Need help picking an Improved Familiar in PFS


Advice

Liberty's Edge

So NG 7th level Magus already have the familiar arcana, just hitting 7th level.

Faerie Dragon not available, i could not get that scenario in for this character. If i could it would be the winner, as it always is.

Options:

Lyrakien: the cute little bug is usually on such lists.

Advantages
1: Has HAND, and is build for UMD.
2. Constant freedom of movement makes it a good touch spell delivery method. 80ft perfect fly
3. high charisma+ventriloquism can somewhat make up for the natural magus tank stat...charisma.
4. Has commune

Disadvantages:
1. relatively weak Dr, no spell resistance innate
2. Relatively weak spell-like abilities. Daze, Summon inst. lesser confuse, these are all pointless fight CR 7 critters.
3. still uses strength for its attacks. so hard to hit, even with touch. -3 to start

Cassian:

Advantages:
1. Immune to cold and acid.... nice
2. Breath weapon is not bad
3. Spell like abilities are nice. Commune + aid and a daylight.
4. Perfect memory could have significant PFS benefits
5. Aura is very beneficial, static deflection and resistance bonus, opens up the neck slot for something other than a cloak of resistace.

Disadvantages:
1. Terrible AC
2. Hands??? who knows
3. would not be good at UMD even if it had hands.
4. low flight and attack

Silvanshee: Boy was this critter nerf hard.

Advantages:
1. Great fly speed 90, plus pounce makes it a great touch spell delivery agent. (i move cast Frost Bite Rime spell, give to kitty she moves 90 delivers.... yikes)
2. Having a Dim Door adds fun to number 1
3. Heroic Strength +natural attack benifits make base attack best of the 4. Nothing wrong with speak with animal+True speech.
5. Stabilize makes it a good combat medic

Disadvantages:

1. No hands, ouch, that hurts
2. 2 1d6 cure lights a day is such a nerf. kitty used to be a contender with the faerie dragon, no more. Its fall from grace is sort of depressing actually.

So i really wanted to take the kitty until the nerf of doom was pointed out to me. Now i am not so sure. Kitty is best for combat spell delivery even post mega nerf. butterfly can compensate for the characters biggess 'weakness' that being crappy charisma, Cassian aura is just nice.

The other option is... dont take improved familiar ...wait. Take Intensify spell instead. Per most of the guides i could find I was planning on that for 9th level, but i could just wait since there is no clear choice.. Anyway looking for fee back. Thanks in advance.

The Exchange

Being NG, arnt you limited by that alignment?

Shadow Lodge

Go Cassian, its awesome all the way around and has shape change into child like angel (which has hands).

RPG Superstar 2014 Top 16, RPG Superstar 2013 Top 16

You're still in the level range for that scenario with the faerie dragon. You could GM it for the credit.

Liberty's Edge

I have already GMed it, so as far as i know you cant get credit twice as a gm. If someone runs it in the area sure, that would work, but i am having a lot of fun with the Magus, dont really want to wait around.

I have not seen anything in the FAQ for PFS that says the Cassian has a hands slot

Liberty's Edge

Jeff Morse wrote:
Being NG, arnt you limited by that alignment?

you have to be within one step of the alignment

so NG, you could be LG,NG,CG

Silver Crusade

Lyrakien also has True Speech. You cannot underestimate the power of that. Combined with hands and UMD for wands and scrolls... It's a really amazing familiar.

Liberty's Edge

i am pretty sure all of the choices listed have true speech


As a magus, I would take the cassian and enjoy the cool helmet with the auras.

Grand Lodge

Have you considered a Small Earth Elemental(valet)? I've been thinking about setting up a Magus with one.

They've got regular 5' reach and Earth Glide for good flanking (and let you reliably use Outflank for 2 extra hit and occasional bonus attacks on a crit, or precise strike for an extra d6 damage on most of your attacks.) They're proficient with Martial weapons, immune to flanks and crits, and have moderately beefy slam with their strength, earth mastery and power attack. They can deliver touch spells without provoking and through a real attack (slam.)

What I'm not sure about is how limiting their slow movement and lack of flight are in 7-11 play, and whether the extra slam damage ends up being worthwhile.

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