Familiar Book Imp
Book imps are masters of knowledge, dispatched by the powers of Hell to offer advice to and tempt mortal spellcasters.
Speed 5, fly 6 (hover)
- You gain a +2 bonus to Arcana checks and History checks.
- You can read and speak Supernal.
- You gain resist fire 5. If you already have resist fire, increase your resistance by 2.
Deceptive Move: As a minor action, you cause your book imp to become invisible until the end of your next turn.
My name is Narullian. I was gifted to a dark wizard who believed in her strength more than she should. With her perishing, i was free, which was intolerable. I sought out other dark forces and found a dark dwarven mage, who took me in. This dwarf left to the abyss to find more power and took me with him. He found Bolvagon, and presented me as a gift. I have faithfully served him as I will Petrin.
A familiar is a spirit that accompanies you as your friend and ally. It’s not a real creature, and it doesn’t need to eat or breathe. The most common type is a creature familiar-a spirit that takes the form of a little animal or monster.
Many consider a familiar and its master to be one and the same, and some familiars do act as mere extensions of their masters’ wills. However, most familiars grow personalities all their own, and undertake the commands of their masters with individuality and, sometimes, attitude. All familiars have some amount of arcane knowledge.
Gaining a Familiar
You gain an arcane familiar when you take the Arcane Familiar feat.
You gain a different familiar by retraining the Arcane Familiar feat and replacing your former companion with a different kind of familiar.
Attacks: A familiar can’t attack.
Defenses: A familiar uses your defenses.
Skills and Checks: A familiar uses your bonuses for all skill checks and ability checks.
Hit Points: A familiar has 1 hit point, but a missed attack never damages it.
Destruction of a Familiar: If your familiar is reduced to 0 hit points or fewer, it is destroyed. After your next short rest or extended rest, it reappears in passive mode in your space.
You can determine how your familiar looks, and suggest to your DM what sort of personality it has. Familiars have two modes: active and passive. Both modes give you constant benefits, but you lose them if your familiar is destroyed. You can keep your familiar in passive mode to protect it. In active mode, your familiar can scout ahead or grant you special abilities described in its statistics block. You can control a familiar when it’s in active mode by using your actions, but a familiar isn’t a combatant. It can’t attack on its own, and it vanishes for a while when it is destroyed.
Death of a Familiar: Your familiar dies when you die, and it is restored to life when you are restored to life. After you are restored to life, your familiar reappears in passive mode in your space.
Immunity: A familiar can’t be hit by its master’s attacks. You, as the master, can choose to ignore this benefit.
Senses: Some familiars have special senses, such as blindsight or low-light vision. These apply to your familiar, not you.
Communication:’ You and your familiar can speak to one another in a special arcane language. Other creatures hear only gibberish from you, and grunts and squeaks from your familiar. Your familiar doesn’t understand other languages, but can parrot back what it hears, allowing you to understand anything it repeats back to you in a language you know.
No Flanking: A familiar can’t flank.
Objects: Unless otherwise noted, a familiar cannot pick up or manipulate objects. This does not mean it ignores solid objects. It cannot walk through walls.
Switching Modes: You can switch your familiar between passive mode and active mode by using a minor action.
Passive: A passive familiar is on your person, perching on your shoulder or hiding in your pocket. In this mode, it shares your space.
No Targeting: A passive familiar can’t be targeted by any effect.
No Damage: A passive familiar cannot be damaged by any effect.
Active: In its active mode, a familiar is not on your person, and you can move it around. It takes up the space of a Tiny creature.
Movement: A familiar has a speed and movement modes. By using a move action, you can move your familiar its speed.
Range Limit: Unless otherwise noted, a familiar can’t move more than 20 squares away from you. If, at the end of your turn, your familiar is more than 20 squares away, it teleports into your square and enters passive mode.
Actions: A familiar can use skills and take actions as normal, but you must use the relevant action to order it to do so. Your familiar does not have its own set of actions to use.