"A familiar is not merely a servant, but an extension of the master’s soul — bound by magic, thought, and will."
Bind Familiar: You must have this spell ready, and use it, when you want to bind a familiar or revive a deceased familiar. See Bind Familiar for more info.
Familiars are typically weak and do not excel in front-line fighting. They are better suited for utility, scouting, and cuddling. Most of the familiars you get a chance to bind will have 1-4 HP, and will usually provide a minor perk to you, unless they have other features.
Any perk provided by the familiar will be applied even if it is not summoned.
It is possible to aquire more powerful familiars such as Pixies, Imps, Psuedodragons, and Faerie Dragons through situational luck and/or roleplay. Advanced familiars are bound through the 'Bind Familiar' spell just like any other familiar.
You will be able to choose your first familiar for free, assuming you choose it when you first join Haze. After that you have the option to Bind a familiar, at a cost of 50xp / per Caster Level, or you can revive a dead familiar of yours, at a cost of 25xp / per Caster Level.
To Bind a new familiar, you simply cast the spell 'Bind Familiar' on any creature that can become a familiar. (You can examine creatures to see if it is a viable familiar option.) If the creature does not consider it a hostile action, and you are powerful enough, it will be bound. If you are powerful enough, but it does consider it a hostile action, it will make a Will Save, on failure, it is bound, on success, it will attack you.
To Revive your old familiar, you simply cast the spell 'Bind Familiar' on yourself. As long as you can spare the XP required without losing a level, your familiar will be brought back to life and have 1hp until healed.
Please note, that your familiar cannot speak aloud, unless it specifically lists the ability to do so. A few that do would be Parrots, Pixies, Imps, Psuedodragons, and Fairie Dragons. You can communicate telepathically with your familiar, but your familiar retains it's intelligence modifier it had in life, usually meaning it does not have great communication skills.
You are also limited to possessing your familiar a number of areas from your body equal to your character level + 1, this means if you are level 3, the familiar can only venture as far as 4 areas from the player before they would be unable to proceed into an area further and be alerted that proceeding further is not possible. If you wish to use your familiar to deliver messages to other factions or things like that, a DM may be willing to accomodate that request, use your journal as needed.
At any time, these rules may change, and further restrictions may be imposed if we find familiars, or the mechanics are being abused.