Chowańcy

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Poprzedni artykuł: Wizard lub Kronos

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Chowańce to mistycznie wiązane stworzenia, połączone z twoją magią. Większość chowańców było zazwyczaj zwierzętami, jednakże rytuał stania się chowańcem sprawił, że stały się czymś więcej. Wybierz jedno Tiny animal które chcesz by było Twoim chowańcem jak np. nietoperz, kot, kruk lub wąż. Niektóre chowańce są inne, zazwyczaj opisane w zdolności, która dała ci chowańca; np. druidzki leszy chowaniec jest Tiny plant zamiast animal, uformowany z pomniejszego ducha natury. Chowaniec ma ten sam poziom co ty.

Chowańce mają cechę minion, więc podczas spotkania, mogą zyskać dwie akcje w rundzie, gdy wydasz akcję, aby dać im komendę. Jeśli twój chowaniec zginie, możesz spędzić tydzień postoju (downtime), aby go zastąpić bez żadnego kosztu. Możesz mieć jednego chowańca naraz.

### Modifiers and AC (Modyfikatory i AC)

Modyfikatory twojego chowańca i jego AC są równe twojemu przed zastosowaniem circumstance lub status bonus lub penalty. Jego modyfikatory Perception, Acrobatics i Stealth są równe twojemu poziomowi plus twojemu spellcasting ability modifier (Charisma jeśli nie masz, o ile nie jest wyszczególniony). Nie może wykonywać ataków, ale może używać wytrenowanych akcji umiejętności (Skill actions) do których dodaje twój spellcasting ability modifier. Jeśli spróbuje wykonwać attack roll lub inny skill chceck, używa twojego poziomu jako modyfikatora. Nie posiada ani nie używa swoich własnych modyfikatorów atrybutu i nigdy nie może używać item bonus.

### Hit Points

Twój chowaniec ma 5 HP za każdy twój poziom.

### Senses

Twój chowaniec posiada low-light vision i może zdobyć dodatkowe zmysły ze swoich zdolności chowańca. Może się komunikować empatycznie z tobą o ile znajduje się w zasięgu 1 mili od ciebie, dzieląc się emocjami. Nie rozumie i nie mówi w żadnym języku, ale może uzyskać mowę dzięki zdolności chowańca.

### Movement

Twój chowaniec posiada albo 25 stóp prędkości albo 25 stóp prędkości pływania (wybierz jedno, gdy uzyskujesz chowańca). Może zdobyć inne typy ruchu dzięki zdolnościom chowańca.

### Familiar and Master Abilities

Każdego dnia ukierunkowujesz swoją magię w dwie zdolności, które mogą być albo zdolnością chowańca albo mistrza. Jeśli twój chowaniec jest zwierzęciem, które naturalnie posiada zdolności (jak np. sowa posiada prędkość lotu), musisz wybrać tą zdolność. Twój chowaniec nie może być zwierzęciem które posiadałoby więcej zdolności niż twój maksymalny limit zdolności chowańca.

(Gdy jesteś Wizardem i posiadasz Improved Familiar attunement, zamiast dwóch zdolności masz trzy, a na 6, 12 i 18 otrzymujesz kolejne.)

**Accompanist** Your familiar helps you perform. Whenever you attempt a Performance check, if your familiar is nearby and can act, it accompanies you with chirps, claps, or its own miniature instrument. This grants you a +1 circumstance bonus, or +2 if you're a master in Performance.

**Alchemical Gut** Your familiar can act as a bomb coagulant alembic by swallowing the bomb to be affected, which takes two Interact actions from it and one from you. Your familiar regurgitates the concentrated item 1 minute later. If your familiar tries to distill a bomb that's level is higher than your own —1, it instead takes damage as though it were successfully struck with the bomb.

**Ambassador** Your familiar knows how to act cute or focused on cue, helping you make a good impression. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Diplomacy check to Make an Impression (it still has to prepare to help you as normal for the Aid reaction, which requires it to participate throughout the activity). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question.

**Amphibious** It gains a swim Speed of 25 feet (or Speed of 25 feet if it already has a swim Speed).

**Burrower** It gains a burrow Speed of 5 feet, allowing it to dig Tiny holes.

**Climber** It gains a climb Speed of 25 feet.

**Damage Avoidance** Choose one type of save. It takes no damage when it rolls a success on that type of save; this doesn't prevent effects other than damage.

**Darkeater** Your familiar naturally recovers in the shadows. After spending 10 consecutive minutes in an area of dim light or darkness, your familiar recovers a number of Hit Points equal to half your level. This ability is for a shadow familiar. A shadowcaster, however, can select this ability for any kind of familiar.

**Darkvision** It gains darkvision.

**Fast Movement** Increase one of the familiar’s Speeds from 25 feet to 40 feet.

**Flier** It gains a fly Speed of 25 feet.

**Focused Rejuvenation** When you Refocus, you generate magical energy that heals your familiar. Your familiar regains 1 Hit Point per level whenever you Refocus.

**Gills** Your familiar grows a set of gills, allowing it to breathe water in addition to air.

**Greater Resistance** Your familiar increases the resistance it gains from its resistance familiar ability to 3 + half your level. Your familiar must have the resistance ability to select this.

**Independent** In an encounter, if you don't Command your familiar, it still gains 1 action each round. Typically, you still decide how it spends that action, but, the GM might determine that your familiar chooses its own tactics rather than performing your preferred action. This doesn't work with valet or similar abilities that require a command, if you're capable of riding your familiar, or similar situations.

**Kinspeech** It can understand and speak with animals of the same species. To select this, your familiar must be an animal, it must have the speech ability, and you must be at least 6th level.

**Lab Assistant** It can use your Quick Alchemy action. You must have Quick Alchemy, and your familiar must be in your space. This has the same cost and requirement as if you used it. It must have the manual dexterity ability to select this.

**Major Resistance** Your familiar increases the resistance it gains from its resistance familiar ability to a value equal to your level. To select this, your familiar must have the greater resistance ability and you must be at least 8th level.

**Manual Dexterity** It can use up to two of its limbs as if they were hands to perform manipulate actions.

**Master's Form** Your familiar can change shape as a single action, transforming into a humanoid of your ancestry with the same age, gender, and build of its true form, though it always maintains a clearly unnatural remnant of its nature, such as a cat's eyes or a serpent's tongue. This form is always the same each time it uses this ability. This otherwise uses the effects of *humanoid form*, except the change is purely cosmetic. It only appears humanoid and gains no new capabilities. Your familiar must have the manual dexterity and speech abilities to select this.

**Partner in Crime** Your familiar is your criminal associate. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Deception or Thievery skill check (it still has to prepare to help you as normal for the Aid reaction). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question.

**Plant Form** Your plant familiar can change shape as a single action, transforming into a Tiny plant of a type roughly similar to the familiar's nature. This otherwise uses the effects of *tree shape*. You must have a familiar with the plant trait, such as a leshy, to select this ability.

**Poison Reservoir** Your homunculus familiar has a reservoir for poison, allowing it to apply an injury poison to an adjacent ally's exposed weapon with a single Interact action. You must supply the poison and instill it into this reservoir using two consecutive Interact actions. You must have a homunculus familiar to select this ability.

**Resistance** Choose two of the following: acid, cold, electricity, fire, poison, or sonic. Your familiar gains resistance equal to half your level against the chosen damage types.

**Scent** It gains scent (imprecise, 30 feet).

**Second Opinion** Your familiar is your academic confidant. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Recall Knowledge skill check for a skill in which it has the skilled familiar ability (it still has to prepare to help you as normal for the Aid reaction). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question. Your familiar must have the skilled ability to select this.

**Shadow Step** This ability is for a shadow familiar. A shadowcaster, however, can select this ability for any kind of familiar. Your familiar gains the Shadow Step action. You must be at least 7th level to select this familiar ability for your familiar.

**Shadow Step** 1 action (conjuration, shadow, teleportation) **Requirements** The familiar is in dim light or darkness. **Effect** The familiar teleports itself up to 30 feet. The destination must be in dim light or darkness and must be within your familiar's line of sight and line of effect. This action has the trait matching your tradition of magic, or occult if you aren't a spellcaster.

**Skilled** Choose a skill other than Acrobatics or Stealth. Your familiar's modifier for that skill is equal to your level plus your key spellcasting ability modifier, rather than just your level. You can select this ability repeatedly, choosing a different skill each time.

**Snoop** Your familiar keeps its eyes and ears open, ready to relay every snippet of gossip it catches, helping you gather information. Despite being a minion, your familiar gains 1 reaction at the start of its turns, which it can use only to Aid you on a Diplomacy check to Gather Information (it still has to prepare to help you as normal for the Aid reaction, which requires it to participate throughout the activity). It automatically succeeds at its check to Aid you with those skills or automatically critically succeeds if you're a master of the skill in question.

**Speech** It understands and speaks a language you know.

**Spellcasting** Choose a spell in your repertoire or that you prepared today that is at least 5 levels lower than your highest-level spell slot. Your familiar can Cast that Spell once per day using your magical tradition, spell attack modifier, and spell DC. If the spell has a drawback that affects the caster, both you and your familiar are affected. You must be able to cast 6th-level spells using spell slots to select this ability.

**Threat Display** Your familiar helps you convey wordless threats through body language. Whenever you attempt an Intimidation check to Demoralize a creature, if your familiar is within 30 feet of your target and can act, it accompanies you with snarls, hisses, or raising its hackles. If it can do so, you don't take the normal –4 penalty on the Intimidation check if your target doesn't understand the language you're speaking.

**Toolbearer** Your familiar can carry a set of tools of up to light Bulk. So long as your familiar is adjacent to you, you can draw and replace the tools as part of the action that uses them as if you were wearing them. Your familiar must have the manual dexterity ability to select this.

**Touch Telepathy** Your familiar can telepathically communicate with you via touch. If it also has the speech ability, it can telepathically communicate via touch with any creature if they share a language.

**Tough** Your familiar's maximum Hit Points increase by 2 per level.

**Tremorsense** Your familiar is keenly aware of any vibrations traveling through a surface. It gains imprecise tremorsense with a range of 30 feet.

**Valet** You can command your familiar to deliver you items more efficiently. Your familiar doesn't use its 2 actions immediately upon your command. Instead, up to twice before the end of your turn, you can have your familiar Interact to retrieve an item of light or negligible Bulk you are wearing and place it into one of your free hands. The familiar can't use this ability to retrieve stowed items. If the familiar has a different number of actions, it can retrieve one item for each action it has when commanded this way.

**Wavesense** Your familiar can sense vibrations in the water. It gains imprecise wavesense with a range of 30 feet.

# Master Abilities

**Cantrip Connection** You can prepare an additional cantrip, or if you have a repertoire, instead designate a cantrip to add to your repertoire every time you select this ability; you can retrain it but can’t otherwise change it. You must be able to prepare cantrips or add them to your repertoire to select this.

**Extra Reagents** Your familiar grows extra infused reagents on or in its body. You gain an additional batch of infused reagents. You must have the infused reagents ability to select this ability.

**Familiar Focus** Once per day, your familiar can use 2 actions with the concentrate trait to restore 1 Focus Point to your focus pool, up to your usual maximum. You must have a focus pool to select this.

**Innate Surge** Once per day, you can draw upon your familiar's innate magic to replenish your own. You can cast one innate spell gained from an ancestry feat that you have already cast today. You must still Cast the Spell and meet the spell's other requirements.

**Lifelink** If your familiar would be reduced to 0 HP by damage, as a reaction with the concentrate trait, you can take the damage. If you do, you take all the damage and your familiar takes none. However, special effects that would occur due to that damage (such as snake venom) still apply to your familiar.

**Recall Familiar** You can summon your familiar to your side. Once per day, you can use a 3-action activity, which has the concentrate trait, to teleport your familiar to your space. Your familiar must be within 1 mile or the attempt to summon it fails. This is a conjuration and teleport effect.

**Restorative Familiar** Once per day, your familiar can use 2 actions with the concentrate trait to give up some of its animating energy and heal you. It must be in your space to do so. You restore a number of Hit Points equal to 1d8 times half your level (minimum 1d8).

**Share Senses** Once every 10 minutes, you can use a single action with the concentrate trait to project your senses into your familiar. When you do, you lose all sensory information from your own body, but can sense through your familiar's body for up to 1 minute. You can Dismiss this effect.

**Spell Battery** You gain one additional spell slot at least 3 levels lower than your highest-level spell slot; you must be able to cast 4th-level spells using spell slots to select this master ability.

**Spell Delivery** If your familiar is in your space, you can cast a spell with a range of touch, transfer its power to your familiar, and command the familiar to deliver the spell. If you do, the familiar uses its 2 actions for the round to move to a target of your choice and touch that target. If it doesn’t reach the target to touch it this turn, the spell has no effect.

**Tattoo Transformation** Your familiar can transform into a tattoo you carry on your flesh. When transformed into a tattoo, the familiar looks like a colorful and stylized version of itself and can't act except to turn back into a familiar. It isn't affected by area effects and must be targeted separately to affect it, which requires knowledge that it's a creature. This means you and your allies can heal or assist the familiar while most enemies stay unaware of its true nature. Creatures must attempt a DC 20 Perception check to Seek to realize a tattoo is actually a familiar (which few foes will try). Your familiar can still communicate its feelings empathically. Transforming into a tattoo or back to familiar form is a 1-minute activity that has the concentrate trait.