April 5, 2011 / Rob Booth / 5 comments
Wizards, sorcerers, and witches can all have familiars. While familiars continue to grow more powerful along with their masters, some arcane casters want something more…
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Altered Familiar Feat
This feat changes the nature of your familiar but not its type. For example, you can have a clockwork toad familiar or an undead rat. They keep the familiar’s normal abilities.
Casters can choose from several forms, and once chosen, that form cannot be changed for that familiar. However, a new familiar can have a different form from the previous familiar. Sometimes, very different indeed…
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March 8, 2011 / Rob Booth / 6 comments
Wizards, sorcerers, and witches can all have familiars. While familiars continue to grow more powerful along with their masters, some arcane casters want something more. Perhaps constant exposure to their magic has shaped or warped the familiars. Perhaps they have decided to replace the familiar with a more resilient form. Or perhaps the caster seeks a familiar that articulates their particular style or philosophy. Whatever the case, the following two feats allow casters to improve upon their familiars. These feats can be changed when gaining a new familiar as long as requirements are met.
Arcane Familiar Enhancement Feat
This feat magnifies the school specialization of the caster. Familiars retain all other abilities unless otherwise specified…
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November 16, 2010 / Steven Robert / 6 comments
Last week saw the release of Tales of the Old Margreve (in print and PDF), and already bursting at the seams, there was simply too much material for its pages alone. This week, to celebrate, KoboldQuarterly.com presents new gaming bits, complementing what’s already packed within Tales of the Old Margreve, and all from the same great designers.
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The ancient power of the Old Margreve courses through the veins of a sorcerer with the Margreve bloodline. A distant ancestor may have been a legendary druid, a Margreve hedge witch, a dryad, or even a daughter of Baba Yaga. In time, the sorcerer begins to understand the Margreve and even become part of it…
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October 19, 2010 / Will Shattuc / 10 comments
Who can incite the noblest paladins to acts of brutality just as easily as break their hearts? A witch of course. Witches come in a myriad of types, from seductive spies to conniving hags, from insane hermits to helpful hedge mages. What all witches have in common is their use of hexes and familiars, as well as their trust in their strange and alien patrons. (See the Pathfinder Roleplaying Game Advanced Player’s Guide and The Witch’s Brew for more details on the witch class.)
Familiars
A witch’s familiar is a most trusted companion—teacher of the ways of magic and faithful guard. Following are seven new familiars that witches and wizards may choose at 1st level…
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September 16, 2010 / Mike Welham / 14 comments
New magic items for Pathfinder Roleplaying Game that you take directly from your foes’ corpses.
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Fetishes are easily introduced to a campaign: characters simply make Knowledge (nature or religion) checks (DC 20) after combat against eligible creatures. This provides a way to grant treasure for creatures that normally have only incidental treasure or none at all. Of course, with characters sporting bits and pieces of various creatures, NPCs will judge them based on their own experience. In savage societies, characters wearing fetishes enjoy a +2 bonus to Diplomacy while in more civilized areas they suffer a −4 penalty to Diplomacy checks but gain a +2 bonus to Intimidate checks. In civilized lands, characters bearing trophies of humanoids automatically fail Diplomacy checks against those of that race but gain an additional +2 bonus to Intimidate checks against them…
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