Famulus-Familiar
| Statistic | Value |
|---|---|
| Frequency | pretty constant |
| # Appear | 1/mage |
| % in Lair | depends on mage |
| Treasure Type | see Note 1 |
| Alignment | as mage who summoned it |
| Climate/Terrain | NA |
| HD | d2 per level of mage (increases with mage) |
| Size | var. see below |
| AC | by size, -1 per 5 levels of mage |
| Magic Resistance | (level of mage)% |
| No. Attacks | 2 per round (variable, by form) |
| Damage | variable, by form |
| Move | by form |
| Special Defenses | none |
| Special Attacks | none |
Description
I created this creature because I got tired of either a) limiting my mage or a player's mage to the same ole same ole familiars, or b) working out a new list for any given campaign world (or hell, just expanding a current list). Here it is.
A famulus is a spirit summoned by the Find Familiar spell, and given form by the mage summoning it. The mage chooses the form of the famulus, but it is recommended (heavily), that the mage choose something small and discreet, as large familiars attract the attention of other mages (who may be in the market for spell books) and have no more hit points.
A Tiny famulus (under three pounds, cat size or less) has an AC of 2. A Small famulus (size of a medium dog or less) has an AC of 6. A medium famulus (human sized) has an AC of 10. It is not possible to get a Large or more famulus.
A famulus adds its hit points to the summoning mage while within 12", and has all other normal abilities of a familiar as described by the spell. In addition, the famulus gets the following abilities as the mage progresses in level:
| Mage Level | Ability |
|---|---|
| 3rd level | speak to others besides the mage |
| 5th level | cast spells as a first level mage (see Note 2) |
| 7th level | teleport to the mage's side |
| 10th level | cast spells as a third level mage |
| 15th level | cast spells as a fifth level mage |
| per 5 levels | cast spells as a +2 levels mage (to a maximum of 15th level) |
No, a famulus cannot cast Find Familiar and then have another famulus.
Notes
Note 1: Famuli of some alignments will tend to secrete a small amount of treasure, as might those of good alignments (reserve fund for master). This might be anything from a few gold to bits of rusted nails, depending on the personality of the famulus.
Note 2: These spells come out of the mage's spell levels able to cast, but allow the mage to effectively have two spells cast at a time. The number of spells the famulus can cast is the same as a mage of the appropriate level.
Note 3: A note on the alignment of the famulus..
- Lawful Good - extremely obedient, always looking out for the mage, as well as the group joining the mage.
- Neutral Good - obedient enough, always looking out for the mage, sometimes the group as long as it does not interfere with looking out for the mage or interfere with any orders by the mage.
- Chaotic Good - lax obedience, but usually follows the more reasonable orders, takes initiative as well, looks out for the mage, but not necessarily the group unless it affects the mage.
- Chaotic Neutral - lax obedience, usually following the more reasonable orders, looks out for the mage for the most part.
- Chaotic Evil - lax obedience unless forced, takes initiative for own ends, rarely looks out for the mage unless it serves the famulus' needs (which it usually does).
- Neutral Evil - obedient enough when reason exists, watches out for the mage only as long as the mage serves the famulus' interests.
- Lawful Evil - obedient, serves the contract with the mage (to the letter), so may or may not watch out for mage.
- Lawful Neutral - extremely obedient, serves the contract and orders of the mage to the letter (but without malicious intent).
- Neutral - varies by definition of Neutral.