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d10 Familiar Features

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Familiars are more than magical pets. They're true companions, physical manifestations of spiritual bonds, and beings that both compliment and counterpoint the personalities of their masters. And they should be able to do cool things. Presented below is a random table of familiar features, little supernatural tricks that can be given to familiars, steeds, animal companions, and other bonded beings of flesh and spirit. GMs are free grant a random feature to a PC's familiar as a matter of course, or make rolling for a feature an alternate benefit for feats like Improve Familiar.

1d10

  1. Elemental Essence: Choose an element with an associated damage type (e.g., earth and acid damage, water and cold damage, etc.). Whenever the spellcaster casts a spell that inflicts damage of this elemental type while in direct physical contact with the familiar, the spell inflicts 1d4 bonus damage of that type.
  2. Companion Call: As a half action, the spellcaster can call the familiar to his side. As long as the familiar is on the spellcaster's current plane and is not constrained by wards or other supernatural means, the familiar teleports to its master's side regarless of distance.
  3. Therapy Animal: Whenever the spellcaster's HP damage is healed while in direct physical contact with the familiar, increase the total HP healed by 10% (rounded up).
  4. Ferocious Friend: While in the familiar's presence, the spellcaster rolls twice for all Intimidation skill checks, keeping the higher roll.
  5. Bonds of Blood: If either the familiar or spellcaster is poisoned of afflicted with a disease, as a swift action the poison/disease can be transfered between the two, as per the spell absorb contaminant.
  6. Shared Blows: When within 5 feet of each other, both the spellcaster and familiar gain a +2 bonus to AC.
  7. You Can Always Trust a Man a Dog Loves: When this feature is gained, choose Bluff or Diplomacy. When in direct physical contact with their familiar, the spellcastet rolls twice for the chosen skill, keeping the higher of the two rolls.
  8. Component Creature: The spellcaster can used bits of his familiar (e.g. nail clippings, tufts of fur, droppings, etc.) as a substitute for any material spell component of focus with a negligable cost.
  9. Lapdog: Whatever hand the spellcaster uses to touch, hold, or carry the familiar is considered a free hand for the purpose of fulfilling a spell's somatic component.
  10. Dairy Animal: Don't ask how, but once per day the familiar produces enough food or drink (choose which when this feature is take) to meet its master's food/drink requirement for the day.