Could some enterprising soul create a complete stat list for familiars? As a mage levels up, their familiars do to, every 5 levles seems to be the sweet spot for new abilities. I'd like to see a sticky made (much like the breakdown of the classes) made in this forum. Another thread could be made for Animal Companions.
Example of what would be nice:
(MADE UP NUMBERS since I don't know them) Eyeball
str/int/dex/...
lvl 5: Cold Bolt 2/day, 2d4 cold, DC 14 vs reflex... lvl 10: Stun Bolt 1/day, DC 14 fort save etc...
stuff like that.
Alot of this information has to be extracted from the scripts, DC saves, #/day, etc...
So... does anyone feel up to it? (I'm not proficiant enough with the scripts to know where to look.)
I like the idea, heh, I use Druids often but I don't know exactly how the Animal Companion stats are, i.e. at the beggining the Bear is far stronger but with levels the Panther can beat it with the sneak attack, but I don't know the AB progression to compare, etc. etc. etc.
However, it is odd that you ask someone else to do just like that, I won't do it... hell that, but you could make a start-up with regular stats that don't need any scripting to get (AB, HP, AC, saves, immunities) and that way lessening the work of (in case someone does) the one that takes the job.
You can't look at your familiar Eyeball and see the DC of his bolt attack.
You'd have to go into battle for that, and to be accurate, you'd have to attack with it at each of it's levels... if you relied only on the ingame visual stats.
OR
A person could look in the scripts and write down the stats. I don't know which script or I would have done so a long time ago.
I just think it would be handy for everyone if those types of stats are listed.
I remember that pulse cap managed to pull out a complete and detailed list of PM summons. He's got both the skills and the means to do such an enterprise, you could try asking him.
Cheers, Kail _________________ Unto to the darkness I commend my soul Never shall I repent Never shall I be saved
I'll go into the House of Death Before my last breath My enemies all shall die!
Here's this for starters. If anyone fancies expanding on it, then feel free.
Familiar A familiar is a small creature that is magically linked to its owner and is able to assist in combat or scouting. If the creature dies, the caster loses 1d6 hit points, but the familiar will be available to summon again the next day.
Bat Race: Animal Alignment: True Neutral Skills: Listen Special Abilities by Master Level
* Level 5 Damage Reduction 5/+1, Fear Gaze 1x/day * Level 10 Damage Reduction 10/+1, Fear Gaze 2x/day * Level 15 Fear Howl 1x/day * Level 20 Fear Howl 2x/day
Eyeball Race: Aberration Alignment: Neutral Evil Special Abilities by Master Level
* Level 1 Frost Ray * Level 6 Negative Ray * Level 12 Flame Ray * Level 18 Mage Armor 1x/day * Level 24 Bolt of Slow 1x/day * Level 30 Bolt of Knockdown 1x/day * Level 32 Flame Lash 1x/day * Level 36 Bolt of Daze 1x/day * Level 39 Fear Gaze, 1x/day
Faerie Dragon Race: Dragon Alignment: Chaotic Good Skills: Hide, Move silently Feats: Alertness, Improved evasion Special Abilities by Master Level
* The familiar is bugged at 19th level where it only has 3 uses of Bolt, Confuse but no Improved Invisibility
Fire Mephit Race: Outsider Alignment: True Neutral Skills: Hide, Listen, Move silently, Search, Spot Special Abilities by Master Level
* Level 1 Damage Reduction 5/+1, Fire Bolt 1x/day * Level 5 Fire Bolt 2x/day * Level 10 Fire Bolt 3x/day * Level 15 Fire Bolt 4x/day * Level 20 Fire Bolt 5x/day
Hell Hound Hell hounds are aggresive, fire breathing canines brought to the Prime Material plane from the depths of the Abyss to serve their evil masters. Race: Outsider Alignment: Lawful Evil Skills: Hide, Listen, Move silently, Search, Spot Special Abilities by Master Level
* Level 10 Cone of Fire 1x/day * Level 20 Cone of Fire 2x/day
Ice Mephit Race: Outsider Alignment: True Neutral Skills: Hide, Listen, Move silently, Search, Spot Special Abilities by Master Level
Imp Imps are small but insideous devils often bound to the service of sorcerers and wizards. They have a gleeful attraction to pranks, riddles, and bawdy jokes. Race: Outsider Alignment: Lawful Evil Skills: Hide, Listen, Move silently, Search, Spot Special Abilities by Master Level
Panther Race: Animal Class: Rogue Alignment: True Neutral Skills: Hide, Listen, Move silently, Search, Spot Notes Unlike the Pixie, the panther recieves 1d6 Sneak Attack at 1st level which increases as per normal Rogue Sneak Attack progression.
Pixie Talented illusionists and irreverent pranksters, pixies make their homes in hollow trees and rocky grottoes deep within forests. Race: Fey Class: Rogue Alignment: Neutral Good Skills: Disable trap, Hide, Listen, Move silently, Open Lock, Search, Spot, Taunt Feats: Skill Focus (Open Lock) Notes Despite being a Rogue, pixie familiars recieve a 1d6 Sneak Attack which does not increase.