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Arcane Bonds

December 3rd, 2010

Joshua Zaback

From the Workshop Archive 

            Hello everyone and welcome to another exciting From the Workshop, where we bring you new and exciting miscellaneous things for use in your game.  This week I’m bringing you 4 new feats involving every mages favorite companion: his familiar; and just so you bonded item guys don’t feel left out as I’m including 4 new feats for you too!

Familiar Feats

Adept Familiar
Prerequisites: Ability to acquire a new familiar, 5th level
Benefit: Your familiar has a limited ability to use arcane spells.  Your familiar has access to each of the following spells as spell-like abilities once per day: alarm, true strike, expeditious retreat, detect thoughts, and invisibility. The familiar’s caster level is equal to its hit dice and the save DCs are based on the familiar’s Intelligence modifier.

Elemental Familiar
Prerequisites: Ability to acquire a new familiar, 5th level
Benefit: Your bond to a specific element manifests itself through your familiar.  Choose one of the four elemental planes below to apply to your familiar.


Type

Abilities

Air

Familiar gains the air subtype, a fly speed equal to twice its land speed with perfect maneuverability (or its existing fly speed improves by 10ft and its maneuverability becomes perfect), and gains a +4 dodge bonus to its AC against attacks of opportunity.

Earth

Familiar gains the earth subtype, a burrow speed equal to its land speed (or its existing burrow speed improves by 10ft), and gains DR/- equal to ¼ its hit dice.

Fire

Familiar gains the fire subtype, a 10ft bonus to its land speed, and gains the burn special attack (1d6).

Water

Familiar gains the water subtype, a swim speed equal to twice its land speed (or its existing swim speed improves by 10ft), and becomes immune to critical hits.

 

Greater Bond
Prerequisites: Ability to acquire a new familiar, 10th level.
Benefit: You acquire a second familiar and any special bonuses associated with that familiar.  This familiar treats your class level as five levels lower for the purposes of its own abilities. 
Special: If you have the Improved Familiar feat, only one of your familiars may be improved, though you may take that feat a second time in order to apply its benefits to your second familiar.

Improved Adept Familiar
Prerequisites: Ability to acquire a new familiar, 10th level, Adept Familiar
Benefit: You choose any one spell you know and can cast, and your familiar gains that spell as a spell-like ability usable once per day.  The familiar must have an Intelligence score equal to 10 plus the level of this spell in order to use this spell-like ability. You may take this feat multiple times, each time applying it to a new spell known.

 

Bonded Item Feats

Empowered Item
Prerequisites: Ability to acquire a new bonded item, 5th level
Benefit: The spell prepared by your bonded item is more powerful than your other spells, and so is treated as having a caster level of two higher than normal; in addition, the DCs of all saves associated with it are increased by 1.  These benefits stack with similar effects, such as the Spell Focus feat.

Master Spell Tie
Prerequisites: Spell Tie, 10th level, must possess a bonded item.
Benefit: When you take this feat you must choose one spell that you know and can prepare; you may cast this spell once a day without preparing it ahead of time, though you may no longer cast an extra spell using your bonded item.  The caster level for this spell is 2 higher than normal and the DCs of all saving throws associated with it are increased by 1. These bonuses stack with similar effects such as the Spell Focus feat.  You gain the benefits of this feat only if you currently possess your bonded item.
Special:  Each time you gain access to a new spell level, you may choose to substitute a different spell in place of the one you had previously chosen for Master Spell Tie.

Spell Tie
Prerequisites: 10th level, must possess a bonded item.
Benefit: When you prepare your spells, you may choose to prepare an additional spell you know of any level; that spell has a caster level of 2 higher than normal. If you do this, you may not cast an extra spell with your bonded item.  You gain the benefits of this feat only if you currently possess your bonded item.

Unconventional Item  
Prerequisites: Ability to acquire a new bonded item, 1st level only
Benefit: Your bonded item is of an unusual design (such as a tattoo or a stone that orbits your head); it doesn’t have to be held and occupies no body slot.

 

            Ok, well that’s it for this week; I hope you join us next week for more exciting stuff, and until next time I would like to wish you all the best in your gaming endeavors.