Familiar Bloodsmith
"My familiar is more than an extension of my will—it is my own flesh and blood."
Prerequisite: Artificer, familiar
You
are a master tinker and can create construct familiars of such
perfection that they are scarcely distinguishable from living creatures.
Essentially homunculi, your familiars incorporate a tiny portion of
your own life energy, distilled into a drop of your blood. This life
link allows you to feel your familiar’s pain and drives you to keep it
safe and make it stronger. Others might think you strange because you
spend so much time with your creations, but they don’t understand: These
are your children. Your path features all relate to your familiar, and
your powers work only if your familiar is in active mode. Since it’s
important that your familiar stick around if you want to make full use
of it, take some familiar feats to increase its defenses and to gain
other benefits.
FAMILIAR BLOODSMITH PATH FEATURES
Bloodsmith Action (11th level):
When you spend an action point to make an arcane attack and your
familiar is in active mode, you can make the attack originate from your
familiar’s space.
Familiar Blood Bond (11th level):
Your blood connection with your familiar gives you strengthening
feedback while it is near. When you spend a healing surge while your
familiar is in its passive state, you regain additional hit points equal
to your Constitution modifier.
Second Familiar (16th level):
You can have two familiars at once, such as a cat and an owl. One of
your familiars must be heroic tier, but the other can be any sort that
you are eligible to choose. You gain the constant benefits of only one
familiar at a time and can switch as a minor action. If you retrain the
Arcane Familiar feat to replace a familiar, you can replace both.
Familiar Bloodsmith Attack 11Bloodbond Rebuke
You scream in outrage at the foe that dares harm your familiar, driving it back.
Encounter
Arcane, Implement, Psychic
Immediate Interrupt Melee 1
Special: The origin square of the attack is your familiar’s square.
Trigger: An enemy adjacent to your familiar makes an attack that includes it as a target
Target: The triggering enemy
Attack: Intelligence vs. Will
Hit: 1d8 + Intelligence modifier + Constitution modifier psychic damage, and you push the target 2 squares.
Familiar Bloodsmith Utility 12Rescue Familiar
As the attack slams into your familiar, you call it to your side.
Daily
Arcane, Teleportation
Immediate Interrupt Personal
Target: An attack reduces your familiar to 0 hit points or fewer
Effect: Your familiar teleports to your square and enters passive mode.
Familiar Bloodsmith Attack 20Bloodbond Swarm
Through your bond, you divide your familiar into a swarm of smaller servants that overwhelm your foes.
Daily
Arcane, Conjuration, Implement, Zone
Standard Action Area burst 1 within 20 centered on your familiar’s square
Requirement: Your familiar must be in active mode
Target: Each enemy in the burst
Attack: Intelligence vs. Fortitude
Hit: 3d8 + Intelligence modifier damage
Effect:
Your familiar is destroyed, and the burst creates a zone of minute
copies of the familiar that lasts until the end of your next turn. Each
enemy that enters or starts its turn in the zone takes 15 damage and is
slowed until the start of its next turn. An enemy can take this damage
only once per turn. As a move action, you can move the zone 2 squares.
As a minor action, you can end the zone. When the zone ends, your
familiar appears in a square of the zone.
Sustain Minor: The zone persists.
Update (2/17/2012)
Changed in December 2011 updates.
Published in Dragon Magazine 377, page(s) 36.