Eclipse – Building Variant Familiars

And for today, it’s a question:

I don’t think this has been covered in an article yet, so I wanted to ask what a familiar’s full suite of powers (as detailed on page 189 of Eclipse) would look like if they were measured in terms of CP costs?

-Alzrius

That is a pretty good question. After all, Pathfinder added a bunch of Variant Familiars – labeling them “Familiar Archetypes” – that modified stamdard familiar abilities. The quick way to do this in Eclipse is to just buy Companion (Familiar) Specialized and/or Corrupted for Increased Effect (adds some abilities) at the cost of deleting others. And that generally works just fine if someone just wants to tweak their familiar a bit. It can, however, get awkward when someone starts trying to seriously optimize things. At that point… you’ll want to know what the various abilities, and sequences thereof, are actually worth.

To start with the basics…

The Eclipse “Companion” ability creates an empowering link with the creature chosen – although the extent of that link varies with the exact type of bond formed. In effect, that’s a limited form of “Blessing” that doesn’t drain the “donor”.

In the case of a Familiar or “Psi-Crystal” that bond is especially tight. In Eclipse terms, it’s been Specialized (the backlash of loosing a familiar) for Increased Effect. Familiars get their hit points, base saves, base skills, effective level, and base attack bonus from their owners wherever these exceed the companions. There is no cost for this on the Familiars end though.

Animated Objects gain +12 HP instead of using half their owners, “heal” 2d4 hit points per day, and have a +4 base in Spot, Listen, Move Silently, and Search for their “base skills”. That’s good at low levels, but a poor deal at higher ones when the Familiars base skills generally become quite irrelevant. Fundamentally, it’s a bit harder to empower a construct with personal energies than it is a creature simply because constructs are pretty alien to most masters.

Familiars also gain bonuses based on their masters level which are much more predictable – although in baseline d20 only levels in particular classes add to a Familiar’s abilities. That doesn’t really apply in Eclipse though, so Familiars get…

  • A base intelligence of 5 if it isn’t already higher and +(Masters Level / 2, rounded up) Intelligence with no apparent upper limit. Personally I’d limit it to 20 or so (at level thirty) since there’s only so much you can supercharge a brain – put that’s just me. I’m going to go with it though for design reasons.

That’s still tricky to price, if only due to that “if it isn’t already higher” clause. Worse, it’s a LOT of points if you just buy it as self-development. You could buy all kinds of other stuff with those points. Worst of all… Pathfinder offers one Familiar Archetype that trades it in for extra strength – which, to be blunt, is rather silly. It’s also redundant in Eclipse, where – if you want a combat machine – you just take a Companion Creature instead of a Familiar with your “Companion” ability.

Personally, I’m buying it as Innate Enchantment (Intelligence 500 GP, Int 20, 8000 GP) for 9 CP, Immunity to the XP costs of this particular enchantment (Uncommon, Minor, Trivial, 1 CP), and Immunity to Dispelling, Antimagic, and Disjunction (Common, Minor, Epic, Specialized and Corrupted / only to protect this Innate Enchantment, 6 CP) and Specialize the whole package – basically gradual availability only – for a net cost of 8 CP. Yes, that’s a case of double Specialization, but in this case it doesn’t matter much. If you want to trade it out for better Charisma, or better Wisdom, or a mix of smaller values… you certainly can.

  • +(Masters Level / 2) Natural Armor. OK, it’s not QUITE the same – but Defender (Natural Armor) and Defender (Dodge) each with +1 to AC, Specialized / only gradual availability (12 CP) gets us pretty much the same result. Slightly better even, since the Dodge bonus will help against touch attacks.
  • Familiars can grant their masters +6 CP worth of some specific ability – although it’s usually something like Skill Focus or a Save Bonus, or something else that’s less-than-efficient. That’s Whatever-it-is (Specialized, only for use with Blessing, 3 CP) and Blessing (Specialized and Corrupted / only to bestow that specific power, only on it’s master, only if within the current range of the link, 2 CP).
  • They can take an automatic “Aid Another” action on Spot and Listen checks if the companion would also get a roll in it’s current location and is close enough for the link to operate. (In basic d20 this is represented as Familiars granting the Alertness Feat). That’s Opprotunist for Aid Another, Specialized in Spot and Perception for the person it’s linked to (3 CP).
  • They gain Improved Fortune (Evasion) for (12 CP).
  • They gain a Mystic Link with their masters, over which they can communicate speech and sensory information, share spells, and transmit spells. That’s Mystic Link with the Power, Identity, and Communications upgrades (12 CP). Unfortunately, several aspects of this are limited.
    • The range has a base of one mile, increasing to planetary range at level 17 and to transdimensional Range at level 19 and up.
    • The Location aspect does not function until level three.
    • The communications aspect transmits emotions at level 3+, telepathy at level 5+, and sense-sharing at level 13+
    • The spell transmission aspect allows spell/power sharing and the transmission of touch effects through the Familiar at level one. At level fifteen it allows externally-directed spells and powers to be transmitted through the Familiar.
      • Overall, that’s probably Specialized, reducing the cost to a mere (6 CP).
  • Familiars can speak with other animals of similar types when their masters hit level seven and can speak normally when their masters hit level nine. That’s a limited version of Speak With Animals (only related types, x.5 = 1000 GP) and something resembling Message (1000 GP) added to their Innate Enchantments. Those aren’t really limited by availablity, so (+2 CP).

Animated Objects gain the ability to speak normally at L7 (Message, 1000 GP) and gain +3 Construction Points at Level 9 (Enhance Construct I, enhancements must always be the same, 1000 GP) – increasing the cost of their Innate Enchantments by (+2 CP). Classically these are spent on Flight with +20 on the speed to get it up to 50′, but this is Eclipse; buy something else if you like.

  • A choice of Spell or Power Resistance (6 CP).

Overall, that comes to a grand total of 54 CP over twenty levels. That isn’t an enormous number of points to play with, and they’re pretty efficiently spent already, but for those out there who might want to fiddle with alternative progressions… now you know what you have to work with.

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