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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
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| 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.
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| 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 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.
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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.
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| Octopus, tiny |
New |
+3 Escape artist |
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| Otter |
Sto 157 |
+3 Craft |
This can be either a sea or freshwater otter
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| Parrot |
MM278 (Raven) |
+3 Diplomacy |
Can speak one language as a supernatural ability.
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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.
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