{"name":"Familiar(sage archytype)","prerequisite":"familiar","short_description":"class feature","benefit":"Familiar\r\nDescription Source: PRPG Core Rulebook\r\nA familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.\r\n\r\nA familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.\r\n\r\nLevels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level.\r\n\r\nIf a familiar is dismissed, lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 gp per wizard level. The ritual takes 8 hours to complete.\r\nFamiliar Basics\r\nUse the basic statistics for a creature of the familiar's kind, but with the following changes.\r\n\r\nHit Dice: For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher.\r\n\r\nHit Points: The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.\r\n\r\nAttacks: Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons.\r\n\r\nDamage equals that of a normal creature of the familiar's kind.\r\n\r\nSaving Throws: For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves.\r\n\r\nSkills: For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills.\r\nFamiliar Ability Descriptions\r\nAll familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.\r\n\r\nMaster Class Level\tNat armor     Int\tSpecial\r\n1st\u20132nd                              +1\t      6,7\tDazzling intellect, improved evasion, share spells, empathic link\r\n3rd\u20134th                              +1\t      8,9\tDeliver touch spells\r\n5th\u20136th \t                            +2         10,11\tSpeak with master\r\n7th\u20138th\t                            +2\t  12,13\tSpeak with animals of its kind\r\n9th\u201310th                            +3\t  14,15\t\u2014\r\n11th\u201312th\t                    +3\t  16,17\tSpell resistance\r\n13th\u201314th\t                    +4\t  18,19\tScry on familiar\r\n15th\u201316th\t                    +4\t  20,21\t\u2014\r\n17th\u201318th\t                    +5\t  22,23\t\u2014\r\n19th\u201320th\t                    +5 \t  24,25\r\n\r\nNatural Armor Adj.: The number noted here is in addition to the familiar's existing natural armor bonus.\r\n\r\nDazzling Intellect (Ex): A sage\u2019s Intelligence score is always equal to 5 + its master\u2019s class level, but it gains natural armor increases as if its master\u2019s class level were half what of the actual class level.\r\n\r\nSage\u2019s Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master\u2019s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master\u2019s class level.\r\n\r\nThis replaces alertness and the familiar\u2019s ability to share its master\u2019s skill ranks.\r\nImproved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.\r\n\r\nShare Spells: The wizard may cast a spell with a target of \u201cYou\u201d on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).\r\n\r\nEmpathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.\r\n\r\nDeliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. 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 \u201ctoucher.\u201d The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.\r\n\r\nSpeak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.\r\n\r\nSpeak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.\r\n\r\nSpell Resistance (Ex): If the master is 11th level or higher, a familiar gains 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.\r\n\r\nScry on Familiar (Sp): If the master is 13th level or higher, he may scry on his familiar (as if casting the scrying spell) once per day.","normal":"","special":"","tags":"","templateId":"1191","blockId":"1305366","world":"","isShared":"on"}