Is a familar for an Arcanist too fragile in PFS games?


Pathfinder Society

Dark Archive

Are familiars a good idea in PFS games?

Too fragile, hard to use to deliver touch spells, too much of a target for bad guys?

Or are they handy for scouting, extra Perception checks, etc?

I've only played a three games in PFS, and have the XP to hit level 2. Which means it's time to make a final decision on my character.

I played an Arcanist in my last game and enjoyed it (despite issues like discovering Sleep is a full round action that seems to attract mob aggro, and not being able to shoot anything into melee successfully).

One of my exploits was Familiar (picked an Owl), but when I used it once to scout it got wiped out very easily.

Are they generally seen as handy to have? Or too much trouble?

Thanks.

5/5

Spells to buff:mage armor and false life can help the familar take a hit.
Remember that they have half your hit points but all of your skill ranks.
Improved familiar can help.
Psuedodragon: telepathy and blindsense
imp/quasit/nosio psychopomp: at will invisibility

Silver Crusade 5/5 5/5 **

1 person marked this as a favorite.

For most GMs familiars have two modes
1) Not actually doing anything. In which case they provide their static bonuses (not to be sneezed at) and essentially have plot immunity
2) The familiar is actively participating in the game (maybe in combat, maybe by scouting) in which case its a fair target.

But a familiar is rarely going to be the PRIMARY target (unless the GM is frantically trying to NOT kill the characters :-)). And its got pretty good defences so its not THAT fragile. Buff spells can help it out (shield companion, false life, etc). But be ready to get it to run away if it takes a solid hit (callback is VERY good for this)

So, bottom line, with care an active familiar can be a very viable and useful asset. But, unless you invest (money, spells, etc) its best just left as some static bonuses together with possibly some roleplaying hooks

2/5

The answer depends on how you frame the question, which depends on what you wish the familiar to do.
Is a familiar worth the exploit to give you Alertness, another bonus, some extra Perc. checks, and so forth?
For most builds, yes, it is a competitive option.
Keep the familiar on your person, occasionally letting it loose within your eyesight (such as when outside and sending it high up, or in emergencies to get help). Just not forward! Most of the time, just forget about it except when an area of effect hits you both.

Is a familiar worth sending into combat for a touch spell or acting independently?
No. Exceptions exist, especially if you build for this, but even so, just take a 'no' until you learn how for some other PC later.
They are Cleave bait, practically free kills for the enemy.

Is Improved Familiar worth taking?
In PFS, very much so. The extra gold of PFS and the 2PP wands/potions make a wand-using/potion-giving familiar affordable. Even familiars with DR or Fast Healing or Invisibility/high Stealth need to be protected. The warrior PC often have a tough time taking full attacks, so of course your familiar will!
The extra action, even from a minor wand, can make a huge difference.
The list of wand users is limited, and you'll want your UMD pumped (esp. since it's a class skill for you), but it's useful to the point that some people intentionally avoid it because it's too good.

Hope that helps,
Cheers, JMK

Liberty's Edge 3/5 *

Pathfinder Adventure Path Subscriber

Have at least 1 rank of stealth so that your familiar is trained in Stealth. Stealth is a class skill for familiars. A tiny familiar likely has a decent Dex and a +8 size modifier to stealth. So even with just 1 rank, your familiar likely has at least +14 Stealth or more.

Three of my characters have familiars, two of which are always out and about in combat, and one mostly stays in his familiar satchel (get one) unless he needs to come out in an emergency. None of them have ever died. One got caught in an AoE effect once, but he happened to be immune to the damage type.

Scarab Sages 2/5

1) A familiar does not appear to be a familiar. They appear to be animals. Take the disguise skill if you are worried that your GM will say they don't act like animals(fair call). Take stealth to hide them.

2) They actually have decent defenses so long as you don't throw them into combat. Just don't forget to cast mage armor on them. Any attack against a familiar is an attack not being thrown at the much heavier hitters in the party.

3) I find familiar's to be very useful so long as you keep in mind what they are good at and what they are not.

4) Get an improved familiar if you want more than the static bonus. It greatly increases their ability to be useful. Except in the case of classes like Fighter(Eldritch Guardian).

4/5

Familiars are a mixed bag.

At high level they tend to be killed off from collateral damage, one failed save and dead. Luckily most pathfinder play stops around 12th level before things get too deadly. If this is going be a character you are taking to 20th level, I'd get the bonded object.

Improved Familiar is the way to go if you are going into a Familiar. Be aware of the rather restricted list of familiars that can use wands (see the FAQ on magic use). You also might need a Share the Wealth boon for an advantageous pick. Body slots are restricted to neck and barding slots, you have to take Extra Slot feat to equip them further even if the item could fit them. There are also issues with manufactured weapons.

Others have pointed out the advantages, mainly a little action economy and a scouting buddy.

In the end it's a comparison of a little buddy with some wands -OR- one spell per day and 6 extra spell levels of spells (Amulet of Spell Mastery, 11000GP as bonded obj).

Silver Crusade 1/5

Familiars are great, but typically you don't want them exposed to possible combat at low levels, especially when they have half your hp and you are a d6 hit die class. There are exceptions, such as the tumour familiar with protector archetype (my melee alchemist has one, a monkey).

At higher levels you can get a lot of mileage from a familiar, even one as "mundane" as an owl. For example, a trick I heard about recently: a wizard (level 9 or thereabouts) decides to send his hawk familiar scouting a set of caves that the party is going to explore. They know there are trolls in the caves. Wizard casts Caustic Blood on the familiar (and a few other spells besides). It flies into the caves, sees trolls, and basically kites them. It gets hit a few times, but each time a troll hits it the poor troll gets 9d6 acid damage. When the hawk has taken too much damage it retreats and the party storms in to finish the trolls. There was certainly risk in this strategem, but it would not have been an option without the familiar.

Sovereign Court 4/5 5/5 ** Venture-Lieutenant, Netherlands—Leiden

Interesting trick, but keep in mind the acid would only suppress the regeneration for one round, so the party had best storm in quickly to press the advantage.

Liberty's Edge 4/5 *** Venture-Lieutenant, California—Los Angeles (South Bay)

In general, I have found a bonded item to be more useful. At times, I have had characters use a bonded item to cast a very useful spell that my character had not memorized. (In one instance, being able to cast an unprepared Life Bubble truly helped save a few characters.) While I try to plan ahead, there is usually the unexpected to contend with in PFS play.

The bonuses from a familiar can be useful, but I have mostly used the familiars of a few spellcasters as scouts or something that stays hidden. So far, I've found familiars to be useful, but not as useful as a bonded item. (I now mostly GM for my group, so I may not be the best person to address this issue.)

Dark Archive 3/5 5/5

I have a level 11 Witch who has made great use of her familiar. In combat,it would go into delay, and come out of delay whenever a party member dropped. Then, it would fly over to them and perch on their chest, allowing my character to deliver a Heal hex at range. The familiar has died once before, but that was due to a combination of scenario hazards and a failed Will save that ended with the poor psychopomp suffocating itself within another party member's Handy Haversack.

There are two PFS characters that are alive today solely because of that delay-heal tactic, by the way. I'm pretty proud of that.

I speak with the GMs beforehand. I know that the standard "gentleman's agreement" is now void, and the familiar is a viable target. But the risk is often worth it.

I have another familiar, a Tumor attached to my transhumanist Alchemist. I make sure to tell GMs at the start of the scenario that said familiar will be out in the open and a perfectly viable target for AoE and targetted attacks throughout the entirety of combat. But in return, I have a handy bodyguard with Fast Healing 5.

Having a familiar is all about knowing when and how to use it. If it scouts, try to scout in areas where that type of animal won't cause an alarm if seen. Rats are king at that. Improved Familiars with Invisibility also help, but some higher level hazards and creatures are not fooled by that. Getting to effectively roll twice on Perception and Knowledge skills is a great feature in its own right. If it ties into your combat strategy, make peace with the fact that it might die. As long as you're not playing a Witch, it isn't the end of the world.

It could be worse. Did you know that the Bonded Object of a Wizard/Sorcerer/Etc loses all of its crafted magical properties when the owner dies? Raise Dead feels like a much harsher cost when you need another 20k gold to re-enchant that Ring of Freedom of Movement.

Silver Crusade 4/5

Rosc wrote:

I have a level 11 Witch who has made great use of her familiar. In combat,it would go into delay, and come out of delay whenever a party member dropped. Then, it would fly over to them and perch on their chest, allowing my character to deliver a Heal hex at range. The familiar has died once before, but that was due to a combination of scenario hazards and a failed Will save that ended with the poor psychopomp suffocating itself within another party member's Handy Haversack.

There are two PFS characters that are alive today solely because of that delay-heal tactic, by the way. I'm pretty proud of that.

I took the Scar hex on my witch, to be able to use my buff/heal hexes on my allies from up to a mile away. All they have to do is let the cute widdle bunny wabbit bite them and leave a little scar at the start of the adventure (having my familiar bite them is how I explain the scar in character).

But my witch is also totally focused on buffing and healing hexes. With the Extra Hex feat, I've already got Ward, Healing, Fortune, and Cackle at level 4. I call her my cheerleader witch - a cute, friendly, cheerful teenage girl with a rabbit familiar. Also, she giggles instead of cackling, and refuses to use the word "witch". She introduces herself as an arcane specialist.


Personally I don't see much point in giving an Arcanist or a Wizard a familiar, they borrow from your stat-profile, so unless you have a good profile, or lots of skills which benefit form getting two chances to succeed at, a familiar is simply a liability.
If you are getting a familiar, a Valet Familiar is great for abusing Teamwork Feats (Escape Route for the Win!), and a Figment Familiar is much, much less expensive to replace.

To Fromper:
If you are in PFS, you should know they FAQed it such that Witches have to actually cackle like a b-list villain to use the Cackle Hex.
For a home game, the GM can rule it in your favor. I would let my players choose a similarly audible replacement to cackling (such as chanting or babbling loudly).

Dark Archive 3/5 5/5

Fromper wrote:
Rosc wrote:

I have a level 11 Witch who has made great use of her familiar. In combat,it would go into delay, and come out of delay whenever a party member dropped. Then, it would fly over to them and perch on their chest, allowing my character to deliver a Heal hex at range. The familiar has died once before, but that was due to a combination of scenario hazards and a failed Will save that ended with the poor psychopomp suffocating itself within another party member's Handy Haversack.

There are two PFS characters that are alive today solely because of that delay-heal tactic, by the way. I'm pretty proud of that.

I took the Scar hex on my witch, to be able to use my buff/heal hexes on my allies from up to a mile away. All they have to do is let the cute widdle bunny wabbit bite them and leave a little scar at the start of the adventure (having my familiar bite them is how I explain the scar in character).

But my witch is also totally focused on buffing and healing hexes. With the Extra Hex feat, I've already got Ward, Healing, Fortune, and Cackle at level 4. I call her my cheerleader witch - a cute, friendly, cheerful teenage girl with a rabbit familiar. Also, she giggles instead of cackling, and refuses to use the word "witch". She introduces herself as an arcane specialist.

I have a similar idea in the works. A healing Witch who dedicates the vast majority of her feats to buffs, playing up how nice and sweet she is, but her spells are all unpleasant thanks to her heavy spider motif. Scar would be flavored as her "weaving her web" around the party. Actual spells will involve things like Vomit Swarm and Web.

1/5

Cantriped wrote:


To Fromper:
If you are in PFS, you should know they FAQed it such that Witches have to actually cackle like a b-list villain to use the Cackle Hex.

I don't have the cackle hex as my PFS witch because of this ruling - I don't care how good the hex is, the flavour is wholly inappropriate.

Silver Crusade 4/5

Neriathale wrote:
Cantriped wrote:


To Fromper:
If you are in PFS, you should know they FAQed it such that Witches have to actually cackle like a b-list villain to use the Cackle Hex.
I don't have the cackle hex as my PFS witch because of this ruling - I don't care how good the hex is, the flavour is wholly inappropriate.

My witch still giggles. It may be louder than a normal giggle, and some people might think it sounds like cackling. But she's giggling.

*

My area must be in the minority when it comes to bonded item vs familiars. Familiars are known as 'shoulder turrets' and casting some ray spells or fire breath through the familiar is common.

Silver Crusade 4/5

We have more familiars than bonded items here. They just aren't that active in combat most of the time.

We do have one guy who has an imp with a wand of invisibility. It stays invisible using its racial ability, then uses the wand on the caster every round using UMD. So the arcanist casts an offensive spell, becomes visible, and then the imp turns him invisible again in the same round. Then, he moves with his move action, so the enemies don't know where he is. At least, that's how it works in theory. The UMD check isn't guaranteed.

My chosen one paladin has a familiar that goes around healing people in combat, but only if the situation is really dire, since it costs two of my daily lay on hands for the day. It can cast Guidance at will, though, so it's constantly helping out in combat.

Liberty's Edge 4/5 *** Venture-Lieutenant, California—Los Angeles (South Bay)

One question is what option best fits a player's style. For example, I try to have characters who prepare for everything. I even go so far as checking my character's spell list with those of other party members when possible.

So far, I find that the arcane bond item works well for my characters. However, I have tried a familiar at times -- mostly keeping them hidden for bonuses to the character or rarely using one as a scout.

Liberty's Edge 4/5 *

I have a 12th level Wand-Wielder magus that uses his familiar for the action economy:

Monkey familiar hangs on or sits on magus' shoulder.
Magus draws wand and casts spell.
Monkey takes wand and returns in to its spot on the bandolier.

Community / Forums / Organized Play / Pathfinder Society / Is a familar for an Arcanist too fragile in PFS games? All Messageboards

Want to post a reply? Sign in.
Recent threads in Pathfinder Society