Familiars (Savage Tide)
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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.
Familiar | Referece | Master gains... | Notes |
Crab | New | +1 natural armor | Vermin as familairs 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 normally not usuable by familiars. |
Monstrous centipede, tiny | MM 287 | +3 Hide | Vermin as familairs are intelligent and thus not immune to mind-affecting effects. |
Monstrous scorpion, tiny | MM 287 | +3 Balance | Vermin as familairs 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 familairs are intelligent and thus not immune to mind-affecting effects. The monstrous spider familiar lacks tremorsense. |
Octoupus, tiny | New | +3 Escape artist | |
Otter | Sto 157 | +3 Craft | This can be either a sea or freshwater otter |
Parrot | MM278 (Raven) | +3 Perform | Can speak one language as a supernatural ability. |
Crab
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 ecual to twice its normalclaw 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 tp 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): Altough 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 10 feet high by 10 feet wide by 10 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.