Wednesday, June 12, 2019

Subdimensions & Where to Find Them.


The multiverse is filled with extra dimensional spaces, pocket planes, temporal knots and astral prisons. It is as if reality itself is porous and blurred, with the surrounding spheres of existence constantly trying to invade the prime material. These numerous spaces have sprung into being by various means, whether through the power of the arcane or divine, or simply through strange quirks of circumstance. For every time capsule or treasure room, there is an oubliette containing some mind-bending horror or cursed artifact. Those who probe these places do so at their own peril.

GMs who wish to throw one of these place together on the fly can simply roll 6d8, then 5d4 for each of the sub-results, the size table does not have sub-results. Please note that some of these combinations are quite dire.



d8
How do you get in?
1
Sacrifice: 1 - Blood, 2 - Life, 3 - Wealth, 4 - Food/Drink.
2
Stars are Right: 1 - Solstice, 2 - Eclipse (any kind), 3 - No Moon, 4 - Full Moon.
3
Time: 1 - Daybreak, 2 - Noon, 3 - Sunset, 4 - Midnight.
4
Weather: 1 - Clear & Sunny, 2 - Windy & Raining, 3 - Snowing, 4 - Drought.
5
Feeling: 1 - Hate, 2 - Love, 3 - Fear, 4 - Pride.
6
Song: 1 - Local nursery rhyme, 2 - Bawdy tavern tune, 3 - Local dirge, 4 - Love song from a far away land.
7
Ritual: 1 - Worship, 2 - Combat, 3 - Lovemaking, 4 - Bargain.
8
Test: 1 - Puzzle, 2 - Faith, 3 - Riddle, 4 - Skill.

d8
What or Who is inside?
1
Prisoner: 1 - Outsider, 2 - Great Old One, 3 - Hero, 4 - Deity.
2
Treasure: 1 - Wealth, 2 - Arms & Armor, 3 - Books & Scrolls, 4 - Fine Art
3
Artifact: 1 - Guarded by a powerful creature, 2 - Surrounded by arcane and mechanical traps, 3 - Locked behind a devilish puzzle, 4 - Laying in the open.
4
Tomb: 1 - Memorial to a dead god, 2 - Monument to a vanished culture,
3 - Grave site of a powerful culture hero, 4 - Ossuary of dishonored dead.
5
Abandoned: 1 - No trace of anything, 2 - Signs of a violent struggle, 3 - Dusty and desiccated remains, 4 - Fresh & bloody corpses.
6
Community: 1 - Scholar's retreat, 2 -
7
Threat: 1 - Powerful, hard to kill beast, 2 - Dangerous spell or magic, 3 - Alien invasion force, 4 - Deadly disease or virus.
8
Portal to another place or time: 1 - Future, 2 - Past, 3 - Somewhere nearby,
4 - Somewhere far away.



d8
What is the environment like?
1
Natural Terrain: 1 - Mountains, 2 - Forest/Jungle, 3 - Desert, 4 - Wetlands.
2
Fractured: 1 - Temporal Distortions, 2 - Floating chunks of land, 3 - Flatland,
4 - Ghost world, overlaid with reality.
3
Subterranean: 1 - Caves, 2 - Worked stone halls, 3 - Volcanic tunnels, 4 - Hollow Earth; roll again on this table and use another result.
4
Elemental: 1 - Air, 2 - Earth, 3 - Fire, 4 - Water.
5
Alien: 1 - Barren rock, 2 - Gas Giant, 3 - Space station, 4 - Comet.
6
Structure: 1 - Tent, 2 - Castle, 3 - Wooden abode, 4 - Skyscraper.
7
Void: 1 - White and featureless, 2 - Black and featureless, 3 - Unending and gloomy fog, 4 - Dull & featureless plain.
8
Vehicle: 1 - A Cart or Caravan, 2 - Boat or Ship, 3 - Spaceship, 4 - Airship or some other flying contraption.

d8
Who or What made it?
1
Eldritch: 1 - A Wizard did it, 2 - Experiment gone awry, 3 - Psionics,
4 - Repeated plane shifting.
2
Cult: 1 - Long since vanished, 2 - Still active and defending the area, 3 - Forgot about their own creation, 4 - Actively trying to destroy the portal.
3
Deity, who is: 1 - Still active and watching the area, 2 - Alive, but has forgotten their creation, 3 - Long vanished, 4 - Dead, murdered by their enemies.
4
Precursor race, who are now: 1 - Long dead, 2 - Devolved into savagery, 3 - Nomads, barely clinging on, 4 - In some kind of stasis nearby.
5
Outsider: 1 - Celestial, 2 - Fiend, 3 - Great Old One, 4 - Interdimensional invaders
6
Natural: 1 - Leyline, 2 - Conjunction of the spheres, 3 - Overlaid with Astral location, 4 - Left over from Creation.
7
Technology: 1 - Crashed space ship, 2 - Long forgotten artifice, 3 - Byproduct of some strange engine, 4 - Experimental device.
8
Catastrophe: 1 - Battle, 2 - Death of a powerful Outsider/Deity/Magic-User, 3 - Destruction of an Artifact, 4 - Weapon of terrible power.


d8
How do you get out?
1
Song: 1 - Local nursery rhyme, 2 - Bawdy tavern tune, 3 - Local Dirge, 4 - Love song from a far away land.
2
Sacrifice: 1 - Blood, 2 - Life, 3 - Wealth, 4 - Food/Drink.
3
Feeling: 1 - Hate, 2 - Love, 3 - Fear, 4 - Pride.
4
Test: 1 - Puzzle, 2 - Faith, 3 - Riddle, 4 - Skill.
5
Ritual: 1 - Worship, 2 - Combat, 3 - Lovemaking, 4 - Bargain.
6
Fasting: 1 - Food, 2 - Sleep, 3 - Sex, 4 - Drink.
7
Relinquishment: 1 - Anything gained inside, 2 - Carried clothing, 3 - Any food or drink, 4 - Knowledge, in the form of a journal or log.
8
Magic: 1 - Casting a resonant spell, 2 - Praying to an appropriate deity,
3 - Death or destruction of an inhabitant or local object, 4 - Asking for permission from the plane itself.

d8
How big is it?
1
Fairly tiny, a couple of rooms
2
A small house, three or four rooms.
3
Huge house, eight or nine rooms.
4
Mansion, a dozen rooms.
5
Small building, a couple of blocks.
6
County fair or estate.
7
A country or small kingdom.
8
Small continent.

Tuesday, June 4, 2019

Druids of the Rainwood



History

Once the westernmost edge of the Nameless Empire, the huge expanse of forest now known as the Rainwood was in ancient times the abode of the phlegmatic Stone Giants. Longest lived of their species, Stone Giants also had a stronger tendency towards construction than their kin. As a result the Rainwood is littered with the ruins of monuments, temples and civic buildings that have stood the test of time admirably. When the Nameless Empire was riven apart by civil war and eventually collapsed, the former slaves of the giants, as well as new immigrants to the area, moved in to the region. The newly freed or settled population consisted primarily of Gnolls, Goblins, Humans & Ogres, but even without the Giants they still had to contend with the ferocious creatures which inhabited the primeval forest. Unable to defend themselves with simple strength of arms, the migrants were increasingly forced to rely on the influence of priests of nature to act as intermediaries between their fragile lives and the powerful beasts of the Rainwood. Over the years this reliance grew into dependence and finally after centuries, dominance. The Druids of the Rainwood as they are now exist as a caste above the hierarchies of tribe, clan or sept. They transcend not only blood or family ties, but species as well. Anyone can be selected for Initiation into a Circle on a senior Druid’s order, and oftentimes those orders are used to force compliance from ruling elites, fearful that their children or family may be selected as a form of reprisal.

Originally all of the Druids of the Rainwood were under the influence of the great Lindwurm Hysan, but as the Wurm grew more withdrawn and secretive over the centuries, the Circles factionalized. The split was driven by the question of how to deal with the unsteady and tottering march off innovation. New methods of Magic had been developed that didn't require obeisance to the Old Ways, new forging and construction techniques meant that the beasts and trees of the forest could be beaten back with torch, axe and wall. Those who had been closest to Hysan took the hardest line, perceiving any progress more complex than knapping to be a potential threat; those further from the Worm's influence saw that the wind was shifting, accepting the transition from sole domitor to merely first among equals; a third and final faction split from the liberal after a time, made up of those disillusioned by the wars and destruction wrought by civilization, but unwilling to embrace the reactionary mindset of the Forest Dragon's disciples. In the present day the three factions making up Old Way worshippers are largely at permanent odds with one another in spite of sharing cultural and historical roots. Circles of different factions fight one another ferociously, seeing one another as rivals for the population of the forest. In spite of this all of the factions maintain relatively similar traditions, the most important being Relinquishment and Stewardship. Relinquishment means to give up one’s family ties, name and any history you may have had before joining the circle. New names are bestowed by the initiate’s mentor and are generally drawn from the natural world. Stewardship refers to an oath that the Druid must take upon completion of their training, they pledge to either shepherd a group of animals or intelligent beings, or a particular natural formation such as a sacred grove or body of water.  

The Moderate Circle


The largest faction of Old Way worshipers currently, the Urtdane or Moderates, have largely ceded their old role as direct leaders of communities, instead becoming something more akin to advisers or guides to the forest people that they once dominated. Moderates prefer to Steward intelligent beings and exist largely in symbiosis with the communities around them, the members of the community provide food, recruits and shelter for the Druids, the Druids deal with outside threats both natural and supernatural, making sure that the community can continue to provide for them. Druids are generally seen as a caste apart from the settlement that they protect - they are not outsiders, but neither are they full members of the community. Moderates prefer to focus on peaceful or otherwise diplomatic methods to solve potential conflicts from within or without. They use their abilities to forge pacts or placate angry spirits and fae rather than enslaving or annihilating them, and they generally do not foster or summon creatures such as Elementals long-term, only using such fearsome creations in defense of their charges. This is not to say that the Moderates are weak or prone to showing their bellies, they are just as capable of violence or engaging in practices such as the sacrifice of intelligent beings, but rather that they wish to cultivate their communities to the best of their ability. Happy, healthy and well-adjusted tribals make the best recruits.

The Crestfallen Circle


The newest and smallest of the three Druid factions, the Crestfallen, or Hulfeir, broke from the Moderates after a string of failures to keep several local communities from warring with one another consumed the region in a generation of small-scale raiding and tribal warfare. The Crestfallen believe that the Druids lost their chance to influence the fate of the Rainwood when they eased their grip in ages past and that it is nearly impossible to recover it. Instead of focusing on what they see as the unobtainable, they are determined to maintain what power they do have by any means possible. Crestfallen Druids are relentless in their attacks upon interlopers or any trying to develop the forest further. Loggers, merchants and surveyors are especially disliked and are usually dispatched in bloody rituals if captured, their bodies left hanging from trees as warnings to any who would support them. Tribes associated with the Crestfallen tend to avoid established areas or communities, preferring to exist on the margins of society than risk being corrupted by its indolence. Hostile fae and elementals are the Crestfallen’s bread and butter and they delight in using the spirits of the forest to demolish their enemies. Crestfallen prefer to Steward large natural features such as a particular tree or geological formation; individual tribes are less important to them. Most of their recruits are drawn from disillusioned members of the Moderate or Lindwurm circles.

The Lindwurm’s Circle


Focused and violent, the faction “led” by the reclusive Hysan are closer to a terrorist organization than a religious one. Known as Wurmsdane in the druidic tongue, members of the Lindwurm’s faction are frightful figures to the denizens of the forest. They dress in hides and barely worked cloth and cover themselves in grisly trophies from their fallen enemies. Their actions are calculated to cause as much fear and anxiety as possible, to cow the tribes they have dominated and to cause their enemies to hesitate to fight them. They refuse to balk from any course, but due to their small numbers they are cognizant of the fact that they must be wary of over committing with direct attacks. Summoned creatures, bound fae and terror weapons like the Baitan are preferred, allowing them to wield outsized influence in spite of their size. But that is not enough, and with the help of Hysan they have weaponized many diseases and toxins, magical or otherwise. They eagerly spread these afflictions among the tribes and peoples of their foes, destabilizing them with Lycanthropy or poisoning their wells or livestock. Zealotry of this caliber is not easy to cultivate, new members are generally orphans from tribes destroyed by the Wurmsdane or tribes with a long history of involvement with the Circle. Dominated tribes are not allowed anything more complicated than flint and fire, innovation is discouraged and dogmatism towards the Old Ways is fostered. Thankfully for the folk of the Rainwood, the preferred Stewardship of the Lindwurm’s Circle are animals and natural features. These tend to be some of the most dangerous animals or areas in the forest, the better to turn against those who would oppose them.

Monday, May 20, 2019

The Virtuoso - LotFP Custom Class

The Virtuoso



     Music has a place on the battlefield. Marching drums and coordinated signal horns can sway the outcome of wars, while shrieking bag-pipes and unified Haka displays are meant to terrify an opposing force, striking blows before blood has been spilled. Empowering songs can help drive away fear and exhaustion or help focus on a task. Out of combat the right melodies can help the wounded relax, lifting moods, distracting from pain and soothing troubled minds. Music in social situations can also be a powerful influence. The Virtuoso sets the tone for a room and can play to cover quiet conversation with classical music or cause a distraction with raucous dances. The right song might be able to bring a room to tears, or buy a stay of the executioner’s axe. They can usually, at very least, get by without paying for lodging or food at taverns.


Level
XP
HP
Paralyze
Poison
Breath
Device
Magic
Knack
Performances Known
1
0
1d6
14
16
15
14
14
2 in 6
1
2
1,750
1d6
14
16
15
14
14
2 in 6
1
3
3,500
1d6
14
16
15
14
14
3 in 6
1
4
7,000
1d6
14
16
15
14
14
3 in 6
2
5
14,000
1d6
11
12
14
13
12
3 in 6
2
6
28,000
1d6
11
12
14
13
12
4 in 6
2
7
56,000
1d6
11
12
14
13
12
4 in 6
2
8
112,000
1d6
11
12
14
13
12
4 in 6
3
9
224,000
1d6
9
10
12
11
10
4 in 6
3
10
336,000
+2*
9
10
12
11
10
4 in 6
3
11
448,000
+2*
9
10
12
11
10
5 in 6
3
12
560,000
+2*
9
10
12
11
10
5 in 6
4
13
672,000
+2*
7
8
10
9
8
5 in 6
4
14
784,000
+2*
7
8
10
9
8
5 in 6
4
15
896,000
+2*
7
8
10
9
8
5 in 6
4
16
1,008,000
+2*
7
8
10
9
8
6 in 6
5
17+
+112,000/lvl
+2*
5
6
8
7
6
6 in 6
5



Though their main talent is their Performances, Virtuoso are well traveled enough that they've been forced through necessity to develop skill beyond simply that of semi-magical abilities. Though unwilling to match the breadth of the Specialist, Virtuoso may choose a single skill from the Specialist's skill list as their Knack, with the exception of Sneak Attack.

To enact a Performance, the Virtuoso must simply have a valid impliment for them to work their chosen medium through, the most common being instruments or the the Virtuoso's own voice or body. The Virtuosos then saves against Magic, adding their Charisma modifier in addition to their Wisdom, and if they succeed than their Performance has been adequately charged by eldritch energies to have an effect beyond mere music or motions. While performing a Virtuoso may not attack, but they may still move about and speak a few words. There is no limit to the amount of times that a Performance can be used in a day. A target which has successfully saved against a Virtuoso's performance may not be affected by it again until a full day has passed. The effects of a Performance linger until the beginning of the Virtuoso's next turn.



Performance of Truth: Lies and bewitching magic are no match for the Virtuoso's skills. If they or one of their allies is the subject of an illusion spell or effect, or is lied to, the Virtuoso may concoct an artistic means by which to counter it, provided that they suspect arcane or mundane trickery. Their performance entitles them and their allies an additional save against such effects, and any one who attempts to lie while the Virtuoso is performing must save vs Magic or be unable to do so, instead blurting out the truth.

Performance of Beguilement: Bedazzling their audience with an entertaining spectacle, the Virtuoso is able to Charm (as per Charm Person) those who watch their Performance, affecting any who fail their save vs Magic. The Virtuoso can affect a number of HD equal to their own level, e.g. a 6th level Virtuoso could affect one 6 HD monster or humanoid, six 1 HD monsters or humanoids, or three 2 HD monsters or humanoids. The same restrictions to Charm Person apply.

Performance of Repulsion: Pulling out their most discordant performance, the Virtuoso puts on a show so terrible that no one can stand to be in their presence! As long as the Virtuoso can be heard (or seen in the case of a dance) no one, with the exception of their own party, can approach closer than their (Level x 5ft) without first successfully making a save versus Magic. If a save is made successfully, they do not have to save again for 24 hours, even if they move outside of the Repulsive range and try to re-enter

Performance of Tranquility: Plucking out an uncannily pleasant tune on their instrument, or putting on a transcendentally calming dance, the Virtuoso is able to accelerate and enhance the rest of their companions. Unlike other Performances, that of Tranquility is not able to be played in combat, but rather when the players are bedding down for the night. The Virtusoso must play for a full hour, but if they do so they double the amount of healing that would be gained that night. It should be noted that depending on the context, playing a song (even a calming one) may attract unwanted attention.

Performance of Furor: Steeling their companions with an aggressive and loud performance, the Virtuoso causes them to fight with astonishing ferocity at the cost of their safety. For as long as their battle ballad or dance continues, anyone friendly to them gains a bonus to their attack rolls equal to 1/3 of the Virtuoso's level, and a penalty of -1 to their AC.

Saturday, May 18, 2019

I am still alive!

     Sorry for going to silent during May, it's been a bit crazy for me getting injured during sparring and getting a new job. As a result I simply have not been able to write as much as I would like in the last few weeks. I have still been drawing up concepts and working, enough that I am going to post a new class, The Virtuoso, in a few days, but most of my other work (which includes two more Lamentations classes, The Lackeys & The Elementalist, a module, a city/town builder based on Tarot and an OSR hack for Venture Brothers) isn't quite ready to be posted yet. I really, really appreciate the readers that I have so far, and all the support that I have gotten from everyone, particularly those folks over at the OSR Discord.

     Thanks for reading folks, I'll be back up on the horse in a few.

Tuesday, April 30, 2019

The Rake - LotFP Custom Class


The Rake
          Some folks are just born a cut above the rest when it comes to wealth and power. It's a sad fact that one's station in life (at least initially) is not at all based upon any merit, but rather luck and circumstance. While most of those who begin in such a position wish nothing more than to simply exploit it to it fullest and join their fellows in debauchery and political games, some few yearn for adventure and danger that cannot be found in their pampered parlors or mahals. These individuals leave a life of wealth behind to wander like vagabonds through the wilderness. Their companions have excuses; they need to climb to social ladder, or enrich themselves or chase down eldritch secrets. Rakes often adventure simply because they are bored. They also do not travel alone. Rakes attract followers like flies to honey, their easy going attitudes and deep pockets win them friends and swordarms everywhere they go. Rakes are dependent on their abilities to win friends and influence others, drawing on a lifetime of barking orders and playing social games to power through to their goals.

Level
XP
HP
Paralyze
Poison
Breath
Device
Magic
Largesse
Delegation
1
0
1d6
14
16
15
14
14
150sp
1 in 6
2
1,750
1d6
14
16
15
14
14
200sp
1 in 6
3
3,500
1d6
14
16
15
14
14
250sp
1 in 6
4
7,000
1d6
14
16
15
14
14
300sp
2 in 6
5
14,000
1d6
11
12
14
13
12
400sp
2 in 6
6
28,000
1d6
11
12
14
13
12
450sp
2 in 6
7
56,000
1d6
11
12
14
13
12
500sp
3 in 6
8
112,000
1d6
11
12
14
13
12
550sp
3 in 6
9
224,000
1d6
9
10
12
11
10
600sp
3 in 6
10
336,000
+2*
9
10
12
11
10
750sp
4 in 6
11
448,000
+2*
9
10
12
11
10
800sp
4 in 6
12
560,000
+2*
9
10
12
11
10
850sp
4 in 6
13
672,000
+2*
7
8
10
9
8
900sp
5 in 6
14
784,000
+2*
7
8
10
9
8
950sp
5 in 6
15
896,000
+2*
7
8
10
9
8
1150sp
5 in 6
16
1,008,000
+2*
7
8
10
9
8
1200sp
6 in 6
17+
+112,000/lvl
+2*
5
6
8
7
6
1250sp
6 in 6
*Constitution modifiers no longer apply
          Rakes only have two abilities, the first is known as Largesse, which represents either the Rake's authority to impress others into their service or to simply bribe them; Largesse in game terms is a Pool of resources (not necessarily money) which renews each time that the Rake gains a level; the resources are generally derived from either holdings that the Rake's family controls, a stipend from some sort of investment, or simply a legitimate or criminal enterprise that the Rake has created or had bestowed upon them. The Pool is used to entice people to work for them, to keep them in their employ, and to pay for any household costs that may arise. Rakes may have followers beyond those they hire through their Largesse. In addition to having the resources or influence to hire independent help, Rakes need not pay for such things as death benefits or recruitment fees, but shares still must be paid - though at only a 50% rate, and they may be paid from the Rake's Largesse.
          The Rake's second ability is known as Delegation, which represents the Rake's talent for convincing their followers (meaning those they've hired personally) to take risky actions in spite of their Morale. Delegation takes time, people don't go to their deaths lightly and the Rake has to make a speech in length equal to minutes time the number of HD (usually hirelings only have 1 HD) of those followers they wish to talk into said course of action. If the Rake were trying to convince 6 HD of followers to charge a band of Ogres, it would take them nearly ten minutes to sway them to do so. Even with the power of Delegation, some actions are simply too foolish to consider. Finally whenever a Rake is injured while adjacent to one of their minions they may make a Delegation check, if successful the Rake takes no damage and the follower is killed.


Wednesday, April 17, 2019

The Binder - LotFP Custom Class

The Binder

     When compared to the myriad threats and horrors arrayed against it, even a stout or cunning human can seem weak by comparison. While most either make peace with this fact or struggle against it through heroic efforts, faith or arcane talent, Binders take a different route by enslaving those things that humanity fears in service to their wills. From beasts, golems, undead and tulpa to creatures from the outer spheres, the binder has discovered ways to enforce their dominance over them, gaining an invaluable and often terrifying ally. Similar in approach to Magic-Users, most Binders are scholars or otherwise appropriate eldritch lore in their quest to shackle ever more powerful entities to their cause. Others favor more esoteric paths, such as developing creatures in their mind's eye and summoning them using psychic energies.

Level
Experience

HP
Paralyze
Poison
Breath
Device
Magic
Familiar Points
1
0
1d6
13
13
16
13
14
1
2
2,250
1d6
13
13
16
13
14
1
3
4,500
1d6
13
13
16
13
14
2
4
9,000
1d6
13
13
16
13
14
2
5
18,000
1d6
13
13
16
13
14
3
6
36,000
1d6
11
11
14
11
12
3
7
72,000
1d6
11
11
14
11
12
4
8
144,000
1d6
11
11
14
11
12
4
9
288,000
1d6
11
11
14
11
12
5
10
432,000
+2*
11
11
14
11
12
5
11
576,000
+2*
9
9
12
9
8
6
12
720,000
+2*
9
9
12
9
8
6
13
864,000
+2*
9
9
12
9
8
7
14
1,008,000
+2*
9
9
12
9
8
7
15
1,152,000
+2*
9
9
12
9
8
8
16+
+144,000/lvl
+2*/lvl
6
7
8
5
6
8
 
   The Familiar itself inherently only has 1 HP, an AC of 10, a movement speed equivalent to a PCs, an attack bonus of +1, a d4 damage die, and saves as a level 1 Specialist. Familiar Aspects are bought from the table below at a 1-for-1 cost (i.e three Aggressor Aspects would cost three Familiar Points.) Familiars who die deal backlash damage to the Binder equal to its HD. Conjured creatures may be replaced in a ritual in length equal to the HD of the monster that the Binder wishes to summon. Binders may conjure creatures with Familiar Points under their maximum if they wish. Familiar Aspects are cumulative. You may only have one Familiar at a time.


Aspect of the...
HD
Tier I
Tier II
Tier III
Aggressor

d8
The Familiar's melee damage die increases to d6.
+1 to attack bonus, melee damage die increases to d8.
+2 to attack bonus. Melee damage die increases to d10
Defender

d10
-1 to all saves.
-2 to all saves. +1 to AC.
-2 to all saves.
Eluder

d6
+2 to AC
+3 to AC
+3 to AC
Wanderer

d6
The Familiar may climb and swim as fast as they can walk.
The Familiar may fly as fast as they walk.
The Familiar may walk through walls.
Magus
d4
The Familiar has access to some sort of eldritch ability, equivalent to a 1st level spell. It may be drawn from either the Cleric or Magic-User list (subject to referee approval) and can be used as many times per day equal to 1/2 the HD of the Familiar, minimum 1.
As before, but the Familiar may cast an equivalent to a 3rd level spell. The Binder must be at least level 5 to select this aspect.
As before, but the Familiar may cast an equivalent to a 5th level spell. The Binder must be at least level 9 to select this aspect.
Skirmisher

d6
The Familiar gains a ranged attack with a d4 damage die and range modifiers equivalent to a Heavy Crossbow.
The Familiar's ranged damage die increases to a d6, the Familiar also gains a +1 to their Attack Bonus.
The ranged damage die increases to a d8, the familiar gains a further +2 to their Attack Bonus.


     So let's build a monster together, shall we? If we take a level 6 Binder, we will have 3 Familiar points we can spend. We want to build something of a guardian for ourselves, so we choose to spend two of our FP on the Defensive Aspect and since we value the Familiar's ability to shield us from harm more than we do their ability to inflict damage, we choose a Mobility Aspect with our remaining FP. The creature produced would have the following stat-line:

HP: 14 (HD 2d10+1d6+1)
AC: 11
Move: As a PC, but may Climb and Swim as fast as they walk
Attacks: Swipe +1, 1d4 damage