Familiars

"A familiar is not a real creature, it's a manifestation of specific aspects of its master soul in the body of an animal or some other creature."

A familiar is an animal chosen by a spellcaster to aid him in his study of chakra, as noted above it is not a real creature, they usually first manifest in a dream before appearing in the real world. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it represents, but is a magical beast for the purpose of effects that depend on its type. Moujuu Aishou[Animal Companions] cannot also function as a familiar.

A 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. Additionally, when you take the Full-Round action 'Full Attack', you can forgo one of your own attacks to allow your familiar to make one attack of its own with its Utility action. - a utility action is the standard action that familiars possess that states they cannot make an attack with it, this doesn't prevent them from say untying a rope holding a chandelier up to hit an enemy for instance since it is not attacking the monster directly but manipulating an object that happens to be hostile to objects under it due to gravity.

Familiar Basics:

Use the basic statistics for a creature of the familiar's kind, but with the following changes.

Hit 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.

Hit Points:

The familiar can be given up to half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice.

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 calculate the familiar's melee attack bonus with natural weapons. Damage equals that of a normal creature of the familiar's kind.

Saving 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.

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 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.

Familiar Starting Abilities:

Manifested Life:

When A Spellcaster calls its familiar, the familiar is a container of the spellcaster's own life energy similar to a shadow clone, therefore the caster's hitpoints drop while the familiar is deployed, if the familiar is unsummoned this life is returned to the spellcaster, if the familiar is damaged from combat the spellcaster only recieves the remaining amount.

Familiar's Monsterspeak (Ex):

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, except the Monster manipulator class using monsterspeak.

Speak with Animals of Its Kind (Ex):

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.

Boon Chart:

~1 - +3 bonus on sight-based & opposed Perception in bright light

~2 - +3 bonus on smell-, taste-, & touch-based Perception

~3 +3 bonus on sight-based & opposed Perception in shadows or darkness

Abilities:

Chakra Instruction (Ex):

This enables the familiar to learn a jutsu technique the user may teach it. The familiar can learn one technique per 5 levels,The familiar's bonus to jutsu are equal to the character's ranks in the skill - 2 + the familiar's bonus in the relevant ability score. The familiar's Learn bonus is equal to its total hit dice.

Alertness (Ex):

While a familiar is within arm's reach, the master gains the Alertness feat.

Chakra Relay:

Familiars can act as the Origin point for a Chakra or Nei technique with a range, a familiar can also 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 would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.

Evasion (Ex):

If an familiar is subjected to an attack that normally allows a Reflex saving throw

for half damage, it takes no damage if it makes a successful saving throw.

Scry on Familiar:

The master may scry on his familiar (as if casting the scrying spell) once per day.

Devotion (Ex):

A Familiar gains a +4 morale bonus on Will saves against mind-affecting technique and effects.

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.

Ability Score Increase (Ex)

The Familiar adds +1 to any one of its ability scores, every 4 levels.

Familiar Related Feats:

Manifest Familiar

Prerequisites: Wisdom 16 + Iron Will.

or

Charisma 16 + Force of Personality.

Benefit: You gain a familiar.

Soulbound Familiar (Ex)

Prerequisites: Night elf or DM permission [still need Manifest familiar's Prereqs]

Unlike in a normal familiar-summoning ritual, a spellcaster created their special familiar through a dangerous ritual catalyzed by the death of a loved one. Before the loved one's spirit fully passed on, the caster was able to bind the spirit to themselves, and given time they will emerge in the real world.

A soulbound familiar's personality is that of the lost loved one, rather than a projection of their own soul. It can have any alignment, even one that is diametrically opposed to their own.

This feat is used by the Night elves to create wisps, the form of a soulbound familiar for other races is one of the races on the list to the left, this form is also quite random.

Psi-Link [Familiar]

Prerequisite: 1 or More ranks in telepathy Skill.

You can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence[Dimensional travel such as Hyperspace,slipstream and warp would interfere with this, a momentairy disorientating disruption also occurs when using stargates and Telepipes].

Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech.