Familiars (D&D)
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Unofficial rules compendium | |
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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.
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. |
Winged Cat | New | +3 Spellcraft | |
Winged Monkey | New | +3 Sleight of Hand | |
Winged Serpent | New | +3 Bluff |
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