Changes
Changes references from (Endhaven) to (Endhaven Supplmenet)
<noinclude>{{OGL Top}}
</noinclude>====Familiars====
A familiar is a normal [[SRD:Animal Type|animal]] that gains new powers and becomes a magical beast when summoned to service by a [[SRD:Sorcerer|sorcerer]] or [[SRD:Wizard|wizard]]. It retains the appearance, [[SRD:Hit Dice|Hit Dice]], [[SRD:Base Attack Bonus|base attack bonus]], base save bonuses, skills, and [[SRD:Feats|feats]] of the normal [[SRD:Animal Type|animal]] it once was, but it is treated as a magical beast instead of an [[SRD:Animal Type|animal]] for the purpose of any effect that depends on its type. Only a normal, unmodified [[SRD:Animal Type|animal]] may become a familiar. An [[SRD:Druid's Animal Companion|animal companion]] cannot also function as a familiar.
A familiar also grants special abilities to its master (a [[SRD:Sorcerer|sorcerer]] or [[SRD:Wizard|wizard]]), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different [[SRD:Classes|classes]] that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}
|- style="text-align: center;"
! Familiar !! Special
|- class="{{Odd-Even}}"
| [[SRD:Bat|Bat]] || Master gains a +3 bonus on [[SRD:Listen Skill|Listen]] checks
|- class="{{Odd-Even}}"
| [[SRD:Cat|Cat]] || Master gains a +3 bonus on [[SRD:Move Silently Skill|Move Silently]] checks
|- class="{{Odd-Even}}"
| [[SRD:Hawk|Hawk]] || Master gains a +3 bonus on [[SRD:Spot Skill|Spot]] checks in bright light
|- class="{{Odd-Even}}"
| [[SRD:Lizard|Lizard]] || Master gains a +3 bonus on [[SRD:Climb Skill|Climb]] checks
|- class="{{Odd-Even}}"
| [[SRD:Owl|Owl]] || Master gains a +3 bonus on [[SRD:Spot Skill|Spot]] checks in shadows
|- class="{{Odd-Even}}"
| [[SRD:Rat|Rat]] || Master gains a +2 bonus on [[SRD:Saving Throw|Fortitude]] saves
|- class="{{Odd-Even}}"
| [[SRD:Raven|Raven]]<sup>1</sup>|| Master gains a +3 bonus on [[SRD:Appraise Skill|Appraise]] checks
|- class="{{Odd-Even}}"
| [[SRD:Tiny Viper|Snake]]<sup>2</sup>|| Master gains a +3 bonus on [[SRD:Bluff Skill|Bluff]] checks
|- class="{{Odd-Even}}"
| [[SRD:Toad|Toad]] || Master gains +3 [[SRD:Hit Points|hit points]]
|- class="{{Odd-Even}}"
| [[SRD:Weasel|Weasel]] || Master gains a +2 bonus on [[SRD:Saving Throw|Reflex]] saves
|-
| class="foot" colspan="2" |
# A raven familiar can speak one [[SRD:Speak Language Skill|language]] of its master's choice as a [[SRD:Supernatural Ability|supernatural ability]].
# [[SRD:Tiny Viper|Tiny viper]].
|}
'''{{#anc:Familiar Basics}}:''' Use the basic statistics for a creature of the familiar’s kind, but make the following changes:
''{{#anc:Hit Dice}}:'' For the purpose of effects related to number of [[SRD:Hit Dice|Hit Dice]], use the master’s character level or the familiar’s normal [[SRD:Hit Dice|HD]] total, whichever is higher.
''{{#anc:[[SRD:Hit Points|Hit Points]]}}:'' The familiar has one-half the master’s total [[SRD:Hit Points|hit points]] (not including temporary [[SRD:Hit Points|hit points]]), rounded down, regardless of its actual [[SRD:Hit Dice|Hit Dice]].
''{{#anc:Attacks}}:'' Use the master’s [[SRD:Base Attack Bonus|base attack bonus]], as calculated from all his [[SRD:Classes|classes]]. Use the familiar’s [[SRD:Dexterity|Dexterity]] or [[SRD:Strength|Strength]] modifier, whichever is greater, to get the familiar’s [[SRD:Melee Attack|melee attack]] bonus with [[SRD:Natural Weapon|natural weapons]].
Damage equals that of a normal creature of the familiar’s kind.
''{{#anc:Saving Throws}}:'' For each [[SRD:Saving Throw|saving throw]], use either the familiar’s base save bonus ([[SRD:Saving Throw|Fortitude]] +2, [[SRD:Saving Throw|Reflex]] +2, [[SRD:Saving Throw|Will]] +0) or the master’s (as calculated from all his [[SRD:Classes|classes]]), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.
''{{#anc:Skills}}:'' For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an [[SRD:Animal Type|animal]] of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.
'''{{#anc:Familiar Ability Descriptions}}:''' All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in [[SRD:Classes|classes]] that grant familiars, as shown on the table below. The abilities given on the table are cumulative.
{| class="d20"
|-
! Master<br/>[[SRD:Class|Class]] Level !! [[#Natural Armor Adj.|Natural<br/>Armor Adj.]] !! [[#Int|Int]] !! Special
|- class="{{Odd-Even}}"
|1st-2nd ||+1 ||6 || class="left" | [[#Alertness|Alertness]], [[#Improved Evasion|Improved Evasion]], [[#Share Spells|Share Spells]], [[#Empathic Link|Empathic Link]]
|- class="{{Odd-Even}}"
|3rd-4th ||+2 ||7 || class="left" | [[#Deliver Touch Spells|Deliver Touch Spells]]
|- class="{{Odd-Even}}"
|5th-6th ||+3 ||8 || class="left" | [[#Speak with Master|Speak with Master]]
|- class="{{Odd-Even}}"
|7th-8th ||+4 ||9 || class="left" | [[#Speak with Animals of Its Kind|Speak with Animals of Its Kind]]
|- class="{{Odd-Even}}"
|9th-10th ||+5 ||10 || class="left" |
|- class="{{Odd-Even}}"
|11th-12th ||+6 ||11 || class="left" | [[#Spell Resistance|Spell Resistance]]
|- class="{{Odd-Even}}"
|13th-14th ||+7 ||12 || class="left" | [[#Scry on Familiar|''Scry on Familiar'']]
|- class="{{Odd-Even}}"
|15th-16th ||+8 ||13 || class="left" |
|- class="{{Odd-Even}}"
|17th-18th ||+9 ||14 || class="left" |
|- class="{{Odd-Even}}"
|19th-20th ||+10 ||15 || class="left" |
|}
''{{#anc:Natural Armor Adj.}}:'' The number noted here is an improvement to the familiar’s existing [[SRD:Natural Armor Bonus|natural armor bonus]].
''{{#anc:[[SRD:Intelligence|Int]]}}:'' The familiar’s [[SRD:Intelligence|Intelligence]] score.
''{{#anc:[[SRD:Alertness|Alertness]]}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' While a familiar is within arm’s reach, the master gains the [[SRD:Alertness|Alertness]] [[SRD:Feats|feat]].
''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' When subjected to an attack that normally allows a [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] for half damage, a familiar takes no damage if it makes a successful [[SRD:Saving Throw|saving throw]] and half damage even if the [[SRD:Saving Throw|saving throw]] fails.
''{{#anc:Share Spells}}:'' At the master’s option, he may have any spell (but not any [[SRD:Spell-Like Ability|spell-like ability]]) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
''{{#anc:Empathic Link}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' 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 can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
''{{#anc:Deliver Touch Spells}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
''{{#anc:Speak with Master}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
''{{#anc:Speak with [[SRD:Animal Type|Animals]] of Its Kind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' If the master is 7th level or higher, a familiar can communicate with [[SRD:Animal Type|animals]] of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
''{{#anc:Spell Resistance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' If the master is 11th level or higher, a familiar gains [[SRD:Spell Resistance|spell resistance]] equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a [[SRD:Caster Level|caster level]] check (1d20 + [[SRD:Caster Level|caster level]]) that equals or exceeds the familiar’s [[SRD:Spell Resistance|spell resistance]].
''{{#anc:Scry on Familiar}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' If the master is 13th level or higher, he may scry on his familiar (as if casting the ''[[SRD:scrying|scrying]]'' spell) once per day.
'''{{#anc:Familiars at Epic Level}}:''' Special abilities granted to a familiar continue to grow as the level of its master increases beyond 20th, as shown on [[#Table: Epic Familiar Special Abilities|Table: Epic Familiar Special Abilities]]. Even though the table shows advancement only to 42nd level, that is not the limit. The patterns in the table continue infinitely. Familiar special abilities gained at less than 20th level also continue to improve.
{| class="d20" {{#vardefine:odd|0}}
|+ {{#anc:Table: Epic Familiar Special Abilities}}
|-
! Master<br/>[[SRD:Class|Class]] Level !! [[#Natural Armor Adj.|Natural<br/>Armor Adj.]] !! [[#Int|Int]] !! Special
|- class="{{Odd-Even}}"
|21st–22nd||+11||16|| class="left" | [[#Familiar Spell|Familiar Spell]]
|- class="{{Odd-Even}}"
|23rd–24th||+12||17 || class="left" |
|- class="{{Odd-Even}}"
|25th–26th||+13||18|| class="left" |
|- class="{{Odd-Even}}"
|27th–28th||+14||19 || class="left" |
|- class="{{Odd-Even}}"
|29th–30th||+15||20 || class="left" |
|- class="{{Odd-Even}}"
|31st–32nd||+16||21|| class="left" | [[#Familiar Spell|Familiar Spell]]
|- class="{{Odd-Even}}"
|33rd–34th||+17||22 || class="left" |
|- class="{{Odd-Even}}"
|35th–36th||+18||23 || class="left" |
|- class="{{Odd-Even}}"
|37th–38th||+19||24|| class="left" |
|- class="{{Odd-Even}}"
|39th–40th||+20||25 || class="left" |
|- class="{{Odd-Even}}"
|41st–42nd||+21||26|| class="left" | [[#Familiar Spell|Familiar Spell]]
|}
''{{#anc:[[SRD:Familiar Spell|Familiar Spell]]}}:'' The familiar gains the benefit of the [[SRD:Familiar Spell|Familiar Spell]] epic [[SRD:Feats|feat]] for the spell its master chooses.<noinclude>
{{SRD Spell Footer}}
[[Category:Rule|{{BASEPAGENAME}}]]
[[Category:Familiar Feat|{{BASEPAGENAME}}]]</noinclude>
</noinclude>====Familiars====
A familiar is a normal [[SRD:Animal Type|animal]] that gains new powers and becomes a magical beast when summoned to service by a [[SRD:Sorcerer|sorcerer]] or [[SRD:Wizard|wizard]]. It retains the appearance, [[SRD:Hit Dice|Hit Dice]], [[SRD:Base Attack Bonus|base attack bonus]], base save bonuses, skills, and [[SRD:Feats|feats]] of the normal [[SRD:Animal Type|animal]] it once was, but it is treated as a magical beast instead of an [[SRD:Animal Type|animal]] for the purpose of any effect that depends on its type. Only a normal, unmodified [[SRD:Animal Type|animal]] may become a familiar. An [[SRD:Druid's Animal Companion|animal companion]] cannot also function as a familiar.
A familiar also grants special abilities to its master (a [[SRD:Sorcerer|sorcerer]] or [[SRD:Wizard|wizard]]), as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other.
Levels of different [[SRD:Classes|classes]] that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master’s level.
{| class="d20" style="text-align: left;" {{#vardefine: odd|0}}
|- style="text-align: center;"
! Familiar !! Special
|- class="{{Odd-Even}}"
| [[SRD:Bat|Bat]] || Master gains a +3 bonus on [[SRD:Listen Skill|Listen]] checks
|- class="{{Odd-Even}}"
| [[SRD:Cat|Cat]] || Master gains a +3 bonus on [[SRD:Move Silently Skill|Move Silently]] checks
|- class="{{Odd-Even}}"
| [[SRD:Hawk|Hawk]] || Master gains a +3 bonus on [[SRD:Spot Skill|Spot]] checks in bright light
|- class="{{Odd-Even}}"
| [[SRD:Lizard|Lizard]] || Master gains a +3 bonus on [[SRD:Climb Skill|Climb]] checks
|- class="{{Odd-Even}}"
| [[SRD:Owl|Owl]] || Master gains a +3 bonus on [[SRD:Spot Skill|Spot]] checks in shadows
|- class="{{Odd-Even}}"
| [[SRD:Rat|Rat]] || Master gains a +2 bonus on [[SRD:Saving Throw|Fortitude]] saves
|- class="{{Odd-Even}}"
| [[SRD:Raven|Raven]]<sup>1</sup>|| Master gains a +3 bonus on [[SRD:Appraise Skill|Appraise]] checks
|- class="{{Odd-Even}}"
| [[SRD:Tiny Viper|Snake]]<sup>2</sup>|| Master gains a +3 bonus on [[SRD:Bluff Skill|Bluff]] checks
|- class="{{Odd-Even}}"
| [[SRD:Toad|Toad]] || Master gains +3 [[SRD:Hit Points|hit points]]
|- class="{{Odd-Even}}"
| [[SRD:Weasel|Weasel]] || Master gains a +2 bonus on [[SRD:Saving Throw|Reflex]] saves
|-
| class="foot" colspan="2" |
# A raven familiar can speak one [[SRD:Speak Language Skill|language]] of its master's choice as a [[SRD:Supernatural Ability|supernatural ability]].
# [[SRD:Tiny Viper|Tiny viper]].
|}
'''{{#anc:Familiar Basics}}:''' Use the basic statistics for a creature of the familiar’s kind, but make the following changes:
''{{#anc:Hit Dice}}:'' For the purpose of effects related to number of [[SRD:Hit Dice|Hit Dice]], use the master’s character level or the familiar’s normal [[SRD:Hit Dice|HD]] total, whichever is higher.
''{{#anc:[[SRD:Hit Points|Hit Points]]}}:'' The familiar has one-half the master’s total [[SRD:Hit Points|hit points]] (not including temporary [[SRD:Hit Points|hit points]]), rounded down, regardless of its actual [[SRD:Hit Dice|Hit Dice]].
''{{#anc:Attacks}}:'' Use the master’s [[SRD:Base Attack Bonus|base attack bonus]], as calculated from all his [[SRD:Classes|classes]]. Use the familiar’s [[SRD:Dexterity|Dexterity]] or [[SRD:Strength|Strength]] modifier, whichever is greater, to get the familiar’s [[SRD:Melee Attack|melee attack]] bonus with [[SRD:Natural Weapon|natural weapons]].
Damage equals that of a normal creature of the familiar’s kind.
''{{#anc:Saving Throws}}:'' For each [[SRD:Saving Throw|saving throw]], use either the familiar’s base save bonus ([[SRD:Saving Throw|Fortitude]] +2, [[SRD:Saving Throw|Reflex]] +2, [[SRD:Saving Throw|Will]] +0) or the master’s (as calculated from all his [[SRD:Classes|classes]]), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn’t share any of the other bonuses that the master might have on saves.
''{{#anc:Skills}}:'' For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an [[SRD:Animal Type|animal]] of that type or the master’s skill ranks, whichever are better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar’s total skill modifiers, some skills may remain beyond the familiar’s ability to use.
'''{{#anc:Familiar Ability Descriptions}}:''' All familiars have special abilities (or impart abilities to their masters) depending on the master’s combined level in [[SRD:Classes|classes]] that grant familiars, as shown on the table below. The abilities given on the table are cumulative.
{| class="d20"
|-
! Master<br/>[[SRD:Class|Class]] Level !! [[#Natural Armor Adj.|Natural<br/>Armor Adj.]] !! [[#Int|Int]] !! Special
|- class="{{Odd-Even}}"
|1st-2nd ||+1 ||6 || class="left" | [[#Alertness|Alertness]], [[#Improved Evasion|Improved Evasion]], [[#Share Spells|Share Spells]], [[#Empathic Link|Empathic Link]]
|- class="{{Odd-Even}}"
|3rd-4th ||+2 ||7 || class="left" | [[#Deliver Touch Spells|Deliver Touch Spells]]
|- class="{{Odd-Even}}"
|5th-6th ||+3 ||8 || class="left" | [[#Speak with Master|Speak with Master]]
|- class="{{Odd-Even}}"
|7th-8th ||+4 ||9 || class="left" | [[#Speak with Animals of Its Kind|Speak with Animals of Its Kind]]
|- class="{{Odd-Even}}"
|9th-10th ||+5 ||10 || class="left" |
|- class="{{Odd-Even}}"
|11th-12th ||+6 ||11 || class="left" | [[#Spell Resistance|Spell Resistance]]
|- class="{{Odd-Even}}"
|13th-14th ||+7 ||12 || class="left" | [[#Scry on Familiar|''Scry on Familiar'']]
|- class="{{Odd-Even}}"
|15th-16th ||+8 ||13 || class="left" |
|- class="{{Odd-Even}}"
|17th-18th ||+9 ||14 || class="left" |
|- class="{{Odd-Even}}"
|19th-20th ||+10 ||15 || class="left" |
|}
''{{#anc:Natural Armor Adj.}}:'' The number noted here is an improvement to the familiar’s existing [[SRD:Natural Armor Bonus|natural armor bonus]].
''{{#anc:[[SRD:Intelligence|Int]]}}:'' The familiar’s [[SRD:Intelligence|Intelligence]] score.
''{{#anc:[[SRD:Alertness|Alertness]]}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' While a familiar is within arm’s reach, the master gains the [[SRD:Alertness|Alertness]] [[SRD:Feats|feat]].
''{{#anc:Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' When subjected to an attack that normally allows a [[SRD:Saving Throw|Reflex]] [[SRD:Saving Throw|saving throw]] for half damage, a familiar takes no damage if it makes a successful [[SRD:Saving Throw|saving throw]] and half damage even if the [[SRD:Saving Throw|saving throw]] fails.
''{{#anc:Share Spells}}:'' At the master’s option, he may have any spell (but not any [[SRD:Spell-Like Ability|spell-like ability]]) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.
If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of “You” on his familiar (as a touch range spell) instead of on himself.
A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type (magical beast).
''{{#anc:Empathic Link}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' 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 can be communicated.
Because of this empathic link, the master has the same connection to an item or place that his familiar does.
''{{#anc:Deliver Touch Spells}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):'' If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates.
''{{#anc:Speak with Master}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
''{{#anc:Speak with [[SRD:Animal Type|Animals]] of Its Kind}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' If the master is 7th level or higher, a familiar can communicate with [[SRD:Animal Type|animals]] of approximately the same kind as itself (including dire varieties): bats with bats, rats with rodents, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, toads with amphibians, weasels with similar creatures (weasels, minks, polecats, ermines, skunks, wolverines, and badgers). Such communication is limited by the intelligence of the conversing creatures.
''{{#anc:Spell Resistance}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'' If the master is 11th level or higher, a familiar gains [[SRD:Spell Resistance|spell resistance]] equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a [[SRD:Caster Level|caster level]] check (1d20 + [[SRD:Caster Level|caster level]]) that equals or exceeds the familiar’s [[SRD:Spell Resistance|spell resistance]].
''{{#anc:Scry on Familiar}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):'' If the master is 13th level or higher, he may scry on his familiar (as if casting the ''[[SRD:scrying|scrying]]'' spell) once per day.
'''{{#anc:Familiars at Epic Level}}:''' Special abilities granted to a familiar continue to grow as the level of its master increases beyond 20th, as shown on [[#Table: Epic Familiar Special Abilities|Table: Epic Familiar Special Abilities]]. Even though the table shows advancement only to 42nd level, that is not the limit. The patterns in the table continue infinitely. Familiar special abilities gained at less than 20th level also continue to improve.
{| class="d20" {{#vardefine:odd|0}}
|+ {{#anc:Table: Epic Familiar Special Abilities}}
|-
! Master<br/>[[SRD:Class|Class]] Level !! [[#Natural Armor Adj.|Natural<br/>Armor Adj.]] !! [[#Int|Int]] !! Special
|- class="{{Odd-Even}}"
|21st–22nd||+11||16|| class="left" | [[#Familiar Spell|Familiar Spell]]
|- class="{{Odd-Even}}"
|23rd–24th||+12||17 || class="left" |
|- class="{{Odd-Even}}"
|25th–26th||+13||18|| class="left" |
|- class="{{Odd-Even}}"
|27th–28th||+14||19 || class="left" |
|- class="{{Odd-Even}}"
|29th–30th||+15||20 || class="left" |
|- class="{{Odd-Even}}"
|31st–32nd||+16||21|| class="left" | [[#Familiar Spell|Familiar Spell]]
|- class="{{Odd-Even}}"
|33rd–34th||+17||22 || class="left" |
|- class="{{Odd-Even}}"
|35th–36th||+18||23 || class="left" |
|- class="{{Odd-Even}}"
|37th–38th||+19||24|| class="left" |
|- class="{{Odd-Even}}"
|39th–40th||+20||25 || class="left" |
|- class="{{Odd-Even}}"
|41st–42nd||+21||26|| class="left" | [[#Familiar Spell|Familiar Spell]]
|}
''{{#anc:[[SRD:Familiar Spell|Familiar Spell]]}}:'' The familiar gains the benefit of the [[SRD:Familiar Spell|Familiar Spell]] epic [[SRD:Feats|feat]] for the spell its master chooses.<noinclude>
{{SRD Spell Footer}}
[[Category:Rule|{{BASEPAGENAME}}]]
[[Category:Familiar Feat|{{BASEPAGENAME}}]]</noinclude>