Familiars (D&D): Difference between revisions

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Winged familiars
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||'''Familiar'''|||'''Reference'''|||'''Master gains...''' |||'''Notes'''
||'''Familiar'''|||'''Reference'''|||'''Master gains...''' |||'''Notes'''
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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.
||[[Crab (D&D Creature)|Crab, Tiny]] ||| New |||  +1 natural armor |||Vermin as familiars are intelligent and thus not immune to mind-affecting effects.
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||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.
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||[[Winged Cat (D&D Creature)|Crab, Tiny]] ||| Winged Cat |||  +1 natural armor ||| +3 Spellcraft
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||[[Winged Monkey (D&D Creature)|Crab, Tiny]] ||| Winged Monkey |||  +1 natural armor ||| +3 Sleight of Hand
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||[[Winged Serpent (D&D Creature)|Crab, Tiny]] ||| Winged Serpent |||  +1 natural armor ||| +3 Bluff
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[[Category:D&D]]
[[Category:D&D]]

Revision as of 14:52, 23 February 2008

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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.
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