and type that is bonded Bolster Familiar Universal Level: Sor/Wiz 3 Components: V, S ‘Casting Time: I action Range: Close (25 f, +5 ft/level) Tatget: Your familiar Duration: | minute/level Bolster familiar grants the familiar 1d4+1 temporary hit points per every four caster levels and grants them a+1 to all attack rolls and saving. throws. Familiar Growth Universal Level: Sor/Wiz 5 J action Range: Close (25 ft. + § ftvlevel) “Target: Your familiar Duration: 1 minute/level ‘The easter’s familiar grows to twice its normal sie. This doubles the familiar’s height, length and width, increasing its weight by a factor of eight This increase in size has a number of effects: Hit Dice: The famitian’s HD double and it gains a number of temporary hit points equal to its current hit points, Size: The familiar’s size increases one step. This increase reduces its AC (according to the new size), reduces its attack bonus (according to the new size), affects its ability t0 grapple and so on. The familiar gains a 42 size bonus to Strength and Constitution scores and its damage with natural attacks increases, Familiar Refuge Universal Level: Sor/Wiz 2 Components: V,S Casting Time: | action Range: Close (25 8. +5 fivlevel) Target: Your familiar Duration: | roundilevel ‘Saving Throw: Will negates Any opponent attempiing to sttike or otherwise directly attack the warded familiar, even with @ targeted spell, must attempt a Will save, Ifthe SPELLS OF THE MASTER save succeeds, the opponent can attack normally and is unaffected by that casting of the spetl. 1F the save fails, the opponent can't follow through, with the attack, that part of the attacker's action is lost and the attacker can’t direetly attack the warded familiar for the duration of the spell “Those not attempting to attack the Familiar remain unaffected, This spell does not prevent the warded familiar from being attacked or affected by area or effect spells (fireball, summon monster 'V, cetc,). While protected by this spell, the familiar ‘cannot attack or cast any offensive spells without breaking the spell. Familiar’s Fang Universal Level: Sor/Wiz 2 Components: V, $ Casting Time: { action Range: Touch ‘Target: Your familiar Duration: | minute/level Famitiar’s fang gives one natural weapon of the familiar a +4 enhancement bonus to attack and damage rolls. The spell casaffect a slam attack, fist, bite or other natural weapon. The spell does 56 ‘not change an unarmed strike’s damage from subdual damage to nonmal damage. Greater Familiar’s Fang Universal Level: Sor/Wiz 4 Range: Touch Target: Your familiar Duration: 1 hour/level ‘As familiar’ fang, except thatthe enhancement bonus to attack and damage is + per three caster levels (maximum +5). Speak with Familiar Universal Level: Sor/Wiz | Components: V, $ Casting Time: 1 action Range: Touch ‘Fargets: One touched creature and your familiar Duration: I minute/level The subject ofthe spell can comprehend and communicate with your familiar. The subject of the spell is able to ask questions of and receive answers from the indicated familiar. Takkalar’s Familiar Augmentation. Universal Level: Sor/Wiz 5 ‘Components: V, S,M Casting Time: { action Range: Close (25 ft. + 5/2 levels) ‘Target: Your familiar Duration: | round/level The familiar gains 146 temporary hit points per caster level, 2d4 Strength enhancement boous, 244 Dexterity enhancement bonus, a +1 base attack bonus pee two effective master levels (which may give the familiet an extra attack) and a4 competence bonus on Fortitude saves. Material Component: Powdered ginseng that is sprinkled in the familiar’ direction ‘THE ART OF FAMILIAR MAINTENANCE THE ART OF FAMILIAR, MAINTENANCE then @ mage summons a familiar he should reatize that he is taking on the responsibilities that arc associated with the type of familiar he calls. Some familias can below maintenance, such as constructs, while ‘othet® might require an amount of attention that ‘borders on egotism, such as dragons. It is the purpose of this chapter to remind the prospective mage of what tasks they will need to undertake ‘when they summon particular familiar types, This ‘of course is not meant to be an exhaustive list, as such would be enough to ill volumes, but instead this short chapter is intended to be a guideline, ‘or warning in some cases, for those trying to determine which familiar not only fits their needs, boat also their budget Aberration Toemaintenance of aberrations isa difficult task fora mage as most have alien appetites that cannot easily be satiated. From the aboleth’s need to sonsume sentient creatures tothe will-o™-wisp's ‘raving for strong fear-related emotions. Still the mage must provide its familiar the sustenance nanded to survive lest it consider ise mistreated ‘and withhold its special boon or even worse die of stavation, Neodless to say aberrations are typically difficult to upkeep for many mages astheir hungers and thitsts are quite unusual, distinctive, and rarely casy to obtain. Construct Coastructs do not need to eat, sleep, or drink In fact they have little need of any maintenance ‘atall. They can be repaired and cleaned by ‘whatively common spells and although expensive in the initial price have virtually no drain on the mage’s coffers thereafter. It is however highly recommended that the mage keep his construct famifian repaired for its animating force departs immediately upon its destruction and no resurrection magic will reanimate it Dragon To say that dragons are high maintenance would be an understatement in the extreme. It would be ‘enough that dragons typically have a voracious appetite. It would be enough that dragons have an innate need to hoard certain precious items. In addition, however, dragon familiars also need to feel appreciated by their masters lest they grow melancholy and dour. Chromatic dragon love to eat sentient creatures, while metallic dragons enjoy eating raw ore and other unique foodstuffs, No matter the type of dragon a nage may have, all share a hoarding instinct for coins, gems and everything in between, though chromatic dragons have particular tastes that must be satiated such as the black dragon’s affection for coins to the white dragon’s adoration for diamonds. Finally, as mentioned before dragons need more than just sustenance for the body, but also require respect and praise from their masters, Fey Fey are not so much maintained as contained by their masters. They are quite inquisitive and independent minded, Though they cannot break their bonds like dragons they can ‘misinterpret? their master’s wishes, a favoured course of action ‘when they are mistreated. In light of this iis in a mages personal interest that he takes care of his familiar. So then, what do fey familiars want? Typically fey want three things: attention, delicious foods and drink, nothing like sugar cubes and maple syrup to make a pixie the happiest familiar in the world, and amusement. A mage ‘who does not show enough interest in a fey familiar will soon find the fey trying to garner his attention through both subtle and outlandish behaviour. Those who do not purchase the finest chocolates or other dainties will discover that their familiars are often jittery and unreasonable, Finally those who fail to amuse their fey familiars often find themselves or those around them the objects of pranks and practical jokes. 37 THE ART OF FAMILIAR MAINTENANCE, Humanoid Humanoid familiars are one of the more popular types of familias to summon because they are the most akin to their masters. They typically eat and drink the same things that their masters, This allows the master to share meals and shelter with his familiar when it might not otherwise be possible, such as when s tavern or inn does not allow ‘pets” and the like Monstrous Humanoid Unlike normal humanoids, monstrous humanoids are not ofan ilk that will be readily allowed into any tavern or inn. In fect most monstrous famniliars would be lynched along with their master if they asked for a place to wet theit whistles ‘or put up their feet forthe night. Monstrous, hhurnanoid familiars also rarely share their master's, taste in fond and drink. Whether the familiar have the grimlock’s taste for human flesh of the ‘medusa’s propensity for petrified provisions, ‘monstrous humanoids are not nearly as easy to maintain as their humanoid cossins. Ooze There is nothing like an ooze familiar to make you ‘question the sanity of the image who summons it, Oozes are notoriously difficult to care for and maintain, They have a tendency to destroy almost ‘everything they touch and are most definitely not welcome into more civilised environments. They are also quite difficult to transport as they move with a speed thet rivals @ drunken snail, Outsider Outsiders are diverse in theit needs and appetites. Some outsiders eat and drink like humanoids, while others, like the xom, have bizarre tastes that ‘mage may find difficult fo meet. Other issues ‘with the maintenance of an outsider familiar primarily revolve around the inability of their master to raise of resurrect them after death. Plant Plants require a wide range of nutrients to survive. Some plants need light and water to grow, while ‘others need flesh and bone, Whatever is newled for sustenance, the mage still has to deal with the 58 problem of transportation. Although some plants ‘might be able to move, not all can do so and this, ‘makes transporting a plant familiar a difficult problem to solve, Shapechanger ‘Most shapechangers have an ever-changing palite While in their natural form, a craving something ‘completely dierent from the day before. While shapechanged, however, they typically take on the tastes and needs of the eeature they ate mimicking. Traditional More traditional familiars, obtained from animals, beasts, magical beasts, and vermin ate diverse in their tastes and needs, though smaller creatures typically need less food than their larger counterparts. Ofall the traditional familiars that can be summoned, those drawn from magical beasts are the most likely to have unique appetites and wants. Examples of these distinctive tastes are the basilisk’s fondness for pettified food and the remorhaz’s weakness for frost giant flesh, Still the traditional familiars are for the most part some of the easiest familiars to care for when compared to many of the other choices available to a mage. Undead The undead typically require little more than. some flesh and bload on the floor to keep them happy and some not even that. They are simitar to construets in many ways, but are less acceptable in social settings, To be honest, undead familiar are in many ways the most vulnerable of al fauniliars, ‘They can be tured and even destroyed by cleries With relative ease, ifnoticed by a paladin they will most likely be smote and even other mages find them abhorrent to look upon. So in away, part of the maintenance of an undead familiar can be considered keeping it out of the way of those whom would hack it to pieces as an abominatioa and mockery. FAMILIAR CREATURES FAMILIAR, CREATURES, jhe following creatures were not detailed in the Core Rulebook Ii and while not an exhaustive list, its a sampling of the plethora of possibilities that normal animals offer to mages. ANT, HARVESTER Fine Magical Beast Hit Dice: As determined by the familiar’s path of infusion Initiative: +1 (Dex) Speed: 5 ft., Climb 5 ft “Armour Class: 19 (+8 size, +! Dex) Attacks: Bite +3 melee Damage: Bite | ‘Face/Reach: % fi. by f./0 ft. Saves: Fort +2, Ref +1, Will +2 Abilities: Str |, Dex 13, Con 10, Wis 10, ‘Cha 2. Int is determined by the familiat’s path of ‘infusion. Skills: Climb +5*, Listen +4, Spot +4, or ‘master’s skills. * Harvester ants use their Dexterity modifier for Climb checks, BEE, HONEY Fine Magical Beast Hit Dice: As determined by the familiar’s path of infusion. Initiative: +1 (Dex) ‘Speed: 10 fi, fly 40 fi. (good) Armour Class; 19 (+8 size, 11 Dex) Attacks: Sting +3 melee 2 YA fl. by M6 fIU/0 ft. Saves: Fort +2, Ref +1, Will +2 Abilities: Str 1, Dex 13, Con 10, Wis 0, Cha 2, Intis determined by the familiar’s path of infusion, Skills: Intuit Direction +2, Listen +4, Spot +4, or ‘masters skills. BEETLE, SCARAB Fine Magical Beast it Dice: As determined by the familiar’s path of infusion. Initiative: +0 Speed: 5 ft., Climb 5 fi., fly 10 8. (average) Armour Class: 18 (+8 size) Attacks: Damage: — Face/Reach: 4 ft. by % ft/0 ft, Saves: Fort +2, Ref +0, Will +2 Abilities: Str 2, Dex 11, Con 10, Wis 10, Cha 2. Int is determined by the familiar’s path of infusion, Skills: Listen +4, Spot +4, or master’s skills, KIWI ‘Tiny Magical Beast Hit Dice: As determined by the familiar’s path of infusion, Initiative: +2 (Dex) Speed: 20 ft. Armour Class: 14 (+2 size, +2 Dex) Attacks: Bite —3 melee Damage: Bite 13-S Face/Reach: 2 ¥% fi. by 2% fi/0 & Special Qualities: Scent Saves: Fort +2, Ref +4, Will +1 “Abilities: Str 1, Dex [5, Con 10, Wis 12, ‘Cha 5. Int is determined by the familiar’s path of infusion, Skills: Survival +5, Listen +5, Spot +5, or ‘master’s skills. Kiwis gain a +8 racial bonus to ‘Survival checks when tracking by scent. MONGOOSE 59 ‘Tiny Magical Beast Hit Dice: As determined by the familiar’s path of infusion Initiative: +2 (Dex) Speed: 20 fi Armour Class: 14 (12 size, +2 Dex) Attacks: Bite -2 melee Damage: Bite 1d3-4 Face/Reach: 2% 8. by 2% f1/0 ft Special Qualities: Scent Saves: Fort #4, Ref +2, Will +1 Abilities: Str3, Dex 12, Con 15, Wis 10, Cha 5. Int is determined by the familian’s path of infusion. ‘Skills: Survival +5, Listen +5, Spot +5, or master’s skills. Mongooses gain a +8 racial bonus to Survival checks when tracking by scent. MONKEY, SPIDER ‘Tiny Magical Beast Hit Dice: As determined by the familiar’s path of infusion. Initiative: +4 (Dex) Speed: 30 ft, climb 30 f. Armour Class: 16 (+2 si Attacks: Bite +6 melee Damage: Bite 13-4 Face/Reach: 2% ft. by 2 /f1/0 ft Saves: Fort +2, Ref +6, Will +1 Abilities: Str 3, Dex [8, Con 10, Wis 12, Cha 5. Int is determined by the familiar’s path of infusion. +4 Dex) 60 Skills: Balance +12, Climb +15, Hide +15, Listen +4, Spot +4, or master’s skills. Monkeys use their Dexterity modifier for Climb checks and receive a +8 racial bonus to Balance checks. Feats: Weapon Finesse (bite) OTTER ‘Tiny Magical Beast Hit Dice: As determined by the familiar’s path of infusion, Initiative: +2 (Dex) Speed: 20 ft, swim 40 ft. Armour Class: 14 (+2 size, +2 Dex) Attacks: Bite -2 melee Damage: Bite 143-4 Face/Reach: 2 % ft. by 2% 0 ft Special Qualities: Seent Saves: Fort +2, Ref +4, Will +1 Abilities: Str 3, Dex 15, Con 10, Wis 12, ‘Cha 5. Int is determined by the farmiliar's path of infusion, Skills: Survival +5, Listen +5, Spot +5, or master’s skills, Otter gains a +8 racial bonus to Survival checks when tracking by scent ‘They retain this ability underwater, PENGUIN Tiny Magical Beast Hit Dice: As determined by the famitiar’s path of infusion. Initiative: +2 (Dex) Speed: 20 A, swim 30 ft Armour Class: 14 (+2 size, +2 Dex) Attacks: Bite ~2 melee Damage: Bite 1d3-4 Face/Reach: 2 15 ft. by 2% fl/0 ft ‘Special Qualities: Tobogganing- a penguin can move twice as fast over ice by sliding on its belly. Saves: Fort +2, Ref +4, Will +1 Abilities: Str 2, Dex 15, Con 10, Wis 12, Cha 5. Int is determined by the familiar’s path of infusion, Skills: Hide +6, Listen +5, Spot +5, or master’s skills, Penguins receive a +8 racial bonus to Hide checks while underwater due to their countershaded coloration. FAMILIAR CREATURES PRAYING MANTIS Diminutive Magical Beast Hit Dice: As determined by the familiar’s path of infasion, Initiative: +2 (Dex) Speed: 10 A., fly 40 ft. (average) Armour Glass: 17 (+4 size, +2 Dex, +1 natural) Attacks! Claw +6 melee Damage: Claw 1 Face/Reacht | f. by 18/0 ft Saves: Fort +2, Ref +2, Will +2 Abilities: Sw I, Dex 15, Con 10, Wis 10, Cha 2, Tit is determined by the famitiar’s path of ‘infusion. ‘Skills: Hide +10*, Listen +4, Spot +4 or master’s stills. Praying mantises gain a-+8 racial bonus ‘toide checks made in areas with foliage. Beats: Weapon Finesse (claw) RACCOON Fine Magical Beast Hit Dices As determined by the familiar’s path of infusion. Initiative: +4 (Dex) climb 30 R. 2 16 (42 size, +4 Dex) Attacks: Bite +0 melee Damage: Bite 1d3-4 Face/Reach: 2% ft. by 2% fL/0 f. Special Qualities: Scent Saves: Fort +2, Ref +6, Will +1 Abilities: Str3, Dex 18, Con 10, Wis 12, Cha 5, Int is determined by the familiar’s path of infusion. Skills: Balance +12, Climb +15, Hide +415, Listen +4, Spot +4, or master’s skills, Raccoons use their Dexterity ‘modifier for Climb checks and receive a +#8 racial bonus to Balance checks, WASP, YELLOW JACKET Fine Magical Beast Hit Dice: As determined by the familiar’s path of infusion, Initiative: +1 (Dex) Speed: 10 ft, fly 40 fi. (good) Armour Class: 19 (+8 size, +1 Dex) Attacks: Sting +3 melee Damage: Sting | Face/Reach: 1/2 ft by 1/2 1/0 ft. Saves: Fort +2, Ref +1, Will #2 Abilities: Str I, Dex 13, Con 10, Wis 19, Cha 2, Int is determined by the familiar’s path of infusion. Skill isten +4, Spot +4, or master's skills 61 RULES SUMMARY ‘sith most of my projects, the premise ofthe book was bora out ofthe sudden inspiation to fo something about the way in which familiars are portrayed by both players and the core rules, The first problem was the “toad-in-my-pocket’ disease that plagues some players, the primary symptom being the seeming disappearance from existence ofa familiar except as a notation on a character sheet and a boon to acharacter’s abilities. The second problem, and ‘one I only discovered by chance perusal ofa forun thread, was the unfortunate lack of information for particular animal familias, especially the monkey, Fhemoaned by players of sorcerers and wizards alike, ‘and remedied in the “Familiar Creatures” section of this hook. Las, but certainly not least, I believed that familiars deserved to be more than just a class feature and a sidebar, So for these reasons I began my quest to right the ‘wrongs done to familiars and renew their vital role in the lives oftheir masters... bt first I needed a name, As things would have it had just seen a great movie that provided me withthe perfet ttle in light of the aspects 1 was trying to address with this book Crouching Monkey, Hidden Toad. With this ttle frm in my mind I began to ask myself the great question of design, “What if?” What if familiars could be of different cresture types? What if ‘you could summon more powerful familias through rituals? What if familias could be infused with different special abilities tailored more specifically to their masters needs? What if fimifiars could be augmented with class levels? What ifa sorcerer or wizard did not wish to have the responsibilty of a familiar? What ifa sorcerer or wizard sacrificed another mages familiar? What if sorcerers and wizards ‘were fo take upon themselves aspects oftheir familiars overtime? What if familiars could be transferred to another? These were the questions that drove the design ofthis book and each was answered in its own way, 1 decided families could in fat be of other creature types, which lead to the question of how to balance alternative familiars with waditonal ones. I decided thatthe best balance would be to increase the material cost of summoning such familiars and include an experience point cost. As for summoning more powerful familiar also decided that it should be 62 possible, Why shouldn't a sorcerer or wizard be able {ohave a more unusual companion? Of course than {had to balanced the summoning of higher challenge rating creatures by requiring the ‘expenditure’ of a spell slot and the fowering the summoning mage’s effective caster level when determining the familians abilities so that it would still be preferable by some to -kcep to traditional familias Next came the questions of infusion and augmentation, ‘Yes and Yes. I had always thought that familiars should be honed more to their master’s preference tha to preset table and so I developed the various paths ‘of infusion from the assistant fo the seeker. [also used the paths of infusion to determine what classes a familiar might be augmented with (the traditional path allowing forthe most flexibility). To balance the ability to augment a familiar with class levels, 1 ‘made the spel that granted familiar clas levels quite expensive in experience point cost ‘The question of not wanting a familiar eaused me to wonder just how good is the summon familiar ability and whether or nota sorcerer or mage should {got something for sacrificing ther ability to summon ‘one? This decision was perhaps the most difficult one ‘to make in regards to the book, as although familias are quite useful, they can make a character incredibly vulnerable. In the end, | dovided thatthe benefits of ‘the summon familiar ability outweighed the drawbacks ‘and gave characters who sacrifice the ability to summon familiars their choice of metamagic, item ‘creation, spell focus or spell penetration feat As forthe other questions, well fam running outof space and so Iwill keep my’answers shor. Sacefing familias? Difouk, ut worth it for any evil mage sad with the desire for power, Taking onthe aspects of you familiar? Well worth it ifyou want to adda new dimension tothe relationship between a mage and his familiar. Transferring familiars? An awesome ‘vay tallow non-spelsasters to gain friias and eat aida new dimension to any campaign (What if noa- splleaser familias were common?) Well, my page is up, and I hope I have given you some food for thought and a few new rules to use in your campaigns. As always, these ideas are not cast in stone, they are just that: ideas. If you do not lke them ‘or they do not fit che feel of your campaign change them or ignore them to suit. Till next time, may your gaming be good and your familiars never forgotten. IMiller RULES SUMMARY ‘SS SUMMARY NEw SPELLS 1 Level (Any) Famitiar Ritual J: Susamons a creature of Jess than ¥s CR to become the caster’s familiar. Ritual of Independence: Sacrifices the caster’s ability to summon a familiar for @ bonus feat. ‘Speak with Familiar: Allows your familiar to communicate verbally with a particular creature. 2° Level (Any) Faniliar Ritual I; Summons a creature of 1 CR or less to become the casters familiar, Familiar Refuge: Your pains sanciusry ffom attack as long a8 it does not attack. Familiar’s Fang: Your famitiar gains a bonus to attack and damage rolls. Training Ritual [: Your familiar gains a Jevel ina chosen class, 3" Level (Any) Familiar Ritual TUL: Summons creature of 2 CR or less to become the easter’s familiar, Bolster Familiar: Your familiar gains a bonus to its hit points, atiack rolls and saving throws. ‘Training Ritual If: Your iamiliar gains. level in a chosen class. 4" Level (Any) Familiar Ritasl IV: Summons a creature of 3 CR o less to become the caster’s familiar, Greater Famitiar’s Fang: Your familiar gains a greater bonus to attack and damage rolls. ‘Training Ritwal Mt: Your famitiar goins a level in a chosen class, S* Level (Any) Familiar Ritual V; Summons a creature of 4 CR or less to become the caster’s familiar. Ritual of Power: Sacrifices the caster’s ability to summon a familiar for greater personal power, Familiar Growth: Your familiar increases in size. Tenser’s Familiar Augmentation: Your familiar becomes a more combat effective creature, Training Riteal IV: Your familiar gains a level in a chosen class. Level (Any) Famitias Ritual VI: Summons 2 creature of 5 CR or less to become the caster’s familiar. ‘Training Ritual Vs Your familiar gains level in a chosen class, 7 Level (Any) Familiar Ritual VII: Summons a creature of 6 CR or less to become the caster’s famitiar. ond ransferal: Transfers the caster’s familiar to a new master. ‘Training Ritual VIz Your familiar gains a level in.a chosen class, 8 Level (Any) Familiar Ritual VII: Summons a creature of 7 CR or less to become the castet’s familiar, ‘Training Ritual VIG; Your familiar gains a level in a chosen class, 9 Level (Any) Famitiar Ritual IX: Summons a creature of 8 CR or less to become the caster’s familiar. Training Ritual VIE: Your familiar gains a leve\ in a chosen class. | [tania “to Bluff and Hide = 32 to Fortirude saves Tamnass Fi to Knowledge (arcane) and Sense z len Motive [ Scorpion, Tiny Leopard “HL to Hide and Move Silent! Sea Lion 2:10 Swim Lilend "2 to Perform (any one Shadow Tinarurity (Shadow Touch) e “2 o Reflex sav Shadow Masi Tmunity (Bay) “310 Climb ‘Shambling Mound +1 to Hide and Nove Sitaly chacks “2 to Fortitude saves Sharks Zio Reficx saves [Shield Guardian “FT Natural Armour. Tinmunity (Combustion & Fiery Shocker Lizard ‘Silver Dragon. ‘Skelgton ato Reflex saves and Chim 2.10 Diplomacy “$2 to Initiat Aura) “$2 to Swi 2:10 Spot #10 Blut “to Jump, $2 to Initiative 42 to Swim 772 to Fonitude saves “2 to Disaul {[ Spider, Tim F Reflex saves aid Climb io ive and Move Silently id 742 to Swim +20 Reflex saves and +2 Forlitude #2 Fortitude saves save versus snake poison Steam Mephit “Eto Reflex saves +20 Reflex saves and Clin Sige “7 10 Reflex saves +2 Reflex saves Tendriculos “#219 Fortitude saves “P20 Fontuude saves Thogaua Toumunity leat & Burn Toyunity (Srioke) Tiger “Hl to Hide and Move Sitentiy +2 to Initiative | Toad #3 Hit Points, Twamonity (Binding & Unearthly —} | Treant to Survival Beauty) “Trigentops “to Fortitude saves 2 to Rolex saves and Swim Triton +210 Swim —Tmamunity (Acid) and Tor Getinaus | | Troglodyte Trmunity Steet Cubes (Paralysis) Troll $20 Foritude saves Zio Fortitude saves Tyrannosauras “£210 Fortitude saves Fo Fortinude Unicom 2 to Survival 12 to Reflex saves and Swim Vampire Spawn “Tie Bluitand Sane Maine 72 10 Spot Vargouille Ito Listen and Spot “3 to Spot in shadows Wasp, Giant “F316 Fortitude saves “1210 Fortitude saves ‘Wasp, Yellow Jacket +2 Dexterity and Spot 29 Sense Motive ‘Water Mephit “7 10 Foctitude saves Water Noga 210 Will snes “Lo Climb and Move Silently ease F719 Reilox 720 Bluff Whales +20 Swim ee re Sr ea eee 43 10 Reflex saves and Swim (Frightful Presence) +2 to Dexterity and Spot Wi +210 Move Silently ‘Will-oTwigp F210 Spot rayng Mantis, Giant +2 10 Foritude saves Winier Wolt +210 Fortitude sven Psxedodrogon 1 to Listen and Spot wolt =2 to Reflex saves it “2 Reflex saves ‘Wolverine 32 to Fortitude saves Raccoon #2 to Reflex and Hide “2 to Fortitude saves. [Rast Tmmuinity (Paralysing Gaze) F2io Initintive Rat 2 to Fortitude #7 to Fortitude saves [Raven 43 to Appraise PRavid Lito Liston and Spot ag FE To Jump aid Yama AGH Presence Remoriaz Immunity (Heat) ers 2 to Fortitude saves * trumunities that are granted via boons only work against the Ruse Monster Fo Natural Armour special abilities of beings of the sare bace ereature type as the n "2 to Swim familia. Salamanders Immunity (Heat) and =2 to Graft (metalworking)

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