Familiars
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Familiars are creatures summoned by the first level Wizard spell Find Familiar. The Familiar summoned depends on the character's alignment. Familiars have various abilities, ranging from spellcasting to pickpocketing. They can be stored in your inventory to be kept safe, and they will provide a small Hit Point bonus as well. It is important to keep your Familiar safe because a Wizard loses a point of Constitution when her Familiar dies.
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[edit] Lawful Good & Neutral Good - Pseudo Dragon
- Armour Class: -2
- Hit Points: 24
- Resistances: Magic (50)
- Abilities: Blur (1/day), renders victims unconscious
[edit] Chaotic Good - Fairy Dragon
- Armour Class: 4
- Hit Points: 24
- Resistances: Magic (32)
- Abilities: Invisibility 10' Radius (1/day), Mirror Image (1/day)
[edit] Lawful Neutral - Ferret
There is an exploit for this Familiar.
- Armour Class: 0
- Hit Points: 24
- Resistances: Magic (50)
- Abilities: Pick Pockets (75), Find Traps (40), Stealth (20)
[edit] True Neutral - Rabbit
- Armour Class: 4
- Hit Points: 16
- Resistances: Fire (75), Cold (75), Electricity (75)
- Abilities: Find Traps (50), Stealth (30)
[edit] Chaotic Neutral - Cat
There is an exploit for this Familiar.
- Armour Class: 0
- Hit Points: 24
- Resistances: Magic (50)
- Abilities: Stealth (99), Pick Pockets (20)
[edit] Lawful Evil - Imp
- Armour Class: 2
- Hit Points: 18
- Resistances: Magic (25), Fire (100)
- Abilities: Polymorph Self (as ability)
[edit] Neutral Evil - Dust Mephit
- Armour Class: 6
- Hit Points: 24
- Resistances: Magic (10)
- Abilities: Glitterdust (1/day), Glass Dust (2/day)
[edit] Chaotic Evil - Quasit
- Armour Class: 2
- Hit Points: 24
- Resistances: Magic (24)
- Abilities: Horror (1/day)
