Faustian
“Other
friends have flown before -
On the morrow he
will leave me, as my hopes have flown before.’ Then the bird said, ‘Nevermore.’”
Often,
it is said you need to fight a fire with fire, or to catch a thief, you need a
thief. In blighted darkness of the Shadowfell, you need a monster to fight a
monster.
Faustian
is the term given to those who have sacrificed their services to a power
greater than they. This is not a relationship of the Divine or Primal, as they
require nothing but worship as payment. The Faustian will gladly give up a
fraction of his or her immortal soul in exchange for power. The eldritch
creatures that give these pacts are almost always malicious in nature, greedy
beasts, seeking to harness the unfailing might of the mortal soul. Some force
mortals into their servitude, by threats or physical coercion. Others have made
these pacts out of a desire for revenge or a necessity to survive. Some
black-minded individuals will give themselves willingly to these greater powers
of the Shadowfell, as the gifts they grant are unlike any from Gods, Spirits or
Primordials.
On
sealing the pact, a Faustian gains a Familiar. Although seemingly harmless and
innocent enough, these Familiars are the fragment of the Faustian’s soul merged
with the power of Shadow from his dark patron. As such, the Familiar can
transform into an unknowable beast at the command of his master. As the
Faustian’s skill with the black arts becomes greater, his Familiar becomes more
monstrous in appearance, a trait boosted further by the Faustian’s willingness
to hamstring themselves, gouge out their eyes or tear off their skin to empower
their Familiar’s rampage.
Class Traits
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Role: Although a
Faustian has a myriad of powers to call on, many of their powers are utility in
nature. The Familiar is essentially a second character to be controlled at the
whim of the Faustian. In the blink of an eye, the Familiar can turn into a
monster that grows more mighty as the Faustian sacrifices more and more of
their mortality.
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Alignment: Any
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Power Source: Shadow
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Key Abilities: Intelligence, Wisdom, Charisma.
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Armour Proficiencies: none
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Weapon Proficiencies: simple
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Bonuses to Defence: +2 Will
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Hit Points at 1st level: 2d4 + Constitution score
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Hit Points per level gained: d4 + Constitution modifier
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Healing Surges per day: 6 + Constitution Modifier
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Skill Points at 1st level: (2 + Intelligence Modifier) x4
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Skill Points per level: 2 + Intelligence Modifier
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Attack Growth: 8 levels.
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Class Skills: Craft, Fly, Knowledge (all), Linguistics, Profession, Spellcraft, Use
Magical Device.
Class Features
The Pact (1st level)
To
answer the evils of the Shadowfell, you have made a pact with a powerful
entity. Your choice may not have been made willingly, or you have taken your
oath out of desperation. Equally, you could have made it out of necessity to
save your own life. The dark patrons are not particular as to why mortals sell
their souls to them. Choose one of the following patrons to make a pact with.
The pact grants your Familiar bonus ability scores, and gives you bonus Hexes.
Aberrant Star: A tyrannical star from the outer realm has granted
you power to be its herald on Providence. Your Familiar gains +2 STR and CHR. You
gain the Slumber and Water Lung Hexes in addition to your 1st level Hex.
Ancient Entity: You forge a pact with an old, dark creature of great
power. Your Familiar gains +2 CON and CHR. You gain the Charm and Tongues Hexes
in addition to your 1st level Hex.
Aspect of Providence: You forge a pact with the twisted, innocent spirit of
Providence. Your Familiar gains +2 WIS and CHR. You gain the Fortune and
Misfortune Hexes in addition to your 1st level Hex.
Cursed Weapon: You cut your finger and gave yourself to an
intelligent weapon of foul magics. Your Familiar gains +2 STR and CON. You gain
the Evil Eye and Scar Hexes in addition to your 1st level Hex.
Death Hag: You were taught your ways by a Death Hag, and have
joined her sisterhood. Your Familiar gains +2 INT and WIS. You gain the
Cauldron and Coven Hexes in addition to your 1st level Hex.
Dreaded Beast: You begged for your life before a creature of pure
evil. In return for sparing your life, it has bound you to servitude. Your
Familiar gains +2 DEX and WIS. You gain the Beast of Ill Omen and Unnerve Beast
Hexes in addition to your 1st level Hex.
Hated Ancestor: A disgraced member of your family has come back from
the afterlife to "help" you. Your Familiar gains +2 STR and DEX. You
gain the Flight and Ward Hexes in addition to your 1st level Hex.
Heretical Cult: You have had your pact forged for you at the whims
of an evil cult. Your Familiar gains +2 CON and INT. You gain the Blight and
Cackle Hexes in addition to your 1st level Hex.
Traitorous Failure: The pact was never yours to begin with; you have
inherited it from another who could not complete their goals. Your Familiar
gains +2 DEX and INT. You gain the Healing Hex, and any other one Hex of your
choice from the first Hex list.
Hex (1st level)
Faustians
learn a number of dark magics, called Hexes, that grant them powers or weaken
foes. At 1st level, you learn one Hex of your choice. You gain an additional
Hex at 2nd level and every 2nd level thereafter. You cannot learn an individual
Hex more than once. Unless otherwise noted, using a Hex is a standard action that
does not provoke an attack of opportunity.
You
are proficient in the use of Staves, Wands, Rods and Amulets as magical
implements. While you have one of these items equipped, you gain a bonus to the
attack and damage roll of your Hexes equal to your implement’s enchantment
bonus.
Blight: You curse an animal, plant creature, or plot of
land, causing it to wither and die. Blighting an area takes 1 round, during
which time the Faustian and her Familiar must be in contact with the target. If
it’s used on a plot of land, the land begins to wither the following day, and
over the next week all plants in the area die. Nothing will grow in that area
so long as the curse persists. You can affect an area with a radius equal to
your class level × 2 squares.
Blighting
a creature uses the following profile:
Standard, Melee, INT vs Will. [Necrotic] [Shadow]
The target becomes blighted. The target is diseased,
and it's maximum number of healing surges is reduced by 3. A failed Endurance
check reduces the target's maximum number of healing surges by 1. When the
number of healing surges reaches 0, the target dies. A successful Endurance
check increases the target's maximum number of healing surges. When the target
reaches their original maximum, the disease is cured. A target attacked by this
effect is not made aware of it, unless they make a successful Spellcraft check
using the attack roll of the blight as the DC.
Both
types of curse can be removed with a remove curse or similar magic. You can
only have one blight in effect at a time. If another blight Hex is made, the
first immediately ends.
Beast of
Ill-Omen: You imbue your Familiar with
strange magic, putting a minor curse upon the next enemy to see it. The enemy
suffers an INT vs Will attack. If the attack hits, it suffers a -1 penalty to
all attack rolls, skill checks and defences (save ends). You can use
this Hex on your Familiar at a range of up to 10 squares. The affected enemy
must be no more than 10 squares from the Familiar to trigger the effect; seeing
the Familiar from a greater distance has no effect (though if the enemy and
Familiar approach to within 10 squares of each other, the Hex takes effect).
The Hex affects the closest creature to the Familiar (ties affect the creature
with the highest initiative score). Whether or not the attack is
successful, the creature cannot be the target of the Hex effect for 1 day
(later uses of this Hex ignore that creature when determining who is affected).
Cackle: You can cackle madly as a move action. Any creature
that is within 30 feet that is under the effects of an Agony Hex, Charm Hex,
Evil Eye Hex, Fortune Hex, or Misfortune Hex caused by the Faustian has the
duration of that Hex extended by 1 round.
Cauldron: You gain Brew Potion as a bonus feat and a +4 bonus
on Craft (Potion) skill checks. You can use your Hexes for the purpose of
creating these potions. Your caster level for the DC of these potions is always
1/2 your level (min 1), and the spell level is always 5.
Charm: You can charm an animal or humanoid creature within
5 squares by beckoning and speaking soothing words. You make an INT vs Will
attack. This improves the attitude of an animal or humanoid creature by 1 step,
as if the Faustian had successfully used the Diplomacy skill. The effect lasts
for a number of rounds equal to your INT modifier. A creature cannot be the
target of this Hex again for 1 day. At 8th level, this effect improves the
attitude of the target creature by 2 steps. This is a charm effect.
Child-Scent: You gain the scent ability, but only with respect to
humanoid children and immature animals. Thus, you could sniff out a child’s
hiding place or a den of wolf pups, but not the child’s parents or the den
mother.
Coven: You count as a hag for the purpose of joining a
hag’s coven. The coven must contain at least one hag. In addition, whenever you
are within 6 squares of another Faustian with this Hex, you can use the aid
another action to grant a +1 bonus to the other Faustian's Hex attack rolls for
1 round.
Disguise: You can change your appearance for a number of hours
per day equal to your class level. These hours do not need to be consecutive,
but they must be spent in 1-hour increments. You make yourself, including clothes,
armour and weapons, look different. The extent of the change is up to you, but
you cannot change shape into another creature, although you can change into
another subtype. This does not change any sound you or your equipment makes,
nor does it alter your true properties. While under this effect, you gain a +10
bonus to Disguise checks.
Evil Eye: You can cause doubt to creep into the mind of a foe
within 6 squares that you can see. The target takes a –2 penalty on one of the
following (your choice): AC, attack rolls, saving throws, or skill checks. This
Hex lasts for a number of rounds equal to 3 + your INT modifier. This effect
does not require an attack. You can use Evil Eye multiple times against one
enemy, so long as you choose a different penalty each time. At 8th level the
penalty increases to –4.
Feral Speech: you can speak with and understand the response of
any animal, though each time you use the Hex, you must decide to communicate
with either amphibians, birds, fish, mammals, or reptiles, and can only speak
to and understand animals of that type. You can make yourself understood as far
as your voice carries. This Hex does not predispose any animal so addressed
toward you in any way. At 12th level, you can use this Hex to communicate with
vermin.
Flight: You grow lighter as you gain power, eventually
gaining the ability to fly. At 1st level, you can fall slowly from great
heights so long as you are conscious. At 3rd level, you can walk on air as if
it were solid ground for a number of squares per day equal to your Fly skill.
At 5th level, you can Fly at a rate of 60 mph for a number of minutes per day
equal to your level. These minutes do not need to be consecutive, but they must
be spent in 1-minute increments.
Fortune: You can grant a creature within 6 squares a bit of
good luck for 1 round. The target can call upon this good luck once per round,
allowing him to reroll any ability check, attack roll, saving throw, or skill check,
taking the better result. He must decide to use this ability before the first
roll is made. At 8th level and 16th level, the duration of this Hex is extended
by 1 round. Once a creature has benefited from the fortune Hex, it cannot
benefit from it again for 24 hours.
Healing: You can soothe the wounds of those you touch. You or
one ally recovers Hit Points equal to 1d8 + WIS modifier. Once a creature has
benefited from the healing Hex, it cannot benefit from it again for 24 hours.
At 5th level, this Hex restores 2d8 + WIS modifier Hit Points.
Misfortune: You can cause a creature within 6 squares to suffer
grave misfortune for 1 round. Make an INT vs Will attack. Anytime the creature
makes an ability check, attack roll, saving throw, or skill check, it must roll
twice and take the worse result.. At 8th level and 16th level, the duration of
this Hex is extended by 1 round. This Hex affects all rolls the target must
make while it lasts. Whether or not the save is successful, a creature cannot
be the target of this Hex again for 1 day.
Nails: Your nails are long and sharp, and count as natural
weapons that deal 1d3 points of damage. These attacks are secondary attacks. If
trimmed, the Faustian’s nails regrow to their normal size in 1d4 days.
Poison Steep: You can use your cauldron to brew a foul toxin in
which you can steep fruits and other delicious edibles, transforming them so
that when eaten, they have the same effect as a Hex you know. You can only
steep Hexes into food that make attacks against a target. Brewing the toxin and
then steeping the food takes 1 hour in total; steeping can affect up to 1 pound
of food. The food is poisoned for 24 hours, and the poison cannot be
transferred to other objects. The food tastes normal, but magic detects it as poisonous.
When the food is consumed, the target is automatically afflicted by the Hex,
you do not have to make an attack roll as normal. You must have the cauldron
Hex to select this Hex.
Prehensile
Hair: You can instantly cause your hair
(or even your eyebrows) to grow up to 10 feet long or to shrink to its normal
length, and can manipulate your hair as if it were a limb with a Strength score
equal to your Intelligence score. Your hair has reach 2 squares, and you can
use it as a natural weapon that deals 1d3 points of damage. As a full attack
action, you can make an attack with the hair in addition to any other melee
attacks. Your hair can manipulate objects (but not weapons) as dexterously as a
human hand. The hair cannot be attacked as a separate creature. Pieces cut from
your elongated hair shrink away to nothing. Using the hair does not harm your
head or neck, even if you lift something heavy with it. You can manipulate the
hair a number of minutes each day equal to your level; these minutes do not need
to be consecutive, but must be spent in 1-minute increments. A typical male
Faustian with this Hex can also manipulate his beard, moustache, or eyebrows.
Scar: You must make an INT vs Will attack to use this
attack on a creature within 5 squares. This Hex curses a single target with
horrible scars of your choosing, whether something as simple as a single letter
on the target’s forehead or blotchy, burn-like scars on it's body. These scars
do not hinder the target’s actions or abilities in any way. You can withdraw
this Hex from a target as a move action at any range. The number of
supernatural scars you can maintain at once is equal to your INT bonus; once
you reache this limit, you must remove the scar from a current victim in order
to mark another. Effects that remove curses can remove the scar.
Slumber: With an INT vs Will attack, you can cause a creature
within 5 squares to fall unconcious into a deep, magical sleep. There is no
maximum duration, unless awoken from unconsciousness, the target will sleep
until the end of their lives. The creature will not wake due to noise or light,
but others can rouse it with a standard action. This Hex ends immediately if
the creature takes damage. Whether or not the save is successful, a creature
cannot be the target of this Hex again for 1 day.
Swamp Hag: While traveling through swamps, mires, bogs, and
similar terrain, the you leave no trail and cannot be tracked. You can walk
through mud and even quicksand as if it were normal ground.
Tongues: With this Hex, you can understand any spoken
language for a number of minutes per day equal to your Linfuistics skill. This
duration does not need to be consecutive, but it must be spent in 1-minute
increments. At 5th level, you can use this ability to speak any language.
Unnerve
Beasts: Make an INT vs Will attack.
Animals become distraught and aggressive in the victim’s presence—horses buck,
dogs snap and bark, bulls charge, and so on. The Hex lasts a number of hours
equal to your INT modifier. A creature that saves against the Hex cannot be
affected by the Hex for 1 day. The reaction of the animals is a mind-affecting
charm effect, but the Hex on the target is not.
Ward: You can use this Hex to place a protective ward over
one creature you touch. The warded creature receives a +2 bonus to AC and a +2
bonus to saving throws. This ward lasts until the warded creature is hit or
fails a saving throw. You know when a warded creature is no longer protected.
You can have only one ward active at a time. If you use this ability again, the
previous ward immediately ends. At 8th level and 16th level, the bonuses
provided by this ward increase by +1.
Water Lung: An air-breathing target you touch can breathe water
or an aquatic target can breathe air. This effect lasts 1 minute. If you use
this Hex on yourself, you can maintain it while you sleeps, allowing yourself
to safely sleep underwater.
Major
Hexes
Starting
at 10th level, and every two levels thereafter, you can choose one of the
following Major Hexes to learn instead of a Hex from the list above.
Agony: With a quick incantation, you can place this Hex on
one creature within 10 squares, causing them to suffer intense pain. Make an
INT vs Fortitude attack. The target is weakened for a number of rounds equal to
your level. Whether or not the attack is successful, a creature cannot be the
target of this Hex again for 1 day.
Beast Eye: You can project your senses into an animal within 20
squares, sensing whatever it senses. You cannot control the animal’s actions.
You can project your senses from that animal to another within 20 squares of it
as a standard action, and can continue to make these sensory leaps, potentially
viewing things very far from your actual location. You may return your senses
to your own body as a free action. Normal animals get no saving throw against
this ability, but you must make an INT vs Will attack against magical or
otherwise unusual animals; you can use this ability on your own Familiar as if
it were an animal. If you have the coven Hex, all other Faustians within 2
squares of you who also have the coven Hex can see through the target animal at
will, although the acting Faustian still controls the ability. You can use this
ability for a number of minutes per day equal to your Spellcraft skill. These
minutes need not be consecutive, but they must be spent in 1-minute increments.
Cook People: You can create fabulous spells by cooking an
intelligent humanoid creature in your cauldron, either alive or dead. Using
this Hex creates one meal or serving of food of your choice, typically a
delicious stew or a dough suitable for cookies, pastries, or other desserts.
Cooking the victim takes 1 hour. Eating the food provides one of the following
benefits:
•
Restore all
healing surges to the target
•
Gain a 1d4 +
1 bonus to any one ability score for one day.
•
Immediately
remove all poisons and diseases from the target.
•
Immediately
remove all curses and debilitating effect.
•
Restore the
target to a state of youth, usually to an age of 16 or 18.
Alternatively, you can shape the dough into a Small,
humanlike creature, animating it as a homunculus for 1 hour. You must have the
cauldron Hex to select this Hex. Using this Hex or knowingly eating its food is
an evil act, and looked down apon in most civilisations.
Faustian’s
Brew: When you use your cauldron to brew
a potion, she may spend double the cost to create 3 identical potions that day
instead of just 1. At 15th level, she may spend triple the cost to create 4
identical potions that day. You must have the cauldron Hex to select this Hex.
Hag’s Eye: You create an invisible magical sensor that sends
you visual information. You can create the sensor at any point you can see, but
it can then travel outside your line of sight without hindrance. The Hag's Eye
travels at 5 squares per round if viewing an area ahead as a human would
(primarily looking at the floor) or 2 squares per round if examining the
ceiling and walls as well as the floor ahead. It sees exactly in the same
manner as you would see if you were there.
The eye can travel in any direction as long as the
spell lasts. Solid barriers block its passage, but it can pass through a hole
or space as small as 1 inch in diameter. The eye can't enter another plane of
existence, even through a gate or similar magical portal.
You must concentrate to use Hag's Eye. If you do not
concentrate, the eye is inert until you again concentrate. If you have the
coven Hex, all other Faustians within 2 squares who also have the coven Hex can
see through this sensor as well, although the Faustian that created it still
controls it. You can use this eye for a number of minutes per day equal to your
level. These minutes do not need to be consecutive, but they must be spent in
1-minute increments.
Hidden Home: You can conceal or disguise your home and the area
around it. Before using the Hex, you must spend 1 day pacing out the border of
an area that measures roughly 8,000 squares (approximately 40 squares by 40
squares ) to define her home territory. Thereafter, she can use the Hex to
change the appearance of that area as a standard action as long as she is
within the area. The illusion persists until the Faustian changes or dismisses
it. For the purpose of this ability, a Faustian can only have one “home” at a
time.
Hoarfrost: You make an INT vs Fortitude attack against a target
5 squares away. The target is rimed with a shell of frost needles that slowly
work their way into its flesh. The target turns pale and blue, and loses 1
healing per round (save ends). If the target runs out of healing surges and
this effect is still active, it suffers Cold damage equal their healing surge
value instead. If the target saves, it is immune to this Hex for 1 day.
Ice Tomb: You make an INT vs Fortitude attack against a target
10 squares away. A storm of ice and freezing wind envelops the target, which
takes 3d8 + INT modifier Cold damage. The target is immobilised and unconscious
but does not need to eat or breathe while the ice lasts. The ice has 20 hit
points; destroying the ice frees the creature, which is dazed for 1d4 rounds
after being released. Regardless of a hit or miss, the target cannot be the
target of this Hex again for 1 day.
Infected
Wounds: You make an INT vs Fortitude
attack against one creature you can touch. The target is diseased, as minor
wounds spill over and weep. Each stage of the disease reduces the target's
speed by 2 and attack rolls by 2. At the final stage, the target is
immobilised, and their maximum number of healing surges is halved.
Major
Healing: By calling upon eerie powers, your
touch can mend even the most terrible wounds of those you touch. You or one
ally recovers Hit Points equal to 3d8 + WIS modifier. Once a creature has
benefited from the Major Healing Hex, it cannot benefit from it again for 24
hours. At 15th level, this Hex restores 4d8 + WIS modifier Hit Points.
Nightmares: Calling upon fell powers, you can place a Hex on a
creature within 10 squares that causes its sleep to be tormented by terrible
nightmares. You must touch the target, awake or asleep, and perform an INT vs
Will attack. The target becomes cursed. It cannot benefit from an extended
rest, as it cannot sleep soundly. In addition, it takes an additional 1d10
damage.
Retribution: You place a retribution Hex on a creature within 10
squares, causing terrible wounds to open across the target’s flesh whenever it
deals damage to another creature in melee. You make an INT vs Will attack.
Immediately after the Hexed creature deals damage in melee, it takes damage
equal to 1/2 of the damage it inflicted. This effect lasts for a number of
rounds equal to your WIS modifier.
Speak in
Dreams: You can speak to creatures in
their sleep. You can contact anyone whose name and face you know. This requires
you to be concentrating to speak. There is no limit to how long you can speak
to the recipients of this power. You can use this ability on a number of
creatures per day equal to your INT modifier, but can dream-speak to those
creatures as often as desired throughout that time period. This is a one way
conversation, the recipients cannot reply.
Vision: With the vision Hex, you can grant a glimpse of the
future to a creature touched. Granting a vision takes 1 minute, during which
time both you and the target must remain in contact with one another. At the
end of this time, the subject receives a brief image of the future, usually no
more than 1 year from the time of the vision, subject to DM discretion. This is
only one possible version of the future, making such visions unreliable at
best. Most visions are slanted toward the alignment of the Faustian that
granted them. For example, the visions granted by a chaotic evil Faustian often
show scenes of death and destruction, while those of a neutral good Faustian
tend to be of joyous events or occasions. A creature cannot be subject to another
vision until the current vision has either come to pass or been prevented. A
Faustian cannot use this ability on herself.
Waxen Image: You can spend a full-round action to create a crude
and unnerving wax duplicate of a creature you can see within 5 squares. Once
the image is complete, make an INT vs Will attack. If the attack hits, you gain
a small measure of control over the creature. Whenever you exercise this
control, you must make another attack, but with a + 2 bonus. This effect occurs
on the your turn and does not impede the creature’s actions on its turn. You
can use the waxen image a number of times equal to INT modifier before it
melts. As a standard action, you can cause the subject to do any one of the
following things: move up to the creature’s speed in any direction, attack
itself once with any weapon in hand (this attack automatically hits), lay down
on the ground, or drop anything held. Alternatively, you can spend one of your
uses to simply torture the image, causing the creature to be both weakened and
dazed on its turn. This is a domination effect.
Weather
Control: You change the weather in the
local area, but creating the weather takes 1 full hour of chanting, dancing,
and communing with your Familiar. You can call forth weather appropriate to the
climate and season of the area you are in. You can also use this spell to cause
the weather in the area to become calm and normal for the season.
Grand
Hexes
Starting
at 18th level, and every two levels thereafter, you can choose one of the
following Grand Hexes to learn instead of a Hex from the list above. You can
only learn up to 3 grand Hexes.
Death Curse: This powerful Hex seizes a creature’s heart, causing
death within just a few moments. This Hex has a range of 5 squares. You make an
INT vs Will attack. The target becomes Slowed (save ends). On the second round
of the Hex, the creature becomes Weakened, and cannot shift (save ends all). On
the third round, if it fails it's saving throw, it dies. Creatures that succeed
the final saving throw take 4d6 points of damage + INT modifier damage + your
level. Slaying the Faustian that Hexed the creature ends the effect, but any
other effect caused by this attack remains. Whether or not the saves are
successful, a creature cannot be the target of this Hex again for 1 day.
Dire
Prophecy: You curse the target so he is
doomed to die. You make an INT vs Will attack. As long as the curse persists,
the target takes a –5 penalty to his defences and on attack rolls, saves,
ability checks, and skill checks. While the curse persists, you may end it by
bringing its full force upon the victim all at once. Doing so gives the victim
a penalty equal to your level to his defences or on any single attack roll,
skill check, or saving throw. You must decide to apply this penalty before the
roll to be modified is made. If you do not have line of sight to the target,
the full force of the curse occurs when the DM considers it most appropriate,
such as when the target is in mortal danger. A target can only have one dire
prophecy upon him at a time. Whether or not the target’s attack is successful,
a creature cannot be the target of this Hex for 1 day. This is a curse effect.
Eternal
Slumber: You can touch a creature, causing
it to drift off into a permanent slumber. You make an INT vs Will attack. If
the save fails, the creature falls asleep and cannot be woken. The effect can
only be removed with a wish or similar magic, although slaying the Faustian
ends the effect. You can use this ability to poison food or drink, even if you don't
have the Steep Poison Hex, causing those who ingest it to make a save or fall
into an eternal slumber. A foodstuff can only have one such dose of poison at
any one time, and it loses its potency after 1 minute if not consumed. Whether
or not the attack is successful, a creature cannot be the target of this Hex
again for 1 day.
Forced
Reincarnation: You cause a creature within 5
squares to die and be immediately reincarnated into a new body. You make an INT
vs Will attack, if the target is unfriendly. Those that are hit are slain and
immediately brought back to life. Since the dead creature is returning in a new
body, all physical ills and afflictions are repaired. The condition of the
remains is not a factor. So long as some small portion of the creature's body
still exists, it can be reincarnated, but the portion receiving the spell must
have been part of the creature's body at the time of death. It takes 1 hour to
complete the reincarnation. Whether or not the attack is successful, a creature
cannot be the target of this Hex again for 1 day.
Life Giver: Once per day you can, as a full round action, touch
a dead creature and bring it back to life.
Natural
Disaster: You call down the forces of nature
to wreak havoc on an area. You must concentrate for the duration of this
effect, which can be used for a maximum of 10 rounds. If disrupted, the effect
immediately ends. You can only use this ability once per day.
You create a huge black storm cloud in the air, and an
earthquake breaks apart the ground. You create an area 7 effect within 15
squares. All creatures in the area suffer an INT vs Fortitude attack, and are
deafened on a hit (save ends). Each round you continue to concentrate, the
storm generates additional effects as noted below. Each effect occurs on your
turn.
v 2nd Round: Acid rains down in the area, dealing 1d6
points of acid damage. This attack hits alls creatures in the area
automatically.
v 3rd Round: You call six bolts of lightning down from
the cloud.
v You decide where the bolts strike. No two bolts may be
directed at the same target.You make an INT vs Reflex attack, and each bolt
deals 10d6 points of Lightning damage on a hit. This attack deals 1/2 damage on
a miss.
v 4th Round: Hailstones rain down in the area, dealing
5d6 points of Cold damage. This attack deals damage to all creatures in the
area automatically.
v 5th through 10th Rounds: Violent rain and wind gusts
reduce visibility. The rain obscures all sight, including Darkvision, beyond 5
feet. A creature 1 square away has concealment. Creatures farther away have
total concealment. All creatures in the area are slowed.
In addition, an intense but highly localized tremor
rips the ground. The powerful shockwave created by this Hex knocks creatures
down, collapses structures, opens cracks in the ground, and more. The effect
lasts for 1 round, starting when on the second attack of the storm, during
which time the area counts as difficult terrain. The earthquake affects all
terrain, vegetation, structures, and creatures in the area. The specific effect
of an earthquake spell depends on the nature of the terrain where it is cast.
v Cave, Cavern, or Tunnel: The roof collapses, dealing
8d6 points of damage to any creature caught under the cave-in and pinning that
creature beneath the rubble (see below). An earthquake cast on the roof of a
very large cavern could also endanger those outside the actual area but below
the falling debris and rubble. This is an INT vs Reflex attack, and deals 1/2
damage on a miss.
v Cliffs: the Hex causes a cliff to crumble, creating a
landslide that travels horizontally as far as it falls vertically. Any creature
in the path takes 8d6 points of damage and is pinned beneath the rubble (see
below). This is an INT vs Reflex attack, and deals 1/2 damage on a miss.
v Open Ground: Each creature standing in the area falls
prone. Fissures open in the earth, and every creature on the ground has a
chance to fall into one. The fissures are 40 feet deep. At the end of the
spell, all fissures grind shut. Treat all trapped creatures as if they were in
the bury zone of an avalanche, trapped without air. This is an INT vs Reflex
attack, hit targets fall into the fissures.
v Structure: Any structure standing on open ground takes
100 points of damage, enough to collapse a typical wooden or masonry building,
but not a structure built of stone or reinforced masonry. Any creature caught
inside a collapsing structure takes 8d6 points of damage and is pinned beneath
the rubble (see below). This is an INT vs Reflex attack, and deals 1/2 damage
on a miss.
v River, Lake, or Marsh: Fissures open under the water,
draining away the water from that area and forming muddy ground. Soggy marsh or
swampland becomes quicksand for the duration of the spell, sucking down
creatures and structures. Each creature in the area must make a DC 15
Acrobatics or Endurance check or sink down in the mud and quicksand. At the end
of the spell, the rest of the body of water rushes in to replace the drained
water, possibly drowning those caught in the mud.
o
Pinned
Beneath Rubble: Any creature pinned beneath rubble takes 1d6 points of
nonlethal damage per minute while pinned. If a pinned character falls
unconscious, he or she must make a DC 15 Endurance check or take 1d6 points of
lethal damage each minute thereafter until freed or dead.
Summon
Spirit: You summon a Knight of Yore to do
battle for you. The spirit has its own agendas and personality, and will require payment usually in the form of a
favour to one of his descendants, although some will ask for more or less. In
addition, manifesting the spirit requires a sacrifice of one healing surge.
Controlling the spirit requires a minor action to instruct it. The spirit will
follow orders to the best of its abilities.
Walking Hut: You can animate a hut, small house, covered wagon,
tent, or similar construction as an animated object. The hut can be of up to
Huge size (approximately 15 feet by 15 feet). The animated hut’s hit points
double. You can give the hut the following commands: guard (the hut watches for
trespassers within 120 feet using your Perception skill and screams if it spots
any), hide (all entrances are hidden by illusions and locked magically,
requiring DC 31 Perception to spot it and DC31 in Disable Device or Use Magical
Item to unlock it), and move (moves at speed 12 on giant bird or bone legs as
directed by you, even obeying commands such as “follow me from 100 feet away”).
The hut remains animate for 24 hours, until you dismiss it or you animates
another, at which time the hut stops where it is and reverts to its nonmagical
state.
Life
Link (1st level)
As a standard action, you can
consume a Healing surge to allow your Familiar to regain Hit Points equal to
your Healing Surge Value. You can use this power once per encounter.
Slavesenses
(2nd level)
As a standard action, you can share
the senses of your Familiar. You can sustain this power for a number of minutes
per day equal to your Faustian level. There is no maximum range for this power,
but both you and your familiar must be on the same plane.
Protect the Master (4th
level)
Whilst
you are adjacent to your Familiar, you gain a +2 bonus to all defences. This
bonus does not apply if the Familiar is grappled, helpless, paralyzed, stunned,
or unconscious.
Master’s Call (6th level)
As a
standard action, you can teleport your Familiar to one adjacent square. You can
use this ability once per day, and from up to 20 squares away. At 10th
level and every 4th level thereafter, you can use this ability one
additional time per day.
Transposition (8th level)
You
can use your Master’s Call power to swap places with your Familiar instead of
teleporting it to you. This is also a teleport action.
Aspect (10th level)
You
can divert up to 2 points from your Familiar’s evolution pool to add evolutions
to yourself. You cannot select any evolution that the Familiar could not
possess, and it must be able to meet the requirements as well. You cannot
select the ability increase evolution through this ability. Any points spent in
this way are taken from the Familiar’s evolution pool (reducing the total number
available to the Familiar). You can change the evolutions he receives from
these points any time you can change the Familiar’s evolutions.
Greater Protection (12th
level)
Whenever
an ally is within your Familiar’s reach, the ally gains a +2 bonus to all
defences. If this ally is the Faustian, these bonuses increase to +4. This
bonus does not apply if the Familiar is grappled, helpless, paralyzed, stunned,
or unconscious.
Life Bond (14th level)
Your
life becomes linked to his Familiar’s. As long as the Familiar has 1 or more
hit points, you are protected from harm. Damage in excess of that which would
reduce you to fewer than 0 hit points is instead transferred to the Familiar.
This damage is transferred 1 point at a time, meaning that as soon as the
Familiar is reduced to a number of negative hit points equal to its Bloodied
Value, all excess damage remains with the Faustian.
Effects
that cause negative conditions and similar effects are not affected by this
ability, only damage can be transferred to the Familiar.
Merge Forms (16th
level)
As a
full-round action, you can touch your Familiar and you can merge forms. This
transformation includes all of your gear. While merged in this way, you are
protected from harm and cannot be the target of spells or effects. All effects
and spells currently targeting you are suspended until you emerge from the
Familiar. This does not include the negative conditions imposed by your
currently active Manifestation templates.
You
can still use Hexes while inside the Familiar by taking control of the Familiar
for the duration of the casting. You can perceive through the Familiar’s
senses, and can speak through its voice while merged.
You can use this ability for a number of rounds per day equal to your
Faustian level. You can end this effect at any time as a free action. By doing
so, you emerge in a square adjacent to the Familiar if able. If the Familiar is
destroyed while you are merged with it, you are immediately ejected, taking 4d6
points of damage from the spiritual shock, and become stunned for until the end
of your next turn.
Greater Aspect (18th level)
You
can divert more of the Familiar’s evolutions to yourself. This power functions
as the Aspect power, but up to 6 evolution points can be taken. Unlike the
aspect ability, the Familiar loses 1 point from its evolution pool for every 2
points (or fraction thereof) diverted to you.
Twin Familiar (20th level)
A Faustian
and his Familiar share a true connection, essentially becoming the same being.
As a standard action, you can transform into the shape of your Familiar,
copying all of its evolutions, form, and abilities. You become exactly like
your familiar, temporarily using its character sheet in place of your own for
the duration of this power. Whilst in this form, you cannot cast any spells
that your Familiar has learned, but you may still cast your Hexes. Any negative
condition is automatically removed upon transformation into the familiar,
although you still suffer the conditions imposed by the Manifestation Templates
you are currently using. Any gear you are wearing becomes a part of you and is
not dropped to the floor, although any magic items have their power stifled
until you revert back to your normal form.
You
can keep this form for a number of rounds per day equal to ½ of your Faustian
level. However, you can take the shape of your Familiar’s inactive form without
any limit. You cannot use Hexes whilst in this form. You can end the
transformations as a free action.
Faustian Familiar
Class Traits
¨
Role: The
Familiar's role changes depending on how the Faustian constitutes them and what
powers they choose. They can become conduits of magical power, raging beasts,
or many-limbed searchers.
¨
Alignment: The same
as their Faustian master.
¨
Power Source: Shadow
¨
Key Abilities: varies
¨
Armour Proficiencies: none
¨
Weapon Proficiencies: none
¨
Bonuses to Defence: none
¨
Hit Points at 1st level: 2d6 + Constitution score
¨
Hit Points per level gained: d6 + Constitution modifier
¨
Healing Surges per day: 6 + Constitution Modifier
¨
Skill Points at 1st level: (2 + Intelligence Modifier) x4
¨
Skill Points per level: 2 + Intelligence Modifier
¨
Attack Growth: 7
¨
Class Skills: Bluff, Fly,
Knowledge (Planes), Linguistics, Sense Motive, and any 2 other skills you
select.
The Dark
Familiar (1st level)
You
have a Familiar, an everlasting reminder of your dark pact. Your Familiar is an
amalgam of dark power and your animus, the intangible essence that glues your
soul to your body. The Familiar is literally a part of you, and will often have
its own personality that compliments your own. Nevertheless, the Familiar
shares many of your thoughts and emotions through an empathic link. You cannot
read each others thoughts, but you can instruct your Familiar through this link
as a free action. Because of the speed of emotion and the closeness you share,
you can talk to your Familiar as long as you want as a free action, as it takes
almost no time.
The Familiar's Image
Your
Familiar usually takes the form of something unsuspecting, such as a tiny
animal. Your Familiar has its own initiative, and acts at your direction. While
in this regular form, the Familiar cannot be attacked, but can move regularly
and perform certain skill checks on your behalf. A Familiar understands and can
speak all languages you know, although it does not necessarily know everything
you do.
As a
standard action on your Familiar's turn, your Familiar can transform into a
medium sized creature. This creature looks more monstrous than the smaller,
passive Familiar, and sometimes changes shape entirely. These two forms are
called the Passive or Inactive form, and the Combat, or Active, form.
Ability scores
Your
Familiar's scores start at a flat rate of 10 in all scores. Your Pact choice
increases two of these by two. These statistics rise at every 4th level like a
regular character.
The
number of Hit Points and healing surge number a Familiar has at 1st
level is determined after Pacts have been chosen, meaning the Familiar usually
rolls Hit Dice with a CON score of either 10 or 12.
The
Familiar’s AC gains a bonus as it grows in level. This bonus is equal to +2 at
1st level. At 4th level and every 4th level
thereafter, this bonus rises by +1.
Spell Growth
Your
Familiar knows how to cast spells from one spell list of your choice. The
formula for Familiar spell growth is always 1/2 level +1. A Familiar begins
play knowing no spells nor possessing any spell slots. A Familiar can never
learn 0 level spells.
Familiar Feats
Familiars
cannot take Character Traits, although their Faustian masters still can. A
Familiar gains feats at every odd level like a regular character. A Familiar
gains access to the Magic and Metamagic feats lists, but can only gain feats
they qualify for.
If
the Familiar gains proficiency with armour, any of the four templates can wear
it, although they cannot wear magic armour or any other accessory. If the
Familiar gains proficiency with weaponry, they must have a pair of hands in
which to use them. Familiars can wield magic weapons. When a Familiar
transforms between Active to Inactive modes, any equipment they are wearing
becomes a part of them, it does not fall to the floor.
If
you evolve your familiar to a point where they are not eligible for a feat they
already own, they lose the benefit of that feat until they evolve to a point
where they can make use if it again.
Evolutions
Each
Familiar receives a number of evolution points that can be spent to give the
Familiar new abilities, powers, and other upgrades. These abilities, called
evolutions, can be changed whenever you gain a new level or take an extended
rest, but they are otherwise set. Some evolutions require that the Familiar
have a specific base form or the Faustian be of a specific level before they
can be chosen.
The
number of evolution points you have to use to customise your familiar is equal
to your Faustian level +3. Keep in mind that these points are your limit, they
are not spent like Magic Points or skill points. At 1st level, you
have 4, at 2nd you have 5 and so on.
Evolutions and attacks
A
number of evolutions grant the Familiar additional natural attacks. Natural
attacks listed as primary are treated as main hand attacks; they involve bites,
swipes and vicious attacks, but must be used with other evolutions. Natural
attacks listed as secondary are treated as off hand attacks, and suffer a -3
penalty to attack and damage rolls; they are weaker, passing attacks that can
be used to compliment other attacks, but they only require a few evolution
points to manipulate.
If a Familiar learns to wield weapons, its
natural attacks are replaced with the appropriate weapon attack. However, you
can still attack with natural weapons if the weapon in question does not take
up an appropriate hand. For example, if a Familiar learned to wield a sword, as
a full attack action it can swing the sword and then attack with its hooves.
If the
Familiar has only one natural weapon, that natural weapon deals extra damage
equal to ½ the familiar’s STR modifier.
There
is a limit to the number of attacks a Familiar can have at any one time. The
Familiar’s attack growth does not grant it extra attacks. Instead, it is used
as a limit to the number of attacks it can make with your primary natural
weapons. In other words, the number of attacks that your familiar’s attack
growth would grant allows the use of other primary natural weapons instead.
Since
secondary natural weapons are feeble by comparison, you can use more of them.
This limit is equal to your current primary limit +1.
For
example, a Familiar can have one bite attack and two hoof attacks at 1st
level. The bite is the primary attack, and can be used normally with a standard
action. As a full attack action, the familiar can attack with both hooves as
well. At 7th level, the familiar can make use of another primary
attack and another secondary attack. So now, the Familiar can attack with a Bite
and Slam as a standard action, and can use two hoof attacks and a pincer attack
with a full attack action.
Familiars, their Faustian, and Death
Although
a Familiar is a part of the Faustian, they are not bound to each other as
tightly as a Psion to their Psicrystal or a Doomguard to his Hideous Weapon.
A
Faustian and Familiar can live apart, and even be on different planes of
existence without any problems. Equally, a Faustian and Familiar on the same
plane know exactly where the other is at all times. Between planes, you know
which plane the other is on, but not the exact location.
If
the Faustian dies, his Familiar can live on for a number of years equal to his
Faustian level. During this time, the Faustian cannot be turned into an undead
creature, nor subject to any spell that affects the dead. The Familiar, though
alive and independent, cannot manifest into its Active form without its master.
In addition, the Familiar counts as a body part for the purposes of
resurrection for the Faustian.
If the
Familiar dies, the immediate feedback causes the Faustian to be Stunned (save
ends). The Faustian can restore his Familiar with 24 hours of uninterrupted
meditation. At the meditation’s end, the Familiar is reconstituted before the
master with all of its memories, powers and spells in tact. However, the
Familiar is Weakened, their maximum Hit Points and their number of Healing
Surges is halved. These effects end when the Faustian and his Familiar take an
extended rest.
The Familiar’s Base Form
Choose
one of the following templates to apply to your Familiar's combat form. Once
this choice has been made, it cannot be changed.
Aquatic
Starting Statistics: Size Medium; Speed 4, swim 8; AC
+2; +1 Fortitude, +1 Reflex.
Attacks: bite (1d6)
Free Evolutions: bite, gills, swim (2).
Biped
Starting Statistics: Size Medium; Speed 6; AC +2; +1
Fortitude +1 Will
Attacks: 2 claws (1d4);
Free Evolutions: claws, limbs (arms), limbs (legs).
Quadruped
Starting Statistics: Size Medium; Speed 8; AC +2; +1
Fortitude +1 Reflex;
Attacks: bite (1d6);
Free Evolutions: bite, limbs (legs) (2).
Serpentine
Starting Statistics: Size Medium; Speed 4, climb 4; AC
+2; +1 Reflex, +1 Will;
Attacks: bite (1d6), tail slap (1d6);
Free Evolutions bite, climb, reach (bite), tail, tail
slap.
Manifesting the Familiar
As
mentioned above, your Familiar can transform to Active form as a standard
action. This is called Manifestation. This sudden growth is not without
sacrifice, as you (the Faustian) must give up aspects of your combat effectiveness
to power the transformation. When you manifest the Familiar, you must choose
and apply two of the following Manifestation Templates to empower it. You can
apply more than two Manifestation Templates, but you must spend a healing surge
for every template after the second. Any detrimental effect inflicted by the
template ends when your Familiar reverts to its passive mode.
Blistering
Skin: You become Vulnerable 10 to all
damage types. Your Familiar gains Resist Physical 5. This Resist Physical stacks
with any resistance granted by evolutions. This rises by 5 per tier. Your
Familiar gains + 6 CHR.
Failing
Health: You lose Hit Points equal to your
Healing Surge value. Your Familiar gains 1d12 temporary Hit Points. This rises
by 1d12 at 4th level and every 4th level thereafter. Your
Familiar gains + 6 CON.
Impaired
Vision: You lose the ability to see beyond
5 squares. Your Familiar gains Darkvision, and can see through other vision
impairing effects. Your Familiar gains + 6 WIS.
Lame
Movement: You become slowed, and cannot
shift. Your Familiar gains +2 speed, and can move over difficult terrain
without penalty. Your Familiar gains + 6 DEX, and can use DEX as the modifier
for attack and damage rolls.
Muted
Vocalisations: You become silenced, although this
does not prevent you from using your Hexes, so long as you are not restrained.
Your Familiar does not provoke opportunity attacks from casting spells in
melee. Your Familiar gains + 6 INT.
Wasting
Strength: You become Weakened, and you
cannot perform bull rushes, pulls, trips, or disarm attacks. Your Familiar's
melee deals an additional 1[W] damage on a critical hit. Your Familiar gains +
6 STR.
Evolution List
Evolutions
are grouped by their cost in evolution points. Evolution points cannot be saved.
All of the points must be spent whenever you take an extended rest or gain a
level. Unless otherwise noted, each evolution can only be selected once.
1-Point Evolutions
The following evolutions cost 1 point from the
Familiar’s evolution pool.
Bite
The Familiar’s maw is full of razor-sharp teeth,
giving it a bite attack. This attack is a primary attack. The bite deals 1d6
points of damage (1d8 if Large, 2d6 if Huge). If the Familiar already has a
bite attack, this evolution allows it to deal an additional 1/2 STR modifier
damage with its bite attacks.
Claws
The Familiar has a pair of vicious claws at the end of
its limbs, giving it two claw attacks. These attacks are primary attacks. The
claws deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The Familiar must
have the limbs evolution to take this evolution. This evolution can only be
applied to the limbs (legs) evolution once. This evolution can be selected more
than once, but the Familiar must possess an equal number of the limbs
evolution.
Climb
The Familiar becomes a skilled climber, gaining a
climb speed equal to its base speed. This evolution can be selected more than
once. Each additional time it is selected, increase the Familiar’s climb speed
by 4 squares.
Gills
The Familiar has gills and can breathe underwater
indefinitely
Hooves
The Familiar has a pair of sharp hooves at the end of
its limbs, giving it two hoof attacks. These attacks are secondary attacks. The
hooves deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The Familiar must
have the limbs evolution to take this evolution. This evolution can only be
applied to the limbs (legs) evolution once. Alternatively, the Familiar can
replace the claws evolution from its base form with these hoof attacks (this
still costs 1 evolution point). This evolution can be selected more than once,
but the Familiar must possess an equal number of limbs evolutions.
Improved
Damage
One of the Familiar’s natural attacks is particularly
deadly. Select one natural attack form and increase the damage die type by one
step. This evolution can be selected more than once. Its effects do not stack.
Each time an Familiar selects this evolution, it applies to a different natural
attack.
Improved
Natural Armour
The Familiar’s hide grows thick fur, rigid scales, or
bony plates, giving it a +2 bonus to its AC. This evolution can be taken once
for every four levels the Faustian possesses.
Low-Light
Vision
The Familiar gains low-light vision.
Magic Attacks
The Familiar is infused with magic, allowing it to treat
all of its natural attacks as if they were magical.
Minor Magic
Your familiar
learns six 1st level spells and five 2nd level spells.
Your familiar gains three 1st level spell slots and three 2nd
level spell slots. If you choose to remove this evolution from your Familiar,
then the Familiar loses the ability to cast these spells. If you use this
evolution on your familiar at a later date, you must select the same spells you
chose when you first used this evolution.
Mount
The Familiar is properly skilled and formed to serve
as a combat-trained mount. The Familiar must be at least one size category
larger than its rider. This evolution is only available to Familiars of the
quadruped and serpentine base forms.
Pincers
The Familiar grows a large pincers at the end of one
pair of its limbs, giving it two pincer attacks. These attacks are secondary
attacks. The pincers deal 1d6 points of damage (1d8 if Large, 2d6 if Huge).
Familiars with the grab evolution linked to pincers gain a +2 bonus to Grapple
attacks. The Familiar must have the limbs (arms) evolution to take this
evolution. Alternatively, the Familiar can replace the claws from its base form
with pincers (this still costs 1 evolution point). This evolution can be
selected more than once, but the Familiar must possess an equal number of the
limbs evolution.
Pounce
The Familiar gains quick reflexes, allowing it to make
a full attack action after a charge. This evolution is only available to
Familiars of the quadruped base form.
Pull
The Familiar gains the ability to pull creatures
closer with a successful attack. Select one type of natural attack. Whenever
the Familiar makes a successful attack of the selected type, the target of the
attack is pulled 1 square closer to the Familiar. This ability only works on
creatures of a size equal to or smaller than the Familiar. The Familiar must
have a reach of 2 squares or more to select this evolution. This evolution can
be selected more than once. Its effects do not stack. Each time an Familiar
selects this evolution, it applies to a different natural attack.
Push
The Familiar gains the ability to push creatures away
with a successful attack. Select one type of natural attack. Whenever the
Familiar makes a successful attack of the selected type, the target of the attack
is pushed 1 square directly away from the Familiar. This ability only works on
creatures of a size equal to or smaller than the Familiar. This evolution can
be selected more than once. Its effects do not stack. Each time the Familiar
selects this evolution, it applies to a different natural attack.
Reach
One of the Familiar’s attacks is capable of striking
at foes at a distance. Pick one attack. The Familiar’s reach with that attack
increases by 1 square.
Resistance
The Familiar’s form takes on a resiliency to one
particular Keyword, which is usually reflected in its physical body (ashen hide
for fire, icy breath for cold, and so on). Pick one Keyword (acid, cold, fire,
lightning or sonic). The Familiar gains resist 5 against that Keyword. This resistance
increases by 5 for every 5 levels the Faustian possesses, to a maximum of 15 at
10th level. This evolution can be selected more than once. Its effects do not
stack. Each time the Familiar selects this evolution, it applies to a different
Keyword.
Scent
The Familiar’s sense of smell becomes quite acute. The
Familiar gains the scent special quality, allowing it to detect opponents
within 5 squares by sense of smell. If the opponent is upwind, the range
increases to 10 squares; if downwind, it drops to 3 squares. Strong scents can
be detected at twice the normal range. Scent does not allow the Familiar to
precisely locate the creature, only to detect its presence. It can detect the
direction with a move action. The Familiar can pinpoint the creature’s location
if it is within 5 feet. The Familiar can use scent to track creatures.
Skilled
The Familiar becomes especially adept at a specific
skill, gaining a +8 racial bonus on that skill. This evolution can be selected
more than once. Its effects do not stack. Each time the Familiar selects this
evolution, it applies to a different skill.
Slam
The Familiar can deliver a devastating slam attack.
This attack is a primary attack. The slam deals 1d8 points of damage (2d6 if
Large, 2d8 if Huge). The Familiar must have the limbs (arms) evolution to take
this evolution. Alternatively, the Familiar can replace the claws from its base
form with this slam attack (this still costs 1 evolution point). This evolution
can be selected more than once, but the Familiar must possess an equal number
of the limbs evolution.
Sting
The Familiar possesses a long, barbed stinger at the
end of its tail, granting it a sting attack. This attack is a primary attack.
The sting deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). The Familiar
must possess the tail evolution to take this evolution. This evolution can be
selected more than once, but the Familiar must possess an equal number of the
tail evolution.
Swim
The Familiar gains webbed hands, feet, or powerful
flippers, giving it a swim speed equal to its base speed. This evolution does
not give the Familiar the ability to breathe underwater. This evolution can be
selected more than once. Each additional time it is selected, increase the
Familiar’s swim speed by 4 squares.
Tail
The Familiar grows a long, powerful tail. This grants
it a +2 racial bonus on Acrobatics checks made to balance on a surface. This
evolution can be selected more than once.
Tail Slap
The Familiar can use its tail to bash nearby foes,
granting it a tail slap attack. This attack is a secondary attack. The tail
slap deals 1d6 points of damage (1d8 if Large, 2d6 if Huge). The Familiar must
possess the tail evolution to take this evolution. This evolution can be
selected more than once, but the Familiar must possess an equal number of the
tail evolution.
Tentacle
The Familiar possesses a long, sinuous tentacle,
granting it a tentacle attack. This attack is a secondary attack. The tentacle
attack deals 1d4 points of damage (1d6 if Large, 1d8 if Huge). This evolution
can be selected more than once.
Unnatural
Aura
The Familiar is obviously of unnatural origin. Normal
animals do not willingly approach the Familiar unless the animal’s master makes
a DC 25 Handle Animal, Ride, or wild empathy check.
Wing Buffet
The Familiar learns to use its wings to batter foes,
granting it two wing buffet attacks. These attacks are secondary attacks. The
wing buffets deal 1d4 points of damage (1d6 if Large, 1d8 if Huge). The
Familiar must possess the flight evolution, with wings, to select this
evolution.
2-Point Evolutions
The following evolutions cost 2 points from the
Familiar’s evolution pool.
Ability
Increase
Increase one of the Familiar’s ability scores by +2.
This evolution can be selected more than once. It can only be applied once to
an individual ability score. You can apply this evolution more times to an
individual ability score for every 6 Faustian levels you possess.
Constrict
The Familiar gains powerful muscles that allow it to
crush those it grapples. Whenever the Familiar successfully grapples a foe
using the grab evolution, it deals additional damage equal to the amount of
damage dealt by the attack used by the grab evolution. This evolution is only
available to Familiars of the serpentine base form.
Energy
Attacks
The Familiar’s attacks become charged with one of the
following Keywords; Fire, Cold, Lightning, Acid.
Flight
The Familiar grows large wings, like those of a bat,
bird, insect, or dragon, gaining the ability to fly. The Familiar gains a fly
speed equal to its base speed. The Familiar’s manoeuvrability depends on it
size. Medium or smaller Familiars have good manoeuvrability. Large Familiars
have average manoeuvrability, while Huge Familiars have poor manoeuvrability.
For 2 additional evolution points, the Familiar flies by means of magic. It
loses its wings (although it does not have to, if you like the flavour), but
its manoeuvrability increases to perfect. The Familiar’s fly speed can be
increased by spending additional evolution points, gaining a 4 square increase
to fly speed for each additional point spent.
Gore
The Familiar grows a number of horns on its head,
giving it a gore attack. This attack is a primary attack. The gore deals 1d6
points of damage (1d8 if Large, 2d6 if Huge).
Grab
The Familiar becomes adept at grappling foes. Pick either
bite, claw, pincers, slam, tail slap, or tentacle attacks. If the Familiar
successfully hits a target with the selected attack, it grabs the target. This
ability only works on creatures of a size one category smaller than the
Familiar or smaller.
Head
The Familiar grows an additional head. The Familiar
does not gain any additional natural attacks for the additional head, but the
additional head does allow the Familiar to take other evolutions that add an
additional attack to a head (such as a bite, gore, or breath weapon). This
evolution can be selected more than once.
Immunity
The Familiar’s body becomes extremely resilient to one
Keyword, gaining immunity to that type. Pick one Keyword: Acid, Cold, Lightning,
Fire, or Sonic. The Familiar gains immunity to that Keyword. This evolution can
be selected more than once. Its effects do not stack. Each time it applies to a
different energy type. The Faustian must be at least 7th level before selecting
this evolution.
Keen Scent
The Familiar’s sense of smell becomes even more acute.
The Familiar can notice other creatures by scent in a 180-foot radius
underwater and can detect blood in the water at ranges of up to a mile. The
Familiar must possess the gills and scent evolutions to take this evolution.
Limbs
The Familiar grows an additional pair of limbs. These
limbs can take one of two forms. They can be made into legs, complete with
feet. Each pair of legs increases the Familiar’s base speed by 2 squares.
Alternatively, they can be made into arms, complete with hands. The Familiar
does not gain any additional natural attacks for an additional pair of arms,
but it can take other evolutions that add additional attacks (such as claws or
a slam). Arms that have hands can be used to wield weapons, if the Familiar is
proficient. This evolution can be selected more than once.
Medium Magic
Your familiar
learns four 3rd level spells and three 4th level spells.
Your familiar gains three 3rd level spell slots and two 4th
level spell slots. If you choose to remove this evolution from your Familiar,
then the Familiar loses the ability to cast these spells. If you use this
evolution on your familiar at a later date, you must select the same spells you
chose when you first used this evolution. You must take the Minor Magic
evolution to take this evolution. The Faustian must be at least 5th
level before selecting this evolution.
Poison
The Familiar secretes toxic venom, gaining a poison
attack. Pick one bite or sting attack. Whenever the selected attack hits, the
target suffers ongoing Poison damage equal to ½ your Faustian level -3 (min.
1).
Rake
The Familiar grows dangerous claws on its feet,
allowing it to make 2 rake attacks on foes it is grappling. These attacks are
primary attacks. The Familiar receives these additional attacks each time it
succeeds on a grapple check against the target. These rake attacks deal 1d4
points of damage (1d6 if Large, 1d8 if Huge). This evolution is only available
to Familiars of the quadruped base form. This evolution counts as one natural
attack toward the Familiar’s maximum. The Faustian must be at least 4th level
before selecting this evolution.
Rend
The Familiar learns to rip and tear the flesh of those
it attacks with its claws, gaining the rend ability. Whenever the Familiar
makes two successful claw attacks against the same target in 1 round, its claws
latch onto the flesh and deal extra damage. This damage is equal to 1d4 + ½ of
your Familiar’s STR modifier. The Familiar must possess the claws evolution to
select this evolution. The Faustian must be at least 6th level before selecting
this evolution.
Trample
The Familiar gains the ability to crush its foes
underfoot, gaining the trample ability. As a full-round action, the Familiar
can overrun any creature that is at least one size smaller than itself. This
works like a regular Overrun attack. If the attack is successful, the creatures
take 1d6 points of damage (1d8 if Large, 2d6 if Huge) plus an additional STR
modifier damage. A trampling Familiar can only deal trampling damage to a
creature once per round. This evolution is only available to Familiars of the
biped or quadruped base forms.
Tremorsense
The Familiar becomes attuned to vibrations in the
ground, gaining Tremorsense 5. The Faustian must be at least 7th level before
selecting this evolution.
Trip
The Familiar becomes adept at knocking foes to the
ground with its bite, granting it a trip attack. Whenever the Familiar makes a
successful bite attack, it knocks the target prone. This ability only works on
creatures of a size equal to or smaller than the Familiar. The Familiar must
possess the bite evolution to select this evolution.
Undead
Appearance
The Familiar appears as an undead creature, and mimics
some of an undead creature’s abilities and weaknesses. The Familiar gains a +2
bonus to saving throws against disease, exhaustion, fatigue, paralysis, poison,
sleep effects, and stunning attacks.
At 7th level, this bonus on saves can be increased to
+4 by spending 2 additional evolution points. At 12th level, this protection
can be increased to immunity against these attacks by spending 2 additional
evolution points (the Faustian must pay for the 7th-level upgrade before paying
for this 12th-level upgrade). However, regular healing spells damage it, and it
counts as an Undead for the purposes of attacks and powers that concern undead.
3-Point Evolutions
The following evolutions cost 3 points from the
Familiar’s evolution pool.
Blindsense
The Familiar’s senses become incredibly acute, giving
it Blindsense 5. This ability allows the Familiar to pinpoint the location of
creatures that it cannot see without having to make a Perception check, but
such creatures still have total concealment from the Familiar. The Faustian
must be at least 9th level before selecting this evolution.
Burrow
The Familiar grows thick and gnarled claws, allowing
it to move through the earth. The Familiar gains a burrow speed equal to 1/2
its base speed. It can use this speed to move through dirt, clay, sand, and
earth. It does not leave a hole behind, nor is its passage marked on the
surface. The Faustian must be at least 9th level before selecting this
evolution.
Damage
Reduction
The Familiar’s body becomes resistant to harm, granting
it damage reduction. The Familiar gains a +2 bonus to AC, and Resist 5
Physical. By spending an additional 2 evolution points, the Resist effect is
increased to Resist 10. By spending a further 2 evolution points, the Resist
effect is increased to Resist 15. The Faustian must be 1st, 7th
and 14th level respectively to access the different tiers of this
evolution.
Frightful
Presence
The Familiar becomes unsettling to its foes, gaining
the frightful presence ability. The Familiar gains an Aura 1 effect. All
enemies in the Aura become Rattled. The Faustian must be at least 11th level
before selecting this evolution.
Major Magic
Your familiar
learns three 5th level spells and two 6th level spells.
Your familiar gains two 5th level spell slots and two 6th
level spell slot. If you choose to remove this evolution from your Familiar,
then the Familiar loses the ability to cast these spells. If you use this
evolution on your familiar at a later date, you must select the same spells you
chose when you first used this evolution. You must take the Medium Magic
evolution in order to take this evolution. The Faustian must be at least 10th
level before selecting this evolution.
Swallow
Whole
The Familiar gains the swallow whole ability, giving
it the ability to consume its foes. If the Familiar begins its turn with a
creature grappled using its bite attack (see the grab evolution), it can
attempt to swallow the creature as a free action. To do this, the Familiar must
make a basic melee attack against its grabbed target. The creature can be up to
one size category smaller than the Familiar. Swallowed creatures take damage
equal to the Familiar’s bite damage each round plus 1d6 points of damage. A
swallowed creature keeps the grappled condition, but can attempt to cut its way
free. The amount of damage needed to cut free is equal to 1/10 the Familiar’s
total hit points. The Familiar’s AC against these attacks is equal to 10 + 1/2 its
other armour bonuses. If a swallowed creature cuts its way out, the Familiar
loses this ability until it heals this damage. Alternatively, the swallowed
creature can attempt to escape the grapple as normal. Success indicates that it
has returned to the Familiar’s mouth, where it can attempt to escape or be
swallowed again. The Familiar must possess the grab evolution, tied to a bite
attack, to take this evolution. The Faustian must be at least 9th level before
selecting this evolution.
Web
The Familiar gains a pair of spinnerets, giving it the
ability to spin webs. The Familiar can use these webs to support itself plus up
to one creature of the same size. It can throw webbing as a ranged attack up to
8 times per day, entangling a creature up to one size larger than the Familiar.
The webbing has a range of 10 squares. Creatures entangled by the web can
escape with an Escape Artist check or a Strength check (at a –4 penalty). The
DC of these checks is equal to 10 + the Familiar’s level. The Familiar can
climb its own webs at its climb speed and can pinpoint any creature touching
its webs. The Familiar must possess the climb evolution to take this evolution.
The Faustian must be at least 7th level before selecting this evolution.
4-Point Evolutions
The following evolutions cost 4 points from the
Familiar’s evolution pool.
Blindsight
The Familiar’s senses sharpen even further, granting
it Blindsight out to a range of 30 feet. The Familiar can manoeuvre and attack
as normal, ignoring darkness, invisibility, and most forms of concealment as
long as it has line of effect to the target. The Familiar must possess the Blindsense
evolution to take this evolution. The Faustian must be at least 11th level
before selecting this evolution.
Breath
Weapon
The Familiar learns to exhale a cone of magical
energy, gaining a breath weapon. You gain the following attack:
Breath
Weapon: Standard, Close Blast 5, DEX vs Reflex, [Encounter] One of [Acid],
[Cold], [Fire], [Lightning], [Sonic].
All
creatures in the blast suffer 1d6+ DEX mod damage. This damage rises by 1d6 for
every 4 Faustian levels you possess.
Dimensional
Leap
The Familiar learns to teleport. As a move action, The
Familiar can teleport up to its speed. This power can be used a number of times
per day equal to ½ of your Faustian level.
Fast Healing
The Familiar’s body gains the ability to heal wounds
very quickly. The Familiar gains Regeneration 1. This healing can be increased
by 1 per round for every 2 additional evolution points spent (maximum 5). The
Faustian must be at least 11th level before selecting this evolution.
Incorporeal
Form
Once per day, the Familiar can become incorporeal for
1 round per Faustian level. While in this form, the Familiar becomes
insubstantial. The Faustian must be at least 15th level before selecting this
evolution.
Large
The Familiar grows in size, becoming Large. The
Familiar gains a +4 bonus to Strength, a +2 bonus to Constitution, and a +1
bonus to its AC. It takes a –2 penalty to its Dexterity. This size change also
gives the creature a –1 penalty to attack rolls, a –2 penalty on Fly skill
checks, and a –4 penalty on Stealth skill checks. If the Familiar has the biped
base form, it also gains a 2 square reach, but does not gain the Threatening
Reach trait. Any reach evolutions the Familiar possesses are added to this
total. The Familiar must be Medium to take this evolution. The Faustian must be
at least 8th level before selecting this evolution.
If 6
additional evolution points are spent, the Familiar instead becomes Huge. The
Familiar gains a +8 bonus to Strength, a +4 bonus to Constitution, and a +5
bonus to AC. It takes a –4 penalty to its Dexterity. This size change also give
the creature a –2 size penalty attack rolls, a 10-foot reach, a –4 penalty on
Fly skill checks, and a –8 penalty on Stealth skill checks. If the Familiar has
the biped base form, its reach increases to 3 squares (2 squares for all other
base forms). Any reach evolutions the Familiar possesses are added to this
total. These bonuses and penalties replace, and do not stack with, those gained
from becoming Large. The Faustian must be at least 13th level before selecting
this option.
The
ability increase evolution costs twice as much (4 evolution points) when adding
to the Strength or Constitution scores of a Large or Huge Familiar.
Lifesense
The Familiar can pinpoint living creatures with ease.
The Familiar notices and locates living creatures within 10 squares, just as if
it possessed the Blindsight evolution. The Familiar must possess the undead
appearance evolution to take this evolution. The Faustian must be at least 11th
level before selecting this evolution.
Maximum
Magic
Your familiar
learns one 7th level spell and one 8th level spell. Your
familiar gains one 7th level spell slot and one 8th level
spell slot. If you choose to remove this evolution from your Familiar, then the
Familiar loses the ability to cast these spells. If you use this evolution on
your familiar at a later date, you must select the same spells you chose when
you first used this evolution. You must take the Major Magic evolution to take
this evolution. The Faustian must be at least 15th level before
selecting this evolution.
No Breath
The Familiar no longer needs to breathe. The Familiar
does not breathe, and is immune to effects that require breathing (such as
inhaled poison). This does not give immunity to cloud or gas attacks that do
not require breathing. The Faustian must be at least 11th level before
selecting this evolution.
Spell
Resistance
The Familiar is protected against magic, gaining spell
resistance. The Familiar gains Resist Magical 5. You can spend 6 evolution
points to increase the Resist effect to Resist Magical 10.
The Faustian must be at least 11th level before
selecting this evolution.
[Credit to Joe Thiel, and njoo.deviantart.com for the pictures]
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