Monday, 19 December 2011

Shadow Classes: Faustian

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
¨      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.
¨      Alignment: Any
¨      Power Source: Shadow
¨      Key Abilities: Intelligence, Wisdom, Charisma.
¨      Armour Proficiencies: none
¨      Weapon Proficiencies: simple
¨      Bonuses to Defence: +2 Will
¨      Hit Points at 1st level: 2d4 + Constitution score
¨      Hit Points per level gained: d4 + 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: 8 levels.
¨      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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