Additions:
Necromantic familiars Turn as the owner's level. Other bonded animals are not normally subject to Turning, unless they are specifically noted as undead or “spirits.”
Deletions:
Revision [5072]
Edited on 2008-06-17 22:17:06 by PgmAnsharAdditions:
=====__**Familiars**__===== >>{{image url="http://i188.photobucket.com/albums/z62/ZamahLand/Employed/familiar.jpg"}}>>
Deletions:
Deletions:
Additions:
sittrocgetc
Necromantic familiars Turn as the owner's level. Other bonded animals are not normally subject to Turning, unless they are specifically noted as undead or “spirits.”
Necromantic familiars Turn as the owner's level. Other bonded animals are not normally subject to Turning, unless they are specifically noted as undead or “spirits.”
Deletions:
Additions:
Necromantic familiars Turn as the owner's level. Other bonded animals are not normally subject to Turning, unless they are specifically noted as undead or “spirits.”
Deletions:
Revision [4259]
Edited on 2007-11-24 15:43:49 by PgmIslingtonAdditions:
Necromantic familiars Turn as the owner's level. Other bonded animals are not normally subject to Turning, unless they are specifically noted as undead or “spirits”
Deletions:
Deletions:
Revision [4255]
Edited on 2007-11-23 23:47:34 by CrobaSoloaAdditions:
orliri
Necromantic familiars Turn as the owner's level. Other bonded animals are not normally subject to Turning, unless they are specifically noted as undead or “spirits.”
Necromantic familiars Turn as the owner's level. Other bonded animals are not normally subject to Turning, unless they are specifically noted as undead or “spirits.”
Deletions:
Additions:
Necromantic familiars Turn as the owner's level. Other bonded animals are not normally subject to Turning, unless they are specifically noted as undead or “spirits.”
When a character loses a necromantic familiar, holy steed, beastmaster animal companion, or otherwise bonded animal/spirit, that character must save vs. Will/2 on the spot or be stunned for 5 rounds. Upon recovering from the stun, the character suffers -15 MA, CA and Power for one month. The character cannot summon a new familiar spirit or bond another animal until the penalty month has expired.
When a character loses a necromantic familiar, holy steed, beastmaster animal companion, or otherwise bonded animal/spirit, that character must save vs. Will/2 on the spot or be stunned for 5 rounds. Upon recovering from the stun, the character suffers -15 MA, CA and Power for one month. The character cannot summon a new familiar spirit or bond another animal until the penalty month has expired.
Deletions:
Revision [2823]
Edited on 2007-07-14 15:55:42 by NimeaSylvanosAdditions:
=====__**Familiars**__===== >>{{image url="http://img.photobucket.com/albums/v314/GarlickHamster/WikiMisc/HawkDruid.jpg"}}>>
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Additions:
>>{{image url="http://img.photobucket.com/albums/v314/GarlickHamster/WikiMisc/HawkDruid.jpg"}}>>=====__**Familiars**__=====
Familiars and other bonded companions have access to the owner's Willpower and Endurance stat in the case of saves, if owner's stat is higher than the familiar's own.
Familiars and other bonded companions share spell effects cast by, or upon, the owner. The familiar must be at touch range for this to be effective. If the spell is a sustained effect, the familar must remain at touch range, otherwise it loses the effect and cannot regain it until after a recasting. So, for example, the familiar of an elementalist also benefits when he casts Ice Shield. Likewise, a priest's familiar would benefit from Sheltering Hand so long as he's at touch range. Should he move beyond Touch range, the familiar no longer is under the effect, and will not regain it until the spell is recast.
Familiars and other bonded companions have access to the owner's Willpower and Endurance stat in the case of saves, if owner's stat is higher than the familiar's own.
Familiars and other bonded companions share spell effects cast by, or upon, the owner. The familiar must be at touch range for this to be effective. If the spell is a sustained effect, the familar must remain at touch range, otherwise it loses the effect and cannot regain it until after a recasting. So, for example, the familiar of an elementalist also benefits when he casts Ice Shield. Likewise, a priest's familiar would benefit from Sheltering Hand so long as he's at touch range. Should he move beyond Touch range, the familiar no longer is under the effect, and will not regain it until the spell is recast.
Deletions:
Familiar's/etc. have access to the owner's Willpower and Endurance stat in the case of saves, if owner's stat is higher than the familiar's own.
Familiar's/etc share spell effects cast by, or upon, the owner. Familiar must be at touch range for this to be effective. If the spell is a sustained effect, the Familar must remain at touch range, otherwise they lose the effect and cannot regain it until after a recasting. So, for example, the familiar of an elementalist also benefits when he casts Ice Shield. Likewise, a priests familiar would benefit from Sheltering Hand so long as he's at touch range. Should he move beyond Touch/HtH range, the familiar no longer is under the effect, and will not regain it until a recasting is made.
Revision [1306]
Edited on 2007-05-23 14:24:46 by NimeaSylvanosAdditions:
__**[[Magic Back to "Magic"]]**__
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Additions:
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Revision [616]
Edited on 2006-09-22 19:38:47 by NimeaSylvanosAdditions:
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=====__**Familiars**__=====
=====__**Familiars**__=====