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See WitchWizard

You receive a +2 bonus on Concentration & Dweomer while your familiar is adjacent. Starting at CL3, you may Locate Creature your familiar at will; at CL 19 you may instead Discern Location it. It is immune to [Mind], unless the effect is controlled by you.

Your familiar has HD = 2/3 CL (round up), & uses the normal LDV for its type (see Monsters). Consult the chart for the familiar's attributes.

Type Strength Dexterity Constitution Intelligence Wisdom Charisma
Elemental Construct As Elemental As Elemental As Elemental Wizard - 10 As Elemental 1/2 Wizard
Quantum Construct KAS As Wizard None Wizard - 10 10 1/2 Wizard
Friend Beast As animal As animal As animal Wizard - 10 As animal 1/2 Wizard
Skeleton Construct As template As template None Wizard - 10 10 1/2 Wizard
Plasmoid Construct As Wizard KAS None Wizard - 10 10 1/2 Wizard
Umbra Construct 1/2 Wizard As Wizard None Wizard - 10 10 1/2 Wizard
D.P.D. As Wizard As Wizard Wizard - 4 1/2 Wizard Wizard - 10 1/2 Wizard 1/2 Wizard
Barrister Fey As base

animal

As base

animal

As base

animal

Witch - 10 As base

animal

1/2 Witch

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CL HD Bonuses
1 1 Empathic Link, Severance
2 2 Share Spells (1sq)
3 2 Evasion 5, Telepathic Link (20sq)
4 3 Spell Resistance
5 4 Share Spells (2sq)
6 4 +2 base speed
7 5 Evasion 10, Telepathic Link (10 miles)
8 6 DR Int/magic
9 6 Spell Storing (C1)
10 7 Specialist Boost
11 8 Evasion 15, Telepathic Link (planar)
12 8 Share Spells (3sq)
13 9 Spell Storing (C2)
14 10 Access
15 10 Evasion 20, Telepathic Link (unlimited)
16 11 +2 base speed, DR Int/greater magic
17 12 Spell Storing (C3)
18 12 Melding
19 13 Evasion 25, Improved Access
20 14 Improved Specialist Boost

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Empathic Link: The master & familiar are aware of each other's emotional state while within 6sq (or their Telepathic range, if greater).

Severance: If the familiar dies or is destroyed, the master loses CLx100 XP (Will ½ DC 10+CL).

Share Spells: When the master casts a spell targeting themselves, they may also have the spell affect their familiar while it is within the listed distance.

Telepathic Link: The master & familiar can send telepathic messages to each other while within the listed distance. Doing so replaces any speech they would otherwise emit.

Spell Resistance: The familiar has SR; the master may choose to ignore it for any spells they control.

Spell Storing: The master may cast a single spell into their familiar, up to the chosen circle. For up to CL days, the familiar may cast the stored spell as though they were the master.

Access Minor Witchcraft/Specialization: The familiar may use the master's Minor Witchcraft or Specialization features as though they were the master, while within 20sq.

Melding: The master may absorb into their body (or expel from themselves) their adjacent familiar as a supernatural standard action.

Improved Access: The familiar may use the master's Least Invocations or Improved Specialization features as though they were the master, while within 20sq.

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Elemental: The familiar starts as a Tiny True Elemental, & increasing its abillities according to the Familiar progression (it increases in size when it reaches appropriate HD values). It has a bonus on Reflex equal to the highest {C} Evocation the master retains in memory.

Severance: The master can obtain a replacement familiar with a 100gp ritual lasting 1 hour.

Specialist Boost: Whenever the master casts a spell with the same elemental subtype as the familiar while within their Share Spells range, the familiar recovers HP equal to {C}.

Improved Specialist Boost: Whenever the master casts a spell with the same elemental subtype as the familiar while within their Share Spells range, the familiar is hasted for rounds equal to {C}.

Quantum: The familiar is a Construct [Spirit], with base speed & body shape matching the master. It is semi-transparent, gaining concealment against creatures other than the master (Spot DC 10 + CL). It has a bonus on attack rolls equal to the highest {C} Force the master retains in memory.

Severance: The master can obtain a replacement familiar with a 100gp ritual lasting 1 hour.

Specialist Boost: As a standard action, the Quantum may transform into a standard mundane item (without intrinsic value, & up to its size) for CL rounds; it may revert as a move action. While a weapon, it ignores incorporeal miss chance.

Improved Specialist Boost: The Quantum can pass through a Force as a standard action.

Friend: The familiar is a Beast [Animal], no larger than 2 size categories smaller than the master (if such an animal would normally have more HD than the progression indicates for the master’s level, it has its regular HD). It has a bonus on Charisma skills equal to the highest {C} Glamer the master retains in memory.

Severance: The master can obtain a replacement familiar by performing a 1 hour ritual in a location matching the new Friend's natural habitat, using food appropriate to the Friend.

Specialist Boost: While within Share Spells range, the master & familiar gain a +1 bonus on saves & defense.

Improved Specialist Boost: While within Share Spells range, the master & familiar instead gain a +3 bonus on saves & defense.

Skeletal Warrior: The familiar is a Skeleton of the same base creature as the master, but has Wisdom & Charisma. It has a bonus on weapon damage equal to the highest {C} Necromancy the master retains in memory.

Severance: The master can obtain a replacement familiar with a 1 hour ritual, using an appropriate skeleton.

Specialist Boost: The Skeletal Warrior gains a +2 bonus on attack rolls.

Improved Specialist Boost: The Skeletal Warrior instead gains a +5 bonus on attack rolls.

Plasmoid: The familiar is an amorphous Construct [Ooze] 2 size categories smaller than the master. It has land-, climb-, & swimspeed 4. It has a bonus on Fortitude equal to the highest {C} Polymorph the master retains in memory.

Severance: The master can obtain a replacement familiar with a 100gp ritual lasting 1 hour.

Specialist Boost: The master may cast a spell with a range of touch while touching the familiar. The familiar may then deliver the spell to another creature. A Plasmoid may only carry 1 spell at a time in this manner, & the spell dissipates if not delivered within CL rounds.

Improved Specialist Boost: The Plasmoid had Soak 10 (all).

Umbra: The familiar is a quadrupedal shadowstuff Construct 1 size smaller than the master, with landspeed 6. Against attacks & effects from any creature other than the master, it has an unreality miss chance % equal to the master's Intelligence + CL. It has a bite attack with a 20% miss chance. It has a bonus on Dexterity skills equal to the highest {C} Shadow the master retains in memory.

Severance: The master can obtain a replacement familiar with a 100gp ritual lasting 1 hour.

Specialist Boost: While within Share Spells range, enemies adjacent to the Umbra take a -2 penalty to saves & defenses.

Improved Specialist Boost: The Umbra's bite attack delivers 1d4 negative levels lasting ½CL rounds.

Divergent Probability Doppelgänger: The familiar is a duplicate of the master, except for its attributes (it ignores the HD rule above). The master can summon or dismiss the D.P.D. as a standard action; it arrives adjacent, with mundane replicas of the master's equipment, & remains for CL rounds. It has a bonus on base speed equal to the highest {C} Teleportation the master retains in memory.

Severance: The master can obtain a replacement familiar as a turn action by gaining a TNL (Fortitude removes DC 5 + HD).

Specialist Boost: If sufficiently Intelligent, the familiar may cast the master's prepared spells while within Share Spells range.

Improved Specialist Boost: The familiar can be summoned or dismissed with a move action.

Barrister: The familiar is a Court Fey resembling a tiny or smaller animal. It speaks Sylvan.

Severance: The witch may return their familiar to this world by finding a suitable replacement creature & performing a ritual at a place of natural fey power (desert oasis, ring of mushrooms, standing stones, etc.). The ritual consumes 100gp/hd of the familiar.


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