How dangerous is it for a Wizard's pet cat?


Advice

Liberty's Edge

This weekend will be the first time I will have a player who will have a small pet running around with them. I am fairly familiar with the rules in regards to cover and concealment, so outside of the benefits which those may give, I assume the familiar has no other protection.

For instance, most non-line of affect AOE traps and spells would be a problem for a pet even if they are hidden, correct?

I think most groups kind of hand-wave the whole familiar thing since they are so squishy and because most players don't want to think of their little pet being smooshed.

I don't want to be too harsh on the wizard, but I also don't want to be wishy washy aabout it, especially considering how dangerous adventuring can be.

Are there any other rules I should be aware of or does anyone have any advice?


A lot depends on what they will be having the pet do.

If they're carrying around the Pet, usually any attacks have to get through the players defenses first. Then you worry about the pets. Most people just treat the pet as equipment in this type of situation.

Now, if they're having the pet actually do stuff, it then becomes a valid target with it's own defenses and hit points.

There's actually more detailed rules on this, scattered around in the splat books, but this is the way I've seen it treated, mostly.

Shadow Lodge

They have improved evasion, so effects that allow Ref saves shouldn't be a serious threat.

Area effects that don't require line of effect would be a problem, but I think they're also pretty rare. Inhaled poison, environmental heat, drowning?

Most groups I have seen won't target familiars with attacks or other targeted effects unless the familiar is actually out and contributing to combat. And even then it may not be a priority target.


Familiar Satchel wrote:
This armored case provides total cover to any Tiny or smaller creature contained within it. It includes air holes (which can be plugged with cork stoppers if you need to go underwater) and two receptacles for food and water.

Total Cover, for the most part, provides immunity to AoE stuff. It's basically the old plan (stuff it in a backpack and forget about it) but slightly more humane.

And, basically, as long as it never gets used in combat there's really no reason to target it and it has improved evasion to help with those AoE situations. And that's only at low levels, because a familiar gets half the HP of the master and can eventually take a hit or two.

Liberty's Edge

There's a few effects that don't require line of effects, namely spread spells. Oddly enough sound burst is not a burst spell, but a spread spell, which still affects familiars tucked away in familiar pouches. Also being a fort save means no completely avoiding damage.

Sovereign Court

Channelled energy is also a risk to familiars without total cover; normal cover and evasion only help against reflex saves.

But yeah, I agree that familiars start out super low on the target priority list until they start doing stuff. Enemies are normally focusing on the PC that appears to pose the greatest threat, easiest to take down first etc - stuff that can help the enemy win the battle. While hurting a familiar is bad for the PCs, it usually doesn't help enemies win the fight, so it wasted valuable combat rounds in which the PCs might win.

The Exchange

Players with small pets running around are a pain. Cats tend to chase your dice, and dogs love to sit on the map and knock all the miniatures out of place... ;)

The Exchange

Actually a houserule, if not exactly orthodox may be a good idea. Ask the player(if the familiar is not any archtype) if he ever intends to use his familiar for scouting or combat(includes delivering beneficial spells), if neither, ask if he would care for the familiar being treated as an object - I.e it grants him familiar bonuses and alertness feat, but does not take any actions, never needs to make a save. Saves you the trouble of calculations.

Or get him to get a familiar satchel, and poof, familiar gets total cover. He loses familiar bonus and alertness.

I have a soft spot for familiars.


Being a cat familiar, if it's scouting, it's subject to PC dangers, with all the benefits from being a Familiar.
If it's with you on the dungeon, we can assume it's inside your pocket (remember size, small familiar are difficult to hide, it's written in the rules) and thus not subject to AoE damage/spells.

Your familiar during combat won't be doing much, specially being a cat. Remember you can use it to deliver touch spells. A smart enemy might identify that you're casting spells and using your cat as a vessel for transportation, this might possibly make him a target.

It all goes down to how the DM treats it. It's like spellbooks. Some DM might target them, steal them, others ignore them completely.

Unless you use your familiar to deal direct damage, most DMs ignore them. Also cats have the disadvantage of not flying, which makes them not very good at dropping caltrops, alchemist's fire on enemies.

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