Familiar

Class proficiency — see Proficiencies for the rules and the Proficiency Index for the full list.

The character gains the service of a magical spirit in the guise of a beast. Familiars can be any normal animal of less than 1 Hit Die. Familiars have hit points equal to half their master’s hit points, and attack and save as mages equal to their master’s level. While a familiar is within 30’ of its master, the master gains a +1 bonus to all saving throws and gains one class proficiency. The proficiency is selected from his class list at the time the familiar is chosen and cannot be one the master already has or one that could not be retrained. A familiar is always considered in range of its master for purposes of clairvoyancy and clairaudiency. If the familiar is reduced to 0 hp, it dies, and the master immediately suffers damage equal to the familiar’s maximum hit points. The familiar cannot be restored to life but instead returns to the character when he reaches his next level of experience. (If he is maximum level, his familiar is not restored; instead, he receives the former familiar’s class proficiency as his own.)

FamiliarCharacteristics
BatSpd 120’ fly, AC 13, HD 1/4, #AT 1, Dmg 1, echolocation
CatSpd 210’, AC 13, HD 1/2, #AT 3, Dmg 1/1/1, acute hearing & olfaction, agile, climber 6+, pounce, naturally stealthy
Crow/RavenSpd 330 fly, AC 13, HD 1/4, #AT 1, Dmg 1d2-1, acute vision
EagleSpd 480’ fly, AC 13, HD 1/2, #AT 2, Dmg 1d2/1d2, acute vision, alertness, dive
JackalSpd 180’, AC 12, HD 1-1, #AT 1, Dmg 1d4, acute olfaction, tracking
OwlSpd 300’ fly, AC 13, HD 1/4, #AT 2, Dmg 1/1, acute hearing, acute vision, alertness, dive, night vision, sneak 6+
RatSpd 60’/40’ swim, AC 10, HD ¼, #AT 1, Dmg 1d3-1
Tokay GullSpd 150’ fly, AC 12, HD 1/2, #AT 1, Dmg 1d3, bark, night vision, natural climber
VultureSpd 300’ fly, AC 13, HD 1/2, #AT 2, Dmg 1d2/1d2, acute olfaction & vision, immunity (mundane disease, poison)