Conjuration/Summoning [calling or summoning]
Level Magic-user 1
Components V, S, M
Casting Time 1d24 hours
Range 1 mile per level
Area of Effect One creature
Duration Instantaneous
Save vs. Spell (save negates)
This spell can call a creature to become the caster's magically enhanced companion.
The spell will either call an animal or special familiar or will summon an extra-planar familiar.
The caster must go to an area where the familiar desired will be available. A temperate forest for example.
Casting Time. The time is variable (randomly determine) as the spell seeks to ensnare animals wandering by within the spell's range.
Material Component. This must include something that will attract the (randomly determined) familiar. Note: If a special familiar is indicated, it could be helpful to have an item on hand to sacrifice (see Sacrifice, below).
Duration. Once the bond is in place, it can only be broken by death or the caster. Dispel magic will have no effect. Anti-magic will suppress a telepathic link but will not suppress the granted powers nor hit points.
Limitation on Use. This spell can only be attempted once per year per spell caster and will fail if the caster has previously attracted or had a familiar less than one year ago. A spell caster can have only one familiar at a time.
Familiars are not "controlled" by their master, and requests by the master must be agreed to. This said, most familiars trust and respect their master. Evil (special) familiars will not engage in activity deemed risky (although they may lie!) unless they see no other choice available.
Procedure
Determine casting time (1d24 or 1d2/1d12)
Determine familiar type (d%); If nothing heeds the call, the spell fails.
If an animal familiar, determine familiar (d%). Then check the creature's frequency in the area.
Per the GM, check for availability (the GM may decide a roll is unnecessary)—The availability check (d%) is rolled once for each hour of casting time.
If an animal familiar was indicated and the availability check was successful, the creature appears and becomes the caster's familiar.
If a special familiar was indicated and the availability check was successful the creature will come to the caster. When the creature draws near, roll for the caster to overcome the creature's magic resistance and then roll a saving throw vs. Spell for the creature to resist the spell. If magic resistance is overcome and the save is failed, the creature becomes the caster's familiar (if either is unsuccessful, the caster can still attempt to persuade the creature, including making an Encounter Reaction check; A willing creature will become the caster's familiar). Note. Extra-planar familiars will always be available and will not resist the spell. A sacrifice made by the caster could assist the caster with these checks (see Sacrifice, below).
When the casting time is complete, the player must roll on the following table:
d% Familiar Type
01-05 Insect (use Animal Familiar rules)
06-10 Amphibian (use Animal Familiar rules)
11-15 Reptile (use Animal Familiar rules)
16-25 Bird, large (use Animal Familiar rules)
26-40 Bird, small (use Animal Familiar rules)
41-55 Mammal, medium (use Animal Familiar rules)
56-70 Mammal, small (use Animal Familiar rules)
71-75 Special (use the Special Familiar Table and rules below)
76+ Nothing heeds the call*
* If the result is 76 or higher, subtract 5% for every 3 caster levels (e.g. 3rd=-5%; 6th=-10%, etc.). If the result is 71-75, a special familiar may respond; If the result is 70 or lower, roll a 1d8 and 1d10. The d8 is the 10s digit (0-7) and the d10 is the 1s digit (1-10). A result of 76+ means nothing heeds the call. Examples: A result of 1 and 8 equals 08 (small amphibian); A result of 6 and 3 equals 53 (medium mammal). A result of 8 and 2 equals 72 (special familiar); A result of 8 and 7 equals 77 (nothing).
Availability by Creature Type. The GM will determine availability of animal familiars based upon the terrain and region where the spell is cast. If availability is unknown, the following chances can be used: (Frequency of Animal Type in the Area, Chance it is Available During the Casting Time)—Common (50%); Uncommon (25%); Rare (10%); Very Rare (5%); The GM may adjust the chance based upon casting time. For example, a crow might be very rare in a desert. This check is rolled for each hour of casting time.
Benefits Granted to the Familiar. All animal familiars gain an Intelligence rating of Low (5-7). This grants them an individual personality (and quirks). The animal familiar can communicate with its master using sounds and/or visual cues—this functions as a special language usable only between the two. The animal familiar is granted the base class saving throws of the master and is considered to have hit dice with respect to effects and attack table, equal to it's master's (current) caster level or it's normal hit dice (whichever is higher). All animal familiars have a minimum of 4 hit points and the better of their standard hit points (for a normal creature of their type with normal hit dice) or half of their master's hit points. An animal familiar that makes a Dexterity save takes no damage (this does not impact effects with no saving throw). Animal familiars understand Common although some complex concepts may confuse it. Any creature that becomes a familiar will lose the mindless quality and penalties to attacks or saves for size.
Benefits Granted to the Master. When within 1 mile of the caster, an animal familiar grants it's master 4 temporary hit points and a set of sensory powers (see below). These hit points and powers will disappear if the familiar is out of range and will require 24 hours to re-attune when the familiar come back within range. An animal familiar will not normally allow a master to be more than 1 mile away. A master that remains out of range for more than 14 days will cause the familiar to sicken and die.
Death or Dismissal of an Animal Familiar. An animal familiar that dies will cause the caster to lose 4 hit points from their maximum hit points permanently which cannot be restored by any means (less than Avatar-level magic). If the caster's maximum hit points are 4 or less, the caster will be left with 1 hit point. An animal familiar can be dismissed by the caster at any time as an activity taking 10 rounds (complex), which restores it to it's previous existence, abilities and Intelligence. No familiar wants to be dismissed however, and familiars can sense when the dismissal activity is begun. It is not unheard of for a familiar to take it's own life rather than be "downgraded" again. A master that intentionally causes the death of a familiar may become cursed (per the GM). If a familiar's master dies, the familiar will sicken and die after 14 days.
Hit Dice. If not listed, the typical hit dice is 1 or lower (thus, for this familiar, it will be considered at minimum, 1 HD).
Encumbrance. If encumbrance is listed (even if stating "no encumbrance"), this means the familiar can be carried in a protective container on the body of the spell caster. If encumbrance is not listed, the familiar might still be able to be picked up (carried) or may perch on the caster, but only for very brief periods. If a weight is indicated without noting encumbrance, that is the animal's actual weight (but it cannot normally be carried about and encumbrance weight is sure to be higher).
Most insects are too small to become familiars.
d% Familiar
01-10 Beetle, scarab
11-40 Centipede, huge
41-60 Scorpion, large
61-85 Spider, large
86-00 Stirge
Beetle, scarab (AC 6; Speed 30-ft.; climb 30-ft.; burrow 10-ft.; Base hp 4; Bite [1]; Size 3-inch diameter; No encumbrance)
Centipede, huge (AC 9; Speed 210-ft.; climb 210-ft.; Base hp 4; Bite [none plus poison]; Size 6-inches long; No encumbrance)
Scorpion, large (AC 5; Speed 90-ft.; HD 2+2; Base hp 11; 2 pincers [1d4/1d4]; sting [1 plus poison as large spider]; Size 24-inches long; 2-lb. encumbrance)
Spider, large (AC 8; Speed 60-ft.; climb 150-ft.; HD 1+1; Base hp 5; Bite [1 plus poison]; Size 2-ft. diameter; 2-lb. encumbrance)
Stirge (AC 8; Speed 30-ft.; fly 180-ft. [C]; HD 1+1; Base hp 5; Proboscis [1d3] plus attach and blood drain; Size 1-ft. long; 2-ft. wing span; 2-lb. encumbrance)
All insects grant the following sensory powers to their masters:
Insect senses (can "see" without using eyes out to 10-ft.; including the see invisible ability at that range);
d% Familiar
01-40 Frog, bull
41-45 Frog, poisonous
46-55 Salamander or newt
56-00 Toad
All have the same statistics: (AC 8; Speed 30-ft.; Swim 90-ft.; Base hp 4; Bite [1]; Size 4-inches to 6-inches long; No encumbrance)
Poisonous frogs and salamanders can also have a climb speed of 30-ft.
Poisonous frogs secrete poison and the master, if trained, can harvest this.
Amphibians grant the following sensory powers to their masters:
All reduce the master's surprise chance by 10%.
Frogs/toads. Independently moving eyes—Retain Dexterity bonus against flanking attacks. The master of a poisonous frog is also immune to all frog poisons.
Salamanders/newts. The master gains regeneration of 1 hp per 30 rounds. While this will allow limbs to regrow, it will not bring a caster back from the dead or save them from dying from wounds if under 0 hit points.
d% Familiar
01-10 Chameleon
11-20 Gecko
21-50 Lizard/iguana
51-85 Snake (viper)
86-00 Turtle
Chameleon (AC 8; Surprise Others +20% [camouflage]; Speed 10-ft.; climb 10-ft.; Base hp 4; No attack; Size 12-inches; 1 lb. encumbrance)
Gecko (AC 8; Speed 60-ft.; climb 60-ft.; Base hp 4; No attack; Size 12-inches; 1 lb. encumbrance)
Lizard/iguana (AC 7; Speed 120-ft.; climb 60-ft.; Base hp 4; Bite [1d3]; Size 1-3 ft. long; 2 lb. encumbrance)
Snake* (AC 6; Speed 120-ft.; climb 30-ft.; swim 60-ft.; HD 2+1; Base hp 10; Bite [1]; Size 5-ft. long; 5 lb. encumbrance)
Turtle (AC 4; Speed 30-ft.; Base hp 4; Bite [1]; Size 18-inch diameter; 2 lb. encumbrance)
* If a snake is indicated, roll another d% and a 01-10 indicates the snake is a viper. Roll for poison type as per a poisonous snake.
Chameleon. A chameleon grants it's master the ability of independently moving eyes—Retain Dexterity bonus against flanking attacks. The master can also change their skin coloration (+10% to Surprise Others if mostly clothed or +20% if barely clothed).
Gecko. A gecko grants its master the ability to climb as a thief of their caster level (including any racial adjustments). The master also gains night vision (with the ability to discern color).
Lizard/iguana. The master gains regeneration of 1 hp per 30 rounds. While this will allow limbs to regrow, it will not bring a caster back from the dead or save them from dying from wounds if under 0 hit points.
Snake. The master reduces their surprise chance by 10% (olfaction based on taste) and gains the ability to sense invisible (30%).
Turtle. The master gains tough skin (+1 AC/AD) and is immune to ingested poisons.
d% Familiar
01-20 Eagle
21-40 Hawk/gyrfalcon (blood hawk)
41-70 Raven
71-90 Sea bird/water fowl
91-00 Vulture/buzzard
Eagle (AC 6; Speed 10-ft.; fly 300-ft. [C]; HD 1+3; Base hp 7; 2 claws and bite [1d2/1d2/1d2]; Size 2.5 to 3-ft.; wingspan 6-ft.)
Hawk, large* (AC 6; Speed 10-ft.; fly 330-ft. [B]; Base hp 4; 2 claws [1d2/1d2], bite [1 plus blinding]; Size 2.5 to 3-ft.; wingspan 6-ft.); Blood hawk. (AC 7; Speed 10-ft.; fly 240-ft. [B]; HD 1+1; Base hp 5; 2 claws [1d4/1d4], bite [1d8]; Size 2.5 to 3-ft.; wingspan 6-ft.)
Raven (AC 7; Speed 10-ft.; fly 360-ft. [B]; Base hp 4; Bite [1 plus eye attack]; Size 2 ft.; wingspan 4-ft.; Can speak)
Sea bird (AC 7; Speed 10-ft.; fly 300-ft. [B]; Base hp 4; Bite [1]; Size 2-3 ft.; wingspan 3-6-ft.)
Vulture/buzzard (AC 6; Speed 30-ft.; fly 270-ft. [E]; HD 1+1; Base hp 5; Bite [1d2]; Size 2 ft.; wingspan 5-6-ft.)
* If a large hawk is indicated, roll another d% and a 01-10 indicates the hawk is a blood hawk.
Eagle. The master reduces their surprise chance by 15% (eyesight) when outdoors and gains the ability to sense invisible (10%).
Large Hawk. (blood hawk) The master reduces their surprise chance by 15% (eyesight) when outdoors and gains the ability to sense invisible (10%).
Raven. The master reduces their surprise chance by 10% (olfaction) and can pinpoint the location of carrion or rotting meat within 60-ft.
Sea bird/water fowl. (large gulls, albatross, auks, frigate birds, herons, puffins, pelicans, geese, swans, etc.) The master reduces their surprise chance by 10% (eyesight/olfaction) and (if a salt water sea bird) can drink salt water without any ill effects.
Vulture/buzzard. The master reduces their surprise chance by 15% (olfaction) and can pinpoint the location of carrion or rotting meat within 60-ft.
Most small birds are too small to become a familiar. Because of the enormous variation, these represent the most common types.
d% Familiar
01-25 Crow
26-40 Falcon/hawk, small
41-45 Fowl
46-50 Jungle bird
51-90 Owl
91-00 Sea bird
Crow (AC 7; Speed 10-ft.; fly 360-ft. [B]; Base hp 4; Bite [1 plus eye attack]; Size 1 ft.; wingspan 2-3-ft.; 2 lb. encumbrance; Can speak)
Small falcon/hawk (AC 5; Speed 10-ft.; fly 360-ft. [B]; Base hp 4; 2 claws [1/1], bite [1 plus blinding]; Size 1 to 1.5-ft.; wingspan 2-3-ft.)
Fowl (AC 8; Speed 30-ft.; fly 270-ft. [C]; Base hp 4; No attack; Size 2 ft.; wingspan 2-3-ft.)
Jungle bird. (AC 7; Speed 10-ft.; fly 300-ft. [B]; Base hp 4; Bite [1d2]; Size Size 1 to 2.5-ft.; wingspan 2-3.5-ft.; 4 lb. encumbrance; Can speak)
Owl (AC 5; Speed 10-ft.; fly 270-ft. [D]; Base hp 4; 2 claws [1d2/1d2] and bite [1]; Size 1 to 2.5 ft.; wingspan 4-5 ft.; 4 lb. encumbrance)
Sea bird (AC 7; Speed 10-ft.; fly 300-ft. [B]; Base hp 4; Bite [1]; Size 1-2 ft.; wingspan 2-4-ft.)
Crow. (rook, jackdaw) The master reduces their surprise chance by 10% (olfaction/eyesight) and gains a bonus to search checks (+1 on the d6). This bonus extends to scan checks if the master has keen senses.
Small falcon (small hawk, peregrine, kestrel, hobby) The master reduces their surprise chance by 15% (eyesight) when outdoors and gains the ability to sense invisible (10%).
Fowl (game birds, grouse, quail, ptarmigan, partridge, duck, etc.) The master reduces their surprise chance by 10% (eyesight).
Jungle bird (hornbill, parrot, toucan, macaw, etc.) The master reduces their surprise chance by 10% (eyesight) and, based on the familiar, the master's hair color may change to match their familiar.
Owl. The master reduces their surprise chance by 15% (eyesight/hearing) when in darkness or shadows. The master gains night vision and a bonus of +10% to hear noise checks.
Sea bird. (gulls, gannets, boobys, petrels, etc.) The master reduces their surprise chance by 10% (eyesight/olfaction) when outside and (if a salt water sea bird) can drink salt water without any ill effects.
These animals are typically smaller varieties of the type.
d% Familiar
01-05 Badger
06-25 Cat, wild
26-35 Dog
36-55 Fox
56-60 Goat
61-70 Jackal
71-80 Raccoon
81-00 Wolf
Badger (AC 4; Speed 60-ft.; burrow 30-ft.; HD 1+2; Base hp 6; 2 claws [1d2/1d2], bite [1d3]; Size 2.5-3 ft. long [20-lbs.])
Wild cat (AC 5; Speed 180-ft.; Base hp 4; 2 claws [1d2/1d2] plus rake [1d2/1d2] and bite [1d2]; Size 2-4-ft. long [25-40-lbs.])
Dog (AC 7; Speed 120-ft.; HD 1+1; Base hp 5; Bite [1d4]; Size 3-4-ft. long [25-lbs.])
Fox (AC 7; Speed 180-ft.; Base hp 4; Bite [1d2]; Size 3.5-ft. long [25-lbs.])
Goat (AC 7; Speed 150-ft.; HD 1+2; Base hp 6; Bite [1d3] and charge—horns [1d2]; Size 3.5 ft. [50-lbs.])
Jackal (AC 7; Speed 180-ft.; Base hp 4; Bite [1d2]; Size 3-3.5-ft. [20-lbs.])
Raccoon (AC 9; Speed 50-ft.; Base hp 4; Bite [1d2]; Size 2-3.5 ft. [18-lbs.])
Wolf (AC 7; Speed 180-ft.; HD 2+2; Base hp 11; Bite [2d4]; Size 4.5 ft. [70-lbs.])
Badger. The master reduces their surprise chance by 10% (olfaction/hearing).
Wild cat. (wildcat, lynx, bobcat, ocelot) The master reduces their surprise chance by 15% (olfaction/hearing). The master gains night vision and a bonus of +10% to hear noise checks.
Dog. (dingo) The master reduces their surprise chance by 15% (olfaction/hearing) and gains sense invisible (20%).
Fox. The master reduces their surprise chance by 20% (olfaction/hearing) and gains sense invisible (20%).
Goat. The master gains a +2 bonus to poison and disease saves.
Jackal. (coyote, dhole) The master reduces their surprise chance by 15% (olfaction/hearing) and gains sense invisible (20%).
Raccoon. (beaver, porcupine, etc.) The master reduces their surprise chance by 10% (olfaction) and (if raccoon) gains a bonus to search checks when feeling surfaces with their hands (+1 on the d6).
Wolf. The master reduces their surprise chance by 15% (olfaction/hearing) and gains sense invisible (20%).
Most small mammals are too small to become a familiar. Because of the enormous variation, these represent the most common types.
d% Familiar
01-20 Bat
21-40 Cat, domestic
41-45 Monkey
46-50 Rabbit
51-70 Rat
71-75 Squirrel
76-00 Weasel
Bat (AC 4; Speed 10-ft.; fly 240-ft. [B]; Base hp 4; bite [1]; Size 6 to 12-inches long; wingspan 1-2-ft.; 2 lb. encumbrance); Vampire bat (Same stats plus attach using bite as per a stirge)
Domestic cat (AC 6; Speed 50-ft.; Base hp 4; Claws [1d2] plus rake [1d2] and bite [1]; Size 1-2-ft. long; 6 lb. encumbrance)
Monkey (AC 8; Speed 90-ft.; climb 90-ft.; Base hp 4; Bite [1]; Size 1.5 to 2-ft.; 3 lb. encumbrance)
Rabbit (AC 6; Speed 180-ft.; Base hp 4; No attack; Size 1.5-ft.; 8 lb. encumbrance)
Rat (AC 7; Speed 150 ft.; climb 20 ft.; swim 60 ft.; Base hp 4; Bite [1]; Size 1.5 to 2-ft. long; 2 lb. encumbrance)
Squirrel (AC 8; Speed 120-ft.; climb 120-ft.; No attack; Size 1.5 to 2-ft. long; 2 lb. encumbrance)
Weasel (AC 6; Speed 150-ft.; Base hp 4; Bite [1]; Size 1 to 2-ft. long; 3 lb. encumbrance)
Bat. The master reduces their surprise chance by 10% (hearing), can sense invisible (20%) and can see invisible (100%) within 30-ft.
Domestic cat. The master reduces their surprise chance by 15% (olfaction/hearing). The master gains night vision and a bonus of +10% to hear noise checks.
Monkey. (rhesus, spider, tamarind, lemurs, etc.) A monkey grants its master the ability to climb as a thief of their caster level (including any racial adjustments).
Rabbit. The master reduces their surprise chance by 10% (hearing), can sense invisible (20%) and gains a bonus of +10-ft. per round to their unencumbered speed.
Rat. The master reduces their surprise chance by 10% (olfaction/hearing). The master also gains night vision.
Squirrel. The master reduces their surprise chance by 10% (hearing) and can sense invisible (20%).
Weasel. (ferret, ermine, stoat, mink, stoat, polecat, mongoose, etc.) The master reduces their surprise chance by 15% (hearing/olfaction) and can sense invisible (20%). The master gains the ability to detect poison by smell and a bonus of +10% to hear noise checks. The ability to detect poison is a complex activity and the master's nose must be within 2-ft. of the area being smelled. This includes the ability to detect spoiled/rotten food.
If cast underwater, the spell will attract underwater creatures.
% Familiar
01-10 Crab/lobster
11-20 Eel
21-65 Fish
66-70 Jellyfish
71-80 Octopus/squid
81-85 Otter
86-00 Stingray
Crab/lobster (AC 7; Speed 30-ft.; swim 120-ft.; Base hp 4; Pincer [1]; Size 1 to 2-ft; 2 lb. encumbrance)
Eel (AC 8; Speed swim 150-ft.; Base hp 4; Bite [1] plus poison [deadly]; Size 6-ft. long)
Fish (AC 6; Speed swim 240-ft.; Base hp 4; Bite [1]; Size 1 to 4-ft. long; 4 lb. encumbrance)
Jellyfish (AC 9; Speed swim 30-ft.; Base hp 4; Sting [2d4]; Size 1 to 4-ft. long; 2 lb. encumbrance)
Octopus/squid (AC 8; Speed swim 150-ft.; Base hp 4; Bite [1] plus grab; Size 3-ft. long; 3 lb. encumbrance)
Otter (AC 5; Speed 120-ft.; swim 180-ft.; Base hp 4; Bite [1d2]; Size 3 to 4-ft. long [50+ lbs.])
Stingray (AC 7; Speed swim 90-ft.; Base hp 4; Tail [1d3] plus poison [paralysis; 2d4 rounds])
All. The master reduces their surprise chance by 15% (varies but typically hearing) in water. If the master does not have a natural swim speed, they gain a swim speed of 30-ft.
In rare circumstances, when the caster of a find familiar spell reaches out for a familiar, a more powerful creature of fey aspect is called. The magic depends on the alignment of the caster. In certain cases, the powers of the outer planes assist the caster in summoning an extra-planar creature whose mission is to ensure the ends of it's overseer are achieved using the master as it's tool—while trading great power for this service.
Creature Availability. Unless the spell is attempted in an area hostile to the special creature, or other circumstances apply, a special creature will typically be available to be attracted by this spell, if indicated.
Type of Creature Called or Summoned. When the find familiar spell attracts a special creature, it will ALWAYS be of a type based on the caster's alignment. If there are no creatures of this type available in the area, and a special familiar is indicated, the spell fails.
Benefits Granted to the Familiar. All special familiars gain an Intelligence rating of at least Low (5-7)—they get the better of their normal Intelligence score or Low. This grants those normally lower than a Low Intelligence an individual personality (and quirks). The special familiar can communicate with its master using a shared language (if the familiar can speak) and a special telepathic link (see below). All special familiars have maximum hit points plus 1 hit point per caster level of the master. The special familiar is granted the base class saving throws of the master (if better than it's normal saves)—if the familiar is within 5-ft. of it's master. A special familiar that makes a Dexterity save takes no damage (this does not impact effects with no saving throw).
Benefits Granted to the Master. When within 1 mile of the caster, a special familiar grants it's master a set of special powers (see below). These powers will disappear if the familiar is out of range and will require 24 hours to re-attune when the familiar come back within range.
Death or Separation of a Special Fey Familiar. A fey-type familiar that dies in service of it's master will not cause any special harm to the caster unless the fey Powers determine the master brought about the familiar's death (even if indirectly). In this case, the master will be cursed (per the GM, but this will be curse will be severe and scaled to the power of the master). A special fey familiar can choose to separate from it's master at any time, without harm to the master. This is rare, typically only seen in the event of a Good master changing alignment to non-Good.
Death or Separation of a Special Extra-planar Familiar. In addition to losing the granted special powers, if the master of an extra-planar familiar is separated by a distance of over 1 mile, the master will also lose 1 spell casting class level as if energy drained. An extra-planar-type familiar that dies in service of it's master will cause the master to permanently lose experience points bringing them to a total placing them at the beginning of their spell casting class level 4 class levels below their current spell casting class. If multi-classed, this loss of experience will be equal in both classes (but tied to the spell casting class experience). Evil extra-planar familiars of master's that change alignment to non-Evil will attempt to kill them using whatever means necessary (and using the telepathic link to unerringly track and listen in on the master's thoughts). In any case, the master of an extra-planar familiar cannot dismiss the familiar (short of killing it).
Death of the Master. In the case of an imp or monodrone, the death of the master simply returns the familiar to their place of origin after 24 hours (if the caster is then brought back from the dead, treat them as if the familiar had died. A wish spell (or similar effect) will allow the raised caster to avoid this penalty. Assuming the extra-planar bosses agree, of course). If the master of a quasit dies, the demon gains control of the master's soul and will drag it (screaming) back to the Abyss gaining much power in the process. The soul of an imp's master becomes a larva to be used (spent, much like coin) by the imp to gain much power.
Caster's Alignment Familiar Attracted Spell Type Familiar Type
Lawful Good Brownie calling fey
Chaotic Good Booka calling fey
Neutral Good Pseudo-dragon calling fey
Lawful Neutral Mechanoid summoning extra-planar
Neutral Buckawn calling fey
Chaotic Neutral Pestie calling fey
Neutral Evil Dark creeper calling fey
Lawful Evil Imp summoning extra-planar
Chaotic Evil Quasit summoning extra-planar
All special familiars grant a telepathic link (see below). In addition, each grants the following powers.
Brownie (Seelie). The master gains an 18 Dexterity if their current ability score is 17 or lower. The master gains a bonus of +2 to all saving throws. The master is considered to have a 0% chance to be surprised (if their existing chance to be surprised is higher than this).
Booka (Sprite). The master of a booka gains 65% magic resistance if the master is within 30-ft. and infravision if the master is within 1 mile (if they do not have infravision already).
Psuedo-dragon. The master of a psuedo-dragon gains 90% magic resistance if the psuedo-dragon is being carried by the master.
Mechanoid. If the mechanoid is within 1 mile of the master, the master of a mechanoid is immune to mind-affecting effects, gains a +4 bonus to disbelief saves versus illusions, and gains a saving throw (if there is none normally) versus negative energy effects—per contact/effect (vs. Spell; save negates).
Buckawn (Seelie). The master is considered to have a 0% chance to be surprised (if their existing chance to be surprised is higher than this). The master also gains ability to cast invisibility as an innate spell-like ability usable twice per day (caster level equals the master's spell casting class level). These abilities are granted if the master is within 1 mile of the familiar.
Pestie (Gremlin). The master gains a 17 Dexterity if their current ability score is 16 or lower. The master gains a speed bonus of +20-ft. per round for natural movement types. The master can pick pockets and hide in shadows as a thief of their caster level. These abilities are granted if the master is within 1 mile of the familiar.
Dark Creeper (Unseelie). The master gains infravision and can see in areas of magical darkness. The master can cast detect magic as an innate spell-like ability 3 times per day (caster level equals the master's spell casting class level). The master can back stab as a thief 3 levels lower than their caster level (their AAC0 remains unchanged). If the master attempts to cast a spell with the [light] descriptor, it will fail (and will be chided by his or her familiar). These abilities are granted if the master is within 1 mile of the familiar.
Imp (Devil). If the imp is within 30-ft of the master, the master of an imp gains 80% magic resistance. If within 1 mile, the master gains one temporary class level in his or her spell casting class and regeneration 1 (hit point per round while still alive). Once per week an imp can use an innate ability similar to a commune spell in order to assist it's master (this allows up to 6 questions to be asked).
Quasit (Demon). If the quasit is within 30-ft of the master, the master of a quasit gains 80% magic resistance. If within 1 mile, the master gains one temporary class level in his or her spell casting class and regeneration 1 (hit point per round while still alive). Once per week a quasit can use an innate ability similar to a commune spell in order to assist it's master (this allows up to 6 questions to be asked).
[innate] (concentration) This link allows communication between the familiar and its master (or companion). It further allows the master or companion to shut off their own senses and instead use the senses of the familiar. The familiar is not controlled in any way but what it senses (sees, hears, feels, tastes, etc.) will also transmit to the caster (who cannot see, hear, or feel with their own body during this period). The link can be continued while the master or companion concentrates. The link can be used if the familiar is within 1 mile of the master for all special familiars except the psuedo-dragon, booka, or pestie - the range of this ability is 240-ft for those familiars. Mechanoids cannot telepathically link to their master.
The caster of a find familiar can tip the scales in their favor assuming they attract a special familiar. The caster can make sacrifices to the powers overseeing the special familiars to make it more likely they will acquiesce to the spell. For each 1,000 g.p. in special components (the nature of which is per the GM), the familiar's magic resistance (if any) will be lowered by 10% and their save versus the spell will suffer a -1 penalty. A minimum of 1,000 g.p. must be sacrificed (consumed) upon casting the spell and the rest must sacrificed when (or more accurately, if) the special familiar draws near. If nothing comes or an animal familiar is attracted, the caster has only spent the 1,000 g.p. (depending on the nature of the sacrifice and whether the components can be re-sold or converted back into currency; per the GM).
Material Components. A lit brazier, incense, herbs, and food. Typically, the caster will use things enticing to the creature they are looking to attract. The brazier is not consumed. Cost/Scarcity. 100 g.p. for the large quantity of incense necessary/Uncommon. The brazier must be made of good metal (at least 25 g.p.).
Known Substitutions. None.