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Midnight Custom Prestige Class: Fell Warden
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= THE FELL FAMILIAR = Once the ritual is complete, the fell warden’s familiar becomes an altered ungral fell (see pgs. 343-347 in the Midnight 2nd Edition book) and gains certain bonuses.<br> No matter what special ability had been granted by the familiar before, the fell familiar grants its master the ability to control 4 more Hit Dice of undead than he is normally capable of controlling (both through the rebuke undead ability and through spells such as animate dead).<br> <table border="0"> <tr align="left"> <th colspan="4" style="background:#330066;"> <b><font color="#cccccc" size="4">The Fell Familiar</font></b> </th></tr> <tr align="left"> <th width="90">Master Class Level</th> <th width="80">Natural Armor Adj.</th> <th width="50">Int</th> <th width="400">Special</th> </tr><tr style="background:#ffffcc;"> <td>1st–2nd</td> <td>+1</td> <td>6</td> <td>Degenerative hunger, fell bonding, improved evasion, <br>regenerative hunger, share spells, empathic link</td> </tr><tr> <td>3rd–4th</td> <td>+2</td> <td>7</td> <td>Deliver touch spells, damage reduction</td> </tr><tr style="background:#ffffcc;"> <td>5th–6th</td> <td>+3</td> <td>8</td> <td>Speak with master</td> </tr><tr> <td>7th–8th</td> <td>+4</td> <td>9</td> <td>Sense undeath, scare animals of its kind</td> </tr><tr style="background:#ffffcc;"> <td>9th–10th</td> <td>+5</td> <td>10</td> <td>Damage reduction</td> </tr><tr> <td>11th–12th</td> <td>+6</td> <td>11</td> <td>Spell resistance</td> </tr><tr style="background:#ffffcc;"> <td>13th–14th</td> <td>+7</td> <td>12</td> <td>Scry on familiar</td> </tr><tr> <td>15th–16th</td> <td>+8</td> <td>13</td> <td>–</td> </tr><tr style="background:#ffffcc;"> <td>17th–18th</td> <td>+9</td> <td>14</td> <td>–</td> </tr><tr> <td>19th–20th</td> <td>+10</td> <td>15</td> <td>Damage reduction</td> </tr> <tr><td colspan="6" style="background:#330066;"><font size="1"> </font></td></tr> </table> '''Fell Familiar Basics:''' Use the basic statistics for a creature of the familiar’s kind, but make the following changes instead of the changes for standard familiars: <br> ''Size and Type:'' The creature’s type changes to undead. Calculate all other aspects of the fell familiar using the following information, however. Size is unchanged.<br> Note: Undead have no Constitution score and are therefore immune to any effect requiring a Fortitude save (unless it affects objects). Undead are immune to poison, sleep, paralysis, stunning, disease, death effects, and necromantic effects, and they ignore mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects). Undead are not subject to critical hits, nonlethal damage, ability damage, ability drain, or energy drain. Negative energy (such as an inflict wounds spell) can heal undead creatures, while positive energy harms them. An undead creature is not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed. Undead have darkvision with a range of 60 feet. Undead do not breathe, eat, or sleep.<br> ''Hit Dice:'' For the purpose of effects related to number of Hit Dice, use the fell warden’s character level or the familiar’s normal HD total, whichever is higher.<br> ''Hit Points:'' The familiar has one-half the master’s total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.<br> ''Abilities:'' Same as the base creature, unless otherwise noted. As undead, fell familiar have no Constitution score. ''AC:'' Fell familiars gain an additional natural armor bonus, based on their size. The number noted here is an improvement to the familiar’s existing natural armor bonus gained due to master class level.<br> : '''Size (Natural Armor Bonus)'''<br> :: Tiny (+1)<br> :: Small (+2)<br> :: Medium (+3)<br> :: Large (+4)<br> ''Attacks:'' 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 get the familiar’s melee attack bonus with natural weapons. The fell familiar retains all the attacks of the base creature, and also gains a bite attack if it did not have one. <br> ''Full Attack:'' Fell familiars use the bite attack in conjunction with any other attacks it has. <br> ''Damage:'' Fell familiars have bite attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the familiar’s size. Familiars that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.<br> : '''Size (Damage)'''<br> :: Tiny (1d3)<br> :: Small (1d4)<br> :: Medium (1d6)<br> ''Saving Throws:'' For each saving throw, use either the fell familiar’s base save bonus (Fortitude and Reflex saves are good) 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.<br> ''Skills:'' 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 are 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.<br> '''Fell Familiar Ability Descriptions:''' All fell familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in fell warden and other classes that grant familiars, as shown on the table below. The abilities given on the table are cumulative.<br> ''Natural Armor Adj.:'' The number noted here is an improvement to the familiar’s existing natural armor bonus.<br> ''Int:'' The familiar’s Intelligence score.<br> ''Degenerative Hunger (Ex):'' A fell familiar must feed on the still-warm flesh of a physical creature with Intelligence 5 or higher. If it does not consume its own weight in such flesh each week, its mental ability scores each decrease by one. If at any point the familiar has gone one week without eating this amount of flesh and its Intelligence is 7 or lower, it devolves into a faengral. Ability scores cannot be decreased in this manner lower than 3.<br> A fell familiar that drinks a full dose of its master’s blood is considered to have consumed the required amount of flesh for the purposes of this ability.<br> ''Fell Bonding (Ex):'' As long as the familiar remains within one mile of the fell warden, its craving for the flesh of the living is little more than a slight hunger and it suffers no unusual discomfort in bright light. <br> While the hunger for flesh may be sated by the normal means of eating a meal of the body of an intelligent creature (Int 5 or higher), the familiar may instead drink a dose of the blood of its fell warden master once per week. Due to the bonding process, this blood not only counts as a full meal for purposes of quenching the familiar’s hunger, but it also prevents the body of the familiar from rotting. This can be all at once, or in doses. A single dose causes 1d10 points of damage to the fell warden, while a half dose is 1d6, a quarter dose is 1d4, and a daily dose is 2 points of damage daily for six days. This is normal physical damage that bypasses temporary hit points and can be healed naturally. Feeding the fell familiar in this manner takes a full minute, regardless of the strength of dose.<br> The fell familiar must drink a full dose of its master’s blood per week for the rest of its existence, so if a week’s worth of blood is not imbibed, the following week the familiar will need two doses, or start to suffer ill effects. However, fell familiars cannot be given advance doses of blood (3 doses in a week only applies to that week or previous weeks – next week the familiar will need another dose). <br> Fell familiars who have gone long periods without its master’s blood, and have entered states of extreme decay, can still be restored to proper health with enough blood. A fell warden’s fell familiar begins to decay into the natural state of all Fell if not fed in this manner. <br> The process of bonding also imbues the fell familiar with a bonus versus turning equal to its Hit Dice + its master’s fell warden levels.<br> ''Improved 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.<br> ''Regenerative Hunger (Ex):'' For every 10 points of damage it inflicts with its bite attack (or every 10 lbs. of still-warm flesh it consumes), a fell familiar heals 1 point of damage. A full dose of the familiar’s master’s blood heals a quarter of the familiar’s total hit points.<br> ''Share Spells:'' At the fell warden’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his fell familiar. The familiar must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself. A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (undead).<br> ''Empathic Link (Su):'' The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated.<br> Because of this empathic link, the master has the same connection to an item or place that his familiar does.<br> ''Deliver 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 “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.<br> ''Damage Reduction (Ex):'' If the master is 4th level or higher, the fell familiar gains DR 5/slashing. If the master is 10th level or higher, the fell familiar also gains DR 5/magic. If the master is 20th level, the fell familiar also gains DR 10/silver.<br> ''Speak 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 <br> ''Sense Undeath (Ex):'' If the master is 7th level or higher and has gained the Sense Undeath class ability, when master and fell familiar are within 1 mile the fell familiar is able to use this ability as well.<br> ''Scare Animals of its Kind (Ex):'' Because the fell familiar appears sickly and pale compared to other animals of its type, other animals of its type are frightened by its presence. If the master is 7th level or higher, when other animals of approximately the same type as the fell familiar come within 30 feet of the familiar, they must make a DC 15 Will save or become frightened.<br> ''Spell 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.<br> ''Scry 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. <br><br><br> ---- [[Kyuad]] | [[Midnight RPG - THE SOUTHIES]]
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