Shadow Familiar (Familiar Archetype)

Class Skills: Sleight of Hand and Stealth become class skills for a shadow familiar.

Adumbral: A shadow familiar has hit points equal to 1/4 the master’s total hit points. If a shadow familiar dies, it vanishes, re-emerging from its master’s shadow with 1 hit point the next time its master rests and refreshes her pool of spell points or prepares spells. The shadow familiar similarly vanishes if it is ever caught in normal light or brighter more than 100 ft. from its master.

A shadow familiar does not need to eat, breathe, or sleep. This ability replaces deliver touch spells and improved evasion.

Shadow Rider: At 7th level, a shadow familiar can make a single Stealth check to covertly merge with another creature’s shadow. When merged, it it completely undetectable by non-magical means, and may safely travel through bright conditions beyond 100 ft. from its master so long as its target casts a shadow to hide in. A shadow familiar can merge with a willing target’s shadow without need of a Stealth check.

The master always knows the location of her shadow familiar, as if using the Dowsing Divination talent without a range limitation.

At 13th level, once per day the master may use Shared Perception, as the Divination sphere talent, between herself and her shadow familiar over any distance. This effect is not blocked by the master’s use of the Obfuscation talent.

This replaces speak with animals of its own kind and scry on familiar.

Spheres of Power by Drop Dead Studios
Armorist Elementalist Eliciter Fey Adept
Hedgewitch Incanter Mageknight Shifter
Soul Weaver Symbiat Thaumaturge Wraith
Prestige Classes
Bokor Forest Lord Tempestarii Waking Sleeper
Alteration Conjuration Creation Dark
Death Destruction Divination Enhancement
Fate Illusion Life Light
Mind Nature Protection Telekinesis
Time War Warp Weather
Other Spheres
Blood Fallen Fey
About Advanced Magic Advanced Talents Alternate Racial Traits Casting Traditions
Incantations Rituals Spellcrafting Traits
Wild Magic
Admixture Anathema Chance Combat
Companion Counterspell Drawback Dual Sphere
Extra General Item Creation Metamagic
Necrosis Protokinesis Proxy Racial
Ritual Sphere-Focused Squadron Surreal
Teamwork Wild Magic
Get the Core Rulebook
Get the Expanded Options Get the Wild Magic
Alteration Handbook Conjuration Handbook Creation Handbook Dark Handbook
Death Handbook Destruction Handbook Divination Handbook Enhancement Handbook
Fate Handbook Illusion Handbook Life Handbook Light Handbook
Mind Handbook Nature Handbook Protection Handbook Telekinesis Handbook
Time Handbook War Handbook Warp Handbook Weather Handbook
Spheres Apocrypha
Dark Apocrypha Destruction Apocrypha Light Apocrypha Nature (Air) Package
Nature (Earth) Apocrypha Nature (Fire) Apocrypha Nature (M/P/W) Apocrypha Nature (Spirit) Apocrypha
Other Spheres Products
Archetypes of Power The Blood Sphere The Wraith Class Woodfaring Adventures
Worlds of Power
This website uses cookies. See the Legal & OGL page for important information. Any material NOT covered by the Open Game License Version 1.0a is covered by the Creative Commons Attribution-ShareAlike 3.0 License.