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 Reference 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 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

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.