Originally posted by Mathurin
This appears nowhere in D&D and to add it to the game seems stupid, when arcane casters don't experience the same thing and are supposed to have a much deeper connection to their familiars than druids are to their companions.
I just noticed that the description at
http://www.planetneverwinter.com says the same thing about Familiars. But I guess that is incorrect as well. According to another thread on this board, the Familiar Panther has a sneak attack whereas the Animal Companion Panther doesn't. Is this correct?
Arcane Familiars
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Wizards and Sorcerers can summon a familiar, a magical, unusually tough, and intelligent small animal. When summoning a familiar, the caster chooses which type of familiar is summoned. As the caster increases in level, some familiars gain additional abilities. If the familiar dies, a Fortitude save must be made (DC 15) or lose (200 x level) XP. A successful save reduces the XP loss to (100 x level).
Bat
The bat, or Night Hunter, is a magical creature capable of special attacks that can terrify the most stalwart of enemies.
Skills: Listen
Feats: none
Special:
Master Level
5: Damage Reduction 5/1, Fear Gaze 1x day
10: Damage Reduction 10/1, Fear Gaze 2x day
15: Fear Howl, 1x day
20: Fear Howl, 2x day
Panther
Panthers are strong cats that complement their master's magical ability with brute power.
Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.
Feats: none.
Special: none
Hell Hound
This eerie dog is quick and eventually gains the ability to spew cones of flames from its crimson jaws.
Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.
Feats: none.
Special:
Master Level
10: Cone of fire, 1x day.
20: Cone of fire, 2x day.
Imp
Imps are sneaky creatures, capable of using poison and magic against their opponents.
Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.
Feats: none.
Special:
Master Level
1: Mild poison attack.
5: Invisibility, 1x day.
10: Moderate poison attack.
15: Invisibility, 2x day.
20: Deadly poison attack.
Fire Mephit
Fire mephits can fling bolts of fire.
Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.
Feats: none.
Special:
Master Level
1: Damage Reduction 5/1, fire bolt, 1x day.
5: Fire bolt, 2x day.
10: Fire bolt, 3x day.
15: Fire bolt, 4x day.
20: Fire bolt, 5x day.
Ice Mephit
Ice mephits can fling bolts of cold.
Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently.
Feats: none.
Special:
Master Level
1: Damage Reduction 5/1, cold bolt, 1x day.
5: Cold bolt, 2x day.
10: Cold bolt, 3x day.
15: Cold bolt, 4x day.
20: Cold bolt, 5x day.
Pixie
Pixies are sneaky and mischievous creatures, fond of disarming enemies and then disappearing when endangered.
Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently, Taunt, Open Locks, Disarm Trap
Feats: Skill Focus (Open Lock).
Special:
Master Level
5:Skill Focus (Disarm Trap), Invisibility, 1x day.
10: Invisibility, 2x day.
15: Invisibility, 3x day.
20: Invisibility, 4x day.
Raven
Ravens are sly tricksters, fond of snatching weapons from enemies flustered by their bitter taunts.
Skills: Detect Traps, Search, Spot, Listen, Hide, Move Silently, Taunt.
Feats: Toughness, Disarm, Skill Focus (Taunt).
Special: none