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FEATS
Familiar (Adept)
Prerequisite: 4 Power ranks
You have a supernatural bond with a special animal companion. Choose a 0- or 1st-level animal as your familiar (see Creatures for animal descriptions).
| Power Ranks | Combat Bonus | Abilities | Tricks | Special |
|---|---|---|---|---|
| 4-5 | +2 | +0 | 1 | Link, Share Powers, Absorb Fatigue 1 |
| 6-8 | +4 | +0 | 2 | Evasion |
| 9-11 | +6 | +1 | 3 | Dedicated, Absorb Fatigue 2 |
| 12-14 | +8 | +1 | 4 | Speak |
| 15-17 | +10 | +2 | 5 | Absorb Fatigue 3 |
| 18-20 | +12 | +2 | 6 | Improved Evasion |
| 21+ | +14 | +3 | 7 | Absorb Fatigue 4 |
Your familiar is an enhanced version of the chosen animal, referred to as the base animal. The Familiar table indicates how the base animal is enhanced.
Power Ranks: Enhancements to the familiar's traits are based on your Power ranks. Note that you must have at least 4 power ranks to take this feat. A familiar has the same base saves as its master.
Combat Bonus: A familiar has the listed combat bonus depending on the ranks of its master.
Abilities: This is a bonus to the base animal's Strength, Dexterity, and Intelligence scores.
Bonus Tricks: The number in this column is the total number of tricks the familiar knows, in addition to any you might choose to teach it using the Handle Animal skill. These bonus tricks don't require any training time or Handle Animal checks, and they don't count against the normal limit of tricks known by the animal. You select these bonus tricks, and once chosen, they can't be changed.
Link: You have a psychic link with your familiar. The two of you are always in mental contact (like a use of the Beast Link power). This does not allow the use of speech-like communication until the familiar gains the "Speak" ability described below, but you can attempt Handle Animal checks with your familiar even if it is not within sight or hearing. Because of your link, you can handle your familiar as a free action and push it as a move action, even if you aren't trained in the Handle Animal skill. You get a +4 bonus on interaction checks involving your familiar. If some outside force, such as the Ward power, interferes, you can make a power check to overcome it. If your psychic link is broken, it is automatically reestablished as soon as possible.
Share Powers: You can choose to have any power you use on yourself also affect your familiar. This includes powers like Body Control and Psychic Shield, which normally only affect the user. The familiar must be within 5 feet of you when the power is used to receive its effects. If the power has a duration other than instantaneous, it stops affecting the familiar when the familiar moves farther than 5 feet away from you and does not affect it again, even if it returns while the power is still in effect.
Absorb Fatigue: Your familiar can assist your use of supernatural powers by absorbing fatigue caused by failed Resilience rolls. Initially your familiar can only absorb one level of fatigue, but as your power ranks increase, your familiar can absorb up to four levels of fatigue. Only fatigue caused by failed Resilience rolls can be absorbed by the familiar.
Evasion: Your familiar gains the Evasion feat.
Dedicated: Your familiar gains the Dedicated feat towards you.
Speak: Your familiar can speak verbally with you as if you shared a common language. Others cannot understand your communication without the use of powers.
Improved Evasion: Your familiar gains the Improved Evasion feat.

