Difference between revisions of "Familiars (Savage Tide)"
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||'''Familiar'''|||'''Reference'''|||'''Master gains...''' |||'''Notes''' | ||'''Familiar'''|||'''Reference'''|||'''Master gains...''' |||'''Notes''' | ||
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− | ||Crab ||| New ||| +1 natural armor ||| Vermin as | + | ||Crab ||| 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| Moneky (D&D Animal] ||| 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 centipede, tiny ||| MM 287 ||| +3 Hide ||| Vermin as familiars are intelligent and thus not immune to mind-affecting effects. | ||Monstrous centipede, tiny ||| MM 287 ||| +3 Hide ||| Vermin as familiars are intelligent and thus not immune to mind-affecting effects. | ||
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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. | ||
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− | ||Octopus, tiny |||New ||| +3 Escape artist ||| | + | ||[Octopus, tiny| Octopus (D&D Animal) |||New ||| +3 Escape artist ||| |
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||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. | ||
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Revision as of 10:53, 6 August 2007
This article is imported from the Hastur wiki. See the import log for details.
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 | New | +1 natural armor | Vermin as familiars are intelligent and thus not immune to mind-affecting effects. |
[Monkey| Moneky (D&D Animal] | 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| Octopus (D&D Animal) | 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. |