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New Familiars

Three magical Eredanean creatures are suggested below, to be used as unique familiars for channelers. These creatures follow all the normal rules for familiars, with a few small exceptions:


* They do not have the full range of familiar abilites (eg, hexcats, being secretive and lazy, cannot be scryed on and refuse to carry touch spells).
* They inflict a mild penalty on their 'owner'.
* They possess spell-like abilities which they can use on their master's behalf.

Hexcat

Tiny Magical Beast

Hit Dice: 1/2 d10 (3 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-12
Attack: Claw +4 melee (1d2-4)
Full Attack: 2 claws +4 melee (1d2-4) and bite -1 melee (1d3-4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Curses
Special Qualities: Low-light vision, scent
Saves: Fort +2, Ref +4, Will +1
Abilities: Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 12
Skills: Balance +10, Climb +6, Hide +14*, Jump +10, Listen +3, Move Silently +6, Spot +3
Feats: Weapon Finesse
Environment: Temperate plains
Organization: Domesticated or solitary
Challenge Rating: 1
Advancement: -
Level Adjustment: -

The hexcat, in most respects, resembles its feline kin. It is a sleek, pretty black specimen, the only distinctive mark being odd golden hourglass-shapes in its irises. However, they are far more intelligent than mere cats, and possess great magical potential. Hexcats can bespell other creatures with terrible misfortune, an ability which has given rise to their bad reputation. Whereas normal cats persuade humans to care for them with cuteness, mock-affection and occassionally catching vermin, hexcats are just as likely to blackmail the residents of a village with attacks of bad luck.

Combat
Hexcats are playful stalkers, like normal cats. They can use their curse ability to bring down much more formidable prey than might be expected.

Curses (Sp): Doom, 3/day (DC 11).

Skills: Hexcats have a +4 racial bonus on Climb, Hide, and Move Silently checks and a +8 racial bonus on Jump checks. Hexcats have a +8 racial bonus on Balance checks. They use their Dexterity modifier instead of their Strength modifier for Climb and Jump checks. *In areas of tall grass or heavy undergrowth, the Hide bonus rises to +8.

As a Familiar:

 


Master's Level

Natural Armor

Int

Special Abilities

2nd-3rd

+1

6

Alertness, improved evasion, share spells, empathic link

4th-5th

+2

7

Doom 3/day

6th-7th

+2

8

 -

8th-9th

+4

9

Speak with master

10th-11th

+5

10

Speak with animals of its kind

12th-13th

+6

11

Bestow Curse 1/day

14th-15th

+7

12

Spell resistance (master's level +5)

16th-17th

+8

13

 -

18th-19th

+9

14

 -

20th

+10

15

 -


Weakness: Master suffers a -4 luck penalty to the first saving throw he or she makes each day.


Spellmynah

Tiny Magical Beast

Hit Dice: 1/4 d10 (2 hp)
Initiative: +2
Speed: 10ft. (2 squares), fly 40 ft. (8 squares, average)
Armor Class: 14 (+2 size, +2 Dex), touch 14, flat-footed 12
Base Attack/Grapple: +0/-13
Attack: Claw +4 melee (1d2-5)
Full Attack: Claw +4 melee (1d2-5)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Detect magic
Special Qualities: Low-light vision
Saves: Fort +2, Ref +4, Will +2
Abilities: Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 10
Skills: Listen +3, Spot +5
Feats: Weapon Finesse
Environment: Temperate forests
Organization: Solitary
Challenge Rating: 1/2
Advancement: -
Level Adjustment: -

Some people suspect that these large, sooty brown birds are the ancestors of astiraxes. There are ancient tales of anti-magic pogroms riding out with spellmynahs on their arms, lookig for channelers to persecute. Spellmynahs make popular familiars today, thanks to their ability to sense magic.

Combat
Spellmynahs are cowards, but claim that they have too much dignity for battle.

Sense Magic (Sp): Arcane Sight, 3/day.

As a Familiar

 


Master's Level

Natural Armor

Int

Special Abilities

2nd-3rd

+1

6

Improved evasion, share spells, empathic link

4th-5th

+2

7

Arcane Sight 3/day

6th-7th

+3

8

Deliver touch spells

8th-9th

+4

9

Speak with master

10th-11th

+5

10

Speak with animals of its kind

12th-13th

+6

11

Identify 1/day

14th-15th

+7

12

Spell resistance (master's level)

16th-17th

+6

13

Scry on familiar

18th-19th

+9

14

 -

20th

+10

15

 -


Weakness: Astiraxes gain +4 to their first attack roll against the master each day (each astirax only gains this bonus once, even if it changes hosts).

Burrower

Tiny Magical Beast

Hit Dice: 1/2 d10+1 (4 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 14 (+2 size, +1 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +0/-12
Attack: Bite -4 melee (1d2-4)
Full Attack: Bite -4 melee (1d2-4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: -
Special Qualities: Scent
Saves: Fort +3, Ref +3, Will +1
Abilities: Str 3, Dex 12, Con 12, Int 6, Wis 12, Cha 9
Skills: Listen +6, Spot +4, Hide +7*
Feats: Alertness
Environment: Temperate plains
Organization: Solitary
Challenge Rating: 1/3
Advancement: -
Level Adjustment: -

Burrowers resemble brown, wooly hares, and are native to the Erenland plains. Twitchy and skittish animals, they are seldom seen by humans, thanks in part to their ability to magially create burrows in the earth. Halflings know and respect them, however, regarding them as a good barometer of danger.

 

Combat

Burrowers are nervous and easily frightened; they never enter combat except to defend their young.

Hidey Hole(Sp): Halfling Burrow, 1/day.

Skills: Burrowers have +6 to Hide checks.

As a Familiar


Master's Level

Natural Armor

Int

Special Abilities

2nd-3rd

+1

6

Alertness, share spells, empathic link

4th-5th

+2

7

 

6th-7th

+3

8

Deliver touch spells

8th-9th

+4

9

Speak with master

10th-11th

+5

10

Halfling Burrow 1/day

12th-13th

+6

11

 

14th-15th

+7

12

Spell resistance (master's level +5)

16th-17th

+8

13

Scry on familiar

18th-19th

+9

14

 

20th

+10

15

 



Weakness: -1 to saves vs fear.

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