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Dweomercraft: Familiars
When I was a kid, and first started playing AD&D (1st
edition), one of the funnest things about making a magic-user
character was rolling for your familiar. You always wanted a
pseudo-dragon. Usually you'd end up with something lousy.
While 3rd edition D&D made familiars more balanced (and even
more so in 3.5, which this book apparently is based on), it also
took the magic out of them, somewhat. This book goes a long way
to making familiars anything but ordinary. And it covers
familiars about as exhaustively as you can cover them.
It's from Dark Quest
games, which I honestly had never heard of, though I do recognize
some of the authors and people involved with the company. It's
available as a
PDF (from RPG Now, like
just about all PDFs) or in print form, which I have, which you
can order from their
website or since it has an ISBN, presumably someplace else in
the future.
After some introductory fiction, it starts with a nice section on
role-playing the familiar. There's a listing of negative
personality traits (most of which actually apply to normal cats,
like "narcissistic" and "irritating"), though
one section, on phobias, seems to refer to an appendix which does
not exist. (This is pretty minor, as it apparently must have been
just a list of phobias. If you play Call of Cthulhu, there's a
pretty extensive list of them in the rulebook for that).
Still, one tricky part is, who plays the role of the familiar? If
the player of the owner/master does it, it can be somewhat hard,
since you'll basically be talking to yourself. (Not a new
problem, it's always been the same for henchmen).
Besides role playing aspects of the familiar, there's a fairly
examination of just what a familiar is. Is it a regular critter
given special powers? Some sort of ghost? A tulpa (that is, a
figment of the master's mind, only real)? It's up to you, there
are several explanations.
There's also rules on how to integrate the familiars from this
book into your game easily. Basically, there are two options for
the improved or exotic familiars - either the casting of a higher
level spell, or requiring the use of a feat, either of which is
dependent on the type of improve or exotic familiar.
I favor the feat method, as most familiars give the spell-caster
a benefit equal to that of a feat, a skill bonus of some sort
usually, so it balances back out.
Just about every possible type of familiar is covered. Elementals
and other planar critters, undead, constructs (like the
mechanical own from "Clash of the Titans"),
birds, reptiles, rodents, vermin (bugs and such, not lawyers),
oozes, monstrous humanoids, and "exceptional beasts".
By a quick count, over 125 different familiars.
Each chapter on a type of familiar starts with a list of
familiars and their benefits, a discussion of the type of
creatures (often including special rules and role-playing ideas),
then ends with stats for each type of critter.
While D&D has always offered "Planar" creatures as
familiars, it was pretty much limited to the Imp or the Quasit.
The section on planar creatures fills in the gaps for most of the
other planes, both "outer" (the planes related to
alignment) and "inner" (elemental planes)
The most fascinating familiar in this section is the
"Phenix", which is like a little bird shaped ball of
fire (named after the legendary "Phoenix"), that
changes colors according to its moods.
Undead familiars range from the fairly mundane zombie or
skeleton, to the rather cool "flying skull". (There was
one in the computer game, Planescape: Torment). Obviously, these
are mostly suited for necromancer types and those wanting to
impress goth chicks.
There are a whole lot of choices if you want a bird or avian
familiar. From just about every bird associated with a sports
team to things like loons and toucans and messenger pigeons. And
apparently fictional creatures like the "ghost bat".
The reptile chapter is a bit shorter, but it has things like my
favorite, the gila monster, to the komodo dragon, to iguanas and
such.
Rodents. Lots and lots of rodents. Mostly cute ones, chipmunks,
chinchillas, ferrets, weasels, squirrels, mongeese, minks. But
also opossums (possibly nature's saddest creature, though
surprisingly human like, especially their hands), rats, lemmings,
and mice. (Among others).
Want a spider familiar? The vermin chapter covers them pretty
well, as well as cockroaches. Also crickets, dragonflies and
snails are included.
I love the exotic animals in the exceptional beast chapter There
are choices for animals of all sorts, from a koala bear to a
wombat to a pot bellied pig to a penguin. (You would have to
resist calling it "Opus", but that is made easy thanks
to the painfully unfunny comeback cartoon of the same name.) But
there is some chance of someone taking a silly familiar, or one
that might not fit all campaigns.
Oddly, there are also aquatic familiars in this chapter, things
like a trout or an eel or a nurse shark. I guess these are mostly
for aquatic spell casters, like merpeople or tritons.
The monstrous humanoid category is mostly small humanoids, like
goblins or kobolds. While I'm not sure I'd use this in my game,
I'm not sure it's unprecedented, exactly. In 1st edition
AD&D, you could get a Brownie (the small faerie, not the food
or girl scout) as a familiar, which definitely was sentient. But
they were somewhat magical. Things like kobolds or goblins or
even tieflings seem fairly ordinary, at least they are in a
fantasy world, and so are basically well, people.
I'm not sure what to make of the ooze familiars. Other than
"Creepy!". There's not a lot of options here, just the
choice between a "Goozaling", which is a typical ooze,
only much smaller, and a "Taffinymph", which is a type
of goozaling that has been bred to look and smell like taffy
(Much like how in real life, poodles have been bred to resemble
cotton candy).
There's a small chapter equipment for familiars, including food
(and how much they need a day), and a handful of magic items,
like bells and collars for them to wear. This is pretty short,
and probably could have been expanded on. For instance, there is
a cursed collar the causes the familiar to suffer from fleas, but
there is no magic collar to prevent them (which would be very
useful. Probably for the master, too, not just the familiar)
The last chapter is sort of a grab bag of stuff, though it's
mostly on making a familiar tougher, including giving guidelines
for allowing familiars to take classes. It also features rules
for allowing spell casting classes other than the Wizard or
Sorcerer to have a familiar. There's a single prestige class, the
"Magebond", which is for Wizards or Sorcerers who want
a really special familiar. There's also a handful of familiar
related spells.
Also, in an interesting move, they borrow the "Prestige
Race" rules from Bastion Press's Oathbound setting.
Basically, in exchange for experience points, a character gets
special abilities. I'm somewhat iffy about this for characters
(because it messes up the challenge rating of characters), but in
familiars it actually works pretty well.
While all in all, it's a very impressive effort, there are some
downsides to this book. It's sometimes contradictory. For
instance, in the chapter on birds, it says a Seagull gives the
caster a +2 charisma bonus on skills used on sea-goers. But in in
a later chapter, on exceptional beasts, it says a
"Gull" (no sea, but presumably the same bird) gives the
master a +3 bonus on Profession (Fishing) skill checks. In the
description of the Penguin, it says the master gets a +2 on their
saving throw vs. cold effects. But in the chart at the beginning
of the chapter, it says the master gets a +3 bonus on sleight of
hand checks (Penguins being notorious pickpockets, ya know).
I'm not sure all the familiars are balanced, in terms of the
benefits they give the spell caster. For instance, several give
the caster a +2 charisma score. That is pretty big for a
sorcerer, as charisma is what determines their bonus spells. But
only a small handful do that, so it's pretty minor.
While it has a lot of animals, a whole lot, it doesn't have my
personal favorite, the kangaroo.Though it does have my favorite
bird, the sandpiper. And while it has my favorite baseball team's
mascot (the cardinal), it doesn't have my favorite football
team's (ram), though it does have their coach (loon, or maybe
cuckoo).
The layout is quite good. While there is no index, there is an
extremely comprehensive table of contents (3 pages long, with
lots of entries per chapter) which makes finding things a breeze.
There's almost no white space, which makes it a very good value.
While there is a fair amount of "fluff", like
introductory fiction at the beginning of each chapter, it's
fairly enjoyable and does a good job of setting the tone of each
chapter.
The art (by someone called "Ceredwyn") is actually
quite good. It's mostly comic in tone, and occasionally
disgustingly cute, but that pretty much fits the book's style
(and much of the fiction).
If you want a book on familiars, you'd be hard pressed to find a
better or more comprehensive one. It's also pretty useful as a
monster manual of mundane and small-ish critters. I'm very
impressed with this. A-
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