Difference between revisions of "Familiars (Savage Tide)"

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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.
|wiki=Hastur
 
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}}{{Savage Tide}}
 
Several seafarers familairs' 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.
 
  
 
{| class="wikitable"
 
{| class="wikitable"
 
||'''Familiar'''|||'''Reference'''|||'''Master gains...''' |||'''Notes'''
 
||'''Familiar'''|||'''Reference'''|||'''Master gains...''' |||'''Notes'''
 
|-
 
|-
||Crab ||| New |||  +1 natural armor ||| Vermin as familairs are intelligent and thus not immune to mind-affecting effects.
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||[[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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||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.
 
||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 |||  
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||[[Octopus (D&D Animal)|Octopus, tiny]] |||New ||| +3 Escape artist |||  
 
|-
 
|-
 
||Otter ||| Sto 157 |||  +3 Craft||| This can be either a sea or freshwater otter
 
||Otter ||| Sto 157 |||  +3 Craft||| This can be either a sea or freshwater otter
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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.
 
|}
 
|}
=== Crab ===
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[[Category:D&D]]
 
 
This writeup is based on the one in Stormwrack, page 141, adjusted for tiny size.
 
 
 
 
Size/Type:       Tiny Vermin (Aquatic)
 
Hit Dice:       1/2d8 (3 hp)
 
Initiative:       +5
 
Speed:               20 ft. (4 squares).
 
Armor Class:       17 (+2 size, +1 Dex, +4 natural), touch 13, flat-footed 16
 
Base Attack/Grapple:  +0/-3
 
Attack:       Claw +3 melee (1d3-2)
 
Full Attack:       2 claws +3 melee (1d3-2)
 
Space/Reach:       2 1/2 ft./0 ft.
 
Special Attacks:      Constrict 2d3-2, Improved grab
 
Special Qualities:    Amphibious, low-light vision, scent
 
Saves:                Fort +3, Ref +1, Will +0
 
Abilities:            Str 6, Dex 13, Con 12, Int -, Wis 11, Cha 2
 
Skills:                Hide +13, Spot +4
 
Feats:                Weapon finesse
 
 
 
Crabs are voracious scavengers that will eat anything, living or dead, they come across.
 
 
 
'''Constrict''' (ex): A crab deals damage equal to twice its normal claw damage plus its Strength bonus on a successful grapple check.
 
 
 
'''Improved Grab''' (ex): To use this ability, a crab must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict. Crabs have a +4 racial bonus and can use either Strength or Dexterity bonus on grapple tests.
 
 
 
'''Amphibious''' (ex): Al tough crabs are aquatic, they can survive indefinitely on land.
 
 
 
'''Vermin Traits''': A crab is immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
 
 
 
'''Skills''': A crab has a +4 racial bonus on Hide and Spot checks.
 
 
 
=== Octopus, tiny ===
 
 
 
This writeup is based on the one in Monster Manual, page 276, adjusted for tiny size.
 
 
 
 
Size/Type:       Tiny Animal (Aquatic)
 
Hit Dice:       1d8 (4 hp)
 
Initiative:       +5
 
Speed:               20 ft. (4 squares), swim 30 ft.
 
Armor Class:       18 (+2 size, +4 Dex, +2 natural), touch 16, flat-footed 14
 
Base Attack/Grapple:  +0/-4
 
Attack:       Arms +6 melee (0)
 
Full Attack:       Arms +6 melee (0) and bite +1 melee (1d2-1)
 
Space/Reach:       2 1/2 ft./0 ft.
 
Special Attacks:      Improved grab
 
Special Qualities:    Ink cloud, jet, low-light vision, hold breath
 
Saves:                Fort +3, Ref +6, Will +1
 
Abilities:            Str 8, Dex 19, Con 11, Int 2, Wis 12, Cha 3
 
Skills:                Escape Artist +14, Hide +16, Listen +2, Spot +5, Swim +7
 
Feats:                Weapon Finesse
 
 
 
 
 
These bottom-dwelling sea creatures are dangerous only to their prey. If disturbed, they usually try to escape.
 
 
 
 
 
'''Improved Grab (Ex)''':To use this ability, an octopus must hit an opponent of any size with its arms attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and automatically deals bite damage. It can use either Strength or Dexterity for grapple tests.
 
 
 
'''Ink Cloud (Ex)''' An octopus can emit a cloud of jet-black ink 5 feet high by 5 feet wide by 5 feet long once per minute as a free action. The cloud provides total concealment, which the octopus normally uses to escape a losing fight. All vision within the cloud is obscured. Ink Could only works underwater.
 
 
 
'''Jet (Ex)''' An octopus can jet backward once per round as a full-round action, at a speed of 200 feet. It must move in a straight line, but does not provoke attacks of opportunity while jetting. Jet only works underwater.
 
 
 
'''Hold breath (Ex)''' An octopus can hold its breath for a number of rounds ecual to 8x its Constitution score before it risks drowning. For a typical octopus, this is 88 rounds, or just over 8 minutes.
 
 
 
'''Skills''': An octopus can change colors, giving it a +4 racial bonus on Hide checks. An octopus also can squeeze and contort its body, giving it a +10 racial bonus on Escape Artist checks. An octopus has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line.
 

Latest revision as of 11:10, 6 August 2007

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Unofficial rules compendium

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.