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Switch to Forum Live View Familiars: A bit of a disappointment in 4th Edition.
4 years ago  ::  Apr 18, 2009 - 3:21PM #1
XunValDorl_of_HouseKilsek
Date Joined: May 31, 2003
Posts: 5,317
Ok in Arcane Power there is a feat that you can take that will allow you a familiar. Well the familiars IMHO suck compared to the ones from 3rd edition. They give you a few bonuses and have one or two things they can do, but they can't do simple things like manipulate objects and it only takes one hit to end it's existence. You have to wait to take a short rest before it comes back. In our last game my sorcerer's familiar was killed in the first round and we had three battles before we could take a short rest. I asked my DM to allow me to trade out that feat for something else. IMHO it's not worth wasting a feat to get.
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4 years ago  ::  Apr 18, 2009 - 3:27PM #2
LuciferNietzsche
  • Stampeding Hybrid
Date Joined: Aug 10, 2005
Posts: 1,040

XunValDorl of HouseKilsek wrote:

Ok in Arcane Power there is a feat that you can take that will allow you a familiar. Well the familiars IMHO suck compared to the ones from 3rd edition. They give you a few bonuses and have one or two things they can do, but they can't do simple things like manipulate objects and it only takes one hit to end it's existence. You have to wait to take a short rest before it comes back. In our last game my sorcerer's familiar was killed in the first round and we had three battles before we could take a short rest. I asked my DM to allow me to trade out that feat for something else. IMHO it's not worth wasting a feat to get.


I could agree in saying that they probably should've done something more like a universal swappable class feature for all arcane classes similar to the Beast Mastery alternate class feature for Rangers in Martial Power. But, as a feat, I'm sure it's actually quite balanced. Feats in 4e do NOT do what they did in 3.x. Familiars in 4e will NOT do what they did in 3.x. The reason for this is because in 3.x, they could be too easily abused (though they often weren't, truthfully).

As feats, the familiars are appropriately powered. But I do still think they should've taken the Beast Mastery approach instead. Familiars would've been more interesting that way, at least...and would've cost a class feature to get instead of a mere feat...and would've been from level 1 up, instead of just getting one at later levels.

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4 years ago  ::  Apr 18, 2009 - 3:32PM #3
Dragoncat
  • Hero Craftsman Gold Medalist
Date Joined: Oct 19, 2004
Posts: 1,727
I'll take my Semi-Ethereal Spirit of the Arcane over my Walking XP Loss Pincushion any day of the week, thank you.
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4 years ago  ::  Apr 18, 2009 - 3:37PM #4
Salla
Date Joined: Apr 3, 2003
Posts: 23,525

Dragoncat wrote:

I'll take my Semi-Ethereal Spirit of the Arcane over my Walking XP Loss Pincushion any day of the week, thank you.


Indeed. There was a reason I always subbed out my familiar for something else. 3E familiars sucked HARD.

Another day, another three or four entries to my Ignore List.
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4 years ago  ::  Apr 18, 2009 - 3:43PM #5
MilesHendon
Date Joined: Jun 16, 2008
Posts: 107
So let me get this straight. You based your experiences with familiars solely on a game where you had FOUR encounters without a short rest?

....

I think you should play some more... normal... sessions before making a call like that. Your familiar shouldn't be out in combat, and those few times it does get destroyed you usually get to bring it back after the encounter.

If your GM is gunning for your familiar then that's something too, but you also shouldn't be making your familiar a target.

As for familiars not being able to manipulate objects, try this guy from the latest Dragon.

Disembodied Hand Familiar
This hand crawls around using its digits, and it can expertly
manipulate items.
Speed 6, climb 2
Constant Benefits
You can retrieve or stow an item as a free action instead of as
a minor action.
Active Benefits
Agile Digits: A disembodied hand can open latches and
turn knobs that require only one hand to operate. It can also
manipulate objects to make Thievery checks. It gains a +2
bonus to such checks.

The language isn't very clear on what it can and can't do, but it's a start...
a heroic feat on that guy is TOTALLY worth it, especially for a dex sorc who takes thievery. Pickpocket and sleight of hand at range? Disarm trap at range? At a +2? Hellll yea. Not to mention the constant benefit being better than quickdraw...
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4 years ago  ::  Apr 18, 2009 - 3:47PM #6
hanez
Date Joined: Jun 9, 2008
Posts: 503
nm
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4 years ago  ::  Apr 18, 2009 - 3:50PM #7
the_LICH
Date Joined: May 12, 2003
Posts: 355

XunValDorl of HouseKilsek wrote:

They give you a few bonuses and have one or two things they can do, but they can't do simple things like manipulate objects and it only takes one hit to end it's existence.


I havent got my hands on Arcane Power yet, but I doubt that your familiar cannot manipulate objects. It depends on what kind of familar you have ofcourse. I cant imagine a frog trying to manipulate anything. Just because it is not written that a monkey can pick up and eat a banana, does not mean that it cannot.


XunValDorl of HouseKilsek wrote:

In our last game my sorcerer's familiar was killed in the first round and we had three battles before we could take a short rest.


You DM should ineed be happy. 3 encounters without a short rest !?!?!?!
Are we really playing the same game ? :P

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4 years ago  ::  Apr 18, 2009 - 3:52PM #8
Titanium_Dragon
Date Joined: Sep 26, 2005
Posts: 7,765
Firstly, its a feat, so its not supposed to be all that powerful.

Secondly, a short rest is a 5 minute rest. So you're saying your DM threw you through THREE encounters without giving you the chance to refresh your encounter powers?

Familiars are fine.
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4 years ago  ::  Apr 18, 2009 - 3:52PM #9
Ratinyourwalls
Date Joined: Apr 3, 2008
Posts: 1,699

XunValDorl of HouseKilsek wrote:

Ok in Arcane Power there is a feat that you can take that will allow you a familiar. Well the familiars IMHO suck compared to the ones from 3rd edition. They give you a few bonuses and have one or two things they can do, but they can't do simple things like manipulate objects and it only takes one hit to end it's existence. You have to wait to take a short rest before it comes back. In our last game my sorcerer's familiar was killed in the first round and we had three battles before we could take a short rest. I asked my DM to allow me to trade out that feat for something else. IMHO it's not worth wasting a feat to get.


Familiars were useful in 3rd Edition? The only thing I remember about them is groaning about having to write all that information down for something that basically didn't do anything except provide a minor skillboost.

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4 years ago  ::  Apr 18, 2009 - 3:55PM #10
XunValDorl_of_HouseKilsek
Date Joined: May 31, 2003
Posts: 5,317

MilesHendon wrote:

So let me get this straight. You based your experiences with familiars solely on a game where you had FOUR encounters without a short rest?

....

I think you should play some more... normal... sessions before making a call like that. Your familiar shouldn't be out in combat, and those few times it does get destroyed you usually get to bring it back after the encounter.

If your GM is gunning for your familiar then that's something too, but you also shouldn't be making your familiar a target.

As for familiars not being able to manipulate objects, try this guy from the latest Dragon.

Disembodied Hand Familiar
This hand crawls around using its digits, and it can expertly
manipulate items.
Speed 6, climb 2
Constant Benefits
You can retrieve or stow an item as a free action instead of as
a minor action.
Active Benefits
Agile Digits: A disembodied hand can open latches and
turn knobs that require only one hand to operate. It can also
manipulate objects to make Thievery checks. It gains a +2
bonus to such checks.

The language isn't very clear on what it can and can't do, but it's a start...
a heroic feat on that guy is TOTALLY worth it, especially for a dex sorc who takes thievery. Pickpocket and sleight of hand at range? Disarm trap at range? At a +2? Hellll yea. Not to mention the constant benefit being better than quickdraw...


There are creatures out there that radius effects. If something appears next to you that has say an aura that does necrotic damage, then guess what, your familiar is history when it takes that first point of damage. In 4th addition your familiar is there for combat. Most of the familiars are there to help you in combat, you can designate them as where your spells begin since the familiar isn't hurt by your own spells. But the one hit dead thing is what gets me. 3rd edition familiars rocked when you knew what you were doing. The DM doesn't have to gun for your familiar to take it out quickly.

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