Guild FamiliarPrerequisites: Arcane Caster Level 6, Familiar
Benefits: You contract with the Guild of Familiars and go through a ritual designed to make your Familiar more of a sidekick than a lackey (or provide a Familiar if you have none). For donating 1% of your yearly income to the Guild, you get a Familiar of varying power. This works like the Leadership Feat, but instead of the usual you get a single Cohort that replaces your Familiar whose Effective Character Level is equal to your (Arcane Caster Level plus your Key casting Modifier minus 6). Your Key Casting Modifier is the Ability Score Modifier that determines the Save DC of your spells. A Familiar you are contractually forbidden to harm, allow to come to harm, or use for spell components or an emergency food source.
Guild of Familiars Symbol: Stylized toad face
Background, Goals and Dreams: Technically speaking the Guild came about because of Familiar abuse but there are hints of darker things. But hey, everyone assumes every Guild wants to rule the world. If someone wants a more intelligent, versatile Familiar, they contract with the Guild. The Guild provides the young Familiar with training and legal assistance, and represents them in Contract negotiations. Supposedly they ensure fair treatment as well, but in practice that's determined by how important someone is. Think of them as The Guild of Calamitous Intent, but for Familiars.
Type: Cabal (Racial)
Scale: 17 (Global)
Affiliation Score Criteria: | Criterion | Character Level | Levels in Guild Familiar | Can cast 3rd or 4th Level spells | Can cast 5th Level spells | Defeats Guild Enemy | Saves the life of a Guild Member | Support an abusive Master who is important to the Guild | Fulfills a Guild Contract | Fulfills a Guild Contract under great personal duress | Participates in a non-guild job | Disobeys a Master (and is caught by them) | Disobeys the Guild | Steals from the Guild | Scuppers a Guild Contract or cause your Master's death without permission |
| | Affiliation Score Modifier | +1/2 Character Level | +1 | +2 | +3 | +1/4 the opponents CR | +2 | +1 | +2 | +10 | -10 | -2 | -10 | -10 | -20, and possible expulsion |
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Titles, Benefits and Duties: | Affiliation Score | 3 or lower | 4-10 | 11-15 | 16-22 | 23-29 | 30+ |
| | Title: Benefits and Duties | Enlistee with no benefits. | Associate: You can get permission to do non-guild jobs without penalty, but the Guild still comes first. | Guild Officer: You gain an income of 200 GP/month. | Guild Representative: You have diplomatic immunity while on Guild Business. | Guild Secretary: Communications network lets you use the Gather Information skill across the world, without having to leave your home. | Council Member: Personal Honor Guard of 4-12 appropriate creatures (EL12) |
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Executive Powers: Assassinate, Pariah, Research
GUILD FAMILIAR "I am so tired of this shit..." You are a supernatural being created as a servant by a Guild of weird old fuckers, for some other weird old fucker. Now your life's well being depends on whether you or the weird old fucker understand the contract binding the two of you together. So your life could be cushy, or absolute hell, it really depends on who ends up your contractee. You could end up living the good life, or spend your days on the ass end of some godforsaken Plane in the middle of nowhere. Of course if he dies you can always join the Guild as a free man.
MAKING A GUILD FAMILIAR You're more of a generalist than a filler of any party role. But you're contractee can boost you up, so try to remain on his good side or at least have blackmail material handy. You'll also wanna be damn sneaky. Never know when fading into the background might come in handy.
Abilities: Your highest ability score should be the key casting stat of your 'master'. After that it depends on what you want to focus on, but good Con and Dex are a start.
Races: See Below.
Alignment: Guild Familiars are generally True Neutral, as it's not advantageous to really be ideological.
Starting Gold: As Sorcerer
Starting Age: Not applicable (see below)
Class Skills The Guild Familiar's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana, Local) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int
Hit Dice: d6
[b] BAB Fort Ref Will Abilities[/b]
1. +0 +0 +0 +2 Guild Contract, Arcane Dilletante, Telepathic Link
2. +1 +0 +0 +3 Evasion
3. +2 +1 +1 +3 Specialty
4. +3 +1 +1 +4 Arcane Dilletante, Deliver Touch Spells
5. +3 +1 +1 +4 Uncanny Dodge
6. +4 +2 +2 +5 Specialty
7. +5 +2 +2 +5 Arcane Dilletante, Share Spells
8. +6 +2 +2 +6 Improved Uncanny Dodge
9. +6 +3 +3 +6 Specialty
10.+7 +3 +3 +7 Arcane Dilletante, Spell Link
11.+8 +3 +3 +7 Improved Evasion
12.+9 +4 +4 +8 Specialty
13.+9 +4 +4 +8 Arcane Dilletante, Spell Resistance
14.+10 +4 +4 +9 Arcane Flexibility
15.+11 +5 +5 +9 Specialty
16.+12 +5 +5 +10 Arcane Dilletante, Scry on Familiar
17.+12 +5 +5 +10 Retain Knowledge
18.+13 +6 +6 +11 Specialty
19.+14 +6 +6 +11 Arcane Dilletante, Teleport Familiar
20.+15 +6 +6 +12 Free Familiar
Weapon Proficiencies: Guild Familiars are proficient with all Simple Weapons, but no Armor or Shields.
Guild Contract (Ex): You are contractually bound to the Guild of Familiars to serve an Arcane Caster (see above). This has benefits and drawbacks. First off, you're basically an indentured servant to a caster, who may or may not consider you a person. You cannot disobey them openly, and must do your best to support them, regardless of your personal feelings. In return, they are required to provide you with room and board, travel expenses, and any basic equipment the Guild doesn't provide. They're also not allowed to harm you, kill you or use you for spell components unless they want to face the Guilds wrath. They're also technically required to rescue you, if able, which isn't always honored.
Arcane Dilletante (Sp): At Levels 1, 4, 7, 10, 13, 16 and 19 you may choose any one spell from your Masters spell list that he knows. This must be a spell you could cast if you were the same class as your Master, and cannot initially be changed once chosen. For example at 4th Level, if your Master is a Beguiler choose any one spell from the Beguiler spell list available to a 4th Level Beguiler. You may cast this spell once per day as a Spell-Like Ability (Caster Level is equal to your Guild Familiar Level, which stacks with any Levels you take in an Arcane casting class). Whenever you choose a new Spell-Like Ability, the previous one can be used one more time per day, to a maximum of 3 times per day. For example at 7th Level the spell you chose at 4th Level can now be used 2/day. At 10th Level, the spell you chose at 7th can be used 2/day, and the spell you chose at 4th 3/day. You cannot choose Universal spells that are 5th Level or higher via this ability.
Telepathic Link (Su): You and your Master share a Telepathic link with a range of 1 mile. You can communicate freely via this link, even if you share no common language.
Specialty: At Levels 3, 6, 9, 12, 15 and 18 you may choose a Feat from the following: Cooperative Spell (must be 6th Level or higher), Energy Substitution (must be 6th Level or higher), Enlarge Spell, Extend Spell, Rapid Spell, Sculpt Spell, Empower Spell (must be 6th Level or higher), Explosive Spell (must be 6th Level or higher), Reach Spell (must be 6th Level or higher), Split Ray (must be 6th Level or higher), Chain Spell (must be 9th Level or higher), Delay Spell (must be 9th Level or higher), Maximize Spell (must be 9th Level or higher), Widen Spell (must be 9th Level or higher), Energy Admixture (must be 12th Level or higher), Quicken Spell (must be 12th Level or higher) or Persistent Spell (must be 12th Level or higher). When you cast spell-like abilities via Arcane Dilletante, you may now choose to cast it as though it were a spell that could be modified by one of the above Feats. This does not increase the Spell Level. You must choose which of your Spell-Like Abilities the Feat applies to at the beginning of the day in a method similar to a caster choosing spells for the day.
Evasion (Ex): This is identical to the Rogue ability of the same name listed on page 50 of the PHB.
Deliver Touch Spells (Su): You can deliver touch spells for your master. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. The Familiar can otherwise 'hold' the touch spell for up to 1 Minute.
Uncanny Dodge (Ex): This is identical to the Rogue ability of the same name listed on page 50 of the PHB.
Share Spells (Su): At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type.
Improved Uncanny Dodge (Ex): This is identical to the Rogue ability of the same name listed on page 50 of the PHB.
Spell Link (Su): When casting a spell the Master can choose to channel it through you, making it originate from your location instead of his own.
Improved Evasion (Ex): This is identical to the Rogue ability of the same name listed on page 51 of the PHB.
Spell Resistance (Su): You gain spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance.
Arcane Flexibility: At 14th Level you can choose a different spell to cast as a spell-like ability when using Arcane Dilletante. For example, lets say your Master is a Wizard. At 4th Level you could choose a spell of 2nd Level or lower to cast once per day as a spell-like ability, and you're stuck with that spell. At 14th Level you may now choose to instead cast any spell of 2nd Level or lower from the Wizard list for that slot (your Master doesn't necessarily need to know it), except Universal spells of 5th Level or higher. If you have multiple daily uses they must all be the same spell. For example if you have three daily uses, and you chose Magic Missile, all three daily uses have to be Magic Missile.
Scry on Familiar (Sp): Both you and your Master may Scry (as per the spell) on the others location 1/day as a Spell-Like Ability.
Retain Knowledge: Normally if your Master dies, your abilities switch depending on what your new Master is. For example, if your Wizard Master dies, and your new Master is a Sorcerer, the spell list you can choose spells from for Arcane Dilletante now come from the Sorcerer list, and your Ability Score may change. At 17th Level, you can choose to retain your ability scores, and may choose from the spell lists of your current and former Masters.
Teleport Familiar (Su): When your master casts a spell from the Conjuration (Teleportation) subschool, you do not count toward the weight limit or number of creatures he is allowed to take with him/her.
Free Familiar: At 20th Level you have sway in the Guild, and can reject unfit Masters or bad assignments. You may now choose high level spells from the Universal school with Arcane Dilletante (you must still pay the xp cost if any). Both of your potential Racial Ability Scores are now +2. For example, an Albatross normally receives +2 to Con OR the Ability Score that determines the Save DC for the Masters spellcasting. At 20th Level it gets +2 to Con AND the Ability Score that determines the Save DC for the Masters spellcasting.
PLAYING A GUILD FAMILIAR You sometimes walk a fine line. A lot of your power comes from your Master, who may or may not like you. The only protection you have is the Guild, who will sometimes want you to do side jobs without your Masters knowledge or permission. Anger both of them, and you're truly alone in the world.
Religion: Familiars worship Croak, the Gawd of Familiars. The other Gawds priests tend to be too snooty and condescending.
Other Classes: Most people view you through the lens of your master. If he isn't liked, you won't be. If people view servants as less than human, they'll look down on you.
Combat: Unless trained for it, you're more of an assistant or valet than caster. You definitely aren't front line material.
Advancement: Advancement will depend on the demands of your master, assuming you have one. If not the Guild likely guides your path.
GUILD FAMILIARS IN THE WORLD "I don't trust them short people. No sir. Life isn't kind to you. That's why you have an ironclad contract and Guild Lawyers. Anyone who hurts or kills you is hamburger meat. They are allowed to humiliate and demean you though, which you find infinitely worse. Good thing none of them realize you're slowly collecting information on them to wreak a very thorough revenge.
Daily Life: This will depend on your Master if you have one. You could be doing anything from scrubbing toilets to arcane research.
Notables: Squidge (CE Male Familiar/Weasel) is an engine of Chaos. Even his master doesn't keep full control of his shenanigans. Squeakers (N Male Familiar/Mouse) on the other hand prefers to remain invisible and unnoticed.
Organizations: You belong to your Master and the Guild, and no one else. Any other connections you'll have to keep quiet.
NPC Reaction NPC's treat you the way they would any other servant.
GUILD FAMILIARS IN THE GAME This class assumes the PC is a servant, and possibly not a well treated one. This may not be for every one.
Adaptation: This is meant for goofier campaigns.
Encounters: Guild Familiars are encountered where ever Arcane Casters can be found, as they are forced to tag along.
EPIC GUILD FAMILIAR Hit Die: d6
Skills Points at Each Level : 4 + int
Specialty At Level 21
Arcane Dilletante At Level 22, and every three Levels thereafter, you may choose an additional spell of any Level your current or former Masters knew to cast 1/day via this ability. Caster Level continues to improve with Epic Levels. You cannot choose Epic Spells for this.
Bonus Feats: The Epic Guild Familiar gains a Bonus Feat every 4 levels higher than 20th
GUILD FAMILIAR "I am NOT spell components! NOT! BAD WIZARD!!" Guild Familiars are animals enchanted via ritual. They are now short humanoids with animal heads, and some features of the critter they used to be. Bound by legal contract to be a servant their life can be frustrating. Fortunately the Guild Contract is fairly Draconian, so if you master your knowledge of it you can potentially blackmail your 'master' into doing your bidding. And depending on your contractee's alignment you may need to.
GUILD FAMILIAR RACIAL TRAITS · Varies by type, see chart below. Note that if you choose your Masters key casting stat to receive your Racial Ability Score bonus, and then change Masters, that stat changes as well. If your Master dies, it remains the same until you take a new Master.
· Size Class: Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 Bonus on Hide checks, -4 Penalty on bull rush/grapple/overrun/trip checks, lifting and carrying limits are 3/4 those of Medium characters.
· Monstrous Humanoid, giving them 60 ft. Darkvision
· Base land speed 20 ft.
· Newborn: The Guild Familiar is created via a contract between the Guild and it's Master. It does not suffer age related effects, and does not die, remaining immortal and becoming free once it's Master has died (unless it wishes to pursue a new contract).
· Animal Nature: The Guild Familiar gains a natural attack or ability and Racial Skill Bonus depending on it's type (see chart below).
· Automatic Languages: Common. Bonus Languages: Any known by Master.
· Level Adjustment: +0
· Favored Class: Guild Familiar
HEIGHT AND WEIGHT Base Height: Male: 3'0" Female: 2'10"
Height Modifier: x2d4
Base Weight: Male: 40 lbs. Female: 35 lbs.
Weight Modifier: x1 lb.
Familiar Types (wip)
Albatross: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Spot Checks, +2 to Con OR the Ability Score that determines the Save DC for the Masters spellcasting.
Arctic Fox or Compsognathus: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Hide Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Bat, Jankx, Owl or Snowy Owl: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Listen Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Cat, Mouse or Screech Owl: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Move Silently Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Chameleon: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Disguise Checks, +2 to Wis OR the Ability Score that determines the Save DC for the Masters spellcasting.
Critic Lizard, Ferret, Mink or Weasel: Bite doing 1d3 plus Str Modifier damage, +2 Racial Bonus to Reflex Saves, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Eel: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Escape Artist Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Floater: Tentacle doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Sense Motive Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Fly: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Gather Information Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Fox: Bite doing 1d3 plus Str Modifier damage, +2 Racial Bonus to Willpower Saves, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Gyrfalcon, Hawk or Ramphor: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Spot Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Hairy Spider: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Jump Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Hedgehog: Headbutt doing 1d3 plus Str Modifier damage, +2 Natural Armor Bonus, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Horned Lizard: Bite doing 1d3 plus Str Modifier damage, +2 Racial Bonus to Willpower Saves, +2 to Wis OR the Ability Score that determines the Save DC for the Masters spellcasting.
Huitzil: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Sleight of Hand Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Hummingbird or Rhamphorhynchus: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Initiative Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Lemming: Bite doing 1d3 plus Str Modifier damage, +2 Racial Bonus to Listen and Spot Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Kes'trekel, Rat or Vulture: Bite doing 1d3 plus Str Modifier damage, +2 Racial Bonus to Fortitude Saves, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Lizard: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Climb Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Moth: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Spellcraft Checks, +2 to Wis OR the Ability Score that determines the Save DC for the Masters spellcasting.
Mulworm or Toad: Bite doing 1d3 plus Str Modifier damage, +2 Racial Bonus to Caster Level Checks, +2 to Wis OR the Ability Score that determines the Save DC for the Masters spellcasting.
Octopus: Doesn't take a Size Penalty to Grapple Checks, +4 Racial Bonus to Grapple Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Parrot: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Gather Information Checks, +2 to Cha OR the Ability Score that determines the Save DC for the Masters spellcasting.
Penguin: Bite doing 1d3 plus Str Modifier damage, +2 Racial Bonus to Fortitude Saves, +2 to Wis OR the Ability Score that determines the Save DC for the Masters spellcasting.
Puffin: Bite doing 1d3 plus Str Modifier damage, +2 Racial Bonus to Survival and Swim Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Raven: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Knowledge (Arcana) Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Snake or Sea Snake: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Bluff Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Speckled Hurrum: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Diplomacy Checks, +2 to Con OR the Ability Score that determines the Save DC for the Masters spellcasting.
Turtle: Bite doing 1d3 plus Str Modifier damage, +2 Natural Armor Bonus, +2 to Wis OR the Ability Score that determines the Save DC for the Masters spellcasting.
Weasel: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Diplomacy Checks, +2 to Int OR the Ability Score that determines the Save DC for the Masters spellcasting.
Z'Tal: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Intimidate Checks, +2 to Con OR the Ability Score that determines the Save DC for the Masters spellcasting.