Difference between revisions of "Familiars (D&D)"
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(Included corrections from Savage Tide version) |
(Winged familiars) |
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||'''Familiar'''|||'''Reference'''|||'''Master gains...''' |||'''Notes''' | ||'''Familiar'''|||'''Reference'''|||'''Master gains...''' |||'''Notes''' | ||
|- | |- | ||
− | ||[[Crab (D&D Creature)|Crab, Tiny]] ||| New ||| +1 natural armor ||| Vermin as familiars are intelligent and thus not immune to mind-affecting effects. | + | ||[[Crab (D&D Creature)|Crab, Tiny]] ||| New ||| +1 natural armor |||Vermin as familiars are intelligent and thus not immune to mind-affecting effects. |
|- | |- | ||
||Monkey ||| MM 276 ||| +3 Sleight of hand ||| The monkey has clever paws that allows the use of many skills and weapons normally not usable by familiars. | ||Monkey ||| MM 276 ||| +3 Sleight of hand ||| The monkey has clever paws that allows the use of many skills and weapons normally not usable by familiars. | ||
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||Raccoon||| MM 276 (Monkey) ||| +3 Disable Device ||| The raccoon has clever paws that allows the use of many skills normally not usable by familiars. It cannot use normal weapons. | ||Raccoon||| MM 276 (Monkey) ||| +3 Disable Device ||| The raccoon has clever paws that allows the use of many skills normally not usable by familiars. It cannot use normal weapons. | ||
+ | |- | ||
+ | ||[[Winged Cat (D&D Creature)|Crab, Tiny]] ||| Winged Cat ||| +1 natural armor ||| +3 Spellcraft | ||
+ | |- | ||
+ | ||[[Winged Monkey (D&D Creature)|Crab, Tiny]] ||| Winged Monkey ||| +1 natural armor ||| +3 Sleight of Hand | ||
+ | |- | ||
+ | ||[[Winged Serpent (D&D Creature)|Crab, Tiny]] ||| Winged Serpent ||| +1 natural armor ||| +3 Bluff | ||
+ | |||
|} | |} | ||
[[Category:D&D]] | [[Category:D&D]] |
Revision as of 14:52, 23 February 2008
Unofficial rules compendium | |
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Several seafarers familiars' can be found in Stormwrack; those are not used. Instead this list is used. Some of these are from Stormwrack, along with other more exotic options.
Familiar | Reference | Master gains... | Notes |
Crab, Tiny | New | +1 natural armor | Vermin as familiars are intelligent and thus not immune to mind-affecting effects. |
Monkey | MM 276 | +3 Sleight of hand | The monkey has clever paws that allows the use of many skills and weapons normally not usable by familiars. |
Monstrous centipede, tiny | MM 287 | +3 Hide | Vermin as familiars are intelligent and thus not immune to mind-affecting effects. |
Monstrous scorpion, tiny | MM 287 | +3 Balance | Vermin as familiars are intelligent and thus not immune to mind-affecting effects. The monstrous scorpion familiar lacks tremorsense. |
Monstrous spider, tiny, hunter | MM 287 | +3 Jump | Vermin as familiars are intelligent and thus not immune to mind-affecting effects. The monstrous spider familiar lacks tremorsense. |
Octopus, tiny | New | +3 Escape artist | |
Otter | Sto 157 | +3 Craft | This can be either a sea or freshwater otter |
Parrot | MM278 (Raven) | +3 Diplomacy | Can speak one language as a supernatural ability. |
Raccoon | MM 276 (Monkey) | +3 Disable Device | The raccoon has clever paws that allows the use of many skills normally not usable by familiars. It cannot use normal weapons. |
Crab, Tiny | Winged Cat | +1 natural armor | +3 Spellcraft |
Crab, Tiny | Winged Monkey | +1 natural armor | +3 Sleight of Hand |
Crab, Tiny | Winged Serpent | +1 natural armor | +3 Bluff |