When a Familiar Spirit takes the form of a Squirrel, the form is about 10 to 12 inches long, with a bushy tail only an inch or two shorter and it weighs between 1 and 2 lbs on average. Squirrels are very aware of their surroundings and gain a +5 modifier too their Perception skill rolls to account for this. Squirrels grant their bonded spell casters a +2 to their Perception skill rolls, and a very unique ability. Three times a day, the bonded spell caster may activate this ability. The spell caster has 7 Activity Points (AP) in the round after activation. However, in the round following the one with 7 AP, the spell caster only has 3 Activity Points. This is the recovery round. This ability may not be activated during the recovery round.
Familiar Spirits who take the form of a Weasel most usually take the form of a short-tailed weasel which is sometimes known as an ermine or stoat. It is about 10 to 18 inches long and weighs about 6 to 8 lbs on average. Weasels are well known for their ability to get out of tight spots and their ability to discern things that may be hidden. This translates into them providing their bonded spell caster with a +2 modifier to Perception skill rolls, Character Deductions (see p. 85) and Intelligence Saves.
In Wolf form, the Familiar Spirit stands about 30 inches at the shoulder and is about 40 to 50 inches long with tails that are about 2/3 of their body length. Wolves weigh about 65 to 75 lbs on average. Wolves have keen hearing granting them a +5 to rolls against surprise and a +3 to Perception skill rolls in general. They also have a superior sense of smell granting them a +5 to Tracking skill rolls. Wolves grant their bonded spell casters a +2 modifier to Will Saves and to Character Deduction rolls (see p. 85).
These are Familiar Spirits that have no physical form. They will often inhabit some non-magical object or device owned by the caster who summoned them. Some Disembodied Spirits have been known to inhabit cauldrons, amulets, crystal balls, mirrors, and even more unusual objects.
Disembodied Spirits have 3 main abilities. First is the ability to predict the future once per week. However, they can be very uncooperative if asked to do this more than once a month. These Spirits may also, once per week, answer a simple yes or no question (i.e. “Am I the fairest in the land”), but its answer will often be verbose and couched in rhyme. Finally, the Disembodied Spirit may use its vessel to scry for its master, showing him a person or place that the master wishes.
Disembodied Spirits also have a tendency to go insane after a period of time, and this results in them misbehaving badly, singing (off-key), telling bad jokes, insulting everybody, and occasionally even refusing to obey their master.
Unlike Familiar Spirits, Disembodied Spirits cannot simply be dismissed. They must, instead, be banished by way of a spell.
Note: GMs should remember that the Disembodied Spirit only tells the most probable future and that the telling of it likely changes the circumstances and can prevent it from happening.
Lvl: | 1 | Hits: | 40 | Move: | 5' |
DEF: | 19 | AR: | 6 (SL Armor, Helm & Bracers) | ||
Attacks: | 7 Short Spear (9); 6 Light Crossbow (9) | ||||
Stats: | Chr: 8(-1)/4; Con: 10(0)/5; Dex: 14(1)/6; | ||||
Int: 14(1)/6; Spd: 13(1)/6; Str: 10(0)/5; | |||||
Will: 11(0)/5; Wis: 13(1)/6 | |||||
Skills: | Perc. (4); Stealth (6); Tracking (4) | ||||
Size: | 3.5’-4’ tall; 50-70 lbs | ||||
# Enc: | 1-10 | ||||
Abilities:
|
Kobolds are a small race with a canine-shaped face and they are covered in reddish-brown scales. They are extremely cunning and dangerous. They have a great understanding of how to build and use traps to their advantage.
Many see them as cowardly, but in truth, they simply do not wish to throw their lives away without reason. Kobolds are also very vengeful, and have been known to track foes for weeks on end waiting for the perfect moment to wreak havoc on the plans of their foe, whether that be alerting another enemy of his foe to that foe’s presence, or attacking him in a moment of extreme vulnerability.