Overview
We are doing things differently in comparison to most servers. Mechanically, there is usually a 'meta' that gets established around a particular familiar or animal companion being the best. We dislike this as we feel that it directly pits aesthetics against mechanical viability, so we have cut out the excess and circumvented the problem. On TDN, there are archetypes. For wizards and sorcerers, this means nothing as there is only one archetype for familiars. All familiars have exactly the same stats and attributes, however you can choose the appearance of your familiar upon character creation.
For animal companions, there are three archetypes; Tank, Brute and Flanker. These will be detailed below, but each have a very specific function. Just like familiars, you will be able to choose from a selection of appearances based on which archetype you chose for your companion.
Please also review: Companions and Summons and Companion Control.
Familiars
On The Dragon's Neck we have completely overhauled familiars. Narratively, they are all magical constructs; manifestations of arcane energy rather than living, breathing things. All of the original ones have been replaced and all of them receive Spring Attack & Improved Evasion to help mitigate NWN's clunky pathfinding and AI. Some of the familiars have size modifiers that we have accounted for in our design process and most size modifiers do not show up on the character sheet.
Wizards and Sorcerers that cast spells on themselves have it auto-duplicate onto their familiar. Wizards and Sorcerers of higher levels can possess their familiars.
Archetype | AC* | BAB | HP | Fort | Reflex | Will | Additional |
Familiar | 16 (21) | +3/4 | 5 / level | Low | Low | Low | Magical Damage (+1), Damage Immunity (Physical) 50%, Damage Immunity (Magical) 75%, Immunity (Death Magic, Disease, Fear, Poison, Level Drain, Mind-Affecting), Regeneration +1 |
Appearance Options
- Owl (Brown, Black, White)
- Parrot
- Raven
- Cat (Black & White, Black, Brown, White)
- Snake (Black, Gold)
- Otter
Animal Companions
Unlike familiars, animal companions are as you would expect; mundane animals that serve as lifelong companions to their masters. Each archetype tries to fulfill a specific role. It is worth noting that the Tank archetype will have access to toggling on Intimidate threat, and thus can serve as its namesake in a group.
Archetype | AC* | BAB | HP | Fort | Reflex | Will | Additional** |
Tank | 18 (24) | +3/4 | 8 / level | High | Medium | Low | Bite (Piercing +1d4) Bravery, Great Fortitude, Iron Will, Lightning Reflexes, Toughness |
Brute | 18 (22) | +3/4 | 7 / level | High | High | Medium | Bite (Piercing +1d6) Toughness, Knockdown, Called Shot |
Flanker | 16 (20) | +3/4 | 6 / level | Low | High | Low | Gore (Piercing +2, Slashing +1), Sneak Attack 1d6 (2d6), Favored Enemy (Organic enemies), Weapon Finesse |
**Footnote: Some abilities are achieved at higher levels or improve at higher levels.
Appearance Options
- Tank
- Bear (Black)
- Boar
- Dog (Mastiff, Wolfhound)
- Wolf
- Brute
- Boar
- Dog (Mastiff, Wolfhound, Doberman, Husky)
- Stag (Brown, White)
- Wolf
- Flanker
- Bird (Raven, Owl, Falcon)
- Cougar
- Dog (Mastiff, Wolfhound, Doberman, Husky)
- Stag (Brown, White)
- Wolf