Flowerchild

Natural Bond (Ex): At 1st level, a flowerchild forges a bond with a creature in the same manner that a wizard selects a familiar. A flowerchild's familiar follows the same rules as a wizard's familiar with the exception that it uses the progression table shown below.

This ability replaces earthenware jars, recipes, and the focused foraging green thumb ability.

Table: The Flowerchild's Familiar
Master Class Level Natural Armor Adj. Intelligence Special
1st-2nd +1 6 Alertness, empathic link, improved evasion, walking garden 1/day
3rd-4th +2 7 -
5th-6th +3 8 Speak with master, walking garden 2/day
7th-8th +4 9 Speak with animals of its kind
9th-10th +5 10 Walking garden 3/day
11th-12th +6 11 Spell resistance
13th-14th +7 12 -
15th-16th +8 13 Walking garden 4/day
17th-18th +9 14 -
19th-20th +10 15 Walking garden 5/day

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat.

Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw, and half damage even if the saving throw fails.

Walking Garden (Ex): When a flowerchild first acquires a familiar, he selects one of the nine standard biomes (desert, forest, grassland, jungle, mountains, tundra, underground, underwater, wetlands). The familiar grows plants of that biome on its back. Whenever the flowerchild uses the find herbs class feature to find herbalism plants for the day, he makes an additional roll on the table corresponding to the biome his familiar has on its back. At 5th level and every four flowerchild levels thereafter, he makes an additional roll on the table corresponding to the biome his familiar has on its back, to a maximum of 5 rolls at 19th level.

Speak with Master (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.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.

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