Power Level: Base () / Max ()
Efficiency: .25 to 1
Activation Word:
Type:
Range: Personal (You)
Methods: Chant, Concentration,
Sacrifice: No
Duration: One Attack
Time: Instant
Area of Effect: One 5' square around you
Focus: One class item ()
Target: Self
Limits: You must be able to say the activation word.
Effect: Gain a chance to summon a bond with a familiar.
Familiar Abilities -
Tortoiseshell Cat - (Intelligence) Master gains a +3 bonus on Stealth checks
Emerald Stallion - (Intelligence) Magical Mount
Red Viper - (Intelligence) Master gains a +3 bonus on Bluff checks
Black Cat - (Agility) Master gains a +3 bonus on Stealth checks
Black Arab Stallion - (Agility) Magical Mount
Raven - (Agility) Master gains a +3 bonus on Stealth checks
Black Footed Ferret - (Endurance) Master gains a +2 bonus on Reflex saves
Tan Holstein Stallion - (Endurance) Magical Mount
Bobcat - (Endurance) Master gains a +3 bonus on Stealth checks
White Owl - (Spiritual) Master gains a +2 bonus on Reflex saves
White Arab Stallion - (Spiritual) Magical Mount
Golden Hawk - (Spiritual) Master gains a +3 bonus on Stealth checks
Red Scorpion - (Strength)
Palomino Stallion - (Strength) Magical Mount
Blue-Tailed Hawk - (Strength) Master gains a +3 bonus on Spot checks in bright light
Spirit Wolf (Ghost) - (Supernatural) Master gains +3 hit points
Ghost Steed (Ghost) - (Supernatural) Magical Mount
Vampire Bat - (Supernatural) Master gains a +3 bonus on Listen checks
Albino Bat - (Karma)
Dragonhorse Stallion - (Karma) Magical Mount
Red Deer - (Karma) Master gains a +3 bonus on Spot checks in bright light
White Wolf - (Influence)
Majestic Stallion - (Influence) Magical Mount
Red-Tailed Hawk - (Strength) Master gains a +3 bonus on Spot checks in bright light
Familiar Basics - Familiars are magically linked to their masters. A familiar is a normal animal of exceptional chosen ability that gains new powers and becomes a magical beast when summoned to service.
Attacking - They are considered PL1 and attack at the percentage of their efficiency - and percentage is determined by the efficiency of the spell. However they are almost always unwilling to attack unless their master is dying and will take evasive action if attacked.
Evasion: When subjected to an attack a familiar is always in defensive and gains the same bonuses as if he was performing a defensive maneuver.
Hit Points: The familiar has the typical number of strike points.
Saving Throws: For saves use the efficiency of the animal -10% as its save except for its listed main ability which is +10. (Max 100%)
Alertness: The presence of the familiar sharpens its master's senses. While a familiar is within arm's reach, the master gains +1 on alertness for every 25% of quality rounded down.
Perception:
Skills: Familiars skills are gained at one per PL of the master.
Natural Armor: Familiars gain natural armor equal to AC 50 +1 per quality %.
Shared Healing: When the master is healed it also heals the familiar.
Empathic Link: The master has an empathic link with his familiar out to a distance of up to 1 mile. The master cannot see through the familiar's eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content (such as fear, hunger, happiness, curiosity) can be communicated. Empathy is nonverbal, but limited. The link can transmit faint emotion (the merest stirring of an emotion, such as a feeling of fear when approaching a creepy building); moderate emotion (notable emotion, such as seeing a dangerous creature fairly close by); strong emotion (emotion that floods the mind, such as fear felt when a dangerous creature attacks); overwhelming emotion (emotion that drives out all other thoughts and feelings, such as when you are dying). Likewise, you'll know if the familiar is unconscious, dazed, stunned, or suffering from any other impairment that keeps it from acting.
Dismissing a Familiar - If the familiar is about to die it is dismissed and must be resummoned the next day with a sacrifice equal to 10% of the one used in the original summoning. This summoning is 100% effective.
You and your beast companion work so well together that the creature is almost an extension of you. Using your actions in combat, you control your beast companion by issuing it commands.
You can have only one animal companion at a time.
New Class Powers: Find a bunch of new class powers to choose from. Every class has been expanded.
See Quick Start Guide: With new powers and items there has never been a better time to play.
See Quick Start Guide: Eternus is designed to be easy to play for the beginner while offering the expert RPG player the feel of real combat. Don't take our word, get in on the fun!
If you have a hard time getting into character many elements of the system will lay a path of choices before you and encourages you to get in tune with your character naturally. See Characters