Several new familiars will be added in a coming patch. These are:
Standard
- Hawk
- Raven
Improved
- Beguiler
- Bonebat
- Eyeball
- Homunculus
- Osquip
- Shadow
- Small Air Elemental
- Small Earth Elemental
- Small Fire Elemental
- Small Water Elemental
- Stitched Flesh Cat
- Stitched Flesh Rat
- Stitched Flesh Raven
- Vargouille
In addition, all familiars will be reworked to work more closely with pnp. This will include the following:
- Familiar Skills: Familiars will use either their own skill ranks or their master's skill ranks, whichever is higher. Their skills will no longer level up as they level, instead they will start out with the pnp skills for their creature type and gain more skills if you yourself have higher ranks in a particular skill. This means some familiars start out with really high ranks in some skills (eg spiders start with 25 Hide), but that number will not increase as the familiar levels unless the master has higher ranks in that skill than the familiar.
- Familiar HP and Saves: Familiars will use the master's HP divided by two to determine their HP, rather than their own classes or hit dice, unless their own hit dice is higher. They will also use the higher of their saving throw scores or their master's saves.
- Familiar Fluff Feats: Familiars will receive display feats for their fluff abilities: Empathic Link, Speak with Master, Speak with Like Kind, and Scry on Familiar. These have no mechanical effect, but describe various pnp RP abilities that familiars have. Familiars that can speak languages IC also get a feat noting such. Deliver Touch Spell and Familiar Spell Resistance are also included in this list, reflecting the mechanical qualities familiars already get.
- Canon-accurate Stats and Abilities: Familiars have been adjusted to use their canon stats, skills, feats, and abilities. Some pnp abilities are still left off for ease of development, but I try and add them where I can.
All Familiars
AC: +1 Natural AC at level 1, +1 per two levels to a maximum of +15 Natural AC at level 30.
HP: Higher of familiar's HP or master's HP/2.
Saving Throws: Higher of familiar's or master's saving throw scores.
Abilities: Int 6 at level 1, +1 per two levels to a maximum of 20 at level 30. Familiars with higher-than-6 naturally retain their natural Int until they reach a level that familiar int progression passes it.
Feats: Alertness, Improved Evasion, Weapon Prof (Creature), Familiar Ability: Share Skills, Familiar Ability: Empathic Link, Familiar Ability: Deliver Touch Spells, Familiar Ability: Speak with Master (level 5), Familiar Ability: Speak with Like Kind (level 7), Familiar Ability: Spell Resistance (level 11. SR = familiar level +5, starts at 16, ends at 34), Familiar Ability: Scry on Familiar (level 13)
Magical Beast Properties
Darkvision
Vermin Properties
Immunity to mind-affecting spells
Undead Properties
Immunity to disease, critical hits, death magic, level/ability drain, mind-affecting spells, paralysis, poison, sneak attack
Outsider Properties
Darkvision
Elemental Properties
Immunity to disease, critical hits, mind-affecting spells, paralysis, poison, sneak attack, knockdown
Fire elemental also gains immunity to fire and vulnerability to cold. Water elemental gains immunity to fire
Dragon Properties
Immunity to paralysis and mind-affecting spells
Darkvision
Aberration Properties
Immunity to mind-affecting spells
Incorporeal Undead Properties
Undead properties plus Turn Resistance 2 and DR 10/magic weapons (+1)
If a familiar is Lawful or Chaotic, the character may only select that familiar if their alignment is Lawful/Chaotic or Neutral on the Law-Chaos scale. If a familiar is Good or Evil, they may only select that familiar if their alignment is Good/Evil or Neutral on the Good-Evil scale. For example, a pseudodragon (Chaotic Good) can be selected by Chaotic Good, Neutral Good, Chaotic Neutral, or Neutral characters, while a Vargouille (Neutral Evil) can be selected by characters of any Evil or any Neutral alignment, but not by characters of Good alignments.
Characters must have Spell Focus Necromancy or the Undeath domain to select a stitched flesh familiar, Spell Focus Transmutation to select a homunculus familiar, or Spell Focus Illusion or the Darkness or Illusion domains to select a shadow or shadow mastiff familiar. Characters with at least 1 level of Shadow Adept or 3 levels of Shadow Dancer can also select shadow familiars (but not shadow mastiffs), even if they don't have Spell Focus Illusion or an appropriate domain.
Standard
Bat (Magical Beast)
Damage: 1d2
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 1, Dex 15, Con 10, Intelligence 6, Wisdom 14, Charisma 4
Feats: Familiar feats, Darkvision, Blindsense
Skills: Hide 14, Listen 8, Move Silently 6, Spot 8
Beetle (Vermin)
Damage: 1d2
AC: 16 at 1, 30 at 30
HP: 6 at 1, 174 at 30
Abilities: Str 1, Dex 14, Con 14, Int 6, Wis 10, Cha 7
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Hide 25, Spot 15
Cat (Magical Beast)
Damage: 1d3
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 7
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Hide 14, Listen 3, Move Silently 6, Spot 3
Chicken (Magical Beast)
Damage: 1d3
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6
Feats: Familiar feats, Weapon Finesse, Darkvision, Improved Initiative
Skills: Listen 3, Spot 5
Hawk (Magical Beast)
Damage: 1d4
AC: 18 at 1, 32 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 6, Dex 17, Con 10, Int 6, Wis 14, Cha 6
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Listen 2, Spot 14
Pig (Magical Beast)
Damage: 1d2
AC: 17 at 1, 31 at 30
HP: 8 at 1, 232 at 30
Abilities: Str 15, Dex 10, Con 17, Int 6, Wis 13, Cha 4
Feats: Familiar feats, Darkvision
Skills: Listen 7, Spot 5
Rabbit (Magical Beast)
Damage: 1d2
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 12, Cha 3
Feats: Familiar feats, Weapon Finesse, Darkvision, Dash
Skills: Hide 14, Listen 8, Move Silently 6
Rat (Magical Beast)
Damage: 1d3
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 2, Dex 15, Con 10, Int 6, Wis 12, Cha 2
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Hide 14, Move Silently 10
Raven (Magical Beast)
Damage: 1d2
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6
Feats: Familiar feats, Weapon Finesse, Darkvision, Familiar Ability: Language
Skills: Listen 5, Spot 7
Snake (Magical Beast)
Damage: 1d2, DC14 1d2 Constitution damage
AC: 18 at 1, 32 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 4, Dex 17, Con 11, Int 6, Wis 12, Cha 2
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Hide 15, Listen 6, Spot 6
Spiders, all (Vermin)
Damage: 1d2, DC14 1d2 Dexterity damage
AC: 20 at 1, 34 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 1, Dex 14, Con 10, Int 6, Wis 10, Cha 2
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Hide 25, Spot 15
Weasel (Magical Beast)
Damage: 1d3
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Hide 11, Move Silently 8, Spot 3
Improved
Beguiler (Magical Beast)
Damage: 1d3 (claw), 1d4 (bite), 1d6 (shortsword)
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 6, Dex 17, Con 11, Int 12, Wis 10, Cha 11
Feats: Familiar feats, Weapon Finesse, Darkvision, Multiattack, Familiar Ability: Language
Skills: Hide 9, Listen 2, Move Silently 5, Spot 2
Bonebat (Undead)
Damage: 1d6, DC14 chance of Paralysis for 2 rounds
AC: 14 at 1, 28 at 30
HP: 6 at 1, 174 at 30
Abilities: Str 1, Dex 15, Con 10, Intelligence 6, Wisdom 14, Charisma 4
Feats: Familiar feats, Low-light Vision, Blindsense
Skills: Hide 7, Listen 6, Move Silently 7, Spot 6
Coure (Fey)
Damage: 1d4, +1 vs Evil, +1 vs Lawful
AC: 24 at 1, 38 at 30
HP: 7 at 1, 145 at 30
Abilities: Str 6, Dex 24, Con 12, Int 12, Wis 10, Cha 14
Feats: Familiar feats, Darkvision, Weapon Finesse, Weapon Prof (Simple), Familiar Ability: Language, Tongues (perma-comprehend languages)
Skills: Hide 24, Listen 5, Move Silently 16, Diplomacy 9, Spot 5
Special Abilities: Immunity to electricity, mind-affecting spells, and flesh-to-stone, +4 to saves against poison, 10/- to acid and cold, Dancing Lights (unlimited), Detect Magic (unlimited), Faerie Fire (unlimited), CL4 Magic Missile (3/day), Sleep (3/day)
Earth Mephit (Outsider)
Damage: 1d3
AC: 18 at 1, 32 at 30
HP: 8 at 1, 174 at 30
Abilities: Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 15
Feats: Familiar feats, Power Attack, Toughness, Darkvision, Familiar Ability: Language, Change Size (self-only enlarge person, 1 hour cooldown)
Skills: Hide 9, Listen 6, Move Silently 5, Diplomacy 4, Spot 6, Bluff 8, Intimidate 4
Special Abilities: CL3 Flaywind Burst (unlimited), Fast Healing 2
Eyeball (Aberration)
Damage: 1d3
AC: 19 at 1, 33 at 30
HP: 3 at 1, 87 at 30
Abilities: Str 6, Dex 16, Con 9, Int 6, Wis 10, Cha 10
Feats: Familiar feats, Weapon Finesse
Skills: Hide 15, Search 6, Spot 6
Special Abilities: Eyeball Eye Beams. Exterminate, Cause Fear, Daze, and Ray of Frost. Unlimited use.
Faerie Dragon (Fey, Dragon)
Damage: 1d4
AC: 18 at 1, 32 at 30
HP: 7 at 1, 203 at 30
Abilities: Str 17, Dex 15, Con 13, Int 15, Wis 12, Cha 12
Feats: Familiar feats, Weapon Finesse, Darkvision, Improved Initiative
Skills: Hide 19, Listen 14, Move Silently 15, Diplomacy 7, Sleight of Hand 17, Spot 14, Bluff 14, Intimidate 5, Survival 3
Special Abilities: Dragon's Breath (Daze, unlimited), Dancing Lights (unlimited), Detect Magic (unlimited), Invisibility (3/day)
Fire Mephit (Outsider)
Damage: 1d3 physical, 1d4 fire
AC: 17 at 1, 31 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 15
Feats: Familiar feats: Dodge, Darkvision, Improved Initiative, Familiar Ability: Language
Skills: Hide 11, Listen 6, Move Silently 7, Diplomacy 4, Spot 6, Bluff 8
Special Abilities: CL3 Cone of Fire (unlimited), CL3 Scorching Ray (2/day), Fast Healing 2
Homunculus (Construct)
Damage: 1d4, DC14 1d2 Wisdom damage
AC: 15 at 1, 29 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 8, Dex 15, Con 10, Int 10, Wis 12, Cha 7
Feats: Familiar feats, Lightning Reflexes, Weapon Finesse, Darkvision
Skills: Hide 14, Listen 4, Spot 4
Ice Mephit (Outsider)
Damage: 1d3 physical, 1d4 cold
AC: 19 at 1, 33 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 15
Feats: Familiar feats, Dodge, Darkvision, Improved Initiative, Familiar Ability: Language
Skills: Hide 13, Listen 6, Move Silently 9, Diplomacy 4, Spot 6, Bluff 8
Special Abilities: CL3 Cone of Cold (unlimited), CL3 Magic Missile (2/day), Fast Healing 2
Imp (Outsider)
Damage: 1d4, +1 vs Good, +1 vs Chaotic, DC14 1d2 Dex damage
AC: 21 at 1, 35 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 10, Dex 17, Con 10, Int 10, Wis 12, Cha 14
Feats: Familiar feats, Dodge, Weapon Finesse, Darkvision
Skills: Hide 17, Listen 7, Arcana 6, Move Silently 9, Diplomacy 8, Search 6, Spellcraft 6, Spot 7, Survival 1
Special Abilities: DR 5/Good and Silver, Detect Magic (unlimited), Invisibility (unlimited), Charm Monster (1/day), Commune (1/day), Fast Healing 2
Lantern Archon (Outsider)
Damage: N/A, see special abilities
AC: 16 at 1, 30 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 1, Dex 11, Con 10, Int 6, Wis 11, Cha 10
Feats: Familiar feats, Improved Initiative, Darkvision, Familiar Ability: Language, Tongues (perma-comprehend languages)
Skills: Concentration 4, Listen 4, Diplomacy 4, Spot 4
Special Abilities: CL1 Searing Light (unlimited), Aura of Menace (unlimited), CL3 Aid (unlimited)
Osquip (Magical Beast)
Damage: 1d6
AC: 16 at 1, 30 at 30
HP: 9 at 1, 261 at 30
Abilities: Str 14, Dex 13, Con 19, Int 6, Wis 12, Cha 2
Feats: Familiar feats, Darkvision, Blindsense, Weapon Focus (Creature), Poor Eyesight
Skills: Hide 10, Listen 6, Move Silently 6
Pseudodragon (Dragon)
Damage: 1d8, DC16 1d2 Dex damage
AC: 18 at 1, 32 at 30
HP: 7 at 1, 203 at 30
Abilities: Str 17, Dex 15, Con 13, Int 10, Wis 12, Cha 12
Feats: Familiar feats, Darkvision, Immunity to Sleep, Immunity to Paralysis, Blindsense, Familiar Ability: Language
Skills: Hide 20, Listen 9, Diplomacy 2, Search 6, Spot 9
Special Abilities: Spell Resistance 19
Quasit (Outsider)
Damage: 1d3, +1 vs Good, +1 vs Lawful, DC14 1d2 Dex damage
AC: 19 at 1, 33 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 8, Dex 17, Con 10, Int 10, Wis 12, Cha 10
Feats: Familiar feats, Weapon Finesse, Improved Initiative, Darkvision, Familiar Ability: Language
Skills: Hide 17, Listen 7, Arcana 6, Move Silently 9, Diplomacy 2, Search 6, Spellcraft 6, Spot 6, Bluff 6, Initimdate 2
Special Abilities: DR 5/Good and Cold Iron, Cause Feat (1/day), Detect Magic (unlimited), Invisibility (unlimited), Fast Healing 2
Shadow (Incorporeal, Undead)
Damage: 0 physical, 1d6 Strength damage
AC: 13 at 1, 27 at 30
HP: 6 at 1, 174 at 30
Abilities: Str 10, Dex 14, Con 10, Int 6, Wis 12, Cha 13
Feats: Familiar feats, Dodge, Weapon Finesse, Weapon Prof (Simple), Darkvision, Self-Concealment 50%
Skills: Hide 8, Listen 7, Search 4, Spot 7
Shadow Mastiff (Outsider)
Damage: 1d6
AC: 15 at 1, 29 at 30
HP: 7 at 1, 203 at 30
Abilities: Str 17, Dex 13, Con 17, Int 6, Wis 12, Cha 13
Feats: Familiar feats, Dodge, Darkvision, Improved Initiative, Track, Knockdown
Skills: Hide 8, Listen 8, Move Silently 8, Spot 8, Survival 8
Special Abilities: Howl, Fear (unlimited), CL12 Greater Invisibility (unlimited)
Small Air Elemental (Elemental)
Damage: 1d4
AC: 18 at 1, 32 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 10, Dex 17, Con 10, Int 6, Wis 11, Cha 11
Feats: Familiar feats, Weapon Finesse, Darkvision, Improved Initiative, Familiar Ability: Language
Skills: Listen 2, Spot 3
Small Earth Elemental (Elemental)
Damage: 1d6
AC: 18 at 1, 32 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 17, Dex 8, Con 13, Int 6, Wis 11, Cha 11
Feats: Familiar feats, Power Attack, Darkvision, Familiar Ability: Language
Skills: Listen 3, Spot 2
Small Fire Elemental (Elemental)
Damage: 1d4 physical, 1d4 fire
AC: 16 at 1, 30 at 30
HP: 4 at 1, 116 at 30
Abilities: Str 10, Dex 13, Con 10, Int 6, Wis 11, Cha 11
Feats: Familiar feats, Dodge, Weapon Finesse, Darkvision, Improved Initiative, Familiar Ability: Language
Skills: Listen 2, Spot 3
Small Water Elemental (Elemental)
Damage: 1d6
AC: 18 at 1, 32 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 14, Dex 10, Con 13, Int 6, Wis 11, Cha 11
Feats: Familiar feats, Power Attack, Darkvision, Familiar Ability: Language
Skills: Listen 2, Spot 3
Stirge (Magical Beast)
Damage: 1d6, DC16 1d2 Constitution damage
AC: 17 at 1, 31 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 3, Dex 19, Con 10, Int 6, Wis 12, Cha 6
Feats: Familiar feats, Weapon Finesse, Darkvision
Skills: Hide 14, Listen 4, Spot 4
Special Abilities: Fast Healing 1
Stitched Flesh Cat (Undead)
Same as cat, but with undead properties.
Stitched Flesh Rat (Undead)
Same as rat, but with undead properties.
Stitched Flesh Raven (Undead)
Same as raven, but with undead properties.
Vargouille (Outsider)
Damage: 1d4, DC14 1d2 Strength damage
AC: 13 at 1, 27 at 30
HP: 5 at 1, 145 at 30
Abilities: Str 10, Dex 13, Con 12, Int 6, Wis 12, Cha 8
Feats: Familiar feats, Weapon Finesse, Darkvision, Familiar Ability: Language
Skills: Hide 9, Move Silently 5, Spot 5, Intimidate 3
Special Abilities: CL12 Howl, Paralyze (unlimited)